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Progress: Blue Boxes and Contacts

By Stephanie · Aug 20, 2008in Hacks/Mods💬 270 posts👁️ 43,696 views
Page 8 of 11
Posted Aug 27, 2008 · 02:46 UTC#176
and how to get rid of the box in the lower left corner?

 

Looks like skicrave's mod deletes the boxes when no route is programmed, but displays them while a route is in progress - me likey!

Posted Aug 27, 2008 · 04:23 UTC#177
Is that going to include the "delete route" button as well?

No, but we'll be releasing things a la cart, so you can pick and choose which mods you want. Not everyone wants the same things changed.

 

skicrave can you just post the box mods?

I'm not sure if you were trying to sound impatient, or if you want me to just post instructions on which changes need to be made, but yes, I can post just the instructions for people that want to apply them to their already customized navigatemap_800_480.ui.

 

and how to get rid of the box in the lower left corner?

That will be in a separate thread.

 

Nice work, skicrave, but where's the clock?? I can't roll without the time...

I removed it because I have one in my instrument cluster and would prefer that the interface be as clean as possible, the box modification we're discussing does not effect the clock display.

 

The idea is to have HOW TO's for every mod, each in their own thread. Someone will make a thread for that.

Good call.

 

I have a blue box update as well.

Keep us posted, I tried a lot of combinations of creating a route, deleting it, reaching the destination, and none of them seemed to actually work.

 

Looks like skicrave's mod deletes the boxes when no route is programmed, but displays them while a route is in progress - me likey!

That's a different modification, but I'll create another thread about it.

Posted Aug 27, 2008 · 04:48 UTC#178

Edited to remove bad file and add in new link

 

I've started a new thread with instructions on how to perform this modification, you can read it here:

 

HOW TO: Remove Blue Boxes

Posted Aug 27, 2008 · 05:29 UTC#179
Has anyone figured out the magic incantation to make things visible only when there is NO route active? I'm trying to make the three numerical boxes appear when routing (distance left, time left, etc), but replace those with speed/altitude when not routing.

 

Just use the same visiblemodel, but put a ! infront of the variable. In other words:

visiblemodel="navigation.distance_to_manuver.valid"

means it is visible when you are navigating, but

visiblemodel="!navigation.distance_to_manuver.valid"

means it is visible when you are *not* navigating.

 

Cheers!

 

I can get rid of the box itself, but not the text inside it, can anyone tell me where that is and where to put the visiblemodel in?

Posted Aug 27, 2008 · 05:30 UTC#180
I didn't have a chance to test this out, but there's absolutely no reason why it shouldn't work (famous last words).

Well, that actually looks simpler than I thought it would look.

 

Anyway, I'm going to keep playing with the approach I started today, just because I think we'll all learn something in the process. One thing I'm certain of is that some things are drawn without any evaluation from navigate_map_800_400.ui. My best guess (without testing, just grepping through files) is that the scripts (both the res-specific one in the 800_480 dir and the others in common) are probably calling the shots. I notice that the sprite in question is drawn from scripts_800_480.ui, in a function called "sc_ChangeNormalScreenMode".

 

I've only been looking at this for a couple of days ... Stephanie is probably way ahead of me and already knows that I'm totally barking up the wrong tree :-)

Posted Aug 27, 2008 · 05:55 UTC#181

Sorry to confuse you all, but I have to admit that I have the same problem, however yesterday I fiddled around and the blue boxes weren't there. Quite exiting for me, so I posted too early...

 

During initialization of the screen the boxes are positioned on the screen and disappear when the route is cancelled. I tried another flag:

visiblemodel="navigation.direction_id.valid"

Didn't work either :(

 

So we have to find the initialization scripts and comment out the blue-box lines. Will look into that today and let you know once I find a solution that works right away ;-)

Posted Aug 27, 2008 · 06:00 UTC#182
I didn't have a chance to test this out, but there's absolutely no reason why it shouldn't work (famous last words). Anyway, those of you that are anxious to get this resolved, here is a new copy of navigatemap_800_480.ui to replace the version in:
DATA/pioneer_ui/800_480/ui/

 

Put that new copy there after making a backup of your original file, zip it up, and load it through the TESTMODE hack.

 

I'll test it in the morning and package up a zip version for those that don't want to make any other mods, or want it as easy as possible to change.

 

I used that file and well it kinda worked the box on the left only appears when i set a route but the top box is always there.

Posted Aug 27, 2008 · 12:17 UTC#183

For the lower-left corner, the three-line info area, I found that the icons and text are set through the scripts. So the visiblemodel didn't work for them... there's so much redundancy it's hard to tell which script is calling it at what time. For that stuff you have the added complexity that the content is set through the settings, i.e. you can change the actual information, so it isn't hard-wired like it is for the other areas.

 

I'm sure there are solutions, it's just a matter of determining what the best one is. One possibility is to move them off-screen when they aren't desired, then move them back onscreen when they are. That would have to be changed through scripts, rather than through navigatemap_800_480.ui. I have confirmed that you can add your own scripts, last night I added scripts to change all my text displays based on whether it's night or day - daytime my text displays are dark, nighttime they all turn light, so they always have good contrast against the map.

 

Anyhow, the trick for adding your own scripts is just to make sure there's a way to call them. It'd be a snap to add a script to move the lower-left box and it's contents to a position off screen, then another script to move all that stuff back on-screen. The catch is, figuring out where to add the call so that script is executed.

Posted Aug 27, 2008 · 13:53 UTC#184
I used that file and well it kinda worked the box on the left only appears when i set a route but the top box is always there.

I knew I jinxed myself! Thanks for the feedback, I'm going to package it up right now and go install it too see what happens.

Posted Aug 27, 2008 · 14:23 UTC#185

What's the advantage over having the boxes appear/disappear with routes as opposed to just changing the color of the routing information text (e.g.; distance to next turn and name of next turn) that appears in the upper left corner when a route is in progress? I deleted the boxes and changed the color of that text to make it more visible without the boxes; looks great! (I changed mine to a dark blue; code 0000CC.) Am I missing something that was contained in the boxes while a route's in progress?

Posted Aug 27, 2008 · 15:10 UTC#186
What's the advantage over having the boxes appear/disappear with routes as opposed to just changing the color of the routing information text (e.g.; distance to next turn and name of next turn) that appears in the upper left corner when a route is in progress? I deleted the boxes and changed the color of that text to make it more visible without the boxes; looks great! (I changed mine to a dark blue; code 0000CC.) Am I missing something that was contained in the boxes while a route's in progress?

 

You are not missing anything but depending on the map background having the boxes adds additional contrast that makes it easier to see what is there. At least that is my thought on the boxes.

Posted Aug 27, 2008 · 16:07 UTC#187

I found the problem with the navigate_800_480.ui file I posted above (man there is a lot of redundant code in these things that doesn't actually do anything).

 

I started a new topic with step-by-step instructions for prepackaged installs, as well as manual edits:

 

HOW TO: Remove Blue Boxes

 

Let me know if you have any problems or questions.

Posted Aug 27, 2008 · 16:52 UTC#188

Maybe I missed conversation about it, but in conjunction with removing the boxes, what about the lower left "ETA" boxes when there is no route? Is it also able to be hidden? (again, sorry if I missed it in earlier conversations)

Posted Aug 27, 2008 · 17:20 UTC#189

I'm working on finalizing that mod right now, and then I need to test it for a few hours. This one is considerably more tricky than the boxes due to how it's handled (look at Stephanie's last post for an explanation).

 

I (or someone else) will start another thread when it's ready.

Posted Aug 27, 2008 · 17:29 UTC#190

I really like skicraves idea of making HOW TO pages which show step-by-step intructions to do the mods. I also like the clean layout and the pictures which go with the different steps. I think this trend should continue and all of the HOW TO mods should be stickied. I would also love to see a HOW TO for the contacts mod (making the contact names show up when receiving a call) and the beeps mod (getting rid of the beeps completely). This way the mods can be completed by even the most computer illiterate.

Posted Aug 27, 2008 · 21:26 UTC#191

I have a question for stephanie... I added the line in the .ui file for altitude display and since I live in Denver (above 1 mile high) my display usually says 1.0M or 1.1M. Is there a way to force the display units to feet in the scripting? With my very limited scripting experience I have found none.

 

In the string that enables the display it references

textmodel_wstr="navigation.current_altitude.full_text"

 

Is this something in the data.zip or in the iGo directory that configures how the text is displayed? (other than font, color, size of course)

Posted Aug 27, 2008 · 21:31 UTC#192

I have a question for stephanie... I added the line in the .ui file for altitude display and since I live in Denver (above 1 mile high) my display usually says 1.0M or 1.1M. Is there a way to force the display units to feet in the scripting? With my very limited scripting experience I have found none.

 

In the string that enables the display it references

textmodel_wstr="navigation.current_altitude.full_text"

 

Is this something in the data.zip or in the iGo directory that configures how the text is displayed? (other than font, color, size of course)

Posted Aug 28, 2008 · 00:15 UTC#193

Unfortunately, I believe the units are set automatically.

 

Instead of "navigation.current_altitude.full_text" you could try "gps.elevation" and see if that works for you - that's the value that's used on the GPS Status page. You could check that screen first and see if it displays in miles or feet. Where I am, the highest elevation in my area is about 1750 feet, so that issue has never actually crossed my mind.

Posted Aug 28, 2008 · 03:19 UTC#194
Unfortunately, I believe the units are set automatically.

 

Instead of "navigation.current_altitude.full_text" you could try "gps.elevation" and see if that works for you - that's the value that's used on the GPS Status page. You could check that screen first and see if it displays in miles or feet. Where I am, the highest elevation in my area is about 1750 feet, so that issue has never actually crossed my mind.

 

That would probably work because on the gps status page is says 1 mile 200 ft for example. I asked this question on gps passion as well so someone there with more experience with iGo might be able to shed light on this.

Posted Aug 28, 2008 · 19:26 UTC#195
You must have already pursued this, but ... can you use that 'visiblemodel="navigation.distance_to_manuver.valid"' business for the blue boxes and the three times/distances on the lower-left? Or does it only work for the buttons on the right?

 

I tried it for the blue boxes and it didn't work. :/ It was one of the first things I tried, and I'mnot sure why it didn't work.

 

Edited for clarity: Although there are two kinds of file (visual elements, versus scripts) they all have the same file name of .ui which makes it confusing. The stuff that is in the 800_480\ui directory is almost all visual elements; the stuff that is in the common\ui directory is almost all scripts. Visual elements like and so on, can be turned on and off, or have any properties, manipulated by the scripts. So even though a visual element like the boxes or some text gets hidden or turned on and off in the visual file itself, the scripts can override that. So when I first tried to get rid of the blue boxes, I tried using the visiblemode property. However, it did not work because scripts overrode it and displayed them anyways.

 

As for using visiblemode on the three lines of text... it can't hurt to try. It is in navigate_800_480.ui. You could add the visiblemode stuff to each of the elements in it (there are 9 or 10 elements). However, I think the visibility mode gets overriden by scripting, for at least some of that stuff. So it might not be effective.

 

For the three lines of text, in the ui_pioneer\common\navigatemap.ui and ui_pioneer\common\ui\navigatemap.ui files, there are three scripts:

 

sc_ShowNavigateMapSettingsDestination

 

sc_ShowNavigateMapSettingsVia

 

sc_ShowNavigateMapSettingsCruise

 

And in the navigate_800_480.ui there are 9 buttons defined:

btnNSM_1d

btnNSM_2d

btnNSM_3d

btnNSM_1v

btnNSM_2v

btnNSM_3v

btnNSM_1c

btnNSM_2c

btnNSM_3c

 

The d buttons are activated for destination, v for via and c for cruise.

 

There are four other buttons, named xxx.

One shows gps.current time

Two shows navigation.current_altitude.full_text

Three shows navigation.current_speed_limit.full_text (cool)

Four is speedometer_dummy.bmp - not sure what this bmp shows I cant see it for some reason.

 

There are also three layers, which contain the text for the buttons:

ui_NavigateMapSettingsDestination

ui_NavigateMapSettingsVia

ui_NavigateMapSettingsDir

 

It looks like when you set a destination the d buttons are selected. When you have a via way point (vMultiSegmentPath is 1) you will show the v buttons. If the route is invalid (vValidRoute is 0) you will see the c buttons (which are all --:-- or some such).

 

It also appears that each layer and each button has a hide and show method.

 

You could simply call hide the c buttons in the sc_ShowNavigateMapSettingsCruise script

 

So I am going to try this. I moved the Speed Limit button to the lower left and named it, I am hiding the c buttons all the time, and when in cruise mode, I will show then showing the Speed limit button. Of course then I am hiding it on the other two modes...

 

we will see.

Posted Aug 28, 2008 · 22:53 UTC#196

Hello,

I cant get rid of the scale, what is the trick?? I've checked Steph's file and cannot find anything, ive tried to find it in the thread, but same result :(

post-21117-12872755266022_thumb.jpg

Posted Aug 28, 2008 · 23:26 UTC#197

It's in this thread (twice actually because I didn't see it the first time Stephanie posted it). It's not contained in navigatemap_800_480.ui, at least that we could find, it's littered throughout a number of other files.

Posted Aug 29, 2008 · 14:28 UTC#198

Well after some research, trying to decompile the executables (which I cannot fully accomplish since they are ARM Windows CE (though surprisingly I have found a linux tool which will work) it looks like Pioneer farmed out much of the script and actual code work to China. Also trying to follow the script flow I am seeing some really bad programming practices. Its real spaghetti code, even for a script. There are multiple copies of the same files in different directories for crying out loud!

 

Anothe problem I am having, I am trying (using Winzip 11.2) to uncompress/modify/recompress the data.zip to make life easier. Also i wanted to mess with the compression settings (using none and very compressed) to see the impact on boot time.

 

I did replace the chimes with a nice bump type sound. Its a smaller wav so it plays faster (to me at least) and its less grating. Still the NAV uses different sound files, as do the main menu hard buttons.

 

I am pretty close to getting the Windows CE device emulator to work on my desktop. i hope to at least run MainMenu.exe - granted there is no hardware emulators so I dont know how much it will test.

 

But, I am still thinking its just not worth the effort. I just wanted a nice NAV system that worked, not one I had to work for.

Posted Aug 30, 2008 · 04:29 UTC#199

The ETA box in the lower left can actually be turned off if you select Full screen cockpit in the NAV settings except the option always defaults to off when you turn the car off then back on.

Posted Sep 01, 2008 · 04:07 UTC#200

So I've finally got my nav running almost the way I want. I've got the boxes coming and going when I'm not navigating. I've made the clock easier to read. I added the route kill button. The last thing I want is to have the box in the lower left with 3 piece of nav info come and go when I'm navigating. I've almost got it working but I can't get something figured out. I've gotten the pictures showing for the info I want. I am able to have it show the distance to destination and current speed but I can't figure out the proper variable to use to show either time remaining to destination or ETA to destination. Anyone have any insight?

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