Blueprints

A blueprint is description used to customize the display of an entity in certain views of Ancestris.

Views using blueprints

Only the following views use blueprints. For each of them, an example shows what the blueprints could look like.

Dynamic tree

The Dynamic Tree uses blueprints for individuals and families. Blueprints are the areas displayed inside the coloured frames.

en-blueprints-tree.png

Entity card

The Entity Card uses blueprints for all categories of entities.

Blueprints can be reused for several views. Here, the blueprint used for individuals in the dynamic tree is used inside the Entity card.

en-blueprints-card.png

Extended navigator

The Extended Navigator uses blueprints for both individuals and families.

Below are blueprints used for the individuals of the selected couple. You may notice that they are not the same. The spouse blueprint does not display the Sosa number and displays the entity number above the name.

en-blueprints-extended-navigator.png

And this is a blueprint for each child of the selected family.

en-blueprints-extended-navigator-family.png

Gedcom editor

The Gedcom Editor uses blueprints in its lower part for all entity categories.

As for the entity card, the Gedcom Editor uses blueprints for individuals or families, but also for other entities.

For example here is a simple blueprint of a Repository entity.

en-blueprints-gedcom-repository.png

Or a simple blueprint of a Multimedia entity.

en-blueprints-gedcom-multimedia.png

Now that you have seen what blueprints look like and where they are used, let us see how they work.

General principles

A blueprint is a template defining what to display of an entity, and how to display it.

A blueprint is assigned to a given entity category (individual, family, source, etc.) for a given view (Dynamic tree, Entity file, etc.).

You can define your own blueprints rather than using the ones already provided within Ancestris.

Several blueprints exist within Ancestris and are already selected by default for each of the entity categories, and in each view where blueprints apply.

Blueprints constitute a way to customize Ancestris. You are free to keep blueprints as they are or modify them to your needs.

You can define your own blueprints, i.e. both the information to display for an individual or a family (name, address, etc.) and how to display this information (colour, font, alignment, layout, etc.).

If you want to make some changes to the available blueprints, you will need to learn a little more about them. This is the subject of the following sections in this page.

Technically, a blueprint is a piece of HTML code written into a file located on your disk. Refer to the paragraph Directory containing blueprints files for more information.

 

Managing blueprints

Managing blueprints consists in performing two types of activities.

This is done using the Blueprint window.

The Blueprint window manages the blueprints for one category of entity at a time.

The window is the same regardless of the category of entity, but it only contains blueprints attached to the given category of entity.

To access the Blueprint window for a given entity category, you must use the Ancestris context menu from an entity of the corresponding entity.

Here is how to access the Blueprint window for individuals, from the Entity card, Contextual menu by right-clicking, then choose "Change display of individuals".

en-blueprints-context-menu.png

The Blueprint window for Individuals appears.

en-blueprints-manager.png

Whatever the category of entity, the operations in this window are the same. We will use the example of the Blueprint window for individuals in the description that follows.

Description 

The Blueprint window contains the following areas.

The Blueprint window size can be changed by pulling the lower right corner.

The preview area and the Text Editor area can be adjusted by moving the separator of these two areas with the mouse or by clicking on the arrows of the separator on the left:

en-blueprints-manager-HTML.png

Usage

The Blueprint window covers the following needs:

 

Case study

Suppose we have a simple blueprint without a photo for the individuals in the dynamic tree, and we want to insert a photo. The steps to do this would be the following:

  1. Identify where the photo data item is inside the data of the individual. Use the Gedcom editor for that.
  2. Open the Blueprint window for individuals
  3. Create a new blueprint by copying 'simple blueprint' without image. Rename it 'MyBlueprint-Indi-Tree'
  4. Modify the blueprint to insert the photo property identified above, and adjust its size in the frame using the preview
  5. Save the blueprint and check the result

Each of these steps is detailed below.

    Identify where the photo data item is

    The Gedcom editor will show you where the photo items are located for all individuals. We see below that the photo is located in the FILE tag, attached to the OBJE tag, which itself is attached to the INDI tag. All together, you will need to remember that photo files are at the address 'INDI:OBJE:FILE'. That is what we wanted to know.

    en-blueprints-photo.png

    Open the Blueprint window for individuals

    As we want to change the blueprint for Individuals in the Dynamic view, we need to first select an individual in the Dynamic view.

    Then we right-click on the individual. In the context menu that appears, we choose "Change display of individuals".