Foobar2000:Title Bar (dotnet title bar)
Description
foo_title is a component, which displays the currently playing song (among other things) on the top of the screen all the time (something like Winamp's windowshade mode).
It supports custom-made skins and is written in C# (with some C++/CLI for binding to foobar). Therefore, it requires .NET framework 2.0 to work.
Features
- Heavily customizable UI
- Configurable automatic show/hide of foo_title, including:
- On first N seconds of the song
- On last N second of the song
- Only when not playing
- Manual trigger from keyboard shortcut
- Fading in and out on mouse-over.
- Configurable opacity.
Screenshots
Skin format description
foo_title UI is defined by the selected skin.
Skin consists of main skin.xml file, that contains skin's description, and various resources that are used by skin.xml. All these are placed inside skin's directory: [foobar2000 installation folder]/foo_title/[skin folder]/.
Skin supports all the image formats that are supported by the .NET framework itself - that is bmp, jpg, png (for transparent images) and perhaps more.
Header
You must start your skin with a header like this one:
<?xml version="1.0" encoding="utf-8"?> <skin author="[name of the author of the skin]" name="[name of the skin]" width="[width in pixel]" height="[height in pixel]" anchor="[anchor type]"/>
anchor::== left | right | top | bottom | center | ... | comma-separated combinations | ... | [top,left]
The size of the skin can be overstepped as the size is adjusted automatically.
Anchor is used to fix specific position of skin to display. When skin size changes, anchor stays on the same place (relative to display), meaning that the skin will expand or contract only in non-anchored directions.
Layer
A layer is an element, a kind of container. Layers can be nested or placed consecutively.
The global structure of layers is as following:
<layer name="[layer name]" type="[layer type]" tooltip="[tooltip text]" clip="[clip enabled]" enabled="[enabled]" > <geometry type="[geometry type]"> [information related to geometry] </geometry> <contents> [information related to the type of content for the layer] </contents> <!-- optionally, another <layer> element (or more) go here --> </layer> <!-- optionally, another <layer> element (or more) go here -->
<layer> type::= absolute-images | album-art | animation | button | color | fill-images | scrolling-text | text enabled::= false | [true] clip::= false | [true] <geometry> type::= absolute | full | minimal
Tooltip will be displayed only when text in tooltip property is not empty and the containing layer it topmost. Tooltip text can also contain foobar2000 queries.
If clip property is set to true (which is the default value), then all the nested layers will be clipped on the parent layer's bounds when drawn.
Geometry type
size, position and padding properties of geometry can contain foobar2000 queries. Everything that works in foobar2000 will work here as well, see titleformat help for further reference. Be advised, that using queries in geometry might degrade your performance if overused, since it parses those queries every time frame update is called (see foo_title Preferences page).
full
<geometry type="full"> <padding left="[left padding]" top="[top padding]" right="[right padding]" bottom="[bottom padding]" /> </geometry>
The layer occupies as much space as possible - the whole client area of the parent layer.
full type requires a padding element with the following attributes: left, top, right, bottom. These attributes adjust the position of the client area of the layer within the parent layer. For example:
<geometry type="full"> <padding left="32" top="8" right="32" bottom="8" /> </geometry>
absolute
<geometry type="absolute"> <size x="[width]" y="[height]" /> <position x="[horizontal position]" y="[vertical position]" align="[alignment type]" /> </geometry>
align::== right | [left]
The layer has fixed absolute size and position relative to it's parent layer, i.e. resizing the window won't change the placement or the size of the "absolute" element.
The x and y attributes adjust the position of the layer relative to it's alignment. For example:
<geometry type="absolute"> <size x="78" y="78" /> <position x="13" y="1" align="left" /> </geometry>
<geometry type="absolute"> <size x="170" y="78" /> <position x="13" y="1" align="right" /> </geometry>
minimal
<geometry type="minimal"> <padding left="[left padding]" top="[top padding]" right="[right padding]" bottom="[bottom padding]" /> <position align="[align position]"/> </geometry> align::== left | right | top | bottom | center | ... | comma-separated combinations | ... | [top,left]
This layer occupies only as much space as it is required by nested layers it contains and it's padding. Thus, for example, it's possible to wrap text layers with other layers, without specifying it's absolute size or filling the whole parent layer.
Contents
The contents part will indicate the kind of things contained in the layer and you will be able to specify information related to the contents type.
Graphic Elements
fill-images
It is typically here to define a background. For this kind of content, there is 3 images needed, one for the left border, one for the center, one for the right border. The attribute repeat can be "true" or "false". True means that the picture will be repeated, false, it will be stretched. (Usually, stretched images can be quite ugly)
<contents> <image position="left" src="left_back.png" /> <image position="center" repeat="true" src="repeat_back.png" /> <image position="right" src="right_back.png" /> </contents>
absolute-images
Displays images stretched to full size of the layer, one over another.
<contents> <image src="[image path]"/> <!-- optionally, another <image> element (or more) go here --> </contents>
animation
Cycles images repeatedly. Images are stretched to full size of the layer.
<contents> <frame src="[image_1 path]"/> <frame src="[image_2 path]"/> <frame src="[image_3 path]"/> <frame src="[image_4 path]"/> <frame src="[image_5 path]"/> <frame src="[image_6 path]"/> <frame src="[image_7 path]"/> <frame src="[image_8 path]"/> </contents>
album-art
This layer displays the album art. There is one sub-element, NoAlbumArt which defines the image to show when there is no art to display.
<contents> <NoAlbumArt> [image path] </NoAlbumArt> </contents>
color
Fills the whole layer with the specified color.
<contents color="[HEX coded ARGB color]"/>
Text Elements
text
This layer displays text.
It is the only layer which can resize the skin. It does so according to the text width. Layer's geometry must be set to full or minimal for resizing to work.
<contents spacing="[text spacing]" angle="[angle of the text]" font="[text font]" size="[font size]" bold="[bold]" italic="[italic]"> <defaultText> [default text which is displayed which is shown when nothing is playing or when labels are empty] </defaultText> <label position="left" color="[hex coded argb color]" bold="[bold]" font="[text font]"> [text that might contain foobar2000 query] </label> <label position="right" color="[hex coded argb color]" bold="[bold]" font="[text font]"> [text that might contain foobar2000 query] </label> </contents>
bold::== true | [false] italic::== true | [false] <label> position::== right | [left]
Spacing is the space between the left and right labels.
By default angle attribute is set to zero. It can have an arbitrary value, but sizing works properly only for multiples of 90.
The color defines the color in a similar way to HTML colors. The first 2 numbers is alpha.
Labels can contain foobar2000 queries.
The values written in the contents node are taken as default and can be overridden in the labels.
Example:
<contents spacing="20" font="Verdana" size="8" bold="true" italic="true"> <defaultText>foobar2000</defaultText> <label position="left" color="ff1234f6" bold="false" font="tahoma"> %artist% '('%album%')' - %title% </label> <label position="right" color="ff000000"> %_time_elapsed%/%_length% </label> </contents>
scrolling-text
This layer is almost the same as normal text layer, except the following:
- It can only have one label.
- It does not resize the skin.
- It has two more attributes: speed which specifies the speed of scrolling (a nice value is 50) and pause in ms which specifies the delay when the text reaches either of it's edges. 1000 is a good value
- Label position attribute has a different meaning and possible values: it is used to specify text align, when it's shorter than layer size:
label position::== center | right | [left]
Example:
<contents spacing="20" font="Verdana" size="8" bold="true" speed="20" pause="2000"> <defaultText>foobar2000</defaultText> <label position="left" color="ff000000">%title%</label> </contents>
Interactive Elements
button
This layer creates a clickable button. It's sub-element action defines the action to do. The action supports multiple types of actions, selected using the attribute type.
The sub-elements normalImg, overImg, downImg select which images to use for the button in the three states.
<contents> <normalImg src="[path to the image of the button in normal state]" /> <overImg src="[path to the image of the button in hover state]" /> <downImg src="[path to the image of the button in pressed state]" /> <action type="[action type]" button="[button that triggers action]" scroll="[scroll that triggers action]"> [action content] </action> <!-- optionally, another <action> element (or more) go here --> </contents>
type::= mainmenu | contextmenu | toggle | [legacy] button::= left | left_doubleclick | right | right_doubleclick | middle | back | forward | none | [all] scroll::= up | down | [none]
You don't have to specify normalImg, overImg, downImg in which case nothing will be drawn. It's forbidden to specify "button" and "scroll" attributes with values different from "none" simultaneously.
There can be more than one action element. They are all executed in the order they appear in the xml file.
legacy
Launches a mainmenu command without specifying it's full path.
For example instead of Playback/Volume/Set to -3 dB:
<action> Set to -3 dB </action>
Launches a main menu command. The entire path to the menu item must be entered, using / (slash) as a separator. For example the following will set the playback order to random:
<action type="menu"> Playback/Order/Random </action>
Runs a context menu command. The target of this command is given by the attribute context.
<action type="contextmenu" context="[context type]"> [context menu item path] </action>
context ::= nowplaying | playlist
Contextmenu items are rather tricky, because they can be re-ordered by user and components can create the menu dynamically. foo_title always uses the default path to the item. You can find the default path in contextmenu editor when you right-click on the root node and choose Add item. Dynamic items unfortunately don't show up the same way in the menu as the path. Here are some correct examples of valid context menu paths:
Tagging/MP3 Tag Types... Playback Statistics/Rating/Rating/3 Search For Same/Search For Same/Artist Properties
For example the following will show properties of the track that is currently being played:
<action type="contextmenu" context="nowplaying"> Properties </action>
toggle
Toggles a layer (including its sublayers) on or off. Disabled layer is not drawn, updated and does not react to input. The attribute target contains the name of the affected layer.
<action type="toggle" only="[toggle type]" target="[layer name]"/>
only ::= enable | disable | [toggle]
To enable/disable more layers at once, simply include multiple action tags in the button.
Examples
See skins supplied with component and links below.