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Add skin system: user-installable visual overlays for sports scoreboards (#419)
* Add skin system: user-installable visual overlays for sports scoreboards Skins restyle a scoreboard's live/recent/upcoming rendering while the host plugin keeps doing data fetching, scheduling, caching, live priority, and vegas mode — the anti-fork alternative for users who only want a different layout. - src/skin_system/: ScoreboardSkin API, SkinContext (canvas + adaptive layout + logo/font helpers), discovery/loading runtime with API major version gating and per-skin module namespacing - src/base_classes/sports.py: _render_game() seam at the three _draw_scorebug_layout call sites; skin-first with built-in fallback, 3-strikes session disable, slow-render warning; per-mode skin config - scripts/validate_skin.py: headless multi-mode/multi-size validator with bundled per-sport fixtures (no hardware or network needed) - skins/example-classic-baseball/: working reference skin - Web UI: served-schema Visual Skin dropdown (validation never enum-restricted, so uninstalled skins can't invalidate configs) and GET /api/v3/skins - Store: registry entries with type "skin" install to skins/ - docs/SKIN_SYSTEM.md (architecture), docs/CREATING_SKINS.md (author guide incl. Claude Code prompt), view-model contract locked by tests Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01LrCusPasy1qeUN5anK3aA1 * Address review feedback on skin system - skin_runtime: cache the entry module so the 2nd/3rd load of the same skin (live/recent/upcoming hosts) doesn't re-execute it with unbound sibling aliases; rebind cached sibling modules to their bare names around entry import and restore prior bindings after; include per- manifest mtimes in the discovery cache fingerprint so in-place skin updates are picked up - sports.py: count render_skin_card exceptions toward the 3-strike session disable - store_manager: validate skin ids (pattern + resolved-path containment in skins/), reject registry/manifest id mismatches, and stage+validate downloads in a temp sibling before replacing an existing skin - schema_manager: leave the schema untouched when the configured skin value is a per-mode mapping (a string dropdown could overwrite it) - validate_skin.py: reject non-positive sizes and non-object --options at parse time; support --output-dir outside the repo; type annotations - example skin: validate accent_color once at load with logged fallback - fixtures: pregame 0-0 scores in football/hockey upcoming fixtures - api /skins: rely on the self-invalidating discovery cache instead of force_refresh - docs: valid JSON manifest example, load_logo caching semantics spelled out, language ids on fenced blocks - tests: view-model contract test now exercises the real extractor; regression test for repeated same-skin loads with sibling modules Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01LrCusPasy1qeUN5anK3aA1 --------- Co-authored-by: Claude <noreply@anthropic.com>
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# Creating Skins
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A skin restyles a sports scoreboard (live / recent / upcoming) without
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forking the plugin: the plugin keeps fetching data, scheduling, caching, and
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doing vegas mode; your skin only draws. Architecture background:
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[SKIN_SYSTEM.md](SKIN_SYSTEM.md).
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## Quick start
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```bash
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cp -r skins/example-classic-baseball skins/my-skin
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# edit skins/my-skin/skin.json -> set id ("my-skin"), name, author, class_name
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# edit skins/my-skin/skin.py -> rename the class, start restyling
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python scripts/validate_skin.py --skin my-skin
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```
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The validator renders your skin against bundled fixture games at several
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panel sizes with **no hardware, no network, no running service**, saves PNGs
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(plus 4x previews) to `skin_renders/`, and fails loudly on errors. Iterate:
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edit → validate → look at the PNGs.
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To see it on your matrix, add to your plugin's section in `config/config.json`:
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```json
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"baseball-scoreboard": {
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"skin": "my-skin",
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"skin_options": { }
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}
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```
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or pick it from the **Visual Skin** dropdown in the web UI (it appears once a
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matching skin is installed). `"skin"` also accepts a per-mode mapping:
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`{"live": "my-skin", "recent": "built-in"}`.
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## The manifest (`skin.json`)
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```json
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{
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"id": "my-skin",
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"name": "My Skin",
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"version": "1.0.0",
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"author": "you",
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"description": "What it looks like",
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"skin_api_version": "1.0.0",
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"targets": {
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"sports": ["baseball"],
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"sport_keys": ["mlb", "milb"],
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"plugins": []
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},
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"entry_point": "skin.py",
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"class_name": "MySkin",
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"modes": ["live", "recent", "upcoming"],
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"preview": "preview.png"
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}
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```
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Field notes: `id` must equal the directory name; `skin_api_version`'s major
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version must match the host's `SKIN_API_VERSION` or the skin is refused at
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load; `targets` takes sport families (`sports`), exact sport keys
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(`sport_keys`), and/or exact plugin ids (`plugins`) — any match applies.
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## The renderer (`skin.py`)
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```python
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from src.skin_system.skin_base import ScoreboardSkin, SkinContext
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class MySkin(ScoreboardSkin):
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def render_live(self, ctx: SkinContext, game: dict) -> bool:
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score = f"{game.get('away_score', '0')}-{game.get('home_score', '0')}"
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fit = ctx.layout.fit_text(score, ctx.layout.bounds)
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ctx.draw_fit(fit, ctx.layout.bounds)
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return True # True = "I drew it"; False = use the built-in layout
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```
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Implement only the modes you care about — anything else falls back to the
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plugin's built-in rendering. Return `False` to decline a specific game (e.g.
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a layout that only makes sense while a game is live).
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### The rules (they keep your skin from breaking the display)
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1. **Draw only onto `ctx.canvas`** (via the helpers or `ctx.draw`). Never
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reassign `ctx.canvas`, never touch the display or call any update method.
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2. **No I/O in render paths.** No network, no file loads per frame —
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`render_live` runs every display pass, and a slow render stalls the whole
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matrix (the host warns at >150 ms). Use `ctx.load_logo` (cached) and
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`cache_key=` for images.
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3. **Derive everything from `(ctx, game)`.** Skins must be stateless: the
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live/recent/upcoming modes each get their own instance.
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4. **Always `.get()` optional keys.** Only the guaranteed keys below are
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promised to exist.
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5. **Never hardcode pixel positions for the panel.** Use `ctx.width`/
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`ctx.height`, `ctx.layout` regions and `fit_text` — your skin will be run
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at sizes you didn't test (64x32, 128x64, vegas cards).
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6. **No third-party dependencies.** Stdlib + PIL + what `ctx` provides.
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A skin that raises 3 renders in a row is disabled until the service restarts
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(the built-in layout takes over), so a bug is cosmetic — but check your logs.
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## SkinContext reference
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| Member | What it is |
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|---|---|
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| `ctx.canvas` / `ctx.draw` | Fresh RGB `PIL.Image` at display size + its `ImageDraw` (raw-PIL escape hatch) |
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| `ctx.width`, `ctx.height` | Canvas size — the only size truth |
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| `ctx.layout` | `LayoutContext` (see [ADAPTIVE_LAYOUT.md](ADAPTIVE_LAYOUT.md)): `bounds`, `fit_text`, `fit_text_proportional`, `fit_image`, `px`, `by_tier` |
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| `ctx.draw_fit(fit, box, color, align, valign)` | Draw a `fit_text` result aligned in a `Region` (handles BDF fonts) |
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| `ctx.draw_text(text, x, y, color, font)` | Positioned text (handles BDF fonts) |
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| `ctx.draw_image(img, box, mode, align, valign, cache_key)` | Fit + paste an image with alpha; no-ops on `None` |
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| `ctx.load_logo("home" \| "away")` | Team logo as RGBA, or `None` (always handle `None`). Cached after first use; see note below |
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| `ctx.draw_text_outlined(text, (x, y), font, fill, outline_color)` | The classic scorebug outlined text (TTF fonts only) |
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| `ctx.fonts` | The host's font dict — keys `score`, `time`, `team`, `status`, `detail`, `rank` |
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| `ctx.options` | Your user's `skin_options` from config |
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| `ctx.sport`, `ctx.view_model_version`, `ctx.logger` | Context metadata + logger |
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**A note on `ctx.load_logo` vs the no-I/O rule:** `load_logo` is the one
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sanctioned exception. It goes through the host's logo cache — after the
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first call per team it's a pure in-memory lookup. If a logo file is missing
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on disk, the *first* call may download it, exactly like the built-in
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renderer does for the same game (a skin is never worse than built-in here).
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Always pass a stable `cache_key` when drawing it, never load image files
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yourself in a render path, and always handle `None`.
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The default layout idiom — carve regions, then fit text into them:
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```python
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from src.adaptive_layout import scoreboard_regions
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regions = scoreboard_regions(ctx.layout.bounds, ctx=ctx.layout)
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ctx.draw_image(ctx.load_logo("away"), regions.away_slot, cache_key=f"logo:{game.get('away_abbr')}")
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ctx.draw_image(ctx.load_logo("home"), regions.home_slot, cache_key=f"logo:{game.get('home_abbr')}")
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fit = ctx.layout.fit_text("3-5", regions.score_area)
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ctx.draw_fit(fit, regions.score_area)
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```
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`Region` supports `split_h`/`split_v`/`inset`/`top_band`/`bottom_band`/
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`left_col`/`right_col` for custom carves. Raw `ctx.draw.rectangle/polygon/
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ellipse/...` is always available for custom marks (see the bases diamond in
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the example skin).
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## The game view model
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Guaranteed for every sport (view model v1.0 — renaming these breaks skins and
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is treated as a breaking change upstream):
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| Key | Notes |
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|---|---|
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| `id` | Event id (string) |
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| `status_text` | Display-ready status, e.g. `"Final"`, `"7:30 PM"`, `"Bot 7th"` |
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| `is_live`, `is_final`, `is_upcoming`, `is_halftime` | Booleans |
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| `game_date`, `game_time` | Pre-formatted local date/time strings |
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| `start_time_utc` | UTC `datetime` |
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| `home_abbr`, `away_abbr` | Team abbreviations (can be 2–5 chars — fit, don't assume) |
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| `home_id`, `away_id` | Team ids |
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| `home_score`, `away_score` | **Strings**, not ints |
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| `home_record`, `away_record` | `"58-33"` or `""` (0-0 records are blanked) |
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| `home_logo_path`, `away_logo_path` | Prefer `ctx.load_logo` over touching these |
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Sport extras (present for that sport, still `.get()` defensively):
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- **baseball**: `inning` (int), `inning_half` (`"top"`/`"bottom"`), `balls`,
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`strikes`, `outs` (ints), `bases_occupied` (`[first, second, third]`
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booleans), `series_summary` (str)
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- **football**: `period`, `period_text`, `clock`, `home_timeouts`,
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`away_timeouts`, `down_distance_text`, `down_distance_text_long`,
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`is_redzone`, `possession`, `possession_indicator` (`"home"`/`"away"`),
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`scoring_event`
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- **basketball**: `period`, `period_text`, `clock`
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- **hockey**: `period`, `period_text`, `clock`, `power_play`, `penalties`,
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`home_shots`, `away_shots`
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Optional everywhere (only when the user enabled the feature): `odds` (dict),
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`series_summary`, rankings-related fields.
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Fixture copies of these dicts live in `src/skin_system/fixtures/` — that's
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exactly what the validator feeds your skin.
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## Vegas mode
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You get vegas support for free: vegas captures the normal display output,
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which is already your skin's rendering. Optionally implement
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`render_vegas_card(ctx, game)` to return a purpose-built card at
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`ctx.width x ctx.height` (sizes vary — never assume 128x32).
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## Building a skin with Claude Code
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Skins are ideal Claude Code projects: small, isolated, and verifiable with
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one command. Paste this to start:
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> You are building a **display skin** for LEDMatrix — a visual overlay for a
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> sports scoreboard on a small LED matrix (commonly 128x32 or 64x32 pixels).
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> First read `docs/CREATING_SKINS.md` and the reference skin in
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> `skins/example-classic-baseball/`.
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>
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> Rules:
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> - Create/modify files ONLY under `skins/<my-skin-id>/`. Do NOT modify
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> anything in `src/`, `scripts/`, the plugins, or any other skin.
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> - Render only from the `game` dict and `ctx` helpers. No network calls, no
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> per-frame file I/O, no new pip dependencies, no touching the display —
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> draw onto `ctx.canvas` and return True.
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> - Use `ctx.layout` regions and `fit_text` for positioning so the skin works
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> at any panel size; use `.get()` for every optional game key.
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> - After every change run
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> `python scripts/validate_skin.py --skin <my-skin-id>` and LOOK at the
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> PNGs it writes to `skin_renders/` (the `_x4.png` files are easiest to
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> read). Iterate until it passes and looks right at both 128x32 and 64x32.
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>
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> What I want it to look like: <describe your layout — where logos, score,
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> status go; colors; what shows during live vs upcoming vs final>
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Tips that keep Claude (and you) out of trouble:
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- One mode at a time: get `render_live` right before touching the others —
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unimplemented modes automatically use the built-in look.
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- Ask for edge-case renders: long team abbreviations, missing logos
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(`ctx.load_logo` returning `None`), 0-0 records, extra innings/OT.
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- If the render looks cramped at 64x32, ask Claude to use
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`ctx.layout.by_tier(...)` to drop elements on small panels rather than
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shrinking everything.
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- Never let it "fix" a problem by editing `src/` — if the skin can't do
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something within its directory, that's a feature request, not a workaround.
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## Pre-publish checklist
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- [ ] `python scripts/validate_skin.py --skin <id> --size 128x32 --size 64x32 --size 128x64` passes
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- [ ] Looked at every PNG in `skin_renders/` — nothing clipped or overlapping
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- [ ] Handles a missing logo (`None`) without crashing — temporarily point a
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fixture's logo path at a nonexistent file to test
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- [ ] Long abbreviations (`"TA&M"`, 4–5 chars) don't overflow
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- [ ] No render warning above the time budget
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- [ ] `skin.json`: `id` matches the directory, `version` set,
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`skin_api_version` matches the host, targets correct
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- [ ] `preview.png` added (grab your favorite `_x4` render)
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- [ ] Tested on real hardware if you have it — a Pi is much slower than your
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dev machine
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Distribute by publishing the directory as a git repo (users
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`git clone <repo> skins/<id>`), or submit it to the plugin registry as an
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entry with `"type": "skin"` (see [SKIN_SYSTEM.md](SKIN_SYSTEM.md) §Distribution).
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**Trust note:** a skin is Python running inside the display service — the
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same trust level as a plugin. Review code before installing skins from
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others.
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@@ -10,6 +10,12 @@ This guide explains how to set up a development workflow for plugins that are ma
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> scale. Existing plugins keep their classic rendering unless they adopt
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> those APIs; nothing migrates automatically.
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> **Just want a different look for an existing sports scoreboard?** You may
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> not need a plugin at all — a **skin** restyles the live/recent/upcoming
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> rendering while the plugin keeps handling data, scheduling, caching, and
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> vegas mode, in ~100 lines of drawing code. See
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> [CREATING_SKINS.md](CREATING_SKINS.md).
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## Overview
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When developing plugins in separate repositories, you need a way to:
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@@ -0,0 +1,170 @@
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# Skin System Architecture
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Skins are user-installable **visual overlays** for the sports scoreboards.
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A skin replaces only the *look* of a scoreboard — the host plugin keeps doing
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data fetching, scheduling, caching, dedup, live-priority takeover, and vegas
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mode. If you only want to **build** a skin, read
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[CREATING_SKINS.md](CREATING_SKINS.md); this document explains how the system
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works and why it is shaped this way.
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## Why skins instead of forks
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Before skins, changing a scoreboard's layout meant forking the whole plugin
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(e.g. the community MLB scoreboard fork). The fork gets the new look but loses
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everything the maintained plugin keeps earning: duration/scheduling behavior,
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vegas mode support, caching and background-fetch improvements, bug fixes. It
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also silently drifts: every upstream improvement now has to be re-ported by
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hand.
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A skin inverts that trade. The plugin remains stock and keeps updating through
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the store; the skin is ~100 lines of pure rendering code that receives the
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plugin's already-fetched data each frame. Uninstalling the skin (or the skin
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crashing) simply restores the built-in look.
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```text
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(unchanged) (the skin seam)
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ESPN API ──► update() ──► game view model ──► _render_game() ──► display
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fetching (a dict) │ │
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caching │ └─ built-in
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scheduling └─ skin.render_<mode>(ctx, game)
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live priority draws onto ctx.canvas
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```
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## The render funnel
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Every sports scoreboard (baseball, football, basketball, hockey — anything
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built on `src/base_classes/sports.py`) renders through exactly one seam:
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`SportsCore._render_game(game, force_clear)`.
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1. The mode class's `display()` (live, `SportsUpcoming`, `SportsRecent`)
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picks `self.current_game` and calls `_render_game`.
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2. `_render_game` lazily loads the configured skin (once, on first render —
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a broken skin can never block plugin startup).
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3. If a skin is active, the host builds a `SkinContext` — a fresh black
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canvas at the current display size plus layout/font/logo helpers — and
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calls the skin's `render_live` / `render_recent` / `render_upcoming`
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with a **copy** of the game dict.
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4. If the skin returns `True`, the canvas is composited onto the display.
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If it returns `False`, isn't implemented for that mode, or raises, the
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built-in `_draw_scorebug_layout` runs instead.
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Key properties that fall out of this design:
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- **Per-mode fallback.** A skin that only implements `render_live` gets the
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stock recent/upcoming screens for free.
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- **Three strikes.** A skin that raises 3 times in a row is disabled for the
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rest of the session (one loud error log per failure); the display never
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goes dark. Restarting the service re-arms it.
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- **Copies, not references.** Skins receive a shallow copy of the game dict,
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so a buggy skin cannot corrupt the plugin's scheduling state.
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- **Vegas mode works untouched.** Vegas capture falls back to grabbing the
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regular `display()` output, which is already skin-rendered. Skins can
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additionally implement `render_vegas_card` for purpose-built scroll cards,
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and hosts can call `SportsCore.render_skin_card(game, size)` to use it.
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- **Hot-loop caution.** `render_live` runs every display-loop pass during a
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live game. The host logs a warning when a skin render exceeds 150 ms, and
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`scripts/validate_skin.py` enforces a budget at development time — but
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Python cannot forcibly time-out a stuck render, so a skin that blocks
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(network I/O, giant image ops) stalls the display. This is why the rules
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in CREATING_SKINS.md ban I/O in render paths.
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## The view model contract
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The `game` dict a skin receives is the plugin's already-extracted view model
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(`SportsCore._extract_game_details_common` plus per-sport extras from
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`src/base_classes/{baseball,basketball,football,hockey}.py`).
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- **Guaranteed keys (view model v1.0)** — always present for every sport:
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`id`, `game_time`, `game_date`, `start_time_utc` (a UTC `datetime`),
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`status_text`, `is_live`, `is_final`, `is_upcoming`, `is_halftime`,
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`home_abbr`/`away_abbr`, `home_id`/`away_id`, `home_score`/`away_score`
|
||||
(**strings**), `home_logo_path`/`away_logo_path`, `home_record`/`away_record`.
|
||||
- **Sport extras** — documented per sport in CREATING_SKINS.md (e.g. baseball
|
||||
adds `inning`, `inning_half`, `balls`, `strikes`, `outs`, `bases_occupied`).
|
||||
- **Optional keys** (`odds`, rankings, `series_summary`, …) are present only
|
||||
when the feature is enabled — skins must always use `.get()`.
|
||||
|
||||
Versioning policy: additive changes bump the minor version
|
||||
(`VIEW_MODEL_VERSION` in `src/skin_system/skin_base.py`, surfaced to skins as
|
||||
`ctx.view_model_version`); renaming or removing a guaranteed key requires a
|
||||
major bump plus a compat shim. `test/test_skin_system.py::TestViewModelContract`
|
||||
fails CI if a guaranteed key disappears from the extractor.
|
||||
|
||||
Separately, `SKIN_API_VERSION` versions the Python API (`ScoreboardSkin`,
|
||||
`SkinContext`). The loader refuses a skin whose manifest declares a different
|
||||
major version and falls back to the built-in renderer with a clear
|
||||
"skin needs an update" log line.
|
||||
|
||||
## Package layout and lifecycle
|
||||
|
||||
```text
|
||||
skins/<skin-id>/
|
||||
skin.json # manifest (required)
|
||||
skin.py # ScoreboardSkin subclass (required)
|
||||
preview.png # optional, shown by the web UI
|
||||
assets/ # optional skin-local images
|
||||
helpers.py ... # optional extra modules (namespaced per skin at import)
|
||||
```
|
||||
|
||||
Skins live in the central `skins/` directory — deliberately **not** inside the
|
||||
plugin's directory, because plugin reinstall/update deletes the whole plugin
|
||||
directory and a skin must survive that. One skin can also target several
|
||||
plugins (mlb + milb).
|
||||
|
||||
Lifecycle: discovered lazily on first render → manifest validated → API major
|
||||
version gated → module imported under a namespaced `sys.modules` key (two
|
||||
skins can both ship a `helpers.py`, same scheme plugins use) → instantiated
|
||||
with `(manifest, options)`. Every failure logs and falls back to built-in.
|
||||
|
||||
Skins should be **stateless**: the live, recent, and upcoming mode classes
|
||||
each hold their own skin instance, so derive everything from `(ctx, game)`.
|
||||
|
||||
## Selection and configuration
|
||||
|
||||
Inside the plugin's own config section in `config/config.json`:
|
||||
|
||||
```json
|
||||
"baseball-scoreboard": {
|
||||
"skin": "retro-baseball",
|
||||
"skin_options": { "accent_color": [255, 80, 0] }
|
||||
}
|
||||
```
|
||||
|
||||
`"skin"` is either one id for all modes or a per-mode mapping
|
||||
(`{"live": "retro-baseball", "recent": "built-in"}`). Absent, empty, or
|
||||
`"built-in"` means the stock renderer. Because this rides the plugin's config
|
||||
section, it persists across plugin reinstalls like every other setting.
|
||||
|
||||
The web UI shows a **Visual Skin** dropdown for plugins that have matching
|
||||
skins installed: `SchemaManager.inject_skin_selector` adds an enum to the
|
||||
*served* schema only. Validation never sees the enum — so a config that
|
||||
references an uninstalled skin stays valid (rendering just falls back), and
|
||||
the currently-configured value is always kept selectable. `GET /api/v3/skins`
|
||||
lists installed skins (optionally filtered by `?plugin_id=`).
|
||||
|
||||
## Distribution
|
||||
|
||||
- **Manual:** `git clone <skin repo> skins/<skin-id>` — that's the whole
|
||||
install. No manifest bumps, no `update_registry.py`; skins are not monorepo
|
||||
plugins.
|
||||
- **Store:** registry entries with `"type": "skin"` install through the same
|
||||
`plugins.json` pipeline; `PluginStoreManager` routes them to `skins/`,
|
||||
validates `skin.json` (including the API major version) instead of
|
||||
`manifest.json`, and never installs dependencies — skins are render-only
|
||||
(stdlib + PIL + the provided context, no third-party packages in v1).
|
||||
|
||||
## Trust model
|
||||
|
||||
A skin is Python executing inside the display service — **exactly the same
|
||||
trust level as a plugin**, even though "skin" sounds cosmetic. Only install
|
||||
skins from sources you'd be willing to install a plugin from.
|
||||
|
||||
## v2 directions (not in v1)
|
||||
|
||||
- A generic `BasePlugin` opt-in (`render_with_skin()`) so non-sports plugins
|
||||
(weather, music) can offer skinnable layouts; `skin_runtime` is already
|
||||
sports-agnostic in anticipation.
|
||||
- Store UI: preview gallery, one-click install from the skin browser.
|
||||
- An update path for git-cloned skins (today: re-clone or store reinstall).
|
||||
- Animation support in skins (today the API is one frame per render call;
|
||||
stateful tricks work but are at-your-own-risk).
|
||||
Reference in New Issue
Block a user