Documentation update.

This commit is contained in:
Leon Styhre 2023-02-13 22:16:38 +01:00
parent fc20cde0f3
commit 29417cc2fc
4 changed files with 26 additions and 6 deletions

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@ -205,7 +205,7 @@ Overall application speed and performance has been greatly improved with faster
* Added support for dimming components (fade to black) * Added support for dimming components (fade to black)
* Added support for rotating the application screen contents 0, 90, 180 or 270 degrees * Added support for rotating the application screen contents 0, 90, 180 or 270 degrees
* Added support for offsetting the screen contents within the application window * Added support for offsetting the screen contents within the application window
* Added support for running the application at a lower resolution in padded fullscreen mode * Added support for running the application at a lower resolution in fullscreen padded mode
* Added logging of the display refresh rate on startup * Added logging of the display refresh rate on startup
* Made many improvements to GUI sizing and positioning when running in vertical screen resolutions * Made many improvements to GUI sizing and positioning when running in vertical screen resolutions
* The application startup can now be aborted via an OS signal or using the configured keyboard quit shortcut * The application startup can now be aborted via an OS signal or using the configured keyboard quit shortcut

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@ -1205,6 +1205,10 @@ Properties:
- Default is `marquee` - Default is `marquee`
* `defaultImage` - type: PATH * `defaultImage` - type: PATH
- Path to the default image file which will be displayed if the image defined via the `staticImage` or `imageType` property is not found. Most common extensions are supported (including .svg, .jpg, .png, and unanimated .gif). - Path to the default image file which will be displayed if the image defined via the `staticImage` or `imageType` property is not found. Most common extensions are supported (including .svg, .jpg, .png, and unanimated .gif).
* `defaultFolderImage` - type: PATH
- Path to the default image file which will be displayed if the image defined via the `staticImage` or `imageType` property is not found and the item is a folder. Most common extensions are supported (including .svg, .jpg, .png, and unanimated .gif).
- Default is the same value as `defaultImage`
- This property can only be used in the `gamelist` view.
* `maxItemCount` - type: FLOAT * `maxItemCount` - type: FLOAT
- Sets the number of carousel items to display. - Sets the number of carousel items to display.
- Minimum value is `0.5` and maximum value is `30` - Minimum value is `0.5` and maximum value is `30`
@ -1268,6 +1272,16 @@ Properties:
- The direction to apply the color gradient if both `imageColor` and `imageColorEnd` have been defined. - The direction to apply the color gradient if both `imageColor` and `imageColorEnd` have been defined.
- Valid values are `horizontal` or `vertical` - Valid values are `horizontal` or `vertical`
- Default is `horizontal` - Default is `horizontal`
* `imageSelectedColor` - type: COLOR
- Applies a color shift to the currently selected item's image as defined by `staticImage`, `imageType` or `defaultImage` by multiplying each pixel's color by this color value. For example, an all-white image with `FF0000` applied would become completely red. You can also control the transparency of the images by setting the value to for example `FFFFFFAA`. This keeps all pixels at their normal color and only affects the alpha channel. This property is applied after `imageSaturation` so by setting that property to `0` it's possible to colorize rather than color shift.
- Default is the same value as `imageColor`
* `imageSelectedColorEnd` - type: COLOR
- Works in the exact same way as `imageSelectedColor` but can be set as the end color to apply a color shift gradient.
- Default is the same value as `imageSelectedColor`
* `imageSelectedGradientType` - type: STRING
- The direction to apply the color gradient if both `imageSelectedColor` and `imageSelectedColorEnd` have been defined.
- Valid values are `horizontal` or `vertical`
- Default is `horizontal`
* `imageBrightness` - type: FLOAT * `imageBrightness` - type: FLOAT
- Controls the relative level of brightness. This is intended primarily for fine adjustments, for example if a color shift has been applied which may have lowered the overall brightness of the image. - Controls the relative level of brightness. This is intended primarily for fine adjustments, for example if a color shift has been applied which may have lowered the overall brightness of the image.
- Minimum value is `-2` and maximum value is `2` - Minimum value is `-2` and maximum value is `2`
@ -1344,6 +1358,12 @@ Properties:
- Default is `000000FF` - Default is `000000FF`
* `textBackgroundColor` - type: COLOR * `textBackgroundColor` - type: COLOR
- Default is `FFFFFF00` - Default is `FFFFFF00`
* `textSelectedColor` - type: COLOR
- Sets the text color for the currently selected item.
- Default is the same value as `textColor`
* `textSelectedBackgroundColor` - type: COLOR
- Sets the text background color for the currently selected item.
- Default is the same value as `textBackgroundColor`
* `fontPath` - type: PATH * `fontPath` - type: PATH
- Path to a TrueType font (.ttf) used as fallback if there is no `staticImage` / `imageType` image defined or found, and if `defaultImage` has not been defined. - Path to a TrueType font (.ttf) used as fallback if there is no `staticImage` / `imageType` image defined or found, and if `defaultImage` has not been defined.
* `fontSize` - type: FLOAT * `fontSize` - type: FLOAT
@ -1386,8 +1406,6 @@ Properties:
#### grid #### grid
**The grid component is currently in active development which means that properties and values may change without prior warning up until the final 2.0.0 release.**
An X*Y grid for navigating and selecting games or systems using the left/right and up/down buttons. The layout including the amount of columns and rows is automatically calculated based on the relevant property values. An X*Y grid for navigating and selecting games or systems using the left/right and up/down buttons. The layout including the amount of columns and rows is automatically calculated based on the relevant property values.
Supported views: Supported views:
@ -1426,6 +1444,10 @@ Properties:
- Default is `marquee` - Default is `marquee`
* `defaultImage` - type: PATH * `defaultImage` - type: PATH
- Path to the default image file which will be displayed if the image defined via the `staticImage` or `imageType` property is not found. Most common extensions are supported (including .svg, .jpg, .png, and unanimated .gif). - Path to the default image file which will be displayed if the image defined via the `staticImage` or `imageType` property is not found. Most common extensions are supported (including .svg, .jpg, .png, and unanimated .gif).
* `defaultFolderImage` - type: PATH
- Path to the default image file which will be displayed if the image defined via the `staticImage` or `imageType` property is not found and the item is a folder. Most common extensions are supported (including .svg, .jpg, .png, and unanimated .gif).
- Default is the same value as `defaultImage`
- This property can only be used in the `gamelist` view.
* `itemSize` - type: NORMALIZED_PAIR * `itemSize` - type: NORMALIZED_PAIR
- Size of the overall item prior to multiplication by the `itemScale` value, i.e. the size of all unselected items. If one of the axis is defined as `-1` then it will be set to the same pixel value as the other axis, resulting in a perfectly square item. If not using this approach then both axes need to be defined. - Size of the overall item prior to multiplication by the `itemScale` value, i.e. the size of all unselected items. If one of the axis is defined as `-1` then it will be set to the same pixel value as the other axis, resulting in a perfectly square item. If not using this approach then both axes need to be defined.
- Minimum value per axis is `0.05` and maximum value per axis is `1` - Minimum value per axis is `0.05` and maximum value per axis is `1`

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@ -287,8 +287,6 @@ If you want to create your own portable intallation from scratch or customize th
## Specific notes for macOS ## Specific notes for macOS
**Note:** Apple once again broke OpenGL VSync with their latest OS release Ventura. Last time this happened was with Monterey, and it was later fixed via the 12.1 OS update. It's unclear if and when Apple will fix the latest issue. As such a workaround has been implemented in ES-DE 2.0.0-alpha so make sure to use this version if you're on Ventura or otherwise the application will be very slow and sluggish.
As macOS does not support Vulkan some emulators are not available, and some that do exist have not been updated for this operating system in recent years. But emulator support is steadily improving and native M1/ARM releases are also getting more common. One issue though is that some emulators are not codesigned and notarized so macOS refuses to run them by default. You can override the operating system's security settings however, which will work around this problem. Some emulators are also available via the [Homebrew](https://brew.sh) package manager and in many instances ES-DE includes support for these releases using the bundled configuration. As macOS does not support Vulkan some emulators are not available, and some that do exist have not been updated for this operating system in recent years. But emulator support is steadily improving and native M1/ARM releases are also getting more common. One issue though is that some emulators are not codesigned and notarized so macOS refuses to run them by default. You can override the operating system's security settings however, which will work around this problem. Some emulators are also available via the [Homebrew](https://brew.sh) package manager and in many instances ES-DE includes support for these releases using the bundled configuration.
Lack of controller support is a bit of a problem on macOS, and in some instances controller drivers are available but quite buggy. In general it seems as if Sony PlayStation controllers are better supported than Microsoft Xbox controllers. For third party controllers you need to investigate the macOS support as it seems to differ quite a lot. Lack of controller support is a bit of a problem on macOS, and in some instances controller drivers are available but quite buggy. In general it seems as if Sony PlayStation controllers are better supported than Microsoft Xbox controllers. For third party controllers you need to investigate the macOS support as it seems to differ quite a lot.

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@ -285,7 +285,7 @@ If you want to create your own portable intallation from scratch or customize th
## Specific notes for macOS ## Specific notes for macOS
**Note:** Apple once again broke OpenGL VSync with their latest OS release Ventura. Last time this happened was with Monterey, and it was later fixed via the 12.1 OS update. It's unclear if and when Apple will fix the latest issue. As such a workaround has been implemented in ES-DE 2.0.0-alpha so make sure to use this version if you're on Ventura or otherwise the application will be very slow and sluggish. **Note:** Apple once again broke OpenGL VSync with their latest OS release Ventura. Last time this happened was with Monterey, and it was later fixed via the 12.1 OS update. It's unclear if and when Apple will fix the latest issue. As such a workaround has been implemented in ES-DE 2.0.0-beta so make sure to use this version if you're on Ventura or otherwise the application will be very slow and sluggish.
As macOS does not support Vulkan some emulators are not available, and some that do exist have not been updated for this operating system in recent years. But emulator support is steadily improving and native M1/ARM releases are also getting more common. One issue though is that some emulators are not codesigned and notarized so macOS refuses to run them by default. You can override the operating system's security settings however, which will work around this problem. Some emulators are also available via the [Homebrew](https://brew.sh) package manager and in many instances ES-DE includes support for these releases using the bundled configuration. As macOS does not support Vulkan some emulators are not available, and some that do exist have not been updated for this operating system in recent years. But emulator support is steadily improving and native M1/ARM releases are also getting more common. One issue though is that some emulators are not codesigned and notarized so macOS refuses to run them by default. You can override the operating system's security settings however, which will work around this problem. Some emulators are also available via the [Homebrew](https://brew.sh) package manager and in many instances ES-DE includes support for these releases using the bundled configuration.