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Game systems are now sorted by their full names.
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NEWS.md
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NEWS.md
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@ -19,6 +19,7 @@ Many bugs have been fixed, and numerous features that were only partially implem
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* Initial version, fork from RetroPie EmulationStation 2.10.0rp-dev (master)
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* Initial version, fork from RetroPie EmulationStation 2.10.0rp-dev (master)
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* Reorganization and general overhaul of the menu system, hopefully making it more intuitive and easy to understand
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* Reorganization and general overhaul of the menu system, hopefully making it more intuitive and easy to understand
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* Many quality of life improvements and removal of GUI inconsistencies
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* Many quality of life improvements and removal of GUI inconsistencies
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* Game systems are now sorted by full names which makes much more sense from a user perspective
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* New game media file logic using a media directory with files matching the ROM names instead of pointing to the media files in gamelist.xml
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* New game media file logic using a media directory with files matching the ROM names instead of pointing to the media files in gamelist.xml
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* Updated scraper to support additional media files, detailed configuration of what to scrape, semi-automatic mode etc.
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* Updated scraper to support additional media files, detailed configuration of what to scrape, semi-automatic mode etc.
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* In the metadata editor, any values updated by the single-game scraper or by the user are now highlighted using a different font color
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* In the metadata editor, any values updated by the single-game scraper or by the user are now highlighted using a different font color
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28
USERGUIDE.md
28
USERGUIDE.md
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@ -827,7 +827,9 @@ This is only shown if the system is a collection. This will also be described in
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## Metadata editor
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## Metadata editor
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In the metadata editor, you can modify the metadata for a game, scrape for game info and media files and delete media files or the entire game.
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In the metadata editor, you can modify the metadata for a game, scrape for game info and media files and delete media files and gamelist entries, or the entire game.
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### Metadata entries
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The following entries can be modified:
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The following entries can be modified:
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@ -907,6 +909,30 @@ Here you can override the launch command for the game, for example to use a diff
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A statistics counter that counts how many times you're played the game. You normally don't need to touch this, but if you want to, the possibility is there.
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A statistics counter that counts how many times you're played the game. You normally don't need to touch this, but if you want to, the possibility is there.
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### Buttons
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For game files, there will be four buttons displayed on the bottom of the metadata editor window, and for folders there will be three buttons. These are their functions:
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**Scrape**
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Opens the single-game scraper, which is explained earlier in this guide.
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**Save**
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Saves any changes and closes the window. If no changes have been done, it simply closes the window.
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**Cancel**
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Cancels any changes and closes the window. If no changes have been done, it simply closes the window.
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**Clear**
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This will remove any media files for the game file and also remove its entry from gamelist.xml. The actual game file will however _not_ be deleted. A prompt will be shown asking for confirmation.
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**Delete** _(Files only)_
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This will remove the actual game file and its gamelist.xml entry, as well as any media files. A prompt will be shown asking for confirmation. Note that deletion of folders is not supported as that would potentially be a bit dangerous, instead use the valid operating system tools to handle deletion of folders.
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## Screensaver
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## Screensaver
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@ -354,6 +354,12 @@ bool SystemData::loadConfig()
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sSystemVector.push_back(newSys);
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sSystemVector.push_back(newSys);
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}
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}
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}
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}
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// Sort systems by their full names.
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std::sort(std::begin(sSystemVector), std::end(sSystemVector),
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[](SystemData* a, SystemData* b) {
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return a->getFullName() < b->getFullName(); });
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// Don't load any collections if there are no systems available.
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// Don't load any collections if there are no systems available.
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if (sSystemVector.size() > 0)
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if (sSystemVector.size() > 0)
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CollectionSystemManager::get()->loadCollectionSystems();
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CollectionSystemManager::get()->loadCollectionSystems();
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@ -68,8 +68,6 @@ GuiScraperMenu::GuiScraperMenu(Window* window) : GuiComponent(window),
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mSystems->selectEntry(i) : mSystems->unselectEntry(i);
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mSystems->selectEntry(i) : mSystems->unselectEntry(i);
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}
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}
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}
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}
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// Sort the systems by their full names.
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mSystems->sortEntriesByName();
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mMenu.addWithLabel("Systems", mSystems);
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mMenu.addWithLabel("Systems", mSystems);
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addEntry("CONTENT SETTINGS", 0x777777FF, true, [this] {
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addEntry("CONTENT SETTINGS", 0x777777FF, true, [this] {
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@ -149,10 +149,6 @@ void SystemView::populate()
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"OK", nullptr));
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"OK", nullptr));
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}
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}
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}
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}
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// Sort the systems by their full names.
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std::sort(std::begin(mEntries), std::end(mEntries),
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[](Entry a, Entry b) { return a.object->getFullName() < b.object->getFullName(); });
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}
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}
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void SystemView::goToSystem(SystemData* system, bool animate)
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void SystemView::goToSystem(SystemData* system, bool animate)
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@ -101,7 +101,7 @@ void ViewController::goToStart()
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// Requested system doesn't exist.
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// Requested system doesn't exist.
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Settings::getInstance()->setString("StartupSystem", "");
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Settings::getInstance()->setString("StartupSystem", "");
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}
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}
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// Get the first system entry as sorted by full system names in SystemView.
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// Get the first system entry.
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goToSystemView(getSystemListView()->getFirst());
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goToSystemView(getSystemListView()->getFirst());
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}
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}
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