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Proposal for Standardised and Uniform Buttons
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Proposal for Standardised and Uniform Buttons in Enigma2
--------------------------------------------------------

Written by IanSav - 12-Feb-2018
Updated by IanSav - 14-Feb-2018

INTRODUCTION:
=============

Enigma2 is a massive open source project that has many contributors and
add-ons. Over time a number of approaches to performing common tasks have
evolved. This document proposes to nominate some conventions that can be
adopted by all developers, contributors and skin authors to ensure that
everyone can work independently but still achieve results that work together
interchangeably.

The purpose of this document is to propose some standard variable names
together with code and skin coding conventions to make the task of creating
code that works more universally with skins easier.

Button names should be drawn from the current button definitions in
"keyids.py". The names used should be the lower-case version of the button
names in this file. For example, if you wish to define a button for the RED
button on the remote control then use a variable name of "key_red". In
Enigma2 the four colour buttons should be named "key_red", "key_green",
"key_yellow" and "key_blue".

As an example, let us look at how the red button should be defined in the
Python code and how it can be rendered in a skin.

COLOUR BUTTONS:
===============

In the Python code to define a RED button to be available in the skin simply
add the following to your code:

from Components.Sources.StaticText import StaticText

self["key_red"] = StaticText(_("Cancel"))

The text should be language translated with the _("text") syntax. The text
itself should be as short as practical but clear enough to convey the
meaning of the button.

During the execution of the code the meaning of the button can easily be
changed by using the .setText() method. For example:

self["key_red"].setText(_("Close"))
or
self["key_red"].text = _("Close")

If you want to temporarily suppress the display of the button use the
following syntax:

self["key_red"].setText("")
or
self["key_red"].text = ""

NOTE: Never translate an empty string, _(""), as this causes the translation
system to output translation engine information and NOT a blank string as
some may expect.

Now that the code is RED button enabled we need to code the skin to match.
Here is a skin fragment that supports the code above:

<screen name="TemplateButtonRed">
<widget source="key_red" render="Pixmap" \
pixmap="buttons/button_red.png" position="10,10" \
size="200,30" alphatest="blend" conditional="key_red" \
transparent="1">
<convert type="ConditionalShowHide" />
</widget>
<widget source="key_red" render="Label" position="10,10" \
size="200,30" backgroundColor="ButtonRed" \
font="ButtonFont;20" foregroundColor="ButtonText" \
halign="center" conditional="key_red" transparent="1" \
valign="center" zPosition="+1" />
</screen>

The first widget checks if the variable "key_red" is defined in this screen
via the "conditional" attribute. If "key_red" is defined and not blank the
image "buttons/button_red.png" is displayed on the screen. The next widget
also checks for the existence of "key_red" and then displays the button text
over the image background. Please note that a button image background is
common but it is NOT required. This is a design choice available to the
skin author.

This sample would work well if all the code in Enigma2 was uniform and
co-ordinated. Unfortunately, we aren't there yet. A more real-world example
of how to define the button in a skin would be:

<screen name="TemplateButtonRed">
<ePixmap pixmap="buttons/button_red.png" position="10,10" \
size="200,30" alphatest="blend" \
objectTypes="key_red,Button,Label" transparent="1" />
<widget source="key_red" render="Pixmap" \
pixmap="buttons/button_red.png" position="10,10" \
size="200,30" alphatest="blend" \
objectTypes="key_red,StaticText" transparent="1">
<convert type="ConditionalShowHide" />
</widget>
<widget name="key_red" position="10,10" size="200,30" \
backgroundColor="ButtonRed" font="ButtonFont;20" \
foregroundColor="ButtonText" halign="center" \
objectTypes="key_red,Button,Label" transparent="1" \
valign="center" zPosition="+1" />
<widget source="key_red" render="Label" position="10,10" \
size="200,30" backgroundColor="ButtonRed" \
font="ButtonFont;20" foregroundColor="ButtonText" \
halign="center" objectTypes="key_red,StaticText" \
transparent="1" valign="center" zPosition="+1" />
</screen>

The difference here is that the button background image and the button
text is defined twice. This allows all legacy code that uses either
Button(), Label() or StaticText() objects to define the code will still
work in this proposed skin fragment. The data from each of the object
types is displayed overlapped on the screen. To make this work without
actually overlapping the data recent builds of OpenViX, OpenPLi and
Beyonwiz firmware have added a new attribute to the skin parser. This
new attribute is "objectTypes".

The "objectTypes" attribute has a value consisting of a comma separated list
of keywords. Note that spaces around the comma(s) are NOT permitted. The
first value in the list must be the variable being checked, in this case
"key_red". This item is mandatory. The following values are object type
definitions of which this variable can be defined for this widget to be
used. The list can have zero or more object types listed.

The first value, the variable name, is processed in the same way as the
conditional attribute. If the variable is defined in the code then this
screen widget is enabled and available for use. If the variable is not
defined in the code then this widget is ignored.

The following values arguments are a list of object types, like Button,
Label or StaticText, the variable name's definition type is checked against
the supplied list. If the variable is not defined by one of the types in
the list then that widget is ignored. If there is a type match then the
widget is enabled and available for use. If no object types are listed then
the "objectTypes" attribute works exactly the same as the "conditional"
attribute.

IMPORTANT NOTE: The latter form of the skin XML code should be used to
maintain backward compatibility with all existing Python code. At some
point in the future when all code is updated to support and comply with
this proposal then the former, and simpler, version of the skin definition
can be used as backward compatibility would no longer be an issue.

ACTION BUTTONS:
===============

Just like the colour buttons there are a number of standard action or
functional buttons used. For example, MENU, INFO, TEXT, HELP etc.
Typically, these buttons are manually added / defined by skin writers
in the various screens for which they are used. This requirement places
a heavy burden on skin writers who have to explore the Python code to
determine when the various action buttons are defined and available for
use. If the buttons are defined then there should be definitions for those
buttons in their skin.

As with the colour buttons it is quite easy to automate the inclusion of
these standard action buttons in both the Python code and skin.

Let us use the example of the MENU button on the remote control let us look
at how the red button should be defined in the Python code and how it can be
rendered in a skin.

The Python code is exactly the same as that used by the colour button
example above. In the Python code to define a MENU button to be available
in the skin simply add the following to your code:

from Components.Sources.StaticText import StaticText

self["key_menu"] = StaticText(_("MENU"))

The text for each action button should be language translated with the
_("text") syntax. The text itself should be as short as practical but clear
enough to convey the meaning of the button.

If you want to temporarily suppress the display of the button use the
following syntax:

self["key_menu"].setText("")
or
self["key_menu"].text = ""

NOTE: Never translate an empty string, _(""), as this causes the translation
system to output translation engine information and NOT a blank string as
some may expect.

Now that the code is MENU button enabled we need to code the skin to match.
There are two ways a skin designer may choose to display the action buttons.
They may wish to use a graphical image or they may choose to use a text
based representation.

Here is a skin fragment that supports the code above to display a graphical
MENU button:

<screen name="TemplateButtonMenu">
<widget source="key_menu" render="Pixmap" \
pixmap="buttons/button_menu.png" position="0,0" \
size="50,30" alphatest="blend" conditional="key_menu" \
transparent="1">
<convert type="ConditionalShowHide" />
</widget>
</screen>

In this example the widget checks if the variable "key_menu" is defined in
this screen via the "conditional" attribute. If "key_menu" is defined and
not blank the image "buttons/button_menu.png" is displayed on the screen.

Here is a skin fragment that supports the code above to display a textural
MENU button:

<screen name="TemplateButtonMenu">
<widget source="key_menu" render="Label" position="0,0" \
size="50,30" backgroundColor="ButtonBackground" \
font="ButtonFont;20" foregroundColor="ButtonText" \
halign="center" conditional="key_menu" transparent="1" \
valign="center" zPosition="+1" />
</screen>

This works the same way as the previous example except that instead of an
image being displayed on the screen the translated text defined in the Python
code is displayed on the screen.

CONCLUSION:
===========

For all the Enigma2 builds there is a significant legacy of code and skins
that needs to be preserved and protected. The proposal outlined what I
believe to be a conservative approach to making a significant but beneficial
change in unifying and standardising the display of action and colour buttons
across the Enigma2 UI.

---END---

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