diff --git a/src/branding/README.md b/src/branding/README.md index 5514e77df..acf245b11 100644 --- a/src/branding/README.md +++ b/src/branding/README.md @@ -7,11 +7,14 @@ file, containing brand-specific strings in a key-value structure, plus brand-specific images or QML. Such a subdirectory, when placed here, is automatically picked up by CMake and made available to Calamares. + +## Translations + QML files in a branding component can be translated. Translations should be placed in a subdirectory `lang/` of the branding component directory. Qt translation files are supported (`.ts` sources which get compiled into `.qm`). Inside the `lang` subdirectory all translation files must be named -according to the scheme `calamares-_.qm`. +according to the scheme `calamares-_.ts`. Text in your `show.qml` (or whatever *slideshow* is set to in the descriptor file) should be enclosed in this form for translations @@ -30,14 +33,11 @@ There are two examples of branding content: slides of text and a single image. No translations are provided. - `fancy/` uses translations and offers navigation arrows. These are provided by the standard Calamares QML classes. - - `samegame/` is a similarly simple branding setup for Generic Linux, - but instead of a slideshow, it lets the user play Same Game (clicking - colored balls) during the installation. The game is taken from the - QML examples provided by the Qt Company. Since the slideshow can be **any** QML, it is limited only by your designers imagination and your QML experience. For straightforward presentations, -see the documentation below. +see the documentation below. There are more examples in the *calamares-branding* +repository. ## Presentation @@ -63,7 +63,7 @@ After the *id*, set properties of the presentation as a whole. These include: true) enable different ways to navigate the slideshow. - *titleColor*, *textColor* change the look of the presentation. - *fontFamily*, *codeFontFamily* change the look of text in the presentation. - + After setting properties, you can add elements to the presentation. Generally, you will add a few presentation-level elements first, then slides. @@ -73,13 +73,13 @@ then slides. kinds of navigation when visible navigation is used. - To indicate where the user is, add an element of class *SlideCounter*. This indicates in "n / total" form where the user is in the slideshow. - - To automatically advance the presentation (for a fully passive slideshow), + - To automatically advance the presentation (for a fully passive slideshow), add a timer that calls the `goToNextSlide()` function of the presentation. - See the `default/` example -- remember to start the timer when the + See the `default/` example -- remember to start the timer when the presentation is completely loaded. After setting the presentation elements, add one or more Slide elements. -The presentation framework will make a slideshow out of the Slide +The presentation framework will make a slideshow out of the Slide elements, displaying only one at a time. Each slide is an element in itself, so you can put whatever visual elements you like in the slide. They have standard properties for a boring "static text" slideshow, though: @@ -88,7 +88,7 @@ standard properties for a boring "static text" slideshow, though: - *writeInText* is displayed by "writing it in" to the slide, one letter at a time. - *content* is a list of things which are displayed as a bulleted list. - + The presentation classes can be used to produce a fairly dry slideshow for the installation process; it is recommended to experiment with the visual effects and classes available in QtQuick.