Documentation update.

This commit is contained in:
Leon Styhre 2023-01-13 12:30:38 +01:00
parent a3d60efc74
commit 54dd4ea6bb
3 changed files with 107 additions and 89 deletions

View file

@ -26,6 +26,8 @@
* Added support for 2x and 4x MSAA anti-aliasing (OpenGL renderer only) * Added support for 2x and 4x MSAA anti-aliasing (OpenGL renderer only)
* (Windows) Made game launching more seamless by making the application window one pixel wider instead of one pixel less in height * (Windows) Made game launching more seamless by making the application window one pixel wider instead of one pixel less in height
* gamelist.xml files are no longer loaded from the ROMs/system directories (although old behavior can be retained via an option in es_settings.xml) * gamelist.xml files are no longer loaded from the ROMs/system directories (although old behavior can be retained via an option in es_settings.xml)
* Added support for always grouping custom collections under the custom collections system regardless of theme set support
* Added support for mixed-case custom collection names
* Expanded the quick system select menu option from an on/off entry to a selection of different button combinations * Expanded the quick system select menu option from an on/off entry to a selection of different button combinations
* Changed the order of the help system entries Y, X, B and A to instead be listed as A, B, X and Y * Changed the order of the help system entries Y, X, B and A to instead be listed as A, B, X and Y
* Changed the start button for the screensaver from "Back" to "X" * Changed the start button for the screensaver from "Back" to "X"
@ -250,7 +252,8 @@
### Bug fixes ### Bug fixes
* Multiple levels of symlinking in the ROMs directory tree could crash the application on startup * Multiple levels of symlinking in the ROMs directory tree could crash the application on startup
* Adding a dot (.) to the es_systems.xml extension tag (to setup extensionless entries) lead to a crash if the system contained folders * Adding a dot (.) to the es_systems.xml extension tag (to setup extensionless entries) led to a crash if the system contained folders
* Enabling collections from the Game Collection Settings menu could crash the application in some rare cases
* Parsing of .desktop files on Unix did not properly handle escaping of % characters which made game launching fail for some RPCS3 games * Parsing of .desktop files on Unix did not properly handle escaping of % characters which made game launching fail for some RPCS3 games
* For the cps system, MAME standalone was configured with the wrong system directory for the -rompath option, pointing to "arcade" instead of "cps" * For the cps system, MAME standalone was configured with the wrong system directory for the -rompath option, pointing to "arcade" instead of "cps"
* During some menu operations that reloaded the gamelist view, the cached background could miss some components as they were not rendered in time * During some menu operations that reloaded the gamelist view, the cached background could miss some components as they were not rendered in time
@ -277,6 +280,7 @@
* Using the trigger buttons to jump to the start or end of a gamelist did not reset any currently held navigation buttons * Using the trigger buttons to jump to the start or end of a gamelist did not reset any currently held navigation buttons
* When a legacy theme set had a video view style but did not have a valid md_video entry then the video player would still start (and play the audio) * When a legacy theme set had a video view style but did not have a valid md_video entry then the video player would still start (and play the audio)
* Clearing a game in the metadata editor would sometimes not remove all media files (if there were both a .jpg and a .png for a certain file type) * Clearing a game in the metadata editor would sometimes not remove all media files (if there were both a .jpg and a .png for a certain file type)
* Adding collections or changing collection settings could sometime lead to the gamelist not getting rendered until navigating away from the current system
* The tile property for the image element did not work correctly with SVG images * The tile property for the image element did not work correctly with SVG images
* Defining an itemScale (logoScale) property lower than 1.0 for the carousel did not work correctly * Defining an itemScale (logoScale) property lower than 1.0 for the carousel did not work correctly
* Carousel text did not get scaled/multiplied correctly with the itemScale property (bug retained for legacy themes for maximum backward compatibility) * Carousel text did not get scaled/multiplied correctly with the itemScale property (bug retained for legacy themes for maximum backward compatibility)

View file

@ -116,10 +116,10 @@ Here is a very simple theme that changes the color of the game name text:
```xml ```xml
<theme> <theme>
<view name="gamelist"> <view name="gamelist">
<text name="game_name"> <text name="gameName">
<color>00FF00</color> <color>00FF00</color>
</text> </text>
<image name="frame_1"> <image name="frame1">
<pos>0.5 0.5</pos> <pos>0.5 0.5</pos>
<origin>0.5 0.5</origin> <origin>0.5 0.5</origin>
<size>0.8 0.8</size> <size>0.8 0.8</size>
@ -139,7 +139,7 @@ The `<view>` tag pair refers to the available views within ES-DE, which is eithe
Views are defined like this: Views are defined like this:
```xml ```xml
<view name="ViewNameHere"> <view name="viewNameHere">
... define elements here ... ... define elements here ...
</view> </view>
``` ```
@ -149,7 +149,7 @@ An element is a particular visual component such as an image, an animation or a
This is the element structure: This is the element structure:
```xml ```xml
<ElementTypeHere name="ElementNameHere"> <ElementTypeHere name="elementNameHere">
... define properties here ... ... define properties here ...
</ElementTypeHere> </ElementTypeHere>
``` ```
@ -158,7 +158,7 @@ Finally _properties_ control how a particular element looks and behaves, for exa
[Reference](THEMES-DEV.md#reference) section. Properties are defined like this: [Reference](THEMES-DEV.md#reference) section. Properties are defined like this:
```xml ```xml
<propertyNameHere>ValueHere</propertyNameHere> <propertyNameHere>valueHere</propertyNameHere>
``` ```
Let's now put it all together. The following is a simple example of a text element which has its definition split across two separate XML files. Let's now put it all together. The following is a simple example of a text element which has its definition split across two separate XML files.
@ -166,7 +166,7 @@ Let's now put it all together. The following is a simple example of a text eleme
```xml ```xml
<theme> <theme>
<view name="gamelist"> <view name="gamelist">
<text name="system_name"> <text name="systemName">
<pos>0.27 0.32</pos> <pos>0.27 0.32</pos>
<origin>0.5 0.5</origin> <origin>0.5 0.5</origin>
<size>0.12 0.41</size> <size>0.12 0.41</size>
@ -180,25 +180,25 @@ Let's now put it all together. The following is a simple example of a text eleme
```xml ```xml
<theme> <theme>
<view name="gamelist"> <view name="gamelist">
<text name="system_name"> <text name="systemName">
<color>707070</color> <color>707070</color>
</text> </text>
</view> </view>
</theme> </theme>
``` ```
As long as the name attribute is identical, the element configuration will be combined automatically. But that is only true for elements of the same type, so for instance an image element could be defined that also uses _system_name_ for its name attribute without colliding with the text element: As long as the name attribute is identical, the element configuration will be combined automatically. But that is only true for elements of the same type, so for instance an image element could be defined that also uses _systemName_ for its name attribute without colliding with the text element:
```xml ```xml
<theme> <theme>
<view name="gamelist"> <view name="gamelist">
<text name="system_name"> <text name="systemName">
<pos>0.27 0.32</pos> <pos>0.27 0.32</pos>
<origin>0.5 0.5</origin> <origin>0.5 0.5</origin>
<size>0.12 0.41</size> <size>0.12 0.41</size>
<zIndex>40</zIndex> <zIndex>40</zIndex>
</text> </text>
<!-- Does not cause a collision, but is probably a bad idea for readability reasons --> <!-- Does not cause a collision, but is probably a bad idea for readability reasons -->
<image name="system_name"> <image name="systemName">
<pos>0.49 0.8</pos> <pos>0.49 0.8</pos>
<maxSize>0.4 0.28</maxSize> <maxSize>0.4 0.28</maxSize>
<zIndex>35</zIndex> <zIndex>35</zIndex>
@ -207,14 +207,14 @@ As long as the name attribute is identical, the element configuration will be co
</theme> </theme>
``` ```
Whether this is a good idea is another question, it would probably be better to set the name attribute for the image to _system_logo_ or similar for this example. Whether this is a good idea is another question, it would probably be better to set the name attribute for the image to _systemLogo_ or similar for this example.
In addition to this, if the name is used for the same element type but for different views, then there will also not be any collision: In addition to this, if the name is used for the same element type but for different views, then there will also not be any collision:
```xml ```xml
<theme> <theme>
<view name="system"> <view name="system">
<text name="system_name"> <text name="systemName">
<pos>0.04 0.73</pos> <pos>0.04 0.73</pos>
<origin>0.5 0.5</origin> <origin>0.5 0.5</origin>
<size>0.12 0.22</size> <size>0.12 0.22</size>
@ -222,7 +222,7 @@ In addition to this, if the name is used for the same element type but for diffe
</view> </view>
<!-- This will not cause a collision as these two text elements are defined for different views --> <!-- This will not cause a collision as these two text elements are defined for different views -->
<view name="gamelist"> <view name="gamelist">
<text name="system_name"> <text name="systemName">
<pos>0.27 0.32</pos> <pos>0.27 0.32</pos>
<origin>0.5 0.5</origin> <origin>0.5 0.5</origin>
<size>0.12 0.41</size> <size>0.12 0.41</size>
@ -247,7 +247,7 @@ Note that an unthemed system means precisely that, the specific system where the
Sanitization for valid data format and structure is done in this manner, but verification that property values are actually correct (or reasonable) is handled by the individual component that takes care of creating and rendering the specific theme element. What happens in many instances is that a warning log entry is created and the invalid property is reset to its default value. So for these situations, the system will not become unthemed. Here's an example where a badges element accidentally had its horizontalAlignment property set to _leftr_ instead of _left_: Sanitization for valid data format and structure is done in this manner, but verification that property values are actually correct (or reasonable) is handled by the individual component that takes care of creating and rendering the specific theme element. What happens in many instances is that a warning log entry is created and the invalid property is reset to its default value. So for these situations, the system will not become unthemed. Here's an example where a badges element accidentally had its horizontalAlignment property set to _leftr_ instead of _left_:
``` ```
Jan 28 17:25:27 Warn: BadgeComponent: Invalid theme configuration, property "horizontalAlignment" for element "gamelist_badges" defined as "leftr" Jan 28 17:25:27 Warn: BadgeComponent: Invalid theme configuration, property "horizontalAlignment" for element "gamelistBadges" defined as "leftr"
``` ```
Note however that warnings are not printed for all invalid properties as that would lead to an excessive amount of logging code. This is especially true for numeric values which are commonly just clamped to the allowable range without notifying the theme author. So make sure to check the [Reference](THEMES-DEV.md#reference) section of this document for valid values for each property. Note however that warnings are not printed for all invalid properties as that would lead to an excessive amount of logging code. This is especially true for numeric values which are commonly just clamped to the allowable range without notifying the theme author. So make sure to check the [Reference](THEMES-DEV.md#reference) section of this document for valid values for each property.
@ -255,7 +255,7 @@ Note however that warnings are not printed for all invalid properties as that wo
For more serious issues where it does not make sense to assign a default value or auto-adjust the configuration, an error log entry is generated and the element will in most instances not get rendered at all. Here's such an example where the imageType property for a video element was accidentally set to _covr_ instead of _cover_: For more serious issues where it does not make sense to assign a default value or auto-adjust the configuration, an error log entry is generated and the element will in most instances not get rendered at all. Here's such an example where the imageType property for a video element was accidentally set to _covr_ instead of _cover_:
``` ```
Jan 28 17:29:11 Error: VideoComponent: Invalid theme configuration, property "imageType" for element "gamelist_video" defined as "covr" Jan 28 17:29:11 Error: VideoComponent: Invalid theme configuration, property "imageType" for element "gamelistVideo" defined as "covr"
``` ```
Error handling for missing files is handled a bit differently depending on whether the paths have been defined explicitly or via a variable. For explicitly defined paths a warning will be logged for element properties and an error will be triggered for include files. Here's an example of the latter case: Error handling for missing files is handled a bit differently depending on whether the paths have been defined explicitly or via a variable. For explicitly defined paths a warning will be logged for element properties and an error will be triggered for include files. Here's an example of the latter case:
@ -308,7 +308,7 @@ Here are some example uses of the `<variant>` functionality:
<!-- This will be parsed before the variant-specific configuration --> <!-- This will be parsed before the variant-specific configuration -->
<view name="gamelist"> <view name="gamelist">
<text name="info_text_01"> <text name="infoText01">
<fontPath>./core/font.ttf</fontPath> <fontPath>./core/font.ttf</fontPath>
<fontSize>0.035</fontSize> <fontSize>0.035</fontSize>
<pos>0.3 0.56</pos> <pos>0.3 0.56</pos>
@ -322,7 +322,7 @@ Here are some example uses of the `<variant>` functionality:
<theme> <theme>
<variant name="withVideos"> <variant name="withVideos">
<view name="gamelist"> <view name="gamelist">
<video name="game_video"> <video name="gameVideo">
<imageType>cover</imageType> <imageType>cover</imageType>
<delay>1.7</delay> <delay>1.7</delay>
<scrollFadeIn>true</scrollFadeIn> <scrollFadeIn>true</scrollFadeIn>
@ -332,7 +332,7 @@ Here are some example uses of the `<variant>` functionality:
</variant> </variant>
<variant name="withoutVideos"> <variant name="withoutVideos">
<view name="gamelist"> <view name="gamelist">
<image name="game_image"> <image name="gameImage">
<imageType>titlescreen</imageType> <imageType>titlescreen</imageType>
<scrollFadeIn>true</scrollFadeIn> <scrollFadeIn>true</scrollFadeIn>
<zIndex>42</zIndex> <zIndex>42</zIndex>
@ -347,7 +347,7 @@ Here are some example uses of the `<variant>` functionality:
<theme> <theme>
<view name="gamelist"> <view name="gamelist">
<variant name="lightModeNoVideo"> <variant name="lightModeNoVideo">
<image name="game_image"> <image name="gameImage">
<imageType>titlescreen</imageType> <imageType>titlescreen</imageType>
<scrollFadeIn>true</scrollFadeIn> <scrollFadeIn>true</scrollFadeIn>
<zIndex>42</zIndex> <zIndex>42</zIndex>
@ -434,7 +434,7 @@ Here's an example configuration:
<tile>true</tile> <tile>true</tile>
<color>${backgroundColor}</color> <color>${backgroundColor}</color>
</image> </image>
<text name="game_counter"> <text name="gameCounter">
<pos>0.5 0.6437</pos> <pos>0.5 0.6437</pos>
<size>1 0.056</size> <size>1 0.056</size>
<color>${defaultTextColor}</color> <color>${defaultTextColor}</color>
@ -468,7 +468,7 @@ Once the aspect ratios have been defined, they are applied to the theme configur
</aspectRatio> </aspectRatio>
<view name="gamelist"> <view name="gamelist">
<text name="info_text_01"> <text name="infoText01">
<fontPath>./core/font.ttf</fontPath> <fontPath>./core/font.ttf</fontPath>
<fontSize>0.035</fontSize> <fontSize>0.035</fontSize>
</text> </text>
@ -481,7 +481,7 @@ Once the aspect ratios have been defined, they are applied to the theme configur
<theme> <theme>
<aspectRatio name="4:3, 5:4"> <aspectRatio name="4:3, 5:4">
<view name="gamelist"> <view name="gamelist">
<image name="image_logo"> <image name="imageLogo">
<pos>0.3 0.56</pos> <pos>0.3 0.56</pos>
</image> </image>
</view> </view>
@ -489,7 +489,7 @@ Once the aspect ratios have been defined, they are applied to the theme configur
<aspectRatio name="16:9, 16:10, 21:9"> <aspectRatio name="16:9, 16:10, 21:9">
<view name="gamelist"> <view name="gamelist">
<image name="image_logo"> <image name="imageLogo">
<pos>0.42 0.31</pos> <pos>0.42 0.31</pos>
</image> </image>
</view> </view>
@ -503,7 +503,7 @@ Once the aspect ratios have been defined, they are applied to the theme configur
<variant name="withVideos, withoutVideos"> <variant name="withVideos, withoutVideos">
<aspectRatio name="4:3, 5:4"> <aspectRatio name="4:3, 5:4">
<view name="gamelist"> <view name="gamelist">
<image name="image_logo"> <image name="imageLogo">
<pos>0.3 0.56</pos> <pos>0.3 0.56</pos>
</image> </image>
</view> </view>
@ -517,7 +517,7 @@ Once the aspect ratios have been defined, they are applied to the theme configur
<theme> <theme>
<view name="gamelist"> <view name="gamelist">
<aspectRatio name="4:3, 5:4"> <aspectRatio name="4:3, 5:4">
<image name="image_logo"> <image name="imageLogo">
<pos>0.3 0.56</pos> <pos>0.3 0.56</pos>
</image> </image>
</aspectRatio> </aspectRatio>
@ -693,7 +693,7 @@ You can include theme files within theme files, for example:
```xml ```xml
<theme> <theme>
<view name="gamelist"> <view name="gamelist">
<text name="info_text_01"> <text name="infoText01">
<fontPath>./core/font.ttf</fontPath> <fontPath>./core/font.ttf</fontPath>
<fontSize>0.035</fontSize> <fontSize>0.035</fontSize>
<color>00FF00</color> <color>00FF00</color>
@ -707,7 +707,7 @@ You can include theme files within theme files, for example:
<theme> <theme>
<include>./../fonts.xml</include> <include>./../fonts.xml</include>
<view name="gamelist"> <view name="gamelist">
<text name="info_text_01"> <text name="infoText01">
<pos>0.3 0.56</pos> <pos>0.3 0.56</pos>
<color>FF0000</color> <color>FF0000</color>
</text> </text>
@ -719,7 +719,7 @@ The above is equivalent to the following:
```xml ```xml
<theme> <theme>
<view name="gamelist"> <view name="gamelist">
<text name="info_text_01"> <text name="infoText01">
<fontPath>./core/font.ttf</fontPath> <fontPath>./core/font.ttf</fontPath>
<fontSize>0.035</fontSize> <fontSize>0.035</fontSize>
<pos>0.3 0.56</pos> <pos>0.3 0.56</pos>
@ -745,7 +745,7 @@ You can add `<include>` tags directly inside the `<theme>` tags or inside the `<
<theme> <theme>
<include>./../colors.xml</include> <include>./../colors.xml</include>
<view name="gamelist"> <view name="gamelist">
<text name="info_text_01"> <text name="infoText01">
<pos>0.3 0.56</pos> <pos>0.3 0.56</pos>
</text> </text>
</view> </view>
@ -759,7 +759,7 @@ You can add `<include>` tags directly inside the `<theme>` tags or inside the `<
<include>./../colors.xml</include> <include>./../colors.xml</include>
</variant> </variant>
<view name="gamelist"> <view name="gamelist">
<text name="info_text_01"> <text name="infoText01">
<pos>0.3 0.56</pos> <pos>0.3 0.56</pos>
</text> </text>
</view> </view>
@ -773,7 +773,7 @@ You can add `<include>` tags directly inside the `<theme>` tags or inside the `<
<include>./../colors.xml</include> <include>./../colors.xml</include>
</aspectRatio> </aspectRatio>
<view name="gamelist"> <view name="gamelist">
<text name="info_text_01"> <text name="infoText01">
<pos>0.3 0.56</pos> <pos>0.3 0.56</pos>
</text> </text>
</view> </view>
@ -785,7 +785,7 @@ You can add `<include>` tags directly inside the `<theme>` tags or inside the `<
<theme> <theme>
<view name="gamelist"> <view name="gamelist">
<include>./../colors.xml</include> <include>./../colors.xml</include>
<text name="info_text_01"> <text name="infoText01">
<pos>0.3 0.56</pos> <pos>0.3 0.56</pos>
</text> </text>
</view> </view>
@ -797,7 +797,7 @@ You can add `<include>` tags directly inside the `<theme>` tags or inside the `<
<include>./../colors.xml</include> <include>./../colors.xml</include>
<theme> <theme>
<view name="gamelist"> <view name="gamelist">
<text name="info_text_01"> <text name="infoText01">
<pos>0.3 0.56</pos> <pos>0.3 0.56</pos>
</text> </text>
</view> </view>
@ -855,8 +855,8 @@ Here's an example of defining a common color to multiple text elements:
<theme> <theme>
<view name="gamelist"> <view name="gamelist">
<!-- Weird spaces/newline on purpose --> <!-- Weird spaces/newline on purpose -->
<text name="md_lbl_rating, md_lbl_releasedate, md_lbl_developer, md_lbl_publisher, <text name="labelRating, labelReleasedate labelDeveloper labelPublisher,
md_lbl_genre, md_lbl_players, md_lbl_lastplayed, md_lbl_playcount"> labelGenre, labelPlayers, labelLastplayed, labelPlaycount">
<color>48474D</color> <color>48474D</color>
</text> </text>
</view> </view>
@ -868,28 +868,28 @@ The above is equivalent to:
```xml ```xml
<theme> <theme>
<view name="gamelist"> <view name="gamelist">
<text name="md_lbl_rating"> <text name="labelRating">
<color>48474D</color> <color>48474D</color>
</text> </text>
<text name="md_lbl_releasedate"> <text name="labelReleasedate">
<color>48474D</color> <color>48474D</color>
</text> </text>
<text name="md_lbl_developer"> <text name="labelDeveloper">
<color>48474D</color> <color>48474D</color>
</text> </text>
<text name="md_lbl_publisher"> <text name="labelPublisher">
<color>48474D</color> <color>48474D</color>
</text> </text>
<text name="md_lbl_genre"> <text name="labelGenre">
<color>48474D</color> <color>48474D</color>
</text> </text>
<text name="md_lbl_players"> <text name="labelPlayers">
<color>48474D</color> <color>48474D</color>
</text> </text>
<text name="md_lbl_lastplayed"> <text name="labelLastplayed">
<color>48474D</color> <color>48474D</color>
</text> </text>
<text name="md_lbl_playcount"> <text name="labelPlaycount">
<color>48474D</color> <color>48474D</color>
</text> </text>
</view> </view>
@ -974,42 +974,50 @@ Theme variables can be used to simplify theme construction and there are two typ
### System variables ### System variables
System variables are system specific and are derived from the values defined in es_systems.xml (except for collections which are derived from hardcoded application-internal values). System variables are system specific and are derived from values defined in es_systems.xml (except for collections which are derived from hardcoded application-internal values).
* `system.name` * `system.name`
* `system.name.collections` * `system.name.autoCollections`
* `system.name.customCollections`
* `system.name.noCollections` * `system.name.noCollections`
* `system.fullName` * `system.fullName`
* `system.fullName.collections` * `system.fullName.autoCollections`
* `system.fullName.customCollections`
* `system.fullName.noCollections` * `system.fullName.noCollections`
* `system.theme` * `system.theme`
* `system.theme.collections` * `system.theme.autoCollections`
* `system.theme.customCollections`
* `system.theme.noCollections` * `system.theme.noCollections`
`system.name` expands to the short name of the system as defined by the `name` tag in es_systems.xml\ `system.name` expands to the short name of the system as defined by the `name` tag in es_systems.xml\
`system.fullName` expands to the full system name as defined by the `fullname` tag in es_systems.xml\ `system.fullName` expands to the full system name as defined by the `fullname` tag in es_systems.xml\
`system.theme` expands to the theme directory as defined by the `theme` tag in es_systems.xml `system.theme` expands to the theme directory as defined by the `theme` tag in es_systems.xml
The `.collections` and `.noCollections` versions of these variables make it possible to differentiate between regular systems and collections. This can for example be used to apply different formatting to the names of the collections as opposed to regular systems. The below example capitalizes the names of the collections while leaving the regular systems at their default formatting (as they are defined in es_systems.xml). The reason this works is that the .collections and .noCollections variables are mutually exclusive, i.e. they can never both hold a value at the same time as a system is either a real system or a collection and never both. The `.autoCollections`, `.customCollections` and `.noCollections` versions of these variables make it possible to differentiate between regular systems, automatic collections (_all games_, _favorites_ and _last played_) and custom collections. This can for example be used to apply different formatting to the names of the collections as opposed to regular systems.
The below example capitalizes the names of the auto collections while leaving custom collections and regular systems at their default formatting (as they are defined by the user and es_systems.xml respectively). The reason this works is that the .autoCollections, .customCollections and .noCollections variables are mutually exclusive, i.e. a system is either a real system or an automatic collection or a custom collection and never more than one of these.
```xml ```xml
<theme> <theme>
<view name="system"> <view name="system">
<text name="system_name, collection_name"> <text name="systemName, autoCollectionName, customCollectionName">
<pos>0.05 0.83</pos> <pos>0.05 0.83</pos>
<size>0.9 0.06</size> <size>0.9 0.06</size>
<fontSize>0.06</fontSize> <fontSize>0.06</fontSize>
<fontPath>./core/font.ttf</fontPath> <fontPath>./core/font.ttf</fontPath>
</text> </text>
<text name="collection_name"> <text name="systemName">
<text>${system.fullName.noCollections}</text>
<letterCase>none</letterCase>
</text>
<text name="autoCollectionName">
<text>${system.fullName.autoCollections}</text>
<letterCase>capitalize</letterCase> <letterCase>capitalize</letterCase>
</text> </text>
<text name="system_name"> <text name="customCollectionName">
<text>${system.fullName.noCollections}</text> <text>${system.fullName.customCollections}</text>
<letterCase>none</letterCase>
</text> </text>
<text name="collection_name"> </view>
<text>${system.fullName.collections}</text>
</text>
</view>
</theme> </theme>
``` ```
@ -1077,7 +1085,7 @@ Variables live in the global namespace, i.e. they are reachable by all configura
<!-- color will be set to 8b0000 as it's parsed before the variants configuration --> <!-- color will be set to 8b0000 as it's parsed before the variants configuration -->
<view name="gamelist"> <view name="gamelist">
<text name="info_text_01"> <text name="infoText01">
<pos>0.3 0.56</pos> <pos>0.3 0.56</pos>
<color>${themeColor}</color> <color>${themeColor}</color>
</text> </text>
@ -1086,7 +1094,7 @@ Variables live in the global namespace, i.e. they are reachable by all configura
<!-- color will be set to 6533ff --> <!-- color will be set to 6533ff -->
<variant name="lightMode, lightModeNoVideo"> <variant name="lightMode, lightModeNoVideo">
<view name="gamelist"> <view name="gamelist">
<text name="game_name"> <text name="gameName">
<pos>0.8 0.12</pos> <pos>0.8 0.12</pos>
<color>${themeColor}</color> <color>${themeColor}</color>
</text> </text>
@ -1212,7 +1220,7 @@ Properties:
- Minimum value is `0.2` and maximum value is `3` - Minimum value is `0.2` and maximum value is `3`
- Default is `1.2` - Default is `1.2`
* `itemRotation` - type: FLOAT * `itemRotation` - type: FLOAT
- Angle in degrees that the item should be rotated. This value should be positive if the `itemRotationOrigin` X axis has a negative value, and it should be negative if the `itemRotationOrigin` X axis has a positive value, otherwise the wheel will rotate in the wrong direction. - Angle in degrees that items should be rotated. This value should be positive if the `itemRotationOrigin` X axis has a negative value, and it should be negative if the `itemRotationOrigin` X axis has a positive value, otherwise the wheel will rotate in the wrong direction.
- This property applies when `type` is `horizontal_wheel` or `vertical_wheel` - This property applies when `type` is `horizontal_wheel` or `vertical_wheel`
- Default is `7.5` - Default is `7.5`
* `itemRotationOrigin` - type: NORMALIZED_PAIR * `itemRotationOrigin` - type: NORMALIZED_PAIR
@ -1224,7 +1232,7 @@ Properties:
- This property applies when `type` is `horizontal_wheel` or `vertical_wheel` - This property applies when `type` is `horizontal_wheel` or `vertical_wheel`
- Default is `false` - Default is `false`
* `itemAxisRotation` - type: FLOAT * `itemAxisRotation` - type: FLOAT
- Angle in degrees that the items should be rotated around their own axis. Note that this does not work well with reflections as these are rotated too which does not look right. - Angle in degrees that items should be rotated around their own axis. Note that this does not work well with reflections as these are rotated too which does not look right.
- This property applies when `type` is `horizontal` or `vertical` - This property applies when `type` is `horizontal` or `vertical`
- Default is `0` - Default is `0`
* `imageInterpolation` - type: STRING * `imageInterpolation` - type: STRING
@ -1325,13 +1333,15 @@ Properties:
* `letterCase` - type: STRING * `letterCase` - type: STRING
- Sets the letter case for all entries. - Sets the letter case for all entries.
- Valid values are `none`, `uppercase`, `lowercase` or `capitalize` - Valid values are `none`, `uppercase`, `lowercase` or `capitalize`
- Default is `none` (original letter case is retained) - Default is `none` (original letter case is retained).
* `letterCaseCollections` - type: STRING * `letterCaseAutoCollections` - type: STRING
- For technical reasons both automatic collections and custom collections have their names spelled in lowercase characters. This property which can only be used in the `system` view will make it possible to change the letter case for all such collections. This is only needed when `letterCase` is omitted or has been set to `none` as that property will otherwise apply also to all collections. - Sets the letter case specifically for automatic collection entries (_all games_, _favorites_ and _last played_) which have their names spelled in lowercase by default. This property can only be used in the `system` view and it will take precedence over `letterCase` if that has also been defined.
- Valid values are `uppercase`, `lowercase` or `capitalize` - Valid values are `none`, `uppercase`, `lowercase` or `capitalize`
* `letterCaseGroupedCollections` - type: STRING - Default is the same value as `letterCase`
- For technical reasons custom collections have their names spelled in lowercase characters. This property which can only be used in the `gamelist` view will make it possible to change the letter case for all such grouped collections. This is only needed when `letterCase` is omitted or has been set to `none` as that property will otherwise apply also to all grouped collections. * `letterCaseCustomCollections` - type: STRING
- Valid values are `uppercase`, `lowercase` or `capitalize` - Sets the letter case specifically for custom collections entries. Be cautious about using this property as it will override whatever lettercase the user has defined for their custom collection names. This property takes precedence over `letterCase` if that has also been defined.
- Valid values are `none`, `uppercase`, `lowercase` or `capitalize`
- Default is the same value as `letterCase`
* `lineSpacing` - type: FLOAT * `lineSpacing` - type: FLOAT
- Controls the space between lines (as a multiple of the font height). Due to the imprecise nature of typefaces where certain glyphs (characters) may exceed the requested font size, it's recommended to keep this value at around `1.1` or higher. This way overlapping glyphs or characters being cut off at the top or bottom will be prevented. - Controls the space between lines (as a multiple of the font height). Due to the imprecise nature of typefaces where certain glyphs (characters) may exceed the requested font size, it's recommended to keep this value at around `1.1` or higher. This way overlapping glyphs or characters being cut off at the top or bottom will be prevented.
- Minimum value is `0.5` and maximum value is `3` - Minimum value is `0.5` and maximum value is `3`
@ -1485,13 +1495,15 @@ Properties:
* `letterCase` - type: STRING * `letterCase` - type: STRING
- Sets the letter case for all entries. - Sets the letter case for all entries.
- Valid values are `none`, `uppercase`, `lowercase` or `capitalize` - Valid values are `none`, `uppercase`, `lowercase` or `capitalize`
- Default is `none` (original letter case is retained) - Default is `none` (original letter case is retained).
* `letterCaseCollections` - type: STRING * `letterCaseAutoCollections` - type: STRING
- For technical reasons both automatic collections and custom collections have their names spelled in lowercase characters. This property which can only be used in the `system` view will make it possible to change the letter case for all such collections. This is only needed when `letterCase` is omitted or has been set to `none` as that property will otherwise apply also to all collections. - Sets the letter case specifically for automatic collection entries (_all games_, _favorites_ and _last played_) which have their names spelled in lowercase by default. This property can only be used in the `system` view and it will take precedence over `letterCase` if that has also been defined.
- Valid values are `uppercase`, `lowercase` or `capitalize` - Valid values are `none`, `uppercase`, `lowercase` or `capitalize`
* `letterCaseGroupedCollections` - type: STRING - Default is the same value as `letterCase`
- For technical reasons custom collections have their names spelled in lowercase characters. This property which can only be used in the `gamelist` view will make it possible to change the letter case for all such grouped collections. This is only needed when `letterCase` is omitted or has been set to `none` as that property will otherwise apply also to all grouped collections. * `letterCaseCustomCollections` - type: STRING
- Valid values are `uppercase`, `lowercase` or `capitalize` - Sets the letter case specifically for custom collections entries. Be cautious about using this property as it will override whatever lettercase the user has defined for their custom collection names. This property takes precedence over `letterCase` if that has also been defined.
- Valid values are `none`, `uppercase`, `lowercase` or `capitalize`
- Default is the same value as `letterCase`
* `lineSpacing` - type: FLOAT * `lineSpacing` - type: FLOAT
- Controls the space between lines (as a multiple of the font height). Due to the imprecise nature of typefaces where certain glyphs (characters) may exceed the requested font size, it's recommended to keep this value at around `1.1` or higher. This way overlapping glyphs or characters being cut off at the top or bottom will be prevented. - Controls the space between lines (as a multiple of the font height). Due to the imprecise nature of typefaces where certain glyphs (characters) may exceed the requested font size, it's recommended to keep this value at around `1.1` or higher. This way overlapping glyphs or characters being cut off at the top or bottom will be prevented.
- Minimum value is `0.5` and maximum value is `3` - Minimum value is `0.5` and maximum value is `3`
@ -1577,13 +1589,15 @@ Properties:
* `letterCase` - type: STRING * `letterCase` - type: STRING
- Sets the letter case for all entries. - Sets the letter case for all entries.
- Valid values are `none`, `uppercase`, `lowercase` or `capitalize` - Valid values are `none`, `uppercase`, `lowercase` or `capitalize`
- Default is `none` (original letter case is retained) - Default is `none` (original letter case is retained).
* `letterCaseCollections` - type: STRING * `letterCaseAutoCollections` - type: STRING
- For technical reasons both automatic collections and custom collections have their names spelled in lowercase characters. This property which can only be used in the `system` view will make it possible to change the letter case for all such collections. This is only needed when `letterCase` is omitted or has been set to `none` as that property will otherwise apply also to all collections. - Sets the letter case specifically for automatic collection entries (_all games_, _favorites_ and _last played_) which have their names spelled in lowercase by default. This property can only be used in the `system` view and it will take precedence over `letterCase` if that has also been defined.
- Valid values are `uppercase`, `lowercase` or `capitalize` - Valid values are `none`, `uppercase`, `lowercase` or `capitalize`
* `letterCaseGroupedCollections` - type: STRING - Default is the same value as `letterCase`
- For technical reasons custom collections have their names spelled in lowercase characters. This property which can only be used in the `gamelist` view will make it possible to change the letter case for all such grouped collections. This is only needed when `letterCase` is omitted or has been set to `none` as that property will otherwise apply also to all grouped collections. * `letterCaseCustomCollections` - type: STRING
- Valid values are `uppercase`, `lowercase` or `capitalize` - Sets the letter case specifically for custom collections entries. Be cautious about using this property as it will override whatever lettercase the user has defined for their custom collection names. This property takes precedence over `letterCase` if that has also been defined.
- Valid values are `none`, `uppercase`, `lowercase` or `capitalize`
- Default is the same value as `letterCase`
* `lineSpacing` - type: FLOAT * `lineSpacing` - type: FLOAT
- Controls the space between lines. This works a bit different for the textlist element compared to all other elements. In all other instances the line spacing is calculated in relation to the rasterized reference 'S' character. This will however not work for the textlist as there are no guarantees which sizes the rasterized characters may end up as. The nature of font rendering is simply not that static with glyphs being able to have any shape and size and linting/grid alignment being applied during font rasterization. Using the rasterized glyph size would be too imprecise and the spacing would be inconsistent across different display resolutions, possibly leading to a different number of textlist rows. Therefore this specific lineSpacing property is based on the defined font size regardless of what's actually being rasterized. This may seem confusing as some fonts greatly exceed the requested size, but if you simply adjust the spacing until the textlist looks correct it will look almost identical regardless of what display resolution is used. - Controls the space between lines. This works a bit different for the textlist element compared to all other elements. In all other instances the line spacing is calculated in relation to the rasterized reference 'S' character. This will however not work for the textlist as there are no guarantees which sizes the rasterized characters may end up as. The nature of font rendering is simply not that static with glyphs being able to have any shape and size and linting/grid alignment being applied during font rasterization. Using the rasterized glyph size would be too imprecise and the spacing would be inconsistent across different display resolutions, possibly leading to a different number of textlist rows. Therefore this specific lineSpacing property is based on the defined font size regardless of what's actually being rasterized. This may seem confusing as some fonts greatly exceed the requested size, but if you simply adjust the spacing until the textlist looks correct it will look almost identical regardless of what display resolution is used.
- Minimum value is `0.5` and maximum value is `3` - Minimum value is `0.5` and maximum value is `3`

View file

@ -2538,7 +2538,7 @@ This lets you enable or disable your own custom game collections. If there are n
**Create new custom collection from theme** _(Entry only visible if the ability is provided by the theme set)_ **Create new custom collection from theme** _(Entry only visible if the ability is provided by the theme set)_
If the theme set in use provides themes for custom collections, then this entry can be selected. For example, there could be themes for _Fighting games_ or _Driving games_ etc. The default slate-DE theme set does not provide such themes for custom collections and in general it's not recommended to use this approach, as is explained [later](USERGUIDE-DEV.md#custom-collections) in this guide. If the theme set in use provides themes for custom collections, then this entry can be selected. For example, there could be themes for _Fighting_ or _Racing_ etc. The default slate-DE and modern-DE theme sets do not provide such themes for custom collections and in general it's not recommended to use this approach, as is explained [elsewhere](USERGUIDE-DEV.md#custom-collections) in this guide.
**Create new custom collection** **Create new custom collection**
@ -2548,6 +2548,10 @@ This lets you create a completely custom collection with a name of your choice.
This permanently deletes a custom collection, including its configuration file on the file system. A list of available collections is shown, and a confirmation dialog is displayed before performing the actual deletion. Only one collection at a time can be deleted. This permanently deletes a custom collection, including its configuration file on the file system. A list of available collections is shown, and a confirmation dialog is displayed before performing the actual deletion. Only one collection at a time can be deleted.
**Group custom collections**
This setting controls where to place custom collections and the available options are _If unthemed_, _Always_ or _Never_. If the _If unthemed_ option is selected then only collections which don't have explicit support from the theme set will be moved to the grouped custom collections system. If _Always_ is selected then every collection will be placed in the grouped custom collections system regardless of whether the theme set has support for the collection or not. This is generally recommended as it leads to a less cluttered experience and it's also consistent as all custom collections will be located in one place regardless of how they've been named. The _Never_ option is mostly useful for testing purposes and for theme development as it will move all custom collections into discrete systems which will likely lead to some of them being unthemed.
**Sort favorites on top for custom collections** **Sort favorites on top for custom collections**
Whether to sort your favorite games above your other games. This is disabled by default, as for collections you probably want to be able to mix all games regardless of whether they are favorites or not. Whether to sort your favorite games above your other games. This is disabled by default, as for collections you probably want to be able to mix all games regardless of whether they are favorites or not.
@ -2556,10 +2560,6 @@ Whether to sort your favorite games above your other games. This is disabled by
With this option enabled, there is a star symbol added to each favorite game name. It works identically to the setting _Add star markings to favorite games_ under the _UI settings_ menu but is applied specifically to custom collections. It's disabled by default. With this option enabled, there is a star symbol added to each favorite game name. It works identically to the setting _Add star markings to favorite games_ under the _UI settings_ menu but is applied specifically to custom collections. It's disabled by default.
**Group unthemed custom collections**
With this enabled, if you have created custom collections and there is no theme support for the names you've selected, the collections will be grouped in a general collection system which is correctly themed. It's strongly recommended to keep this option enabled as otherwise your collections would be completely unthemed which doesn't make much sense. This option is provided mostly for testing and theme development purposes.
**Show system names in collections** **Show system names in collections**
Enables the system name to be shown in square brackets after the game name, for example _CONTRA [NES]_ or _DOOM [DOS]_. This is applied to both automatic and custom collections. It's recommended to keep this option enabled. Enables the system name to be shown in square brackets after the game name, for example _CONTRA [NES]_ or _DOOM [DOS]_. This is applied to both automatic and custom collections. It's recommended to keep this option enabled.
@ -2929,7 +2929,7 @@ These are collections that you create yourself. Examples could be grouping in ge
If the theme set supports it, you can create a custom collection directly from a theme. However, slate-DE and modern-DE do not provide such themes as it's believed that grouping them together in a dedicated _Collections_ system is a more elegant solution. Especially since the theme set would need to ship with an almost endless amount of collection themes for whatever categories the users would like to use for their game collections. If the theme set supports it, you can create a custom collection directly from a theme. However, slate-DE and modern-DE do not provide such themes as it's believed that grouping them together in a dedicated _Collections_ system is a more elegant solution. Especially since the theme set would need to ship with an almost endless amount of collection themes for whatever categories the users would like to use for their game collections.
So if you have enabled the option _Group unthemed custom collections_ (it's enabled by default), any collections you add will show up in the special _Collections_ system. Here you can access them just as you would access folders inside a regular gamelist. The amount of games per collection is shown in the description, and a random game is displayed each time you browse through the list. You can also quick jump to this random game by pressing the _Y_ button. So if you have set the option _Group custom collections_ to _If unthemed_ or _Always_, then any collections you add will show up in the special _Collections_ system. Here you can access them just as you would access folders inside a regular gamelist. The amount of games per collection is shown in the description, and a random game is displayed each time you browse through the list. You can also quick jump to this random game by pressing the _Y_ button.
To create a custom collection, go to **Game collection settings** from the main menu and choose **Create new custom collection**. To create a custom collection, go to **Game collection settings** from the main menu and choose **Create new custom collection**.
@ -2958,7 +2958,7 @@ _When editing a custom collection, a tick symbol will be displayed for any game
The way that custom collections are implemented is very simple. There is a single configuration file per collection inside the folder `~/.emulationstation/collections` The way that custom collections are implemented is very simple. There is a single configuration file per collection inside the folder `~/.emulationstation/collections`
For this example a file will have been created named `~/.emulationstation/collections/custom-platform.cfg` For this example a file will have been created named `~/.emulationstation/collections/custom-Platform.cfg`
The file contents is simply a list of ROM files, such as the following: The file contents is simply a list of ROM files, such as the following: