#$VER:TuneNet Default Skin V1.0 by Russell Glover
#
# Visit http://www.tunenet.co.uk/ for the latest versions & official TuneNet skins
#

# Version of TuneNet Docky Module required to run this skin correctly.
VERS=1.0

#
# Default TuneNet Docky V0.7 (Sliders, Animation, Simple Gadgets and Scroll Text)
#
# All comments have  a hash "#" in front of them, all commands are a 4 character words.
# Commands can not have comments on the same line: SO: PREV=x,y,w,h  # Hello  ..is not valid. 
# Generally all objects are described like this: X position,Y position, Width, Height, Additional Information
# 

# -- Buttons --
#
# Clickable areas are given as x,y co-oridnates followed by the width and height and a Flag and a Flag Value
# The code before the equals sign must be a 4 character code, otherwise it is ignored.
# 
# FLAGS / FLAG VALUES
#
# OPLY, (VALUE) 	= Button remains on while playing or paused. (Stop or end of song ends this)
#                                      The value acts as a wait period after the button has been pressed, or a zero figure will mean as long as it is playing.
# OSTP, (VALUE)	= Button remains on while stopped.
#				    The value acts as a wait period after the button has been pressed, or a zero figure will mean as long as it is stopped.
# WAIT, (VALUE) 	= Button remains lit for a period of time in the on state after being pressed.
# OHLD, (VALUE)	= Button remains on while song is paused 
#				= The value acts as a wait period after the button has been pressed, or a zero figure will mean as long as it is held.
# OREQ, (VALUE)	= Button remains on while the load requester is still active.
#				= The value acts as a wait period after the button has been pressed, or a zero figure will mean as long as the player is stopped
# ORCD, (VALUE)	= On Record
# OMTE, (VALUE)	= On Mute
#
# All of the above with the exception of WAIT can be made to flash; alternate with the on image. Simply replace the first O with an F
# ie: To Flash the play Button enter FPLY instead of OPLY. (The value is the speed of the flash relative to the framerate)
#

1'ST=2,36,14,11,WAIT,10
PREV=15,36,14,11,WAIT,10
PLAY=28,36,20,11,OPLY,0
NEXT=47,36,14,11,WAIT,10
LAST=60,36,14,11,WAIT,10
STOP=73,36,14,11,OSTP,50
OPEN=86,36,14,11,OREQ,0
RECD=100,36,12,11,FRCD,20
MUTE=113,36,12,11,FMTE,20

# -- Scroll Area --

# Scroll Area TXT (TEXT AREA) (X,Y Position, Width, TYPE, (Hexidecimal Colour Mask (background colour)), relative scroll speed (0= full speed, 1 = half speed)
# The following types are allowed:
# STAT	Station
# TUNE	Current Tune Details
# COMB	Combined Message - (N/I Yet)
#
# You can have up to 3 scollers, comment out any scrollers you don't want.
# 
TXTA=16,5,101,TUNE,000000,0
TXTA=16,16,101,STAT,000000,2

# -- Sliders --

# Slider Types: 
#
# These are layout out as:
# Start of AREA X Position, Start of AREA Y Position, AREA WIDTH, AREA HEIGHT, TYPE (HORZ / VERT), FLAGS (NORM - normal or REVE - reverse) 
#
# The sliders gadgets must be names "vert-slider" and "horiz-slider". The image *MUST* contain the normal image, followed by the
# selected image directly underneath. The normal and selected must be equal in size! 
#
# The first X and Y will be where the gadget will sit (Top left corner). TuneNet will set the gadget position accordingly, as well as accept updates.
#
# All slider rungs etc.. must be drawn onto the skin (in both normal and alternative format).
#
VOLS=119,8,4,25,VERT,REVE
POSS=5,27,113,5,HORI,NORM

# -- Animations --
#
# Up to 10 animations per skin (filenames must be anim1, anim2.. etc..) :
# X POS, Y POS, FRAMES, SPEED  (A Speed of 0 means full frame rate, greater values are slower), MASK COLOUR, [FLAG, FLAG VALUE]
#
# The number of frames and the width of the file is important as the program will divide the image width by the
# frames to get the single cell size. (Comment out any that are unused). 
#
# The Flag and Flag value contain data already found in the buttons, except that only the following are valid:
#
# OPLY,VALUE	- Show anim on play button, a value of 0 means a continious anim while playing:
#				A value of 1 means play once...
#				A value of 2 means the animation will stick on the last frame after playing through
#				Above 2 means cycle the anim for the given period of updates, before clearing.
#
# Other Flags allowed above are: OSTP (stop), OHLD (pause), OREQ (file requester), OSTR (on streaming), ORCD (On Record)
#
# WAIT,VALUE  - Show anim for a period of time when docky first appears
#
# No values given means that anim will just play once.
ANIM=5,5,31,0,000000,OPLY,2
ANIM=5,5,26,0,000000,OSTP,2
ANIM=5,5,29,0,000000,OHLD,2
ANIM=5,5,27,0,000000,OREQ,2
ANIM=5,5,26,0,000000,ORCD,2
ANIM=5,17,20,0,000000,OSTR,0
ANIM=5,17,48,0,000000,OZZZ,0

# -- General --

# The Mask describes the colour used for a transparent background for the dock, it is a single hexidecimal colour.
# Make sure this value is always present
MASK=FF00FF

# The Refresh speed (0=50 times a second, 1=25 (Default), 2=12.5) 
REFR=1

# Gadget Click Delay (GADD) - The amount of time a gadget stays in its clicked form after releasing the mouse button
GADD=5

# For 224 character fonts please unhash the line below!
FONT=EXTD

# Font additional spacing between letters.
FGAP=1

# And thats it... unwanted functions can be hash'ed out.