3 Skin Definition
AUITK can be used to construct a graphical user interface by defining various components—such as standard ActiveX-based controls and custom controls, as well as resources such as images and fonts—as skin objects, and then combining them as necessary.
Moreover, AUITK can control operations based on actions and define data with variables and tables.

Figure 3-1: Components involved in GUI development with AUITK
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The skins are created in either XML (text data) or SKN (binary data) format, the latter being obtained by converting the XML format to binary.
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Sample code (XML) coding rules: |
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Skin object IDs in the sample code presented in this document are based on the following naming rules: |
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Skin Object |
Prefix |
Usage |
Prefix |
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Action |
act |
Global |
g_ |
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Animation |
ani |
Base |
b_ |
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Bitmap |
bmp |
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Button |
btn |
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Const |
cst |
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Control |
ctl |
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FillRect(Vector) |
vec |
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Font |
fnt |
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Form |
frm |
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Form(Subform) |
subfrm |
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ImageCtl |
imgctl |
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Import |
imp |
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JPEG(bitmap) |
jpg |
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Label |
lbl |
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Layer |
lay |
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List |
lst |
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Location |
loc |
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MetaFile |
mta |
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Move |
mov |
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Palette |
pal |
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Part(bitmap chip) |
chp |
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PictureBox |
pic |
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Shortcut |
srt |
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States |
sta |
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Stretch |
sth |
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Surface |
sur |
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Table |
tbl |
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Timer |
tmr |
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Var |
var |
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