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Skin SDK: The <textzone> element


The <textzone> element is used to display static or dynamic texts inside its boundaries.

Syntax:
<textzone deck="" resetcounter="" action"" group="horizontal" click="" align="">.

Inherited Properties:
visibility="" os="" panel="" deck=""
See Global Element Properties

Properties: (All are optional)
  • resetcounter="" : if set to "true", the counter will be reset if this textzone is clicked
  • action="" A textzone can also have a VDJScript action, which will be executed if clicked.
  • group="horizontal" : Use this property if you need the textzone to display all the nested <text> elements, separated by a space character

Children:
  • <pos x="" y=""/> : Give the position of the textzone on the screen. Read further details in Skin Element Position
  • <size width="" height=""/> : Give the width and height of the textzone. Read further details in Skin Element Position
  • <background color="" /> or <background x="" y="" /> : Optional. Fill the textzone area with a solid color or graphics area from the skin image. (Still preferred adding a <visual> before the <textzone>, especially if the text is not static).
  • <text font="" weight="" fontsize="" color="" align="" valign="" dx="" dy="" overdx="" overdy="" width="" format="" text="" action=""> : Specify the text to be displayed with these properties:
    • font : select the font to be used (default: Arial). If you use the same font throughout the entire skin, you can save this property from typing all the times, by using <font>
    • weight : possible values: "normal" (default) or "bold"
    • fontsize : give the font size (default: 12)
    • color : give the font color (default is white). The color can be written in numerical format (#0000FF) or with the color name ("blue"). See Colors
    • align : Use this property to horizontally align the displayed text. Possible values: "left", "right", "center" (or "middle"). If not defined, text will be left-aligned.
    • valign : Use this property to vertically align the displayed text. Possible values: "top", "bottom", "center". If not defined, text will be vertically centered-aligned.
    • dx="" dy="" width="" : You can create margins/padding to your text by defining an X or Y offset (default is 0) along with the maximum width of the displayed text (if not defined, the width="" from the <pos> child will be used). E.g. dx="10" width="50" will create 10 pixels of left margin with a maximum text width of 50 pixels.
    • overdx="" overdy="" : Same as the dx and dy properties above. Will be used for the text when mouse is over the <textxone> area
    • text : Use this property to display a static text. e.g. text="PLAY".
    • format : Use this property to display dynamic texts using %shortcuts. (see the exact format below).
    • action : Use this property to display texts returned from VDJ scripts e.g. action="get_effect_name"
      Note: Use one of the 3 previous properties (text, format or action) to display your text, as only one will be used and the other 2 will be ignored.
    • scroll : if set to "yes", the text will scroll if it can't fit in the box. Default is "no"

    Note: Multiple <text> children can be added inside the same <textzone>.
    If no group='horizontal" property is defined in the <textzone>, the additional <text> children will cycle and their texts will be displayed every time the <textzone> is clicked.
    If group="horizontal" is defined, all the <text> children will be displayed in the same horizontal line separated by a space.


New in VDJ8 is action instead of format. You can still use format in exactly the same way as in V7 (explained next) but with action you can just write the VDJ Script in without the ` ` marks. So action="get loaded_song 'Title'" is the same as format="%title".
The format is a string that describes how the text will be displayed. You can still use a VDJ Script action with backward single quotes `` for example format="`get sample_slot_name X`" which displays the name of the sample in slot X, or you can use one of the special textzone commands:
  • \\: print a single \ character
  • \n : print a line feed
  • \r : print a carriage return
  • \t : print a tab character
  • \x : print the ascii character xx
  • %% : print a single % character
  • %yy : goto to the yy line
  • %xx,yy : goto to the xx,yy position
  • %title : print the song's title
  • %author : print the song's author
  • %comment : print the song's comment if any
  • %fullhour : display the time in a hh:mm:ss format
  • %hour : display the time in a hh:mm format
  • %hour12 : display the time in a h:mm am/pm format
  • %counter : display a counter
  • %pitch : print the pitch value
  • %time : print the length of the song (can use modifiers - see below)
  • %spent : print the spent time of the song (can use modifiers)
  • %left : print the left time of the song (can use modifiers)
  • %cueX : print the time position of the Xth cue point (can use modifiers)
  • %tocueX : print the time to the Xth cue point (can use modifiers)
  • %fromcueX : print the time elapsed from the Xth cue point (can use modifiers)
  • %start : print the time position of the first beat (can use modifiers)
  • %end : print the time position of the last beat (can use modifiers)
  • %tostart : print the time to the first beat (can use modifiers)
  • %toend : print the time to the last beat (can use modifiers)
  • %fromstart : print the time elapsed from the first beat (can use modifiers)
  • %fromend : print the time elapsed from the last beat (can use modifiers)
  • %bpm : print the bpm of the song (can use modifiers)
  • %bpmex : print the bpm of the song (can use modifiers)
  • %bpmexx : print the bpm of the song (can use modifiers)
  • %level : print the song's level in dB (can use modifiers)
  • %key : print the song's key
  • %camelot : print the song's key (numeric)
  • %keyoffset
  • %cpu
  • %status
  • %maineffect
  • %effectslotX
  • %mainsample
  • %videofx
  • %videotransition
  • %linkedvideo
  • %loop
  • %name
  • %namecueX
  • %pitchrange
  • %djc_buttonX
    New
  • %nextcue : print the time of the next cue point
  • %prevcue : print the time of the last cue point
  • %nextcuename : print the name of the next cue point
  • %prevcuename : print the name of the last cue point

Some of the % commands can be used with modifiers. Modifiers are capitalized letters you insert between the % and the command. You can use:
  • P : modify the value to reflect the pitch change
  • L : use the local value instead of the global value (only used by %level)
  • B : display the value as a number of beat instead of a time





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