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Buttons #

You can define buttons at each content. When playing the content, they will appear to the screen by long tap or pressing q key. You can define various content-dependent actions for them.

How to define a button #

Put a button definition file on the top folder of the content package. The name should be BUTTON0.txt, and another button can be defined by BUTTON1.txt. You can defined up to 10 buttons, till BUTTON9.txt.

BUTTON0.txt
BUTTON1.txt
...
BUTTON9.txt

Furthermore, “sub-buttons” can be defined by placing button definition files as BUTTON0-0.txt, BUTTON0-1.txt and so on. The sub buttons will not be shown on the screen by default, but appears when their parent button (BUTTON0.txt in this case) is pressed.

BUTTON0.txt
BUTTON0-0.txt
BUTTON0-1.txt
BUTTON0-2.txt
BUTTON1.txt
BUTTON1-1.txt
...

Button definition file #

Below is a simple example of button definition file. A line that starts with “#” is comment.

#### BUTTON0.txt

image=btn_rocket.png
x=0.2
y=-1.0
scale=1.0
label=Testing
labelX=0.0
labelY=0.0
labelScale=1.0
labelColor=#FF0000
from=left
exec=open,http://www.google.com/
#exec=play,mmdagent://somewhere/some/dir
#exec=message,MODEL_DELETE|mei
#exec=setkeyvalue,__BUTTON1=true

Button image #

Image file to be displayed as the button. Transparent PNG is recommended.

image=imgfile.png

Button position #

Center coordinate of the button.

x=1.0
y=-1.0
  • Positive value is a distance from left and bottom edge of the screen
  • Negative value is a distance from right and top edge of the screen

Button scale #

Scale factor of the image.

scale=2.0

Button text #

Text label can be displayed on the top of the button image. Fixed text can be specified by label.

label=some string

When specifing a key name of KeyValue by preceding the name with “@”, the value of the key will be displayed as text dynamically.

label=@KeyName

Button text adjustment #

The scale and position of the text label can be adjusted by labelX, labelY and labelScale. The origin of the text is the left-middle edge of the button.

# move text label to upper-right of original and magnify by 1.5
labelX=1.0
labelY=0.5
labelScale=1.5

Text color can be specified by labelColor. Color should be like #RRGGBB or #RRGGBBAA. Default is #FFFFFFFF.

labelColor=#FF0000

Button animation direction #

Specify on which edge of the screen the button appears. Valid values are left, right, top, bottom and parent. The parent means that the button will appear from the parent button’s place, and valid only for sub-button. Default value is left.

from=left

Button actions #

An action can be defined to a button by exec option. Several types of actions are supported.

1. Open URL on external browser #

To open a Web page, specify action as open and the target URL.

exec=open,http://www.google.com/

2. Play contents #

To start playing a content, specify play and the target content. The target content can be URL (web content) or file path of the .mdf file (local content).

# web contents
exec=play,http://www.google.com/
# local contents
exec=play,xxx/yyy/foo.mdf

3. Issue message #

Specifying message and message string on exec to issue the message when the button is pressed.

exec=message,MODEL_DELETE|model

4. Set KeyValue #

You can also define button to set a KeyValue. Use setkeyvalue and the key-name pair to be set on tap.

exec=setkeyvalue,KeyName=Value

Change button appearance by KeyValue #

A button’s appearance and actions can be changed at run time. You can specify a kay-value pair for trigger condition, and properties to be changed when the key-value pair is satisfied. Below is an example.

#### BUTTON0.txt with variants

## normal button definition
image=...
label=...
exec=...

## variant 1
# condition (required)
1-ifKeyName=KeyName
1-ifKeyValue=Value
# image should be always specified at a variant
1-image=...
# others are optional
1-exec=...
1-scale=...
1-x=...
1-y=...
1-from=...
1-label=...
1-labelX=...
1-labelY=...
1-labelScale=...
1-labelColor=...

## variant 2
2-ifKeyName=KeyName
2-ifKeyValue=AnotherValue
2-image=...

The prefix “1-” can be “2-”, “3-” and so on to define multiple conditioned button. Up to 9 variants can be defined. When the condition is met, the properties defined as the same prefix will be applied. Properties not defined with the prefix are kept.

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