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<h1 align="center">MPlayer skin format</h1>
<hr>
<h2>Contents</h2>
<ul type=disc>
<li><a href="#intro">1 Introduction</a></li>
<li><a href="#overview">2 Overview</a>
<ul type=circle>
<li><a href="#dirs">2.1 Directories</a></li>
<li><a href="#images">2.2 Images</a></li>
<li><a href="#components">2.3 Skin components</a></li>
<li><a href="#files">2.4 Files</a></li>
</ul>
</li>
<li><a href="#skin">3 The <code>skin</code> file</a>
<ul type=circle>
<li><a href="#mainwin">3.1 Main window</a></li>
<li><a href="#subwindow">3.2 Subwindow</a></li>
<li><a href="#skinmenu">3.3 Skin menu</a></li>
</ul>
</li>
<li><a href="#fonts">4 Fonts</a>
<ul type=circle>
<li><a href="#symbols">4.1 Symbols</a></li>
</ul>
</li>
<li><a href="#guimsg">Appendix A: GUI messages</a></li>
</ul>
<hr>
<div align=center>
Last modified: 2002/05/24
</div>
<hr>
<h2><a name="intro">1 Introduction</a></h2>
The purpose of this document is to describe the <b>MPlayer</b> skin format.
The information contained here might be wrong, for
<ol type="a">
<li>It is not me who wrote the GUI</li>
<li>The GUI is not finished</li>
<li>I might be wrong.</li>
</ol>
So do not be surprised if something does not work as described here.
<p>
Thanks to <em>Zoltán Ponekker</em> for his help.
</p>
<p>
<em>András Mohari &lt;mayday@freemail.hu&gt;</em>
</p>
<h2><a name="overview">2 Overview</a></h2>
It does not really have anything to do with the skin format, but you should
know that <b>MPlayer</b> has <b>no</b> builtin skin, so <b>at least one skin
must be installed in order to be able to use the GUI.</b>
<h3><a name="dirs">2.1 Directories</a></h3>
The directories searched for skins are (in order):
<pre>
$(DATADIR)/Skin/
$(PREFIX)/share/mplayer/Skin/
~/.mplayer/Skin/
</pre>
<p>
Note that the first path may vary according to the way <b>MPlayer</b> was
configured (see the <code>--prefix</code> and <code>--datadir</code> arguments
of the <code>configure</code> script).
</p>
Every skin is installed into its own directory under one of the directories
listed above, for example:
<pre>
$(PREFIX)/share/mplayer/Skin/default/
</pre>
<h3><a name="images">2.2 Image formats</a></h3>
Images must be truecolor (24 or 32 bpp) and can be in BMP, PNG or uncompressed
TGA format. The preferred format is PNG as it compresses very well.
<p>
In the main window (see below) you can use images with `transparency':
Regions filled with the color #FF00FF (<font color="#FF00FF">magenta</font>)
are fully transparent when viewed by <b>MPlayer</b>. This means that you can even
have shaped windows if your X server has the XShape extension.
</p>
<h3><a name="components">2.3 Skin components</a></h3>
Skins are quite free-format (unlike the fixed-format skins of
Winamp/XMMS, for example), so it is up to you to create something great.
<p>
Currently there are three windows to be decorated: the
<a href="#mainwin">main window</a>, the <a href="#subwindow">subwindow</a> and
the <a href="#skinmenu">skin menu</a> (which can be activated by a right
click).
</p>
<ul>
<li>
The <b>main window</b> is where you can control <b>MPlayer</b>. The background of
the window is an image. Various items can (and must) be
placed in the window: <em>buttons</em>, <em>potmeters</em> (sliders) and
<em>labels</em>. For every item, you must
specify its position and size.
<p>
A <b>button</b> has three states (pressed, released,
disabled), thus its image must be divided into three parts vertically.
See the <a href="#main.button">button</a> item for details.
</p>
<p>
A <b>potmeter</b> (mainly used for the seek bar and volume/balance
control) can have any number of phases by dividing its image into different
parts below each other.
See <a href="#main.hpotmeter">hpotmeter</a> and
<a href="#main.potmeter">potmeter</a> for details.
</p>
<p>
<b>Labels</b> are a bit special: The characters needed to draw them are taken
from an image file, and the characters in the image are described
by a <a href="#fonts">font description file</a>.
The latter is a plain text file which specifies
the x,y position and size of each character in the image (the
image file and its font description file form a font <em>together</em>).
See <a href="#main.dlabel">dlabel</a> and <a href="#main.slabel">slabel</a>
for details.
</p>
<p>
<em class=note>
<b>Note:</b> all images can have full transparency as described in the
section about <a href="#images">image formats</a>.
</em>
</p>
</li>
<li>
The <b>subwindow</b> is where the movie appears. It can display a specified
image if there is no movie loaded (it is quite boring to have an empty
window :-))
<em class=note><b>Note:</b> transparency
is <b>not allowed</b> here.</em>
</li>
<li>
The <b>skin menu</b> is just a way to control <b>MPlayer</b> by means of
menu entries. Two images are required for the menu: one of them is the base
image that shows the menu in its normal state, the other one is used to
display the selected entries. When you pop up the menu, the first image is
shown. If you move the mouse over the menu entries, the currently selected
entry is copied from the second image over the menu entry below the mouse
pointer (the second image is never shown as a whole).
<p>
A menu entry is defined by its position and size in the image (see the
section about the <a href="#skinmenu">skin menu</a> for details).
</p>
</li>
</ul>
<p>
There is an important thing not mentioned yet: For buttons, potmeters and
menu entries to work, <b>MPlayer</b> must know what to do if they are clicked.
This is done by <a href="#guimsg">messages</a> (events). For these items
you must define the messages to be generated when they are clicked.
</p>
<h3><a name="files">2.4 Files</a></h3>
You need the following files to build a skin:
<ul>
<li>
The configuration file named <a href="#skin">skin</a> tells <b>MPlayer</b> how
to put different parts of the skin together and what to do if you click
somewhere in the window.
</li>
<li>The background image for the main window.</li>
<li>Images for the items in the main window (including one or more font
description files needed to draw labels).</li>
<li>The image to be displayed in the subwindow (optional).</li>
<li>Two images for the skin menu (they are needed only if you want to create
a menu).</li>
</ul>
With the exception of the skin configuration file, you can name the other
files whatever you want (but note that font description files must have
a <code>.fnt</code> extension).
<h2><a name="skin">3 The <code>skin</code> file</a></h2>
<p>
As mentioned above, this is the skin configuration file.
It is line oriented; comment lines start with a '<code>;</code>' character
at the beginning of the line (only spaces and tabs are allowed before the
'<code>;</code>').
</p>
<p>
The file is made up of sections. Each section describes the skin for an
application and has the following form:
</p>
<table border=1 width="100%"><tr bgcolor=silver><td><pre>
section = <i>section name</i>
.
.
.
end
</pre></td></tr></table>
<p>
Currently there is only one application, so you need only one section:
its name is <b>movieplayer</b>.
</p>
<p>
Within this section each window is described by a block of the following form:
</p>
<table border=1 width="100%"><tr bgcolor=silver><td><pre>
window = <i>window name</i>
.
.
.
end
</pre></td></tr></table>
<p>
where <i>window name</i> can be one of these strings:
</p>
<ul>
<li><b>main</b> - for the main window</li>
<li><b>sub</b> - for the subwindow</li>
<li><b>menu</b> - for the skin menu</li>
</ul>
<p>
(The sub and menu blocks are optional - you do not need to create a menu or
decorate the subwindow.)
</p>
<p>
Within a window block, you can define each item for the window
by a line in this form:
</p>
<dl>
<dt>
<b><code>item = parameter</code></b>
</dt>
<dd>
Where <code>item</code> is a string that identifies the type of the GUI item,
<code>parameter</code> is a numeric or textual value (or a list of values
separated by commas).
</dd>
</dl>
<p>
Putting the above together, the whole file looks something like this:
</p>
<table border=1 width="100%"><tr bgcolor=silver><td><pre>
section = movieplayer
window = main
; ... items for main window ...
end
window = sub
; ... items for subwindow ...
end
window = menu
; ... items for skin menu ...
end
end
</pre></td></tr></table>
<p>
The name of an image file must be given without leading directories - images are
searched for in the <code>Skin</code> directory. You may (but you need not)
specify the extension of the file. If the file does not exist, <b>MPlayer</b>
tries to load the file <code>&lt;filename&gt;.&lt;ext&gt;</code>, where
<code>tga</code>, <code>TGA</code>, <code>bmp</code>, <code>BMP</code>,
<code>png</code> and <code>PNG</code> is tried for <code>&lt;ext&gt;</code>
(in this order). The first matching file will be used.
</p>
<p>
Finally some words about positioning. The main window and the subwindow can be
placed in the different corners of the screen by giving <code>X</code> and
<code>Y</code> coordinates. <code>0</code> is top or left, <code>-1</code> is
center and <code>-2</code> is right or bottom, as shown in this illustration:
</p>
<pre>
(0, 0)----(-1, 0)----(-2, 0)
| | |
| | |
(0,-1)----(-1,-1)----(-2,-1)
| | |
| | |
(0,-2)----(-1,-2)----(-2,-2)
</pre>
<table border=1 cellpadding=5 width="100%"><tr bgcolor="#ffffcc"><td>
Here is an example to make this clear. Suppose that you have an image called
<code>main.png</code> that you use for the main window:
<blockquote>
<pre>
base = main, -1, -1
</pre>
</blockquote>
<b>MPlayer</b> tries to load <code>main</code>, <code>main.tga</code>,
<code>main.TGA</code>, <code>main.bmp</code> etc, so that <code>main.png</code>
will be found.
<br>
If (by accident) you wrote
<blockquote>
<pre>
base = main.bmp, -1, -1
</pre>
</blockquote>
then <code>main.bmp</code>, <code>main.bmp.tga</code>, <code>main.bmp.TGA</code>,
<code>main.bmp.bmp</code> would be searched for and <b>MPlayer</b> would finally
give up because there is no <code>main.bmp</code> in the directory, only
<code>main.png</code>.
</td></tr></table>
<h3><a name="mainwin">3.1 Main window</a></h3>
Below is the list of entries that can be used in the
'<code>window = main</code>' .&nbsp;.&nbsp;. '<code>end</code>' block.
<dl>
<dt><a name="main.base">
<b><code>base = image, X, Y</code></b>
</a></dt>
<dd>
Lets you specify the background image to be used for the main window.
The window will appear at the given <code>X,Y</code> position on the screen
The window will have the size of the image.
<div>
<em class=warn>
<b>Warning:</b> Transparent regions in the image (colored #FF00FF) appear
black on X servers without the XShape extension.
</em>
</div>
</dd>
<dt><a name="main.button">
<b><code>button = image, X, Y, width, height, message</code></b></a></dt>
<dd>
Place a button of <code>width</code> * <code>height</code> size at position
<code>X</code>,<code>Y</code>. The specified <code>message</code> is generated
when the button is clicked. The image given by <code>image</code> must have
three parts below each other (according to the possible states of the button),
like this:
<pre>
+------------+
| pressed |
+------------+
| released |
+------------+
| disabled |
+------------+
</pre>
</dd>
<dt><a name="main.decoration">
<b><code>decoration = enable|disable</code></b>
</a></dt>
<dd>
Enable or disable window manager decoration of the main window. Default
is <b>disable</b>.
</dd>
<dt>
<a name="main.hpotmeter">
<b>
<code>hpotmeter = button, bwidth, bheight, phases, numphases, default, X, Y, width, height, message</code>
</b>
</a>
</dt>
<dd>
Place a horizontal potmeter of <code>width</code> * <code>height</code> size
at position <code>X</code>,<code>Y</code>. The image can be divided into
different parts for the different phases of the potmeter (for example,
you can have a pot for volume control that turns from green to red
while its value changes from the minimum to the maximum.).
<code>hpotmeter</code> can have a button that can be dragged horizontally.
<div>The parameters are:</div>
<ul>
<li><code>button</code> - the image to be used for the button
(must have three parts below each other, like in case of
<a href="#main.button">button</a>)</li>
<li><code>bwidth</code>, <code>bheight</code> - size of the button</li>
<li><code>phases</code> - The image to be used for the different phases of the
hpotmeter. A special value of <code>NULL</code> can be used if you want
no such image. The image must be divided into <code>numphases</code> parts
vertically like this:
<pre>
+------------+
| phase #1 |
+------------+
| phase #2 |
+------------+
...
+------------+
| phase #n |
+------------+
</pre>
</li>
<li><code>numphases</code> - number of phases stored in the <code>phases</code>
image</li>
<li><code>default</code> - default value for hpotmeter (in the range 0 to
100)</li>
<li><code>X</code>, <code>Y</code> - position for the hpotmeter</li>
<li><code>width</code>, <code>height</code> - width and height of the
<code>hpotmeter</code></li>
<li><code>message</code> - the message to be generated when the value of
<code>hpotmeter</code> is changed</li>
</ul>
<em class=note>
<b>Note:</b> There will be a <code>vpotmeter</code> item, too, but it is not
implemented yet.
</em>
</dd>
<dt><a name="main.potmeter">
<b><code>potmeter = phases, numphases, default, X, Y, width, height, message</code></b>
</a></dt>
<dd>
A <code>hpotmeter</code> without a button. (I guess it is meant to be turned
around, but it reacts to horizontal dragging only.)
For the description of the parameters see
<a href="#main.hpotmeter">hpotmeter</a>. <code>phases</code> can be
<code>NULL</code>, but it is quite useless, since you cannot see where
the <code>potmeter</code> is set.
</dd>
<dt><a name="main.font">
<b><code>font = fontfile, fontid</code></b>
</a></dt>
<dd>
Defines a font. <code>fontfile</code> is the name of a font description file
with a <code>.fnt</code> extension (<b>do not</b> specify the extension here).
<code>fontid</code> is used to refer to the font
(see <a href="#main.dlabel">dlabel</a> and <a href="#main.slabel">slabel</a>).
Up to 25 fonts can be defined.
</dd>
<dt><a name="main.slabel">
<b><code>slabel = X, Y, fontid, "text"</code></b>
</a></dt>
<dd>
Place a static label at the position <code>X</code>,<code>Y</code>.
<code>text</code> is displayed using the font identified by <code>fontid</code>.
The text is just a raw string (<code>$x</code> variables do not work) that must
be enclosed between double quotes (but the <code>"</code> character cannot be
part of the text). The label is displayed using the font identified by
<code>fontid</code>.
</dd>
<dt><a name="main.dlabel">
<b><code>dlabel = X, Y, length, align, fontid, "text"</code></b>
</a></dt>
<dd>
Place a dynamic label at the position <code>X</code>,<code>Y</code>. The label is
called dynamic because its text is refreshed periodically. The maximum length of
the label is given by <code>length</code> (its height is the height of a
character). If the text to be displayed is wider than that, it will be scrolled,
otherwise it is aligned within the specified space by the value of the
<code>align</code> parameter: <code>0</code> is for right, <code>1</code> is for
center, <code>2</code> is for left.
<br>
The text to be displayed is given by <code>text</code>: It must be written
between double quotes (but the <code>"</code> character cannot be part of the
text). The label is displayed using the font identified by <code>fontid</code>.
You can use the following variables in the text:
<table align="center" border="1">
<tr align=center><th>Variable</th><th align=left>Meaning</th></tr>
<tr><td align=center><kbd>$1</kbd></td>
<td>play time in <em>hh:mm:ss</em> format</td></tr>
<tr><td align=center><kbd>$2</kbd></td>
<td>play time in <em>mmmm:ss</em> format</td></tr>
<tr><td align=center><kbd>$3</kbd></td>
<td>play time in <em>hh</em> format (hours)</td></tr>
<tr><td align=center><kbd>$4</kbd></td>
<td>play time in <em>mm</em> format (minutes)</td></tr>
<tr><td align=center><kbd>$5</kbd></td>
<td>play time in <em>ss</em> format (seconds)</td></tr>
<tr><td align=center><kbd>$6</kbd></td>
<td>movie length in <em>hh:mm:ss</em> format</td></tr>
<tr><td align=center><kbd>$7</kbd></td>
<td>movie length in <em>mmmm:ss</em> format</td></tr>
<tr><td align=center><kbd>$8</kbd></td>
<td>play time in <em>h:mm:ss</em> format</td></tr>
<tr><td align=center><kbd>$v</kbd></td>
<td>volume in <em>xxx.xx%</em> format</td></tr>
<tr><td align=center><kbd>$V</kbd></td>
<td>volume in <em>xxx.x</em> format</td></tr>
<tr><td align=center><kbd>$b</kbd></td>
<td>balance in <em>xxx.xx%</em> format</td></tr>
<tr><td align=center><kbd>$B</kbd></td>
<td>balance in <em>xxx.x</em> format</td></tr>
<tr><td align=center><kbd>$$</kbd></td>
<td>the <kbd>$</kbd> character</td></tr>
<tr><td align=center><kbd>$a</kbd></td>
<td>a character according to the audio type (none: <code>n</code>,
mono: <code>m</code>, stereo: <code>t</code>)</td></tr>
<tr><td align=center><kbd>$t</kbd></td>
<td>track number (in playlist)</td></tr>
<tr><td align=center><kbd>$o</kbd></td>
<td>filename</td></tr>
<tr><td align=center><kbd>$f</kbd></td>
<td>filename in lower case</td></tr>
<tr><td align=center><kbd>$F</kbd></td>
<td>filename in upper case</td></tr>
<tr><td align=center><kbd>$T</kbd></td>
<td>a character according to the stream type (file: <code>f</code>,
Video CD: <code>v</code>, DVD: <code>d</code>, URL: <code>u</code>)
</td></tr>
<tr><td align=center><kbd>$p</kbd></td>
<td>the "p" character (if a movie is playing and the font has the "p"
character)
</td></tr>
<tr><td align=center><kbd>$s</kbd></td>
<td>the "s" character (if the movie is stopped and the font has the "s"
character)
</td></tr>
<tr><td align=center><kbd>$e</kbd></td>
<td>the "e" character (if playback is paused and the font has the "e"
character)
</td></tr>
</table>
<em class="note">
<b>Note:</b> The <kbd>$a</kbd>, <kbd>$T</kbd>, <kbd>$p</kbd>, <kbd>$s</kbd>
and <kbd>$e</kbd> variables all return characters that should be displayed
as special symbols (for example, "e" is for the pause symbol that usually
looks something like <code>||</code>). You should have a font for normal
characters and a different font for symbols.
See the section about <a href="#symbols">symbols</a> for more information.
</em>
</dd>
</dl>
<h3><a name="subwindow">3.2 Subwindow</a></h3>
The following entries can be used in the
'<code>window = sub</code>' .&nbsp;.&nbsp;. '<code>end</code>' block.
<dl>
<dt><a name="sub.base">
<b><code>base = image, X, Y, width, height</code></b>
</a></dt>
<dd>
The image to be displayed in the window.
The window will appear at the given <code>X</code>,<code>Y</code> position
on the screen (<code>0,0</code> is the top left corner). You can specify
<code>-1</code> for center and <code>-2</code> for right (<code>X</code>) and
bottom (<code>Y</code>). The window will be as large as the image.
<code>width</code> and <code>height</code> denote the size of the window; they
are optional (if they are missing, the window is the same size as the image).
</dd>
<dt><a name="sub.background">
<b><code>background = R, G, B</code></b>
</a></dt>
<dd>
Lets you set the background color. It is useful if the image is smaller than
the window.
<code>R</code>, <code>G</code> and <code>B</code> specifies the red, green and blue
component of the color (each of them is a decimal number from 0 to 255).
</dd>
</dl>
<h3><a name="skinmenu">3.3 Skin menu</a></h3>
As mentioned earlier, the menu is displayed using two images.
Normal menu entries are taken from the image specified by the <code>base</code>
item, while the currently selected entry is taken from the image specified
by the <code>selected</code> item. You must define the position and size of each
menu entry through the <code>menu</code> item.
<p>
These are the entries that can be used in the '<code>window = menu</code>'
.&nbsp;.&nbsp;. '<code>end</code>' block.
</p>
<dl>
<dt><a name="menu.base">
<b><code>base = image</code></b>
</a></dt>
<dd>
The image for normal menu entries.
</dd>
<dt><a name="menu.selected">
<b><code>selected = image</code></b>
</a></dt>
<dd>
The image showing the menu with all entries selected.
</dd>
<dt><a name="menu.menu">
<b><code>menu = X, Y, width, height, message</code></b>
</a></dt>
<dd>
Defines the <code>X,Y</code> position and the size of a menu entry in
the image. <code>message</code> is the message to be generated when
the mouse button is released over the entry.
</dd>
</dl>
<h2><a name="fonts">4 Fonts</a></h2>
As mentioned in the section about the parts of a skin, a font is defined
by an image and a description
file. You can place the characters anywhere in the image, but make sure that
their position and size is given in the description file exactly.
<p>
The font description file (with <code>.fnt</code> extension) can have comment
lines starting with '<code>;</code>'. The file must have a line in the form
</p>
<dl>
<dt><a name="font.image">
<b><code>image = image</code></b>
</a></dt>
<dd>
Where <code>image</code> is the name of the image file to be used for
the font (you do not have to specify the extension).
</dd>
<dt><a name="font.char">
<b><code>"char" = X, Y, width, height</code></b>
</a></dt>
<dd>
Here <code>X</code> and <code>Y</code> specify the position of the
<code>char</code> character in the image (<code>0,0</code> is the upper left
corner). <code>width</code> and <code>height</code> are the dimensions of the
character in pixels.
</dd>
</dl>
This example defines the A, B, C characters using <code>font.png</code>.
<table width="100%" border=1><tr bgcolor=silver><td><pre>
; Can be "font" instead of "font.png".
image = font.png
; Three characters are enough for demonstration purposes :-)
"A" = 0,0, 7,13
"B" = 7,0, 7,13
"C" = 14,0, 7,13
</pre></td></tr></table>
<h3><a name="symbols">4.1 Symbols</a></h3>
Some characters have special meanings when returned by some of the variables
used in <a href="#main.dlabel">dlabel</a>. These characters are meant to be
shown as symbols so that things like a nice DVD logo can be displayed instead
of the character 'd' for a DVD stream.
<p>
The following table lists all the characters that can be used to display
symbols (and thus require a different font).
</p>
<table align="center" border="1">
<tr><th align=center>Character</th><th align=left>Symbol</th></tr>
<tr><td align=center><kbd>p</kbd></td>
<td align=left>play</td></tr>
<tr><td align=center><kbd>s</kbd></td>
<td align=left>stop</td></tr>
<tr><td align=center><kbd>e</kbd></td>
<td align=left>pause</td></tr>
<tr><td align=center><kbd>n</kbd></td>
<td align=left>no sound</td></tr>
<tr><td align=center><kbd>m</kbd></td>
<td align=left>mono sound</td></tr>
<tr><td align=center><kbd>t</kbd></td>
<td align=left>stereo sound</td></tr>
<tr><td align=center><kbd>f</kbd></td>
<td align=left>stream is a file</td></tr>
<tr><td align=center><kbd>v</kbd></td>
<td align=left>stream is a Video CD</td></tr>
<tr><td align=center><kbd>d</kbd></td>
<td align=left>stream is a DVD</td></tr>
<tr><td align=center><kbd>u</kbd></td>
<td align=left>stream is a URL</td></tr>
</table>
<p>
<em class="note">
<b>Note:</b> Currently only 'p', 's', 'e', 'n', 'm' and 't' are used.
</em>
</p>
<h2><a name="guimsg">Appendix A: GUI messages</a></h2>
These are the messages that can be generated by buttons, potmeters and
menu entries.
<p>
<em class=note>
<b>Note:</b> Some of the messages might not work as expected (or not work at
all). As you know, the GUI is under development.</em>
</p>
<h3>Playback control:</h3>
<blockquote>
<dl>
<dt><b>evNext</b>
<dd>Jump to next track in the playlist.
<dt><b>evPause</b>
<dd>Pause playing.
<dt><b>evPauseSwitchToPlay</b>
<dd>Forms a switch together with <code>evPlaySwitchToPause</code>. They can be
used to have a common play/pause button. Both messages should be assigned
to buttons displayed at the very same position in the window. This
message pauses playing and the image for the <code>evPlaySwitchToPause</code> button
is displayed (to indicate that the button can be pressed to continue playing).
<dt><b>evPlay</b>
<dd>Start playing.
<dt><b>evPlaySwitchToPause</b>
<dd>The opposite of <code>evPauseSwitchToPlay</code>. This message starts playing
and the image for the <code>evPauseSwitchToPlay</code> button is displayed (to
indicate that the button can be pressed to pause playing).
<dt><b>evPrev</b>
<dd>Jump to previous track in the playlist.
<dt><b>evStop</b>
<dd>Stop playing.
</dl>
</blockquote>
<h3>Seeking:</h3>
<blockquote>
<dl>
<dt><b>evBackward10sec</b>
<dt><b>evBackward1min</b>
<dt><b>evBackward10min</b>
<dd>Seek backward 10 seconds / 1 minute / 10 minutes.
<dt><b>evForward10sec</b>
<dt><b>evForward1min</b>
<dt><b>evForward10min</b>
<dd>Seek forward 10 seconds / 1 minute / 10 minutes.
<dt><b>evSetMoviePosition</b>
<dd>Seek to position (can be used by a potmeter; the relative
value (0-100%) of the potmeter is used).
</dl>
</blockquote>
<h3>Video control:</h3>
<blockquote>
<dl>
<dt><b>evDoubleSize</b>
<dd>Set the movie window to double size.
<dt><b>evFullScreen</b>
<dd>Switch fullscreen mode on/off.
<dt><b>evNormalSize</b>
<dd>Set the movie window to its normal size.
</dl>
</blockquote>
<h3>Audio control:</h3>
<blockquote>
<dl>
<dt><b>evDecAudioBufDelay</b>
<dd>Decrease audio buffer delay.
<dt><b>evDecBalance</b>
<dd>Decrease balance.
<dt><b>evDecVolume</b>
<dd>Decrease volume.
<dt><b>evIncAudioBufDelay</b>
<dd>Increase audio buffer delay.
<dt><b>evIncBalance</b>
<dd>Increase balance.
<dt><b>evIncVolume</b>
<dd>Increase volume.
<dt><b>evMute</b>
<dd>Mute/unmute the sound.
<dt><b>evSetBalance</b>
<dd>Set balance (can be used by a potmeter; the relative
value (0-100%) of the potmeter is used).
<dt><b>evSetVolume</b>
<dd>Set volume (can be used by a potmeter; the relative
value (0-100%) of the potmeter is used).
</dl>
</blockquote>
<h3>Miscellaneous:</h3>
<blockquote>
<dl>
<dt><b>evAbout</b>
<dd>Open the about window.
<dt><b>evEqualizer</b>
<dd>Turn the equalizer on/off.
<dt><b>evExit</b>
<dd>Quit the program.
<dt><b>evIconify</b>
<dd>Iconify the window.
<dt><b>evLoad</b>
<dd>Load a file (by opening a file browser window, where you can choose a
file).
<dt><b>evLoadPlay</b>
<dd>Does the same as <code>evLoad</code>, but it automatically starts
playing after the file is loaded.
<dt><b>evNone</b>
<dd>Empty message, it has no effect (except maybe in CVS versions :-)).
<dt><b>evPlayList</b>
<dd>Open/close the playlist window.
<dt><b>evPreferences</b>
<dd>Open the preferences window.
<dt><b>evSkinBrowser</b>
<dd>Open the skin browser window.
</dl>
</blockquote>
</body>
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