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https://github.com/RetroDECK/ES-DE.git
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Fixed an issue with skipping joystick input.
Fixed the selected text color in the restart/shutdown menu. Updated README.md.
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README.md
39
README.md
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@ -21,7 +21,7 @@ sudo apt-get install libsdl1.2-dev libboost-filesystem-dev libfreeimage-dev libf
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There are also a few libraries already on the RPi (located in /opt/vc/, like the Broadcom libraries, EGL, and GLES). You can build EmulationStation by simply running `make`.
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There are also a few libraries already on the RPi (located in /opt/vc/, like the Broadcom libraries, EGL, and GLES). You can build EmulationStation by simply running `make`.
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**On something else:**
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**On something else (desktop):**
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EmulationStation can also be built on a "normal" Linux system. You'll need the same libraries listed above:
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EmulationStation can also be built on a "normal" Linux system. You'll need the same libraries listed above:
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```
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```
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@ -36,15 +36,40 @@ Configuring
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**~/.emulationstation/es_systems.cfg:**
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**~/.emulationstation/es_systems.cfg:**
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When first run, an example systems configuration file will be created at $HOME/.emulationstation/es_systems.cfg. This example has some comments explaining how to write the configuration file, and an example RetroArch launch command. Keep in mind you can define more than one system! Just use all the variables again. Also, you can use multiple extensions - just separate them with a space, e.g.: ".nes .NES .bin".
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When first run, an example systems configuration file will be created at $HOME/.emulationstation/es_systems.cfg. This example has some comments explaining how to write the configuration file, and an example RetroArch launch command. Keep in mind you can define more than one system! Just use all the variables again. Also, you can use multiple extensions - just separate them with a space, e.g.: ".nes .NES .bin".
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If an SDL Joystick is detected at startup, and $HOME/.emulationstation/es_input.cfg is nonexistant, an Input Configuration screen will appear instead of the game list. This should be pretty self-explanatory. If you want to reconfigure, just delete $HOME/.emulationstation/es_input.cfg.
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If an SDL Joystick is detected at startup, and $HOME/.emulationstation/es_input.cfg doesn't exist, an Input Configuration screen will appear instead of the game list.
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This should be pretty self-explanatory. If you want to reconfigure, just delete $HOME/.emulationstation/es_input.cfg.
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Mappings will always be applied to the SDL joystick at index 0. An Xbox 360 controller with the xboxdrv driver was tested. POV hats are automatically mapped to directions (so if you're not using an analog stick, you'll need to skip mapping Up/Down/Left/Right by pressing a keyboard key).
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Mappings will be applied to the first joystick with the same name as the joystick you configured.
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An Xbox 360 controller with the xboxdrv driver was used for testing. POV hats are automatically mapped to directions (so if you're not using an analog stick, you'll need to skip mapping Up/Down/Left/Right by pressing a keyboard key).
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Keep in mind you'll have to set up your emulator separately from EmulationStation. If you're using RetroArch, a handy input config generation tool can be found in the tools/ subdirectory - you can use it with `retroarch-joyconfig -o ~/.retroarch.cfg` or something similar. You may need to tell RetroArch to load this config file with `-c ~/.retroarch.cfg` in your RetroArch launch commands.
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**Keep in mind you'll have to set up your emulator separately from EmulationStation.**
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If you're using RetroArch, a handy input config generation tool can be found in the tools/ subdirectory - you can use it with `retroarch-joyconfig -o ~/.retroarch.cfg` or something similar. You may need to tell RetroArch to load this config file with `-c ~/.retroarch.cfg` in your RetroArch launch commands.
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EmulationStation will return once your system's command terminates (i.e. your emulator closes). To close EmulationStation itself, you can press the F4 key on the keyboard. You can also press F1 to open a menu allowing you to shutdown or restart the system.
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EmulationStation will return once your system's command terminates (i.e. your emulator closes).
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**Keyboard mappings:**
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Up - Scroll up
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Down - Scroll down
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Left - Last system (if it exists)
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Right - Next system (if it exists)
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Enter - Select
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Escape - Back out of a folder
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F1 - Open the restart/shutdown system menu
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F2 - Open the fast select dialog
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F4 - Close EmulationStation (should work as long as ES hasn't frozen)
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Unfortunately, there is no built-in way to change keyboard mappings - if you need to, check out `src/InputManager.cpp`. There's a switch statement with a list of keys; it should be pretty simple to change them.
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gamelist.xml
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gamelist.xml
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============
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============
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@ -65,14 +90,16 @@ An example gamelist.xml:
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The path element should be the absolute path of the ROM. Special characters SHOULD NOT be escaped. The image element is the absolute path to an image to display above the description (like a screenshot or boxart). Most formats can be used (including png, jpg, gif, etc.). Not all elements need to be used.
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The path element should be the absolute path of the ROM. Special characters SHOULD NOT be escaped. The image element is the absolute path to an image to display above the description (like a screenshot or boxart). Most formats can be used (including png, jpg, gif, etc.). Not all elements need to be used.
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The switch `--gamelist-only` can be used to skip automatic searching, and only display games defined in the system's gamelist.xml.
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The switch `--gamelist-only` can be used to skip automatic searching, and only display games defined in the system's gamelist.xml.
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The switch `--ignore-gamelist` can be used to ignore the gamelist and use the non-detailed view.
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**Making a gamelist.xml by hand sucks, so a cool guy named Pendor made a python script which automatically generates a gamelist.xml for you, with boxart automatically downloaded. I highly recommend it. It can be found here:** https://github.com/elpendor/ES-scraper
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**Making a gamelist.xml by hand sucks, so a cool guy named Pendor made a python script which automatically generates a gamelist.xml for you, with boxart automatically downloaded. It can be found here:** https://github.com/elpendor/ES-scraper
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Themes
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Themes
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======
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======
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By default, EmulationStation looks pretty ugly. You can fix that. If you want to know more, read THEMES.md!
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By default, EmulationStation looks pretty ugly. You can fix that. If you want to know more, read THEMES.md!
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There is no special place to download themes right now, but you might be able to find some old ones in the GitHub "Theme Support" issue. The RetroPie setup script also automatically installs a few.
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-Aloshi
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-Aloshi
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http://www.aloshi.com
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http://www.aloshi.com
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@ -1,5 +1,6 @@
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October 25
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October 25
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-Added gameImageNotFound tag for an image to display if a game image is not found/defined.
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-Added gameImageNotFound tag for an image to display if a game image is not found/defined.
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-Fixed keyboard not skipping joystick input configuration.
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October 17
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October 17
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-Added GuiAnimation class which animates its children.
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-Added GuiAnimation class which animates its children.
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@ -46,7 +46,7 @@ void GuiInputConfig::onRender()
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Renderer::drawCenteredText("It looks like you have a joystick plugged in!", 0, 2, 0x000000FF, font);
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Renderer::drawCenteredText("It looks like you have a joystick plugged in!", 0, 2, 0x000000FF, font);
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Renderer::drawCenteredText("POV hats (some D-Pads) are automatically mapped to directions.", 0, height, 0x000000FF, font);
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Renderer::drawCenteredText("POV hats (some D-Pads) are automatically mapped to directions.", 0, height, 0x000000FF, font);
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Renderer::drawCenteredText("You can press a keyboard key to skip any input.", 0, height * 2, 0x000000FF, font);
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Renderer::drawCenteredText("You can press a keyboard key to skip any input.", 0, height * 2, 0x000000FF, font);
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Renderer::drawCenteredText("If you want to remap later, just delete ~/.es_input.cfg.", 0, height * 3, 0x000000FF, font);
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Renderer::drawCenteredText("If you want to remap later, delete ~/.emulationstation/es_input.cfg.", 0, height * 3, 0x000000FF, font);
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Renderer::drawCenteredText("This interface only configures the first joystick plugged in.", 0, height * 4, 0x000000FF, font);
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Renderer::drawCenteredText("This interface only configures the first joystick plugged in.", 0, height * 4, 0x000000FF, font);
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Renderer::drawCenteredText("Remember - you'll need to set up your emulator separately!", 0, Renderer::getScreenHeight() - height, 0x000000FF, font);
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Renderer::drawCenteredText("Remember - you'll need to set up your emulator separately!", 0, Renderer::getScreenHeight() - height, 0x000000FF, font);
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@ -75,6 +75,12 @@ void GuiInputConfig::onInput(InputManager::InputButton button, bool keyDown)
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}
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}
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SDL_Event* event = InputManager::lastEvent;
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SDL_Event* event = InputManager::lastEvent;
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if(event->type == SDL_KEYUP)
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{
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//keyboard key pressed; skip and continue
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mInputNum++;
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}
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if(event->type == SDL_JOYBUTTONDOWN)
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if(event->type == SDL_JOYBUTTONDOWN)
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{
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{
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mButtonMap[event->jbutton.button] = (InputManager::InputButton)mInputNum;
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mButtonMap[event->jbutton.button] = (InputManager::InputButton)mInputNum;
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@ -7,6 +7,7 @@ GuiMenu::GuiMenu(GuiComponent* parent)
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parent->pause();
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parent->pause();
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mList = new GuiList<std::string>(0, Renderer::getDefaultFont(Renderer::LARGE)->getHeight() + 2, Renderer::LARGE);
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mList = new GuiList<std::string>(0, Renderer::getDefaultFont(Renderer::LARGE)->getHeight() + 2, Renderer::LARGE);
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mList->setSelectedTextColor(0x0000FFFF);
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populateList();
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populateList();
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addChild(mList);
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addChild(mList);
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@ -14,7 +15,6 @@ GuiMenu::GuiMenu(GuiComponent* parent)
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Renderer::registerComponent(this);
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Renderer::registerComponent(this);
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InputManager::registerComponent(this);
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InputManager::registerComponent(this);
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}
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}
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GuiMenu::~GuiMenu()
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GuiMenu::~GuiMenu()
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