I'm not sure what you are seeing...
When you click on the Image meter (which needs a W option by the way, or it is a "singularity" that you can't click on) the written value of the Text option is
indeed changed to
Text=[#someVar], which is exactly what you asked for. That is then resolved when the skin is refreshed to
xyz, which is the value of the variable
#someVar#. Don't be fooled by the display of
xyz at the end, the value of the Text option is certainly changed to
Text=[#someVar] in the .ini file.
After I click on the image...
Code: Select all
[Rainmeter]
Update=1000
DynamicWindowSize=1
AccurateText=1
[Variables]
someVar=xyz
[Image]
Meter=Image
H=20
W=20
SolidColor=202020
LeftMouseUpAction=[!WriteKeyValue TextMeter Text "[#*someVar*]"][!Refresh]
[TextMeter]
Meter=String
Text=[#someVar]
FontColor=FEFEFE
If you didn't "escape" the nested variable when you passed it in the bang, if instead you set Text to
[#someVar], then the resolved value of
#someVar#, which is
xyz, would be written in the Text option, since the variable will be resolved
in the bang itself. With the escape, Text is written as the literal
[#someVar], which is the expected result. In either case the end display is going to be
xyz, but the difference is that if you use
DynamicVariables=1 on the meter, and later change using
!SetVariable the variable
#someVar#, the end result will also change. If you don't escape the variable in the bang, it will be written and fixed at
xyz.
Be careful about this as well...
If you have the skin .ini file open in your text editor while you run it, be sure you are using a text editor like Notepad++ or something that will react to a change to the physical file while it is open... Windows Notepad will not, because it is crap. If you have the .ini open in your text editor, run the skin, see no change in the file open in your editor, then save the file, you will undo the change.
1.jpg
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