Application to modify .RBM files (help needed) - Bada Software and Hacking General

dassRBM v0.9
New since last version:
PNG to LZ32 conversion working.
Some minor bugfixes.
Windows batch files (*.bat) include a PAUSE now.
Some minor source code optimizations.
Noteworthy stuff created with this:
Adfree's replaced Samsung logo
Adfree's ultra slim RC1 file, download here
Hero355's Turko CFW v8 quick panel
Hero355's alternate Turko CFW v8 quick panel
Mylove90's b&w theme, quickpanel, white dial keyboard
Navinng's edited quickpanel
Navinng's new volume control
nip_miniw's green dial keyboard
RuLe89's quickpanel
Yakapa40's brown dial keyboard
Yakapa40's complete redesign
Yakapa40's indicator icon numbers
Usage instructions:
Code:
dassRBM - Usage Guide
~~~~~~~~~~~~~~~~~~~~~
These instructions are written for Microsoft Windows, but should work
for anything else, too. Given that you're able to compile dassRBM for
your system, of course.
To extract a RBM file:
~~~~~~~~~~~~~~~~~~~~~~
[1] Put dassRBM.exe, extract_all.bat and the RBM file into one folder.
[2] Run extract_all.exe.
-> You'll get one .img/.qmg file for each item in the RBM and one
"build" CSV file containing the instructions for rebuild of the RBM
file. The "build" CSV file can be opened using
Excel/OpenOffice/LibreOffice or similar. See "editing build CSV files"
for editing.
To (re)build a RBM file:
~~~~~~~~~~~~~~~~~~~~~~~~
[1] Put dassRBM.exe, build_all.bat, all items to include (img/qmg/png)
and the CSV file into one folder.
[2] Run build_all.exe.
-> All the items will be used as detailed in the CSV file to (re)build
the RBM file.
To analyse RBM files:
~~~~~~~~~~~~~~~~~~~~~
[1] Put dassRBM.exe, summarize_all.bat, and all RBMs to analyse into one
folder.
[2] Run summarize_all.exe.
-> You'll get a comprehensive analysis of all RBM files in
summary_items.csv (for items included in the RBM files) and
sammary_rbms.csv (for RBM overview). Open in
Excel/OpenOffice/LibreOffice or similar.
Editing CSV build files
~~~~~~~~~~~~~~~~~~~~~~~
To completely remove one item:
Just delete the whole line/row corresponding to the item you no longer
want. Rebuild the RBM file (see above). Keep in mind that doing this,
and with it effectively changing the numbering for following items, is
not recommended for RBMs used in Hardware.
To safely remove one item:
Change the value in the "type" column to zero ("0"). Rebuild the RBM
file (see above). The item ordering will be preserved this way, and (as
long as the item is really not used) it is safe to do so.
To add an IMG/QMG as new item or replace existing:
Add a row/line to the CSV file or replace an existing row. ID must be
sequential (no double IDs, IDs in order, same as replaced row),
resolution (width/height) and bpp must be correct. Type is 2 for IMG and
3 or 5 for QMG (refer to the original source for choice between 3/5).
Everything else may be zero (refer to the original source for alpha/mask
anyways for the correct values).
To add a PNG file as new item or replace existing:
Add a row/line to the CSV file or replace an existing row. ID must be
sequential (no double IDs, IDs in order, same as replaced row),
resolution (width/height) must be correct and bpp must be 16 or 32 (32
for better quality and alpha channel). Type is 1. Alpha/mask is zero.
Original first post:
Code:
I took a look at ho1ods discontinued Wave Remaker source code, hoping
that I could code a small command line application for modification of
.RBM files myself.
Here's my findings:
[1] An RBM file is a 'frame' containing one or more images.
[2] The structure of the .RBM file is pretty simple, but the formats
of the embedded images are not.
[3] Four different image formats are used: LZ16, LZ32, QMG16, QMG32.
[4] Most interesting stuff is QMG32 compressed.
Now, I could manage to write the code to handle the RBM structure and
the LZ16/LZ32 formats, but I don't have any idea about QMG. Is there
already such a thing as a working QMG encoder? If not, can anyone code
one?
EDIT: I think I should also write something about this:
[B]What is it good for?[/B]
For a whole lot of stuff! If we're able to edit .RBM files we can change
aspects of the Bada GUI that we haven't been able to change before. We
could effectively do a complete GUI redesign, going far beyound what's
possible with themes. We could finally have Bada Apps with proper icons
in the main menu. We could change the icons in the drop down bar....
etc...

The structure of the .RBM file is pretty simple, but the formats of the embedded images are not.
Click to expand...
Click to collapse
Maybe we could start here.
I have only found position to set 0 x 0 Pixel and to disable...
But not to remove content for valid RBM...
http://forum.xda-developers.com/showpost.php?p=27932409&postcount=124
Maybe "file size" or adresses are stored in RBM ?
But where ?
Best Regards

PshRsrcBmpIdle.rbm
186 Pics
I have disabled ID0 ... first Picture...
PshRsrcBmpIdleAni.rbm
23 Pics
I have disabled ID9 - ID13... :victory:
But now how to remove disabled Pic?
I will do next few days again few tests... maybe I can self find solution for me...
Best Regards

adfree said:
Maybe we could start here.
I have only found position to set 0 x 0 Pixel and to disable...
But not to remove content for valid RBM...
http://forum.xda-developers.com/showpost.php?p=27932409&postcount=124
Maybe "file size" or adresses are stored in RBM ?
But where ?
Best Regards
Click to expand...
Click to collapse
File size and adress are stored inside the RBM header. Let me do it, I'll code something basic just to disassamble (and reassemble) the RBM file.

k8500 said:
File size and adress are stored inside the RBM header. Let me do it, I'll code something basic just to disassamble (and reassemble) the RBM file.
Click to expand...
Click to collapse
And here we go!
Syntax:
To disassemble RBM file
dassRBM -d [Name of RBM] [Name of Listfile]
To resassemble RBM file
dassRBM -a [Name of RBM] [Name of Listfile]
Listfile is created during disassembling and used during reassembling.
If you want to remove images from the RBM, no need to remove them physically, delete them from the list file and reassemble.
If you want to replace an image, keep in mind that the ID (= first 4 Bytes in image file) must match the old one.
Also: Alpha status software, so check the results!
I hope this gets us further!

Sorry, need an while...
libgcc_s_dw2-1.dll is missing in my XP System...
I think their will be more DLLs missing...
Maybe tomorrow I have few tests...
Thanx.
Best Regards

adfree said:
Sorry, need an while...
libgcc_s_dw2-1.dll is missing in my XP System...
I think their will be more DLLs missing...
Click to expand...
Click to collapse
Try using cygwin

adfree said:
Sorry, need an while...
libgcc_s_dw2-1.dll is missing in my XP System...
I think their will be more DLLs missing...
Maybe tomorrow I have few tests...
Thanx.
Best Regards
Click to expand...
Click to collapse
Sorry, should have compiled it differently. Try the attached one.

-> done, 186 file(s) found in file "PshRsrcBmpIdle.rbm"
Click to expand...
Click to collapse
:good:
I have written:
Code:
dassRBM -d PshRsrcBmpIdle.rbm list1.txt
So next file
Code:
dassRBM -d PshRsrcBmpIdleAni.rbm list[B]2[/B].txt
I will do soon with this 2 RBM files some experiments.
Thanx.
Best Regards
Edit 1...
Code:
Disassembling file "PshRsrcBmpIdleAni.rbm" using list "list2.txt"...
000: PshRsrcBmpIdleAni.rbm_000_480x400x32.qmg -> OK!
001: PshRsrcBmpIdleAni.rbm_001_480x400x32.qmg -> OK!
002: PshRsrcBmpIdleAni.rbm_002_480x400x32.qmg -> OK!
003: PshRsrcBmpIdleAni.rbm_003_480x400x32.qmg -> OK!
004: PshRsrcBmpIdleAni.rbm_004_480x400x32.qmg -> OK!
005: PshRsrcBmpIdleAni.rbm_005_480x400x32.qmg -> OK!
006: PshRsrcBmpIdleAni.rbm_006_107x156x32.qmg -> OK!
007: PshRsrcBmpIdleAni.rbm_007_480x400x32.qmg -> OK!
008: PshRsrcBmpIdleAni.rbm_008_3x188x32.qmg -> OK!
009: PshRsrcBmpIdleAni.rbm_009_480x400x32.qmg -> OK!
010: PshRsrcBmpIdleAni.rbm_010_480x400x32.qmg -> OK!
011: PshRsrcBmpIdleAni.rbm_011_480x400x32.qmg -> OK!
012: PshRsrcBmpIdleAni.rbm_012_480x400x32.qmg -> OK!
013: PshRsrcBmpIdleAni.rbm_013_480x400x32.qmg -> OK!
014: PshRsrcBmpIdleAni.rbm_014_480x400x32.qmg -> OK!
015: PshRsrcBmpIdleAni.rbm_015_480x400x32.qmg -> OK!
016: PshRsrcBmpIdleAni.rbm_016_480x400x32.qmg -> OK!
017: PshRsrcBmpIdleAni.rbm_017_480x400x32.qmg -> OK!
018: PshRsrcBmpIdleAni.rbm_018_480x400x32.qmg -> OK!
019: PshRsrcBmpIdleAni.rbm_019_1x1x32.qmg -> OK!
020: PshRsrcBmpIdleAni.rbm_020_1x1x32.qmg -> OK!
021: PshRsrcBmpIdleAni.rbm_021_1x1x32.qmg -> OK!
022: PshRsrcBmpIdleAni.rbm_022_1x1x32.qmg -> OK!
-> done, 23 file(s) found in file "PshRsrcBmpIdleAni.rbm"

If we had a working QMG encoder now, we could edit all that stuff.

...QMG encoder...
Click to expand...
Click to collapse
Theme Creator is helpfull... maybe...
If I extract QMG from RBM then I can see them in Themes...
http://forum.xda-developers.com/showpost.php?p=20091561&postcount=62
But not other direction...
Best Regards
---------- Post added at 04:22 AM ---------- Previous post was at 03:49 AM ----------
:good:
First try...
Removed from list... (list1.txt)
Code:
#[email protected] (171856 byte): 480x800x16, type 3, alpha 1, mask 63519
0:PshRsrcBmpIdle.rbm_000_480x800x16.qmg
First Picture... ID0 ...
Code:
dassRBM -[B]a[/B] PshRsrcBmpIdle.rbm list1.txt
S8500 booting now without Samsung Logo...
Next days I will check deeper... next file is PshRsrcBmpIdleAni.rbm as higher ID as 0...
Thanx k8500 :good:
Maybe someone can help to identify big useless Pictures in RBM files to remove them ...
No idea if this could help to free view Bytes of RAM...
But I will try.
Best Regards

Common users
Appreciate your work guys..
Good luck!

adfree said:
Theme Creator is helpfull... maybe...
If I extract QMG from RBM then I can see them in Themes...
http://forum.xda-developers.com/showpost.php?p=20091561&postcount=62
But not other direction...
Click to expand...
Click to collapse
Is it possible to create QMG in Theme Creator? QMG in .RBM files need a special header, but not very difficult to code something for this.
EDIT: Just give me any 480x800 (32 bit) QMG created in Theme Creator (if possible...), and I'll see what I can do with it tomorrow.

any 480x800 (32 bit)
Click to expand...
Click to collapse
Sorry not much time yet...
But now I see 32 bit... seems not easy, as my Tools are only 24 bpp...
Anyway, I will try to make 2 Pics...
1 black, 1 white...
Give me now 20 minutes...
I think I will then finsished... and upload.
Best Regards

No idea how to create 32 bpp ... compatible for Theme Creator...
Supported Formats...
PNG,JPeG,GIF
I can create 32 bpp with old Corel Draw...
I can only remeber TIF...
Anayway, here is 24 bpp first try.
Only black or white...
Please, correct or add header. :good:
Thanx in advance.
Best Regards

adfree said:
No idea how to create 32 bpp ... compatible for Theme Creator...
Supported Formats...
PNG,JPeG,GIF
I can create 32 bpp with old Corel Draw...
I can only remeber TIF...
Anayway, here is 24 bpp first try.
Only black or white...
Please, correct or add header. :good:
Thanx in advance.
Best Regards
Click to expand...
Click to collapse
Thanks! I'm on vacation now and can't do much, though. I'll see about it later.
Just one remark: 32bpp (for QMG) most likely means 24bpp plus 8 bit alpha channel. So, nothing wrong with using 24bpp input data .

Next file of playing around is Menu.rbm...
31 Pics... 30 of them seems Icons ...
I can't see all...
Maybe I will inject in Theme to check them all...
But first try is to remove ID 1 to 30...
Later I will report.
Best Regards

Edited Menu.rbm and removed 30 Pics...
But Menu seems okay...
But I have lost other ugly stuff...
No idea why...
So for what is Menu.rbm ?
Will check WinComm if Menu.rbm is loaded into RAM... or only Zombie file...
Best Regards

My fault...
Icons are 80x80
So I've reduced HsMenuItem.rbm
At the moment only for test and to identify where Pics are used...
I can see many 0x0 Pixel...
As it seems, maybe no placeholders necessary...
Will check if visible RAM differences...
Best Regards

I will create Batch file...
Take an while...
XXLA1 has 183 files in Black folder... 182 in 2 folders are RBM...
+
OspMapZoomControl.h
Step 1.
Copy all RBM in 1 folder.
Uupsi...
Code:
Disassembling file "W_WsRsrcWheelList.rbm" using list "W_WsRsrcWheelList.txt"...
[B]possibly not a RBM file![/B]
Attached is my Batch...
1.bat and result...
Few files are empty... 0 KB
Best Regards
Edit 2...
Ah, few files have only 0x0 Pix... maybe useless crap...
Edit 3...
System.rbm is not only empty... but txt is empty...

Related

[Released Translation TUTORIAL] - HOW to translate ANY ROM

Hi!
After a long time of trying to cook custom roms in greek language I am ready to post a small tutorial on how to translate your Rom to your Language using kitchens with a quick and dirty way .
Attention there is a better way to do so but this is what I Do to make my Greek ROMS
Step 1)
a)Download your language emulator Files from
http://www.microsoft.com/downloads/details.aspx?FamilyID=38c46aa8-1dd7-426f-a913-4f370a65a582&DisplayLang=en#filelist
(b) extract the files in a new folder.
Slumpolo 's suggestion:
-----
to extract files from the emulation rom follow this direction:
- Download Tadzio's imgfs excelent tools in: http://forum.xda-developers.com/showthread.php?t=298327
- Unzip the tools along with the image in any folder.
- Rename the image to A.BIN (to make the next commands easier to type).
- Open a D.O.S. command window and perform these commands:
Code:
> NBSPLIT -emu A.BIN
(it generates two files: A.BIN.EXTRA and A.BIN.PAYLOAD)
> IMGFSFROMNB A.BIN.PAYLOAD IMGFS.BIN
(it generates the file IMGFS.BIN)
> IMGFSTODUMP IMGFS.BINAnd that's all. Files are dumped in /Dump directory
-----
Click to expand...
Click to collapse
(c) Rename ALL the 4xx files to 409 (e.g. 0408.mui -> 0.409.mui) Apply this to all files and folders (an eyasier way to do that is to search from windows for all *408* files and then rename them)
Slumpolo's suggestion
----
For step 1c) during the translation of italian rom for the mui files that resides in directory I edited also a file (simply with Supered) that has a line that pointed to the 0410 files (ea. italian) and changed this to 409.
----
Click to expand...
Click to collapse
Step 2)
Find your BASE ROM.
Step 3)
Download your Kitchen. I prefered Anichillus kitchen due to the fact that supports ROM dumping in an easy way
Step 4)
Dump ROM ( If you use Anichullus Kitchen , follow the manual but Stop BEFORE using Bepe's Package TOOL !
Step 5)
Go to DUMP folder ,(eg C:\core\extract\dump) and paste ALL the language files you have renamed from step 1c . ATTENTION you have to copy and paste ALL files from your language folder AFTER you have renamed them to 409 . REPLACE duplicate files
Step 6)
Continue with kitchen steps . For instance if you were to use Bepe's Package TOOL , go on and build the packages.
Step 7)
Edit Initflashes.dat file . Information on how to do that are in every cooking tutorial. In Intflashes.dat file you will have to translate all the links and directories according to your language files. CAUTION if you make mistakes in translation your WM6 will be crappy and programs may not start
->In order to make a good translation check your original rom, or try the WM6 emulator wth your language files and check the directory names (eg
folder Programs in Greek have to be Προγράμματα)
Step 8)
Save Initflashes.dat in unicode and remove first two bytes with a hex editor
Step 9)
Choose your OEM packages.
For GREEK USERS : If you need a greek software keyboard like the original one I have made an OEM package that allows you to do so
Slumpolo's suggestion
------
For step 9) / 10) about keyboard, you must add with a oem package also:
- dictionary in your language
- settings for your language
- t9 dictionary for your language
- for keyboard layout make this registry mod:
Code:
Registry Editor:
HKCU >> ControlPanel >> Keybd
Create a string "Locale" with "0410" vale. Everything without "Where 0410 is your country value.
------
Click to expand...
Click to collapse
Step 10)
build your rom according to your kitchen manual
I hope this helps
Good luck with your tries
I have used the same method for the italian version but you must translate also some parts of .hv files and .rgu or you must pay more attention during the translation of initflashfiles.dat because not all links and directories can be translated without .hv and .rgu editing.
My suggestion? Edit only initflashfiles.dat
Some add for your excellent tutorial:
----
For step 1b) to extract files from the emulation rom follow this direction:
- Download Tadzio's imgfs excelent tools in: http://forum.xda-developers.com/showthread.php?t=298327
- Unzip the tools along with the image in any folder.
- Rename the image to A.BIN (to make the next commands easier to type).
- Open a D.O.S. command window and perform these commands:
Code:
> NBSPLIT -emu A.BIN
(it generates two files: A.BIN.EXTRA and A.BIN.PAYLOAD)
> IMGFSFROMNB A.BIN.PAYLOAD IMGFS.BIN
(it generates the file IMGFS.BIN)
> IMGFSTODUMP IMGFS.BIN
And that's all. Files are dumped in /Dump directory
----
For step 1c) during the translation of italian rom for the mui files that resides in directory I edited also a file (simply with Supered) that has a line that pointed to the 0410 files (ea. italian) and changed this to 409.
----
For step 9) / 10) about keyboard, you must add with a oem package also:
- dictionary in your language
- settings for your language
- t9 dictionary for your language
- for keyboard layout make this registry mod:
Code:
Registry Editor:
HKCU >> ControlPanel >> Keybd
Create a string "Locale" with "0410" vale. Everything without "
Where 0410 is your country value.
Next days I'll try to release an
Ciao
At last
Very good..now i can direct all people who ask this question here.
Great initiative
Thanks
Slumpolo
Updated
Tna said:
Thanks
slumpolo can you post info about the which parts of hv files you edit?
Click to expand...
Click to collapse
I'll post everything next week. All my files are in office
Ciao
btw. as far as i know only certain wm6 builds can be translated using EMU mui files. i dont remember build no's.
Why is that ? What are the restrictions?
does it work for Universal to ?
thats what i wrote above, as far as i know(consulted with bepe) 17913 build its not supported(latest uni) it must be build ???? i remember there is 4 in build no. cannot fint irc log with that conv. with bepe
Hi and thanks for your tutorial. I try to go a different way and want to port over a hermes mui cab to get german wm6. i have some trouble of getting it done.
- the file explorer draws no softkeybar, so it is not usable. does anyone know what files i need therefore?
- the free space when installing a cab isn't displayed correctly
what have i done?
- i took the cab from asukal and removed hermes specific things
- afterwards i copy the files from the emulator image to get newest versions of the files.
if somebody want to test it - here you go:
http://www.gsm-multifund.de/holg/Making_German_Wizard.cab
i would appreciate every help.
best greetings
holg
answer from midget about builds that can be translated:
Code:
the changes from 17740-5 are not language related so the mui's work for all of them
i tried a newer rom and also got no luck with the file explorer. does anybody know what file is responsible for translating the file explorer?
No i don't... since file explorer is the least used program i didn't really care about it ...
so sorry but i can't help in that ... why don't you leave it as it is ?
i think filesys.exe.0409.mui
I think that he has found the file. The problem is about the softkey .
Try using reshack tool (it can be found in most kitchens) and open the mui file. search for the softkey
But yet I am not sure ...
yeah thanks for the suggestions
i personally like the build in filexplorer, cause it is fast and has softkey control, it's good if you just browse and open a file.
filesys.exe.0407.mui is already inserted in windows directory, so i will test with reshack,but at the moment i am a little busy.
Doubt about Files
Hi people
About the translation... i have one question.
After doing the "IMGFSTODUMP IMGFS.BIN" command, and all files are in the Dump Directory... besides the files with 4xx names, there are also some folders with 4xx names... and inside those folders are some files also with 4xx names.
Do i have to rename the folders and the files inside those folders, or just the files... or just the folders.
And one thing more... for example the folder "bbcbres.dll.0816.mui" inside these folder, one of the files called "imageinfo.txt".. inside this txt there's something written on the first line : " Module name: bbcbres.dll.0816.mui" if i have to change the name of the file inside the folder called "bbcbres.dll.0816.mui".... do i have to change this line also inside the txt ???
Thanks
how about the hardware keyboard? because I am on a German MDA Vario, Wizard of course, since we are using QWERTZ instead of QWERTY?
Will this be fixed automatically as well?
Cheers.
PauloBarreiros said:
Hi people
About the translation... i have one question.
After doing the "IMGFSTODUMP IMGFS.BIN" command, and all files are in the Dump Directory... besides the files with 4xx names, there are also some folders with 4xx names... and inside those folders are some files also with 4xx names.
Do i have to rename the folders and the files inside those folders, or just the files... or just the folders.
And one thing more... for example the folder "bbcbres.dll.0816.mui" inside these folder, one of the files called "imageinfo.txt".. inside this txt there's something written on the first line : " Module name: bbcbres.dll.0816.mui" if i have to change the name of the file inside the folder called "bbcbres.dll.0816.mui".... do i have to change this line also inside the txt ???
Thanks
Click to expand...
Click to collapse
You have to change all the *0816*. There is no need to change the folders al long as you rename the *.816* files that are included in those folders. There is no need to change the imageinfo since your are not going to replace the original one.
After renaming All the files (including the language files inside the folders) then you shoud copy only THESE files to your dumped ROM .
4irm said:
how about the hardware keyboard? because I am on a German MDA Vario, Wizard of course, since we are using QWERTZ instead of QWERTY?
Will this be fixed automatically as well?
Cheers.
Click to expand...
Click to collapse
no ... look for hades language pack to fix that, too

[UTIL][24MAY10]PreKitchen Tool (Sort, Clean, Merge and create folders)

(Formerly "Dump Sorter" and "XipDumpSort")
New and Improved - Much more functionality than the old one!
I'm trying to make this a general cleaning\sorting\worker app for processing dumped folders. If you'd like a feature added, please let me know.
What is it?
This is a simple program designed to take the hard work out of rearranging, cleaning and merging dumped ROMs with Kitchens.
What can it do?
Clean - Removed all files with the same name as their directories (This is very useful when converting files to modules)
Sort - Files and Folders can be sorted by:
Ervius Kitchen's folder format
osKitchen's folder format
By comparing to a donor folder (should work with any kitchen)
Unsort from:
Ervius Kitchen's folder format
osKitchen's folder format
Merge missing file and folders from a donor directory (useful when the dump is missing files\folders) (SVN Directories are ignored ('.svn' and '_svn'))
How to install
Click the 'Install' button at http://vidmes.com/dumpsorter/publish.htm
(In order to use the 'launch' link, you need to be using IE)
(Alternatively, just use the zip below)
Notes
Merging is done last, so if the donor directory is 'dirty', this 'dirt' will be copied across
This requires .NET 3.5
Also attached is the source code (for anybody interested) - the project was built using Visual Studio 2010, so it may not open in older versions of VS
Known Issues
Things to do
Get a logo\icon
Ability to pull data from archives (eg zip, rar and 7 zip)
Changelog
Version numbers: <installer version> (<executable version>)
* 0.3.0.3 (0.3.3796.19478)
Fixed: Settings in ComboBoxes would not save (e.g. language, resolution, etc)
WARNING: Upgrading to 0.3.0.3 will wipe any of your current settings
* 0.3.0.2 (0.3.3789.38088)
Fixed: Bug where the 'Browse' button for selecting the donor folder to clone didn't do anything
* 0.3.0.1 (0.3.3734.42067)
Added: Support for OndraStar's osKitchen (sorting, unsorting, creating blank folders)
* 0.3.0.0 (0.3.3733.25038)
Added: Ability to unsort from Ervius format
Added: Ability to only sort DPI\RES\LANG that you actually want
* 0.2.0.1 (0.2.3518.38275)
Added: Ability to invert log
Added: Update log on the fly (instead of at the end)
Fixed: Progress bar go to 100% when complete (or reset afterwards)
* 0.2.0.0 (0.2.3516.36999)
Added: Ability to create a default folder layout for Ervius SYS
* 0.2.3516.24314
Added: About box
Fixed: Merger now ignores SVN directories ('.svn' and '_svn')
* 0.2.3516.23053
Added: Cleaner (remove files with same name as directory)
Added: Sorter for Ervius SYS format
Added: Merger (file and folder)
Fixed: Sorter now removes 'unsorted' directory if it is empty
* 1.0.3509.31117
Fixed: Browse buttons now re-enable after sorting is complete
* 1.0.3497.39310
Initial release
thanx Mr Moderator
its very usefull
WOW!! This is an awesome tool. I'm definitely gonna be giving it a try. Thanks
EDIT: Works perfect
This thing is awesome. It's perfect for organizing SYS folders for any kitchen based on ervius's visual kitchen.
Hello,
Thanks for this tool, it's really nice!!!
Just small thing added to your code :
Code:
void bgwDoSorting_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
txtLog.Text = (string)e.UserState;
pgbrStatus.Value = (e.ProgressPercentage > 100) ? 100 : e.ProgressPercentage;
}
and :
Code:
//old : bgwDoSorting.ReportProgress(workDone * 100 / workTotal);
bgwDoSorting.ReportProgress(workDone * 100 / workTotal, result);
I also reverse the log to have latest lines on top (log+newline instead of newline+log)
Thanks for the great job!!
very nice, thanks for sharing!
DarkAngelFR said:
Hello,
Thanks for this tool, it's really nice!!!
Just small thing added to your code :
Code:
void bgwDoSorting_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
txtLog.Text = (string)e.UserState;
pgbrStatus.Value = (e.ProgressPercentage > 100) ? 100 : e.ProgressPercentage;
}
and :
Code:
//old : bgwDoSorting.ReportProgress(workDone * 100 / workTotal);
bgwDoSorting.ReportProgress(workDone * 100 / workTotal, result);
I also reverse the log to have latest lines on top (log+newline instead of newline+log)
Thanks for the great job!!
Click to expand...
Click to collapse
I was considering that, but I think you'll find it will run a bit slower (due to having to constantly update the log box). Then again, if you have a dual processor machine (and who doesn't?), you probably won't notice a difference.
Any chance someone would also be interested in writing a batch file or simple program to delete duplicate files inside of a folder? ie: if there happened to be files inside of the module folder as well as the actual module files. So for example "tapres.dll" module folder for some reason has "tapres.dll" file inside. Would need to got hrough whole SYS though.
I am testing it now....
Pretty cool set of resources...thanks
Point of Sale.
jmckeejr said:
Any chance someone would also be interested in writing a batch file or simple program to delete duplicate files inside of a folder? ie: if there happened to be files inside of the module folder as well as the actual module files. So for example "tapres.dll" module folder for some reason has "tapres.dll" file inside. Would need to got hrough whole SYS though.
Click to expand...
Click to collapse
Sure
Maybe I can change my sorter into a cleaner as well...
Any other 'common tasks' I should include?
Perhaps a tool to merge missing folders into the sorted folder? (eg if the new SYS or OEM is missing stuff from the old one)
TehPenguin said:
...Any other 'common tasks' I should include?...
Click to expand...
Click to collapse
Good ideas...
Maybe I add one : default template folder, for example specify DPI, RESV/H and Lang code(s) then go should be usefull when adding a new language to an existing kitchen who don't have the full folder structure yet for the new language
If you need help do not hesitate!
PS: about performance, as you said everyone have dualcore computers at least so backgroundworker + log refresh is not slowing the process, and if it is it's not really visible (I'm not working on 1000000 files for 1000 languages so...)
I've rebuilt the backend to be more 'flexible' (ie custom workers and sorters).
I will build the cleaner and the extra sorter some time soon and have it posted up - don't expect anything too soon though...
Attached is the updated source code
(You should be able to tweak the .sln file to work in Visual Studio 2008)
Very good application but I can not use it, can you set it to work with .NET 2 ?
sIiiS said:
Very good application but I can not use it, can you set it to work with .NET 2 ?
Click to expand...
Click to collapse
I suppose....
Although why not install .NET 3.5?
TehPenguin said:
I suppose....
Although why not install .NET 3.5?
Click to expand...
Click to collapse
Because .Net3.5 has big size for me and members like me to download and install and if I install it, can I remove my .NET2 and .NET1 or need them too for other programs?
Now I have .NET1,2,3 but not .NET3.5
.Net 3.5 include 2.0 but you don't need to remove 2.0 before installing 3.5...
If you use windows update it will be big but not as big as if you download the full package from microsoft (it will just take kind of missing parts)
I like the way microsoft made all this framework, you can setup 3.5 without any problem to your existing 2.0 (or 1.1) applications.....more and more programs are using it so it's not a time loosing install for me..
New version released!
Dump Sorter now has all of the features requested.
From the changelog:
* 0.2.3516.24314
Added: About box
Fixed: Merger now ignores SVN directories ('.svn' and '_svn')
* 0.2.3516.23053
Added: Cleaner (remove files with same name as directory)
Added: Sorter for Ervius SYS format
Added: Merger (file and folder)
Fixed: Sorter now removes 'unsorted' directory if it is empty
Nice i saw your announcement in the release and came to see it... downloading and testing in the next release i seton the kitchen... maybe the tutorials will be useless ... Thanks a lot man!!!
hey there
Thanks for this update, will test today...
Missing screenshots on 1st post lol
what about using ClickOnce so we can have auto updates of the program? If you need help hosting I may help.... I love programs I like to be auto updated and it's really a small thing to do with VS (never tested with 2010)
Keep the good work, looks like we are coming to a complete "pre-kitchen tool"....

[PC-APP] RecModFolder - fast module to file conversion

01/04/2010 update - program can read list of modules from text file.
download link: http://www.4shared.com/file/255038195/c2b5de9b/RecModFolder_04.html
mirror: http://narod.ru/disk/19297102000/RecModFolder_04.zip.html
how to use
1. create text file RecModFolder.txt,
2. write list of modules to this file, for example:
SYS\MediaOS\wmpocx.dll
SYS\OS\dw.exe
SYS\OS\dwui.dll
SYS\OS\DwXfer.dll
3. pass RecModFolder.txt as a parameter:
RecModFolder.exe RecModFolder.txt
that's it.
and, of course, you can convert all modules in folder like this
RecModFolder.exe SYS\AdobeFlash
RecModFolder.exe SYS\AdobeFlashCodecs
there are sample RecModFolder.txt and cmd file that I use with OSBuilder
cmd file is executed from the root of my kitchen, program is in the tools\RecMod subfolder
====================================================
old post:
I developed small tool which helps me to update my kitchen with new OS build.
My device has wm6.1 kernel and I get tired with "too many modules" problem.
I know I can use RecMod to convert modules to files, but it's so slow and inconvenient:
find folder with module,
drop it on recmod.exe,
get new file out of this folder,
delete folder,
move file back,
find, drop, get, delete, move...
find, drop, get, delete, move...
GRRR!!!! =)
My tool will do all these steps for me.
I just select parameters:
1. Folder - folder with modules, for example SYS\21872,
2. Mask (optional) - any mask that is valid in windows is acceptable,
(common masks are *.dll, *.cpl, *.exe, *.mui), no mask means "*".
3. Count (optional) - how many modules to convert, no count means "convert all".
[new in v0.3] If Count is 0, program will only display all modules matching the mask,
and do not change your files.
=======================================
Example 1:
>RecModFolder.exe c:\xda\v1\SYS\21054
means - RecMod all modules in c:\xda\v1\SYS\21054 recursive
=======================================
Example 2:
>RecModFolder.exe c:\xda\v1\SYS\21054 *.exe
means - RecMod all exe modules in c:\xda\v1\SYS\21054 recursive
=======================================
Example 3:
>RecModFolder.exe c:\xda\v1\SYS\21054 *.dll 10
means - RecMod first 10 dll modules in c:\xda\v1\SYS\21054 recursive
=======================================
Algorithm
Code:
read parameters from command line
find all modules in given folder (recursive) using given mask
for each module folder
{
call RecMod
create temporary unique file name (GUID for safety reason)
move new file to parent folder and assign it temporary name
delete module folder (with all files)
rename new file, give it real module name
if (count >= requested count)
{
stop
}
}
=======================================
Installation
make sure you can run RecMod from console, add its folder to PATH or drop RecModFolder.exe to the same folder.
That's it.
=======================================
Tips
You can create shortcut to RecModFolder and drop folders on it from explorer or Total Commander. RecModFolder will convert all modules in that folder to files.
Backup your files. This tool doesn't ask any questions,
it just informs you in case of error and stops immediately.
Save log file and check it for errors.
This is console application - you can use it in bat files.
You can save output of this program to text file - add >fileName.txt to your command line.
example:
RecModFolder.exe c:\xda\v1\SYS\21054 *.dll 10 >log.txt
this command will call RecMod first 10 dll modules in c:\xda\v1\SYS\21054 recursive
and save its output to log.txt.
Do not open folders you want to delete (replace with files) in explorer (or Total Commander, FAR, etc.) while this program works.
very nice, but there is already a similar app which does it from right click menu..
see here -> recmod by OndraSter
you probably have more options on the whole process, but the other tool might be more convenient.. anyways i will try
serfer222, you know that you may be responsible for whole lots of nab made VERY bad rom releases now, lol?
hheh, thanks for that tool anyway.
nosedive said:
very nice, but there is already a similar app which does it from right click menu..
see here -> recmod by OndraSter
you probably have more options on the whole process, but the other tool might be more convenient.. anyways i will try
Click to expand...
Click to collapse
I can explain what is the main difference:
If I choose one module folder, for example
Code:
SYS\21055\SHARED\COMMON\BROWSING\browser.dll\
and select osRecmod "Recmod this folder" it will work.
but if I select parent folder
Code:
SYS\21055\SHARED\COMMON\BROWSING\
osRecmod will just delete this folder and create empty file BROWSING
in the SYS\21055\SHARED\COMMON\
So, you see, it doesn't work for me.
I want to convert all modules inside folder
Code:
SYS\21055\SHARED\COMMON\BROWSING\
in one step. I drag this folder on my tool and all modules are converted to files. That's what I want =)
pupakota said:
serfer222, you know that you may be responsible for whole lots of nab made VERY bad rom releases now, lol?
Click to expand...
Click to collapse
You know, there are a lot of such rom developers already here.
This tool will just save their time and maybe they will find out whole new world outside computer and then will quit rom development... =)
Thank you serfer222 for this application, which complements my kitchen.
By
New version - v0.3.
new option is added - if you set Count to 0 program will just display list of matching modules.
Example: I want to see a list of *.mui module folders that can be converted to files.
Command: >RecModFolder.exe d:\mega2\SYS\21874\ *.mui 0
Output:
Code:
d:\mega2\SYS\21874\SHARED\0409\AdobeFlash_LANG_0409\flashresource.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Autoupdate_Lang_0409\AutoUpdateRes_wpc.exe.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\commctrl.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\commdlg.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\coredll.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\coreres.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\crypt32.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\fatutil.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\filesys.exe.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\gwes.exe.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\ieceext.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\jscript.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\miscres.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\netmui.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\notify.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\OutlookLiveUpdaterResources.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\outres.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\quartz.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\shellres.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\shellresapps.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\syncres.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\tapres.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\tshres.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\unimodem.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\waveapi.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Base_Lang_0409\wsp.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Browsing_Lang_0409\browsres.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Browsing_Lang_0409\mlang.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Browsing_Lang_0409\shdoclc.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Browsing_Lang_0409\shlwapi.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Browsing_Lang_0409\urlmon.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Browsing_Lang_0409\wininet.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\CHome_Lang_0409\cmhomeres.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Entertainment_Lang_0409\bbcbres.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Fwupdate_Lang_0409\MdsRes_wpc.exe.0409.mui
d:\mega2\SYS\21874\SHARED\0409\IPSECVPN_Lang_0409\ipsecvpnres.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\Skybox_Lang_0409\MyPhoneConsole.exe.0409.mui
d:\mega2\SYS\21874\SHARED\0409\WMWidgets_LANG_0409\riahostres.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0409\WMWidgets_LANG_0409\wmwidgetinstallerres.dll.0409.mui
d:\mega2\SYS\21874\SHARED\0419\AdobeFlash_LANG_0419\flashresource.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Autoupdate_Lang_0419\AutoUpdateRes_wpc.exe.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\commctrl.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\commdlg.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\coredll.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\coreres.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\crypt32.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\fatutil.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\filesys.exe.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\gwes.exe.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\ieceext.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\jscript.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\miscres.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\netmui.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\notify.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\OutlookLiveUpdaterResources.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\outres.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\quartz.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\riresdll.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\shellres.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\shellresapps.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\syncres.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\tapres.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\tshres.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\unimodem.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\waveapi.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Base_Lang_0419\wsp.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Browsing_Lang_0419\browsres.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Browsing_Lang_0419\mlang.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Browsing_Lang_0419\msscript.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Browsing_Lang_0419\shdoclc.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Browsing_Lang_0419\shlwapi.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Browsing_Lang_0419\urlmon.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Browsing_Lang_0419\wininet.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\CHome_Lang_0419\cmhomeres.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Entertainment_Lang_0419\bbcbres.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Fwupdate_Lang_0419\MdsRes_wpc.exe.0419.mui
d:\mega2\SYS\21874\SHARED\0419\IPSECVPN_Lang_0419\ipsecvpnres.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\MediaOS_Lang_0419\wmploc.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\RemoteDesktopMobile_Lang_0419\wpctsc.exe.0419.mui
d:\mega2\SYS\21874\SHARED\0419\Skybox_Lang_0419\MyPhoneConsole.exe.0419.mui
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMContactsResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMDeckResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMHSContainerResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMHSMailResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMHSMeResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMHSMessengerResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMHSSearchBarResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMHSSplashResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMHSSyncResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMMailResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMMessengerResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMServiceResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMSharedResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMSpacesResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WindowsLive_Lang_0419\WLMSyncResources.dll.0419.MUI
d:\mega2\SYS\21874\SHARED\0419\WMWidgets_LANG_0419\riahostres.dll.0419.mui
d:\mega2\SYS\21874\SHARED\0419\WMWidgets_LANG_0419\wmwidgetinstallerres.dll.0419.mui
97 modules found.
download it from the first post.
have fun =)
keep on
good job man
I have an idea for next update.
Now I'm using 21874 with my wm6.1 kernel and just simple update it to 21876 is a headache. This tool helps me to convert modules fast, but I still must choose what should be converted. I'm lazyyyy. I did it for 21874 and want to REUSE my old work.
Idea is:
1. run application and choose good existing build AS TEMPLATE.
2. select new build folder and drink a cup of coffee.
3. my app will do the job - take old working build as template and prepare new build exactly the same way.
What do you think? Is there a program that already implement this feature or
I need to create it? (lazy question)
=)
When I start doing recmod the recmodefolder.exe shows this message "Do you have RecMod.exe in PATH?" and then stops.
What happens?
program is updated, list-mode added,
first post is updated
hi, friends, it seems an excerllent apps, but how can i download it? when i visit that link, it seems a Russian web, i even don't know one letter!
can you upload it rapishare ?
www.4shared.com link in the first post
useful App ,, Thanks
when selecting or specifying 1 module folder, it doesen't work for me.
It shows "RecMod 0 modules completed"
It works only using multiple (eg: *.mui).
Maybe the first prob. will be replaced by osrecmod, & ur tool for multiple files ,, LoL
------------
ANY idea of converting back file to module?
-Yasser-

[PC][TOOL] Manila Source Kitchen - in development

UPDATE: For example of dump, go to Post #3!
Thanks to Co0kieMonster, Chainfire and other people I use their tools (LuaConv, LuaC, LuaDec, CFC, Mode9Decode and some other).
Hello,
[OT]
I am planning on totally remaking Manila into something totally different.
[/OT]
Anyway, back to the topic.
I decided to use Manila, because it has builtin OpenGLES animations that can be decoded to XML, also it uses LUA scripts which are really easy to write, plus manila provides me access to all what I need - audio library, messaging, ...
But this requires A LOT of effort. That's why I decided to create something like Manila kitchen, that would build whole manila from source .lua, .png, .mode9 and .xml files and all the rest I just forgot, to the asd123qwer_manila files.
Advantage of this is, that when some lua script has does require something like messaging\messaging.luac, it really is there, so you don't have to via manilahash.exe search for that file, disassemble, edit etc. Kitchen will do all of this itself
As of now, I have done part, which will grab folder filled with those _manila files, disassemble the lua files, it can delete unneeded langs in xml (afterall, all will be deleted for my purpose), those disassembled .lua files renames by the list (thanks to Co0kieMonster and others who helped him to fill it) it has, creates virtual original file structure. And from this structure, it again rebuilds into output directory. (And yes, it takes that base is \windows\htc, it just seemed useless to have there, since all scripts have that base name)
Example:
from:
C:\ManilaSourceKitchen\Dump\08c9c9cc_manila
C:\ManilaSourceKitchen\Dump\575c2a6d_manila
happens
C:\ManilaSourceKitchen\Source\scripts\activesyncdetect.luac
C:\ManilaSourceKitchen\Source\scripts\audio\music_property.luac
etc.
(Testing and developing is on TF3D 2.1, but will be Sense 2.1/2.5 compatible too.)
Current progress
-- LUA:
- Disassemble
- Move to Source folder with propriate name
- Compile back to _manila file
-- XML:
- Delete languages you don't want
- Move to Source folder with propriate name
- Compile (copy) back to _manila file
-- MODE9:
- Decompile from binary to XML
- Move to Source folder with propriate name
- Compile back to _manila file
-- QTC:
- Revert to PNG from QTC
- Move to Source folder with propriate name
- Compile back to _manila file
-- Kitchen:
- UI
Who's interested?
PS: The "new" Manila, simple picture (MSPaint, mouse, 2 minutes):
Sounds very interesting. It will be great to see what you come up with.
I've been working another hour and half and I made another progress. Now is being decmopiled what can be:
LUA -> luac source code
MODE9 -> XML (editable view of binary mode9)
QTC -> PNG
proper file naming from names.txt -- still needs updating. For TF3D there is about 160 files without name. But with this it is easy to find out what is missing, because when some scripts asks for \Windows\HTC\Assets\Images\someimage.qtc, I can easily check, if that file is there. If not, I simply check it's hash and then find propriate file, add it to names.txt and voila .
To show you how does it look atm, I enclose ZIPped TF3D dump from my ROM.
All files in Sand\*_manila are those without proper records in names.txt which has to be discovered their original name.
Hello all,
Am using this opportunity to introduce myself to the community.My name is Calvin and I,m the new kid on the bloc hoping to find my way around your community to meet some nice and interesting people with fresh ideas.Hope we find a common path to tread.
Calvin
web design,web development, cms websites, Joomla Development, cms based websites, website design and development
Sounds like an interesting project, I know the manila/sense guys in the TouchFLO/Manila/SenseUI social group are keen to move on from the Manila Command Line Kitchen (excellent though it is).
Shall look forward to seeing what comes of this.
Welcome aboard Calvin123.
The "Decompiling" part is a bit of problem, because lua decompiler isn't 100% accurate, so recompile "what you just dumped" doesn't work on all files. Images yes, XML yes, mode9 yes, not not lua scripts.
Anyway, those remaining _manila files are now being bruteforced. Couldn't find link to them in require("somescript"), nor mode9 files . It goes quite fast, hope to get results till 2 hours from now (counting max 30 filename length + .luac name). Bruteforce to find original filenames will be enclosed too, IMHO best way to find original filename, if you can't find it manually by checking dependencies in mode9 and luac

[tutorial] How-To-Make-A-CHT-Widget

Are you interested in making or editing a CHT widget? To make a widget for Co0kie Home Tab 2.0.0 is not such a difficult job as you may think, I tell you by experience. I have no previous formation in programs or informatic code but i could make a few widgets(*) and I would like to share this experience with you. This is not so altruistic work, I am expecting a huge amount of widgets made by all of you to install and enjoy in my brand-repaired HD2
Co0kie Master has allready published a guide for making a CHT widget (it is into the widgets kitchen); also Genius_Rat_2665 has made a tutorial for making a cht clock widget, so -the third time lucky- lets bring here all that knowledge and try to make a simple widget step-by-step. Also this could be a good place to share and learn each other some code for widgets. Things like how to make an blinking element, how to change number in text, how to read from the registry, etc.
(*) What is for sure is that no one widget I could ever do without the help of others. Lets start quoting the existing Co0kie's guide:
Here is a guide on how to build your own widget for CHT.
I decided to break this up into 3 parts.
The kitchen section is a brief description of the kitchen structure and batch files.
The guide section will tell you how to build your own widget and make a cab to install it.
The "how it works" section will tell you what's going on in the background - why the system is the way it is.
#####################
*** 1) Kitchen ******
#####################
Just a few words about the kitchen folder structure:
- Workspace - here you'll find all the raw files that are being worked on currently
- Tools - all the needed tools
- deploy - just a little temp dir used by the batch scripts to compile and deploy files directly to your device
- cab - the cab file and setup.dll
- cab\_files_final - all the final compiled files that will need to be inside the cab
The batch files:
These files automate the process of editing manila files.
Connect your device to your PC via ActiveSync to be able to run the batches.
z_init.bat - You need to run this one before starting. You just need to run it one time. It will copy restartmanila.exe to you device.
_Deploy_to_device_in_dev_mode.bat - this batch will:
1) compile the lua files from \workspace\_lua and copy them to the deploy folder
2) copy all files from \workspace\mode9 and other \workspace\ subfolders to the deploy folder
3) use rapicopy.exe to copy everything from the deploy folder to \windows on your device (it's set to overwrite exitsting files)
4) restart manila on your device
_Generate_files_for_cab.bat - this will compile and copy the workspace files but it will not deploy them to your device,
instead it will copy them to \cab\_final_files
it will also rename the base mode9 and lua files to CHTmode9 and CHTlua - more on this in the "how it works" section
[[ It also needs to be modified the files _Generate_files_for_cab.bat & _Deploy_to_device_in_dev_mode.bat to addapt them to your own widget. Click with the right button of the mouse over the files and select edit, then change the name of the widget (PoyTEST.lua & PoyTESTtranslation.lua in the attached example) and the corresponding manila files ]]
[[ Tools folder includes m9editor for the edition of mode9 files, notepad2 for the edition of the Lua files, CFC_GUI for the qtc files (graphics), manilaHASH to obtain the right manila names corresponding to .luac files, and some other .exe files used automatically by the kitchen. ]]
################################
*** 2) Making your widget ******
################################
Guide - how to make CHT addon widgets:
First of all, because you will be developing, you need to turn on CHT's dev mode.
Open the reg key HKCU\Software\HTC\Manila\ and create a DWORD value, call it "CHTI.AddonWidgets.DevMode" and set it to 1.
This will allow you to deploy and test your widget directly from the kitchen.
[[ This is very important as you do not need to create and install the cab for test the widget, just using DevMode the widget will go from \workspace\ directly to your device, so you can make changes and see results easily. ]]
Now proceed to build your widget. I suggest you use the analog clock addon as a base. [[ You can use PoyTEST, its much simplier ]]
There are two rules you simply must follow:
1) For every new widget, its CHTWidgetDev.lua file must change the "widgetName" property. It must something unique.
I suggest a naming system of "CreatorName_WidgetName" - that should ensure that the names are unique - there must not any conflict here!
Modify anything else however you'd like. The rest of the fields in that file don't need to be as unique as the "widgetName" property.
2) The 30182CB6_manila mode9 file must follow a special rule: The "Scene" section must not contain any components. See how it looks like in the example addon.
That's how it must look for all new widgets.
[[ Making a widget is like making a puzzle (but much more funny ), you have to put the right pieces in the right places. There is no a fix rule and there is a lot of trial and error. Where to find the right pieces? Co0kie gave us thousand of decompiled lines of Lua code in CHT_Source. Download it from post#6 of CHT 2.0.0 thread. Also look in every published widget's kitchen in CHT thread, Rat_2665, Dunc0001, ZaxXx, Azarbel, Colossus_r, RoryB, MnCessna ... (Sorry I dont remember all right now!) ]]
Once you've done that you can do ahead and run "_Deploy_to_device_in_dev_mode.bat" - that will compile the files, copy them to your device and restart manila.
Then just go to the edit widget menu in CHT - your widget should be at the bottom of the list - add it and test it.
When you have finished making your widget, you can pack it up into a cab file.
To prepare the files for the cab you have to run "_Generate_files_for_cab.bat".
The final files will be in the \cab\_files_final\ folder.
Making the cab file - this is what an addon cab must have:
1) Every last one of those files from \cab\_files_final\ need to be in the cab and they have to be set to be copied to %windows%.
Do NOT set the install dir to %windows%, set the files to be copied to %windows%.
2) The setup.dll that is in the \cab\ folder also needs to be added to the cab.
3) Last, but extremely important, set the install dir to \CHTAddons\^widgetName^ - where ^widgetName^ should be your unique widget name same as in the lua file.
[[ This is really important. If you are not creating a new widget but just editing the mode9 and/or lua files, please do not modify the installation dir in the cab properties, as it is used in the installation process and modification may cause problems in CHT ]]
If you want to test that cab on your device make sure you disable dev mode first ("CHTI.AddonWidgets.DevMode" to 0), so that the dev mode widget you were working on and the newly installed one do not conflict.
A widget must not be installed in both dev mode and as a cab at the same time!
##########################
*** 3) How it works ******
##########################
CHT addons plug into slots that interface with the core layout manager.
There is maximum number of addon slots (that number is 10 for the dev preview beta, but it will be 20 for the final).
Each widget consists of 4 parts:
1) a mode9 file for the CHT widget interface
2) a lua file for the CHT widget interface
3) any number of extra mode9 or lua files
4) xml file with a manila file list for CHTScheduler
Numbers 1-3 there are directly needed for CHT. Number 4 is needed for CHTScheduler (I'll leave the explanation of that for the CHTS thread - it's not need for now if you just want to try to build your own widget).
Numbers 1 and 2 are the most important and they are directly linked to the slots.
Here is how:
The interface mode9 and lua need to have a specific names depending on which slot they go into.
To make this happen those 2 files are dynamically named on install.
While you are developing your widget you are working with the dev widget slot. There is only one of these so it has one pair of mode9/lua names (30182CB6_manila and 7D241726_manila).
But once you make the addon cab the widget can be installed in any slot (first one found to be free). That's why in the release files, there is a CHTmode9_manila and CHTlua_manila.
Those are the same files that you were developing with (30182CB6_manila and 7D241726_manila) - they will be renamed on the fly once installed - this is where the special setup.dll comes in.
The dll will look for the first free addon slot and install the widget there, i.e. it will rename the files so they correspond to the first slot.
The install dir name that you had to specifically enter is used as the widget install ID and will be stored in HKCU\Software\HTC\Manila\ "CHTI.AddonWidgets.SlotX" (this is needed to uninstall the widget correctly).
The files that are being installed should all go to \windows so you set that directly for the files, and that allows the install dir name cab field to be used for this purpose.
Click to expand...
Click to collapse
If you have reached here I recomend you re-read Co0kie's guide, is short but it contains a lot of information, i would say every word is important!
So now the first trial:
1.- Install the kitchen: Every widget has its own kitchen, I have attached a kitchen for a very simple widget. Just download in your PC and copy all the files & folders in a separate folder (\CHTwidgets\PoyTEST\) same as they are inside the .rar
Now connect your PC and your device via USB and sinchronize. Then run the file z_init.bat - You need to run this one before starting. You just need to run it only one time. It will copy restartmanila.exe to you device.
2.- Put your device in DevMode: Go to HKCU\Software\HTC\Manila\CHTI.AddonWidgets.DevMode and change to DWORD =1 (create if does not exit). Now restart Sense.
3.- Run the file _Deploy_to_device_in_dev_mode.bat. Your device will automatically restart Sense. Then go to Edit Mode - Add new element - Select PoyTEST - done. You should see now the simple widget in your device's screen.
It will continue ....
SENSE CRASHED? NO PANIC
It is normal to crash sense when you are doing some experiments, but it normally get solved just deleting files 30182CB6_manila & 7D241726_manila in \windows folder\ and/or dissabling DevMode in registry HKCU\Software\HTC\Manila\CHTI.AddonWidgets.DevMode = 0
rat_2665 said:
It's a tricky thing. Do you use one of Co0kies widgets? For this I "took it over" at first. I didn't change the structure, only made new names in the manila files. You have to check over and over. A blank space in a name in the mode9 file cost me a day. In the next step you can try to change the behaviour.
What you see is the normal screen for an error (i had it often ). Check if all variables in the lua files are also in the mode9 file. Then in the developer mode you can't see errors in the lua scripts (absent end in functions and so on). For this I used sometimes the m9editor, compiled the scripts and looked for errors.
Click to expand...
Click to collapse
Even we can learn from this crashs:
Co0kie Monster said:
Sense nuke and lua "debugging"
The empty screen after adding your widget will happen if there is an error in your widgets lua code. Alternatively it could be a bug in the mode9 file (but those usually cause sense not to start at all), or maybe you left dev mode on and installed your widget via cab - dev mode uses a special widget slot and it will cause a conflict if a widget is installed both via cab and in dev mode at the same time, so remember to turn off dev mode.
But, anyway I'm guessing the problem would usually be in the lua code. In that case you need to debug it. I've uploaded all the needed tools to "Co0kie's Home Tab\_Development\Lua_debugging_tools". (* inlcuded in the widget kitchen)
Because lua is a script It's not really debugging, it's pretty much just a trace log.
Run attach.bat while your device is connected via active sync and that will collect trace information and display any errors along with the file and line where they occurred.
All the info is collected in debug-attached.txt.
Do whatever causes the bug, then run terminate.bat to stop pdebug (that will also restart manila).
Open up the log and look for **Lua Error******.
Other than that you will also see trace() output there.
The other batch (run.bat) is for debugging from startup. You need to turn off manila (WM Settings->Home-> turn off HTC Sense from the list) and then hit run.bat - it will start manila and log at the same time. That's only needed in case of startup errors.
Click to expand...
Click to collapse
HOW TO SOLVE SOME GRAPHICS ISSUES
santod040 about some graphic issues said:
I am not exactly sure yet why the 16 rule only applies to some roms. I think this may actually be the difference between a CFC and non CFC manila.
Though Im digging into this more still.
I also think of this more as one rom listening to the mode9, no matter what the image claims to be or is.
Where the other needs the image to specifically be what it expects, according to the mode9 and lua.
I also think it's more about "4" and "16"
Here's a few key items from Mode9 and a small bit about each.
Though it may be somewhat irrelevant mostly.
String: UTF-16LE encoded strings (represented as UTF-8 in XML and YAML)
Path: UTF-16LE encoded strings (represented as UTF-8 in XML and YAML)
UInt32: 4 byte unsigned integer
Q16: 4 byte Q16.16 fixed point number
Int32: 4 byte signed integer
Boolean: 4 byte, either 1 or 0
Vector3: 3*4 bytes of Q16 numbers (X,Y,Z)
RectQ16: 4*4 bytes Q16 numbers (X,Y,Width,Height)
RectInt: 4*4 bytes of signed integers (X,Y,Width,Height)
Size: 4*2 bytes of Q16 (Width,Height)
Color: 4*1 bytes (R,G,B,A)
Viewport: either a Vector3 or a RectQ16, depends on size
FrameValue: either a Vector3 or a Q16 number, depends on size
BinaryScript: a binary value, encoded as Base64 in the XML or YAML file
The CFC should not be used as a standard.
Heres why:
Non Cfc and Cfc images, will work on a Cfc rom.
Whereas Cfc images will not work right on a non Cfc rom(any stock rom).
So to be universal, non Cfc is the best approach.
Also consider that manila, and your device have to decompress as they use the images.
So, to offer Cfc as an option is nice, but not the universal offering.
Click to expand...
Click to collapse
santod040 said:
Similar issue again.
The qtc needed to be a more accepted dimension by manila.
I still don't have any concrete answers behind it, other then the info I already posted regarding textures and sizes in manila.
So, I adjusted the mode9 and also the qtc to be standard sizes.
I have made a few that worked.
The first was 256x64, but then was hard to move, lol.
So I edited again and made it 512x64 and reposted just now.
It seems to move just fine.
Now only to move the resize button up some and it would be near perfect.
But since it's almost 3am, that will have to wait.
Click to expand...
Click to collapse
santod040 said:
Something else to think about.
As far as the 16 rule.
I also mentioned 4.
So for example,
64 divided by 16 = 4 (good number)
96 divided by 16 = 6 (bad number)
128 divided by 16= 8 (good number)
Click to expand...
Click to collapse
only 10 widget slot problem solution
mike2nl said:
We, the CHT teams, have found a solution for the 10 slots for widget issue.
After we had changed things we are now in state to use 20 widgets(*) at all (0..19).
It is tested on HD2 and TP2 WM phones, and it's running without any issue until now.
The new file was tested by santod040, MichelDiamond, poyensa and me.
My last test was to use 20 widgets on the HD2 about the performance. And yes it does the work .
How to install the fix:
1. unzip the manila file
2. switch off sense
3. copy the 7c60907d_manila file o the \Windows directory
4. restart your phone
5. switch on sense
6. have fun to install more widgets now (max. of 20)
7. follow the install routine from every widget
Click to expand...
Click to collapse
Last but not least, thank you to all involved team members...
Click to expand...
Click to collapse
You can do your own widget just changing PoyTEST - PoyText1 - PoyGraphic1 for your own names
The best way to make a new widget is start from another widget, in this case we can start from PoyTEST, its a simple widget with 2 variables to display in the home screen of our devices: one graphic file as background and one text field. This 2 fields (or variables) will be created by the mode9 file. We have to give unique names for all the variables so the easiest way is just to change PoyTEST - PoyText1 - PoyGraphic1 - for your own names in every line of the files involved. So open file 30182CB6_manila using m9editor and do the changes. (If you are not familiar with m9editro go here)
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
The mode9 file 30182CB6_manila use to define also the content of the graphic variables (SetTexture) but we will do it later for this example. Other important thing is the order in mode9 stablish the order of the elements shown in ours screen. It means that we will see PoyText1 over PoyGraphic1 as we like.
Now we have to change the file CHTWidgetDev.lua using Notepad2 and change all the PoyTEST - PoyGraphic1 & PoyText1 for the name previously used in the mode9 file. It not dificult just change PoyTEST -nothing else- in every line where it appears, substitute for the name previously used in mode9 file. YES YOU HAVE TO LEAVE THE SMALL w
Some important things:
Be careful with capital and lower letters. For lua languaje 'PoyTEST' is different than 'poyTEST' so only one letter can make the widget not working.
If the line strat with '--' then the line is dissabled, this is usefull for notes & reminders and also to activate and deactivate lines. If you use Notepad2 the deactivated line will be green coloured.
The files 30182CB6_manila (mode9) & CHTWidgetDev.lua always have to be in any CHTwidget, and they must have always the same structure. In mode9 file 30182CB6_manila we do create the variables and in CHTWidgetDev.lua (renamed as CHTlua_manila in the cab) we connect the widget to the rest of Co0kie Home Tab.
Now we do not need to change anything, may be later when we are more familiar with widgets:
* Lines 3-8 is to register the widget in CHT
* Line 8 is connected to line 82-83-84. We define there how many layouts is going to have the widget (black-white-etc). We leave everything as it is now ...
* Lines 10-48 are to control the size of the widget, in the future you can play there a bit specially in line 42 if you wish your widget bigger, but now we leave it as it is.
* Lines 50-62 are very important. We do nothing there -never- just change the names for our's widget name. Specially line 62 we put there the object (clockface, bakcground, etc) that is going to react when we press it with our finger. In our case it will be PoyGraphic1 (change it for the variable name used in mode9 file 30182CB6_manila).
* Line 64 conect to our widget lua file. As you may know the lua file defines the behaviour of the widget. In this lua file we are going to say what our widget is going to do. Is time to open ManilaHash and find the manila name of our widget's lua file. Dont change the path just the final name, you can use any but by convention better use something like CreatorName_WidgetName.lua
* Lines 82-84 is to add more layouts in our widget. You can see some examples in other widgets and also in CHT_Widgets.lua (CHT source), but dont forget to modify line 8 then!
* Lines 88-104 is defined the animation effect how the widget comes to the screen when swipping between levels. I never touch anything there.
* same for lines 106-116. It was there before me and i never modify anything there (just the widget name)
* Now have a look again to every line, check the spelling, capital letters, etc.
Now you are using manilaHash you can also find the name for any other graphic file you are going to use. e. Dont change the path just the final name
Now we can start to modify the file PoyTEST.lua. Using Notepad2 you have to change PoyTEST for your widget name used in the previous lua file and also modify the name of the variables defined in the mode9 file 30182CB6_manila (PoyText1 & PoyGraphic1) in all the lines where those appears.
In this lua file can be added some properties that use to be set in mode9 file (lines 15-25) I do that for one reason: This file does not change the name in the widget installation process, as the other CHT files (CHTmode9_manila & CHTlua_manila) does. This file will be always 41CBC6DC_manila in \windows\ folder so it is easy to substitute later to correct some bugs, etc.
You can get out of the line 29 (just put -- at the begining of the line it will be green cloured) This is a test I am doing for translate widgets regarding this post. If so you have also to activate the line 28 (delete -- then the line will be black colour) and delete file PoyTESTtranslation.lua in \PoyTEST\workspace\_lua
I cannot say much more for this file. Here comes the problems. How to do things? I am not a coder I have only read and read and read a lot of code in other widgets and CHT_Widgets.lua and other files in CHT source, and try and try and try a lot, and finally ask rat_2665
* Line 33 is a way to set texture for graphic fields in lua files instead of mode9 files
* Lines 38-63 is to define what the widget does when pressed
You can do your own widget just changing PoyTEST - PoyText1 - PoyGraphic1 for your own names
Now is time to check the USB conection, device is sinchronized, then click on _Deploy_to_device_in_dev_mode.bat and see your widget working!
[[be sure the .bat file has been edited correctly by adding your widget name, as explained in post#8]]
Sense crashed ... dont worry. Nobody has got it at the first time!
1. Be sure you are in DevMode
2. Check that all the names are correctly written, specially capital letters- lower letters
3. if you got an error in the black screen after run .bat file, read it slowly. It will help
4. Once you make the corrections you can run again .bat, even with sense crashed.
MAKING THE CAB
Co0kie Monster said:
When you have finished making your widget, you can pack it up into a cab file.
To prepare the files for the cab you have to run "_Generate_files_for_cab.bat".
The final files will be in the \cab\_files_final\ folder.
Making the cab file - this is what an addon cab must have:
1) Every last one of those files from \cab\_files_final\ need to be in the cab and they have to be set to be copied to %windows%.
Do NOT set the install dir to %windows%, set the files to be copied to %windows%.
2) The setup.dll that is in the \cab\ folder also needs to be added to the cab.
3) Last, but extremely important, set the install dir to \CHTAddons\^widgetName^ - where ^widgetName^ should be your unique widget name same as in the lua file.
Click to expand...
Click to collapse
Be sure that you have edited the file _Generate_files_for_cab.bat with your own name widget as explained in post#8. By running this file all the lua files will be recompiled automatically and all the files will go from \workspace\ to \cab\_final_files\ If you have a look to the screenshot you will notice that some files names have changed: we will find there CHTlua_manila & CHTmode9_manila. This 2 files will change the name again when the cab be installed in the device, depending the free slot asigned will take the final manila in \windows\ folder in your device. Isn't magic?
Dont forget to add the magic setup.dll. When you add the files into the cab select windows as location. Then in cabinet properties - Installation directory do create a folder in \root\CHTAddons\NameOfTheWidget with the same name as your widget (line 5 of chtwidgetdev.lua) and mark hard-coded-path. Finally save the cab.
CHTScheduler
If we add a xml file named as CHTWidget_NameOfYourWidget.xml (CHTWidget_PoyTEST.xml in this case) directly in \windows\ folder with just a description of the manila files names used in our widget (see some of them as example) this widget will be used by CHTSheduler for diferents profiles, baselines, etc.
It does not seems dificult, isnt it? it simple but if you substitute the qtc file attached 1F88A376_manila, and change the color property for the text in line 17 of PoyTEST.lua to black (0,0,0,255) .... it could be the begining of an usefull widget
1.- Lets do our own CHTwidget
2.- Using JMLMenuSense
3.- Final touches
4.- A Bit of CHTS
Its good to have a look into CHTWidgetDev.lua from Co0kie's Standalone Analog Clock, with extended comments by Co0kie (in green). You have it into the Co0kie's widgets kitchen. We all started here:
-- File name: 7D241726_manila -- \windows\htc\home\scripts\home\chtwidgetdev.luac
-- ##### CHT Wigdet interface file #####
-- this script is an abstraction layer that sits between a widget and the core CHT Layout Manager
-- the template needs to be filled in the correct way, but once it is, the created widget will be plugged into the layout manager
-- and automatically behave like any other CHT widget - be movable, have access to different layout profiles, correct lockscreen behaviour etc.
-- even if I do say so myself, the system is *very* powerful
-- the comments below should provide a good description of the template
-- the primary and most important comments will be marked plainly with --
-- secondary comments will be marked with --// and they will contain some additionl points of interest, but not critical info
-- on your first read through I suggest you stick to just the primary comments
-- lines marked with --%% are commented out code that could be part of a template, but is not needed for this example in particular
-- if you have any other question, hit me in the social group
-- this first line creates a new template file based on 'WidgetTemplate' (defined originally in CHT_core.lua)
--// it's best to make it a local - it can be a global too, but there's really no need since it will not be accessed directly anywhere
--// except in this file - and one less global means less polution in the global namespace which could be very important going forward
local wStandaloneAnalogClock = WidgetTemplate:new()
-- this next step registers the newly created widget with the core CHT Layout Manager
CHTLayoutManager:RegisterWidget(wStandaloneAnalogClock)
-- some basic information needs to be filed in about the widget
-- 'widgetName' field - try to make this name as unique as possible, because it is used to save/load widget registy information
-- the core widgets have plain names (Clock, Appointments, Tasks...), but give your widget unique names to avoid conflicts
-- the simplest unique naming scheme would be to just add your name before the widget name
wStandaloneAnalogClock.widgetName = "Co0kieStandaloneAnalogClock"
-- this defines the text that will appear in the advanced settings/add a widget menu
--// sadly, I could not find a way to make the localization system distributed for every widget so you can't enter localized "IDS_*" strings here
wStandaloneAnalogClock.settingsString = "Standalone analog clock"
-- this defines the category in which the widget will appear in the advanced settings/add a widget menu
wStandaloneAnalogClock.settingsCategory = "Clock"
-- the maximum layout count (the layouts that are cycled by the previous/next button on the popup menu or in the settings menu combo box)
wStandaloneAnalogClock.layoutCount = 1
-- should the widget snap to the center of a page
-- // but "center" isn't really center - it's more like snap to posX == 0, 480, 960..., if that position X is the center of a page depends on how you made your widget
wStandaloneAnalogClock.snapToCenterX = false
-- here you can define default settings for your widget on a "per layout" basis
-- if defaults for a level are not given, it will use {visible = false, layout = 0, posX = 0, posY = 0, scale = 1, pinned = false}
-- the visible, posX and posY fields speak for themselves
-- the layout field is the layout number (can be between 0 and layoutCount-1)
--// scale is used for storing size info for resizable widgets
--// pinned is used for storing the pinned state of pinnable widgets
--%% wStandaloneAnalogClock.defaults["HomeLevel0"] =
wStandaloneAnalogClock.defaults["HomeLevel1"] = {visible = false, layout = 0, posX = 0, posY = 0, scale = 1, pinned = false}
--%% wStandaloneAnalogClock.defaults["HomeLevel2"] =
--%% wStandaloneAnalogClock.defaults["HomeLevel3"] =
--%% wStandaloneAnalogClock.defaults["HomeLandscape"] =
--%% wStandaloneAnalogClock.defaults["CHTLockscreen"] =
-- now come the widget function definitions
-- 'Initialize' - and extremely important function
-- it's called when the widget it loaded for the first time (on startup or when added from the advanced menu)
wStandaloneAnalogClock.Initialize = function(self)
-- these first few lines should be the same for all addon widgets
local newComponent = Component()
WidgetLayer2D:Attach(newComponent) -- you may modify this to be either WidgetLayer2D or WidgetLayer3D -- more info on this later
if not self.addonWidgetID then -- this is very important, every addon widget must have these line - do not modify them
newComponent:SetComponentClipCharacter("CHTWidgetDevSlot")
else
newComponent:SetComponentClipCharacter("CHTWidgetSlot" .. tostring(self.addonWidgetID))
end
self.positionLayer = newComponent
-- these two need to be filled in but they differ depending on how you named your mode9 fields
self.animationLayer = StandaloneAnalogClockAnimationLayer -- the layer that will be animated (fade in/out or any other more interesting effect that you can define - dee below)
self:AddObject(SACFace) -- defines the touch surface that, when touched, will enable the widget to be moved
-- the rest is completely up to you
require("Home\\Scripts\\Home\\Co0kieAnalogClock2") -- the script file that describes the behaviour
-- make sure that all new names that you add are unique so that there are no conflict with built-in widgets or any other addon widgets
-- suggested naming scheme is: yourname_variablename
-- the unique name requirement goes for all objectc in mode9 files, lua global variables and classes
StandaloneAnalogClock = StandaloneAnalogClockClass(StandaloneAnalogClockGroup, SACFace, SACMinuteHand, SACHourHand, SACSecondHand)
end
wStandaloneAnalogClock.GetPosX = function(self)
return self.posX + 128 * (1 - self.scale)
end
wStandaloneAnalogClock.GetPosY = function(self)
return self.posY - 128 * (1 - self.scale)
end
-- GetHeight and GetWidth provide feedback for layout manager so it can know the exact borders of a widget
wStandaloneAnalogClock.GetHeight = function(self)
return 256 * self.scale -- in this the base width of the analog clock is muliplied by the scale
end
wStandaloneAnalogClock.GetWidth = function(self)
return 256 * self.scale
end
-- resizing system definitions - I suggest you skip this part on your first read
wStandaloneAnalogClock.isResizable = true
wStandaloneAnalogClock.rotatingResizeButton = true
wStandaloneAnalogClock.GetResizeRefX = function(self)
return self.posX + 128
end
wStandaloneAnalogClock.GetResizeRefY = function(self)
return self.posY - 128
end
wStandaloneAnalogClock.GetResizeButtonXDelta = function(self)
return 90
end
wStandaloneAnalogClock.GetResizeButtonYDelta = function(self)
return -90
end
wStandaloneAnalogClock.CheckScaleLimit = function(self, scale)
return (scale >= 0.5 and scale <= 1.3), 0.5, 1.3
end
wStandaloneAnalogClock.GetResizeUnit = function(self)
return 128
end
wStandaloneAnalogClock.ApplyScale = function(self, newScale)
self.scale = newScale
local newRadius = self:GetResizeUnit() * newScale
self.animationLayer.Scale = Vector3Property(Vector3(newScale, newScale, newScale))
end
-- these are the layout control functions
-- this example widget has only one layout available, but these function come in very handy for defining multiple layouts
-- this function is run before any of the defined layout functions
-- this should contain something that should be set commonly for any layout
wStandaloneAnalogClock.CommonPreSetLayout = function(self)
StandaloneAnalogClockAnimationLayer.Center.x = SACFace.Size.width / 2
StandaloneAnalogClockAnimationLayer.Center.y = -SACFace.Size.height / 2
if not self:CheckScaleLimit(self.scale) then
self.scale = 1
end
self:ApplyScale(self.scale)
end
-- one of these functions is run depending on the selected layout
-- the string to be shown in the settings menu combo box is also defined here
wStandaloneAnalogClock.layoutName[0] = "[[IDS_NO_ALT_LAYOUTS]]" -- combo box text
wStandaloneAnalogClock.SetLayout[0] = function()
end
-- additional layouts can be defined here
-- the number of functions must match the layoutCount field defined above
--%%wStandaloneAnalogClock.layoutName[1] = "Second layout"
--%%wStandaloneAnalogClock.SetLayout[1] = function()
--%%end
--%%wStandaloneAnalogClock.layoutName[2] = "Third layout"
--%%wStandaloneAnalogClock.SetLayout[2] = function()
--%%end
--%%wStandaloneAnalogClock.layoutName[3] = "Etc"
--%%wStandaloneAnalogClock.SetLayout[3] = function()
--%%end
-- like CommonPreSetLayout this function is run for any of the layouts
-- but it's run after the layout specific function
--%%wStandaloneAnalogClock.CommonPostSetLayout = function(self)
--%%end
-- animation function, they are run when switching between level or adding/removing a widget
-- the basic thing that needs to be done here is make the widget visible or invisible,
-- but you can play around with the animations and put in some eye candy
--// Interopolate can be used with Opacity, Position, Rotation and Scale and some cool effect combinations can be made
--// post in the social group if you need more info
wStandaloneAnalogClock.AnimateIn = function(self, instant, swipeDown)
if instant then
self.animationLayer.Opacity.value = 100
else
self.animationLayer.Opacity:Interpolate(100, 10, 0, Interpolate_Linear)
end
end
wStandaloneAnalogClock.AnimateOut = function(self, instant, swipeDown)
if instant then
self.animationLayer.Opacity.value = 0
else
self.animationLayer.Opacity:Interpolate(0, 5, 0, Interpolate_Linear)
end
end
-- these two functions define what should be run to connect or disconnect widget press actions
-- the functions are called on transition to the lockscreen, edit mode, but also for some smaller details (like when menus are up)
wStandaloneAnalogClock.ConnectPressHandlers = function(self)
StandaloneAnalogClock:ConnectPressHandlers()
end
wStandaloneAnalogClock.DisconnectPressHandlers = function(self)
StandaloneAnalogClockisconnectPressHandlers()
end
-- these two do much the same as the previous functions, but the serve as exceptions for the lockscreen
-- in this case the analog clock should not have any action on the lockscreen
-- but for example, the music player uses these functions to reconnect the play controls on the lockscreen
--%%wStandaloneAnalogClock.ConnectLockscreenHandlers = function(self)
--%%end
--%%wStandaloneAnalogClock.ConnectLockscreenHandlers = function(self)
--%%end
-- this one is used to clear the the widgets selection status
-- in this example when the clock is pressed it sinks in a bit
-- in certain situations, there might be a need to deselect a widget even if it's still under the finger
-- (for example when a side scroll is started)
-- that's when this function is called
wStandaloneAnalogClock.ClearSelection = function(self)
StandaloneAnalogClock:ClearSelection()
end
Click to expand...
Click to collapse
You can try now making your own Clock-CHTWidget, following rat_2665 tutorial:
This is a little guide for clock widgets:
Read at first the widget development guide by Cokie (it's in the below mentioned kitchen) !!!
Step 1 manila hash names
1. Download the kitchen for the analog clock widget by cookie and make a temp folder in there. Copy the files for your analog clock in this folder (best if you have already a working clock for CHT 1.8.5). Save the pictures out of the qtc manila files as png in this folder (this is only useful for oversight). Rename the whole widget with your widget name.
2. Make a list with new names for your text and image objects with manilaHASH.
- the names should be unique. I use my name and a widget number as prefix, f.e. rat_w001_secondHand
- determine the manila hash name. For this use the line
\windows\htc\home\assets\images\Home\VGA\Your_Name.qtc
Save this list. You need it all the time for oversight.
3. Rename your images in the temp directory with the new manila names (this is only useful for oversight); then rename also your manila image files with these names.
4. Delete all files in the workspace\qtc directory and copy your new manila files into this (but not the old 1E1A6CCD_manila and 1EC5924B_manila)
Step 2 mode9 file.
5. Open the mode9 file in the workspace directory. Go in the library to the StandaloneAnalogclockGroup. There are the image and text objects for the clock.
6. If you have more objects in your old 1E1A6CCD_manila file for your analog clock add these objects in the group.
7. Then substitute
- for all objects the Instance value with your new name (f.e. rat_w001_secondHand),
- for the image objects the Texture path with the (here shortend) string that you used for the manila hash name (f.e. .\Assets\Images\Home\VGA\rat_w001_secondHand.qtc)
- for the text objects the String value to the variable used in the lua file (f.e. rat_w001_weekday). If you want to use AMPM like in the normal clock, don't change this value.
8. Change the name of the StandaloneAnalogClockGroup to a unique name (that is used later in the lua files, f.e. rat_w001_ClockGroup)
9. Change the name of the StandaloneAnalogClockAnimationLayer to a unique name (that is used later in the lua files, f.e. rat_w001_ClockAnimationLayer)
10. Save the file.
Now to the lua files.
Step 3 CHTWidgetDev
Substitute all uses of wAnalogClock2 with a unique name (f.e. w_rat_w001_Clock). You can do this in Notepad2 with the Edit/Replace function.
Then substitute in line 69 StandaloneAnalogClockAnimationLayer with the new unique name you used in the mode9 file for the animation layer (f.e. rat_w001_ClockAnimationLayer).
Do the same in line 74, 135, 136, 191, 195 and 212 for all uses of StandaloneAnalogClock (f.e. rat_w001_Clock)
Replace the string in line 28 with the name of your widget (f.e. "rat_w001_clock").
In the next line insert the string that is shown for the widget in the home layout (f.e. "my analog clock").
For an analog clock you don't need to change the next item (""Clock").
In line 70, 135 and 136 is the image object for touching mentioned. You have to substitute "SACFace" with your image object (at best the greatest, f.e. rat_w001_clockface)
The last part is line 73 and 74. In line 73 you have to substitute "Co0kieAnalogClock2" with the name of your special lua script (f.e. rat_w001_clock).
Line 74 is the bridge to your lua script. Here are the arguments of the ClockClass defined that are used in the StandaloneAnalogClockClass.__init function in your special lua file. Of course the name of the function is later also to be changed.
In the example it is:
rat_w001_Clock = rat_w001_ClockClass(rat_w001_ClockGroup, rat_w001_clockface, rat_w001_minuteHand, rat_w001_hourHand, rat_w001_secondHand)
Step 4 special lua file
For naming use the lua script file name you used in the CHTWidgetDev.lua file (rat_w001_clock)
In the first (commentary) line change the location with the new name instead of Co0kieAnalogClock2 and use the manilaHash app with this string:
\windows\htc\home\scripts\home\your_widget_name.luac
Then substitute also the manila name (f.e. -- File name: 1F2E1A7D_manila --\windows\htc\home\scripts\home\rat_w001_Clock.luac )
Substitute all uses of StandaloneAnalogClock with your name (rat_w001_Clock)
Change all uses of SACShowAMPM to your name (rat_w001_ShowAMPM).
That would be all if you only want to make a normal analog clock widget, but if you want to change more you have to go to the central function for the behaviour. For this you have to look in this two functions (these are the old Co0kie names):
StandaloneAnalogClockClass.UpdateTime = function(self)
StandaloneAnalogClockClass.UpdateSecondHand = function(self)
Here the update interval and the rotation of the hands is defined. In Co0kies clock it is pretty simple. If you want to add more functions here is the place. The names of the standard arguments clockGroup, clockFace, minHand, hourHand and secondHand should be unchanged in the whole file. For every other variable and object use your special unique name.
Of course you can add other functions in their own place. You find examples for this in my clock thread.
Now it is testing, testing, testing.
Step 5 bat.files
In the kitchen there are these two files
_Deploy_to_device_in_dev_mode.bat
_Generate_files_for_cab.bat
for handling in the development process.
Here you have to substitute in both files in the second luatool line 35E966AF_manila ..\Workspace\_lua\Co0kieAnalogClock2.lua
with your new widget name and its manila hash name. (in the example: 4C0089BA_manila ..\Workspace\_lua\rat_w001_Clock.lua)
Step 6 CHTS file
Rename the file in the CHTS with your new widget name (f.e. CHTWidget_rat_w001_Clock.xml).
Open the file with the windows editor.
Take your list with the manila hash names and substitute the objects with your new names and the manila names.
For the third line use your widget name and in the fourth line ("description") the string you used in the CHTWidgetDev.lua for the home layout description.
Click to expand...
Click to collapse
This links always useful ...
TUT: Editing manila!
LuaTool 1.2 - Lua Decompiler, Compiler and Compare
TF3D manila mode9 editor
CFC GUI - THE Manila/TF3D Image Editor
Manila file names
Manila CMD Kitchen Environment
Lua 5.1 Reference Manual
Manila Development for Beginners
Example of use of longpress thanks to RoryB
Modifications of the lua script/functions thanks to rat_2665
and reserved5 (i hope is enough )
Great post...I have been wanting to work on my own widget for CHT. Hope this thread will help me jump start...
So here are a few little things I have gathered over the last few months which I have found useful.
The ManilaHash.txt contains two lines of text for you to cut and paste into Manila Hash which you need to generate the correct manila filenames for your widget scripts and qtc image files. Just open Manila Hash, open the txt, copy and paste the relevant line into MH and alter the last bit to your image/script name. Then click Get Manila and you'll have your unique manila filename. Then highlight the hashed name, right click and copy. If it is the name for your widget script you are generating you then need to use this in the two bat files (Deploy to device in dev mode/Generate files for cab) before you run either bat - right click and Edit and you'll see something like this:
Code:
@echo off
pushd tools
luatool /c -o ..\deploy\7D241726_manila ..\Workspace\_lua\chtwidgetdev.lua
luatool /c -o ..\deploy\3DFA729F_manila ..\Workspace\_lua\dunchexclock.lua
copy ..\Workspace\mode9\*.* ..\deploy >nul
copy ..\Workspace\qtc\*.* ..\deploy >nul
copy ..\Workspace\png\*.* ..\deploy >nul
copy ..\Workspace\locales\*.* ..\deploy >nul
copy ..\Workspace\CHTS\*.* ..\deploy >nul
rapicopy -d -e -s ..\deploy \windows
rapistart restartmanila.exe
del /q /s ..\deploy\*.* >nul
pause
NB - The bat files included in the widget kitchen contain notation by co0kie but the code above shows the actual active parts of the bat.
The line you need to change is this one:
Code:
luatool /c -o ..\deploy\3DFA729F_manila ..\Workspace\_lua\dunchexclock.lua
Change the manila name to the one you just generated for the script (highlight/paste from MH) and change the script name to whatever name you are giving your widget script. BTW confusing as it may seem the hashed name is generated using .luac and the bat refers to it as .lua - this is correct!
Also for reference you should also edit the first line in your widget script to show the correct script name and hashed manila filename. Incidentally you'll notice this line in the script has -- at the start. This basically 'disables' the line so it becomes for reference only. This is handy during testing because you can remove elements from use without actually removing the text from the script, so they are easy to add back in later. If you are using Notepad2 which is in the tools folder (and I strongly recommend you do because it is specifically formatted for editing these scripts) you'll see that lines beginning with -- appear in green so you can easily identify inactive lines.
If you have generated a hashed name for a qtc file then simply copy the name, right click on your qtc file and Rename, highlight current filename and paste.
Widget mode9 Filenames.txt contains the hashed filenames for the mode9 files of each widget depending on which widget slot it is installed into. The mode9 and WidgetDev.lua filenames are generated during install depending on the slot number so you will need these if you are going to edit the mode9 after you have actually installed a widget (not relevant if you are still working on it in dev mode). You can also use this list to locate the mode9 file for any widgets you already have installed but which you may want to take a look at for reference or edit.
LUA Ref v5.1.pdf is a really useful quick reference guide for lua syntax, but before you get in a spin trying to get your head around lua for the first time I would strongly recommend reading this BEGINNERS GUIDE. There are many online references including the main LUA Reference Manual (there's a link to it in the site I've just linked to) but this one gives an easy to follow guide to the basics so read it first!
rat_2665's CHTAddon Dev Mode Switch - adds a new toggle switch in the CHT Toggle Switches list. Works like every other toggle to activate/deactivate Dev Mode rather than having to do it manually with a registry editor. Just toggle on/off and soft reset after each change to enter/leave Dev Mode. I'm sure rat won't mind me posting this here - it's all his work so all credit to him for this one - but it really is a timesaver when you are developing!
One final word of advice/experience - when you are first starting out on developing widgets it can be very VERY frustrating, especially if like me you have absolutely no previous experience of coding. However we are all here to help -that's what this community is all about. If you have a problem just ask. And be prepared for many many Sense crashes and resets! But hey, that's what dev mode is there for - another of co0kies little flashes of genius!
Right, that's just to give you all a hand with some basics! We are now open for business - ASK AWAY
Thanks Poy, Rat, Dunc, and all those involved with CHT and CHT widget dev.
This could prove to be very useful for anyone wanting to jump into making their own widgets and for collaborative efforts as well.
I look forward to seeing where this goes from here.
If I decide to add anything to the great info already posted, I will place it here.
Thanks for your efforts to get this going Poyensa.
Excellent thread, hope to try out the tutorial at some point.
At the moment interested in the toggle switches and how to make them, since it's not covered anywhere.
I've opened up rat_2665's toggle switch cab (hopefully that is ok - it is a good example).
The two key files are:
CHT_switch_DevMode.png
CHTlua_manila
The lua code is as follows:
Code:
Co0kieSwitchLink("DevMode Switch", "\\Windows\\CHT_switch_DevMode.png", _application.Store:GetValueChangedEvent(Lifetime_Permanent, "CHTI.AddonWidgets.DevMode"), function(l_1_0)
if _application.Store:GetIntValue(Lifetime_Permanent, "CHTI.AddonWidgets.DevMode") == 0 then
_application.Store:SetIntValue(Lifetime_Permanent, "CHTI.AddonWidgets.DevMode", 1)
else
_application.Store:SetIntValue(Lifetime_Permanent, "CHTI.AddonWidgets.DevMode", 0)
end
end
, function(l_2_0)
if _application.Store:GetIntValue(Lifetime_Permanent, "CHTI.AddonWidgets.DevMode") == 0 then
return false
else
return true
end
end
)
From the above you can identify:
The switch title - "DevMode Switch"
The graphic - "\\Windows\\CHT_switch_DevMode.png"
Trigger - _application.Store:GetValueChangedEvent(Lifetime_Permanent, "CHTI.AddonWidgets.DevMode")
Action - function(l_1_0)
Switch position - function(l_2_0)
The setup.dll in the cab, sorts out the install side (as mentioned in the other posts).
Anyone know what lua file is the wifi switch? Or what regkey it monitors? Thanks.
Sorry if this info is written somewhere else, but I've not been able to find it so far.
meltwater said:
Anyone know what lua file is the wifi switch? Or what regkey it monitors? Thanks.
Sorry if this info is written somewhere else, but I've not been able to find it so far.
Click to expand...
Click to collapse
I would like to know that as well.
ai6908 said:
I would like to know that as well.
Click to expand...
Click to collapse
The wifi switch is in the Co0kieLink.lua file
Code:
Co0kieSwitchLink("[[IDS_WIFI_TOGGLE]]", "\\Windows\\CHT_switch_wifi.png", machineStatus.WifiOn.OnValueChanged
,function()
JMLComm("wifi")
end
,function()
return machineStatus.WifiOn.Value
end)
meltwater said:
Anyone know what lua file is the wifi switch? Or what regkey it monitors? Thanks.
Sorry if this info is written somewhere else, but I've not been able to find it so far.
Click to expand...
Click to collapse
ai6908 said:
I would like to know that as well.
Click to expand...
Click to collapse
Download CHT_AddonLinksKitchen.zip in post#6 of CHT2.0 thread. Inside \workspace\_lua\ you will find decompiled 6ADCC943_manila -- \windows\htc\home\scripts\home\chtlinksdev.luac with comments from co0kie
You beat me to it! BTW, Meltwater in the house - we are honoured
Making new links is actually way easier than making new widgets because there are only very small scripts involved and no mode9. You can either make new links to add in to the existing link sets (Miscellaneous, Toggles, etc) which is really straightforward, or you can create entirely new link sets. I have done both, adding new DatePicker and All People links into the Misc group, and making the new Page Switch Link set. Making a new set is also pretty straightforward although you also have to define the class and function, but most importantly each new set of links must have a unique link ID. This ID needs to be chosen and then notified to the CHT dev group in the Widgets discussion. If you don't have access to it then ask here and we'll provide you with one and feed it back to the dev group.
I can't remember what's in the kitchen Poy just linked to so I have attached my three kitchens below, along with a zip containing the CHT_quicklinks and freelinks luas and one of MichelDiamond's scripts for some of the links he added in for CHTS.
Again, any questions you have keep asking. We're waiting to see what amazing new stuff you come up with...
Dunc001 said:
You beat me to it! BTW, Meltwater in the house - we are honoured
Making new links is actually way easier than making new widgets because there are only very small scripts involved and no mode9.
... ...
Again, any questions you have keep asking. We're waiting to see what amazing new stuff you come up with...
Click to expand...
Click to collapse
Thanks guys. I did look at this when it was released, but found it difficult to get started with it.
That was my theory, make a few switches and get used to the plugins. Thought I could make some custom ones for switching on an in-car mode and various other things (switching into development modes for debugging the tabs would be handy too).
Obviously there is potential for using the stuff I've got for an improved RSSWidget and FbWidget but I'm still working out how to create stuff from scratch (but I am getting there).
Would be interesting to make a widget which displays set text items (perhaps a graphic too) from the registry, with callbacks to an app if pressed. That would be enough for a .net program to tie into, this is the basis of the RSSTab. Such a general widget could be used for a lot of things.
By the way, if you want to use some wiki space, feel free to carve out a chunk!
http://forum.xda-developers.com/wiki/index.php?title=WM6_HTC_Sense_Developer_Wiki
Have you got the CHT RSS widget kitchen? I'll upload it if not. If you could make a widget template for an updated rss widget or Facebook/Twitter widget to look/function in a similar way to the Android sense widgets that would be fantastic. Scrollable, with channel icon/Facebook pic beside each item, and also showing update time. Core CHT tasks and contacts widgets are already scrollable so all the necessary code should be available to copy/adapt. Let us know what you need any help with.
Dunc001 said:
Have you got the CHT RSS widget kitchen? I'll upload it if not. If you could make a widget template for an updated rss widget or Facebook/Twitter widget to look/function in a similar way to the Android sense widgets that would be fantastic. Scrollable, with channel icon/Facebook pic beside each item, and also showing update time. Core CHT tasks and contacts widgets are already scrollable so all the necessary code should be available to copy/adapt. Let us know what you need any help with.
Click to expand...
Click to collapse
I think I'll get my feet wet by doing some toggle switches first.
At the moment don't have the time to do the full widgets yet, got plenty that needs doing on the tab itself, but it would be great to get it all to tie in.
Well, the basics are done. If you miss something let us know. We also will try to bring here some tricks, fixes, mods, etc. And of course the answers for all your questions, excepting the date for next CHT update!
meltwater said:
Would be interesting to make a widget which displays set text items (perhaps a graphic too) from the registry, with callbacks to an app if pressed. That would be enough for a .net program to tie into, this is the basis of the RSSTab. Such a general widget could be used for a lot of things.
Click to expand...
Click to collapse
I totally agree with you.
I am monitoring this thread since its creation and I plan to investigate it when I will have more free time next week.
My goal: modify the RSSWidget to display feed informations from Google Reader (via the "Speeed Reader" application and probably a mortscript to parse the .xml and update registry).
kalhimeo said:
I totally agree with you.
I am monitoring this thread since its creation and I plan to investigate it when I will have more free time next week.
My goal: modify the RSSWidget to display feed informations from Google Reader (via the "Speeed Reader" application and probably a mortscript to parse the .xml and update registry).
Click to expand...
Click to collapse
Well I hope to integrate Google Reader into the RSSTab at some point.

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