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Documentation update.
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@ -16,6 +16,7 @@
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* Added scraping of box back covers when using TheGamesDB
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* Added scraping of box back covers when using TheGamesDB
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* Set the option "Scrape actual folders" as enabled by default and moved it higher up in the scraper options menu
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* Set the option "Scrape actual folders" as enabled by default and moved it higher up in the scraper options menu
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* Added the ability to set a manual sortname specifically for custom collections using the metadata editor
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* Added the ability to set a manual sortname specifically for custom collections using the metadata editor
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* When scraping in semi-automatic mode, horizontal scrolling of long game names are no longer reset when automatically selecting the result
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* Added an OpenGL ES 2.0 renderer (borrowed from the RetroPie fork of EmulationStation)
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* Added an OpenGL ES 2.0 renderer (borrowed from the RetroPie fork of EmulationStation)
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* Added logging of the display refresh rate on startup
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* Added logging of the display refresh rate on startup
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* Added a color model conversion shader for converting from BGRA to RGBA
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* Added a color model conversion shader for converting from BGRA to RGBA
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@ -26,14 +27,18 @@
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* Moved all Platform functions to the utility namespace instead of using the global namespace
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* Moved all Platform functions to the utility namespace instead of using the global namespace
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* Renamed GameList to Gamelist throughout the codebase
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* Renamed GameList to Gamelist throughout the codebase
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* Renamed Gamelist.cpp and Gamelist.h to GamelistFileParser.cpp and GamelistFileParser.h and moved it to its own namespace instead of the global namespace
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* Renamed Gamelist.cpp and Gamelist.h to GamelistFileParser.cpp and GamelistFileParser.h and moved it to its own namespace instead of the global namespace
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* Renamed GuiGameScraper.cpp and GuiGameScraper.h to GuiScraperSingle.cpp and GuiScraperSingle.h
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* Set the clang-format option SpaceBeforeCpp11BracedList to true and reformatted the codebase
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* Removed some unnecessary typedefs and replaced the remaining ones with the more modern "using" keyword
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* Removed some unnecessary typedefs and replaced the remaining ones with the more modern "using" keyword
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* Removed the deprecated VideoVlcComponent
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* Removed the deprecated VideoVlcComponent
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* Lots of general code cleanup and refactoring
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### Bug fixes
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### Bug fixes
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* During some menu operations that reloaded the gamelist view, the cached background could miss some elements as they were not rendered in time
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* During some menu operations that reloaded the gamelist view, the cached background could miss some elements as they were not rendered in time
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* Changing some values using the metadata editor could lead to an incorrect sort order if the changes were done from within a grouped custom collection
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* Changing some values using the metadata editor could lead to an incorrect sort order if the changes were done from within a grouped custom collection
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* Changing the setting "Group unthemed custom collections" could lead to incorrect custom collections sorting under some circumstances
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* Changing the setting "Group unthemed custom collections" could lead to incorrect custom collections sorting under some circumstances
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* When multi-scraping in semi-automatic mode and a long game name was scrolling, the start position was not reset when scraping the next game
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* 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)
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* 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)
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* The ScummVM platform entry was missing for TheGamesDB which resulted in very inaccurate scraper searches
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* The ScummVM platform entry was missing for TheGamesDB which resulted in very inaccurate scraper searches
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* During multi-scraping the busy indicator was not displayed after a result was acquired but before the thumbnail was completely downloaded
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* During multi-scraping the busy indicator was not displayed after a result was acquired but before the thumbnail was completely downloaded
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@ -118,9 +118,8 @@ But as clang-format won't change the actual code content or fix all code style c
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* As a general rule, use C++ syntax instead of C syntax, for example `static_cast<int>(someFloatVariable)` instead of `(int)someFloatVariable`
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* As a general rule, use C++ syntax instead of C syntax, for example `static_cast<int>(someFloatVariable)` instead of `(int)someFloatVariable`
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* Always declare one variable per line, never combine multiple declarations of the same type
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* Always declare one variable per line, never combine multiple declarations of the same type
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* Name member variables starting with an `m` such as `mMyMemberVariable` and name static variables starting with an `s` such as `sMyStaticVariable`
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* Name member variables starting with an `m` such as `mMyMemberVariable` and name static variables starting with an `s` such as `sMyStaticVariable`
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* Use braced initializations when possible, e.g. `float myFloat{1.5f}` as this is generally the safest way to do it
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* Use braced initializations when possible, e.g. `float myFloat {1.5f}` as this is generally the safest way to do it (except when using the auto keyword)
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* Short function definitions can be placed in either the .h or .cpp file depending on the situation
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* Short function definitions can be placed in either the .h or .cpp file depending on the situation
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* Avoid overoptimizations, especially if it sacrifices readability, makes the code hard to expand on or is error prone
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* Try to be coherent with the existing codebase regarding names, structure etc., it should not be obvious what person wrote which parts
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* Try to be coherent with the existing codebase regarding names, structure etc., it should not be obvious what person wrote which parts
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* For the rest, check the code and have fun :)
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* For the rest, check the code and have fun :)
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@ -867,8 +867,12 @@ To format a file from the command line, simply run:
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The -i flag will make an inplace edit of the file.
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The -i flag will make an inplace edit of the file.
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Alternatively the `tools/reformat_codebase.sh` script can be executed to format the entire codebase in one go.
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But the recommended approach is to run clang-format from within the editor. If using VSCode, there is an extension available named Clang-Format. After installing this, simply open a source file, right click and choose `Format Document` or use the applicable keyboard shortcut. The first time you do this, you will have to make a choice to perform the formatting using clang-format. The rest should be completely automatic.
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But the recommended approach is to run clang-format from within the editor. If using VSCode, there is an extension available named Clang-Format. After installing this, simply open a source file, right click and choose `Format Document` or use the applicable keyboard shortcut. The first time you do this, you will have to make a choice to perform the formatting using clang-format. The rest should be completely automatic.
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Whatever you do, don't set up your editor to run clang-format on commit because if something goes wrong (which has happened in the past) you will potentially commit a lot of garbage which could take some effort to clean up. Adding to this, string literals can get strange formatting from time to time and there are occasionally clang-format bugs that may cause other problems. So always review the formatted code manually before commit.
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In some instances you may want to avoid getting code formatted, and you can accomplish this by simply enclosing the lines with the two comments "clang-format off" and "clang-format on", such as this:
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In some instances you may want to avoid getting code formatted, and you can accomplish this by simply enclosing the lines with the two comments "clang-format off" and "clang-format on", such as this:
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```c++
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```c++
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@ -1062,10 +1062,6 @@ Cover art, front of box/case.
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Back of box/case.
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Back of box/case.
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**Fan art images**
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Fan art, i.e. not official media from the game developer.
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**Marquee (wheel) images**
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**Marquee (wheel) images**
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Logotype for the game.
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Logotype for the game.
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@ -1078,6 +1074,10 @@ These are only used for generating miximages.
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Images of cartridges, diskettes, tapes, CD-ROMs etc. that were used to distribute the games. These are only used for generating miximages.
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Images of cartridges, diskettes, tapes, CD-ROMs etc. that were used to distribute the games. These are only used for generating miximages.
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**Fan art images**
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Fan art. Disabled by default as not everyone may want these images, and because they slow down the scraping.
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#### Miximage settings
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#### Miximage settings
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These are the settings for the miximage generator, which can either be run from the scraper (single-game scraper or multi-scraper) or from the offline generator. The miximage combines the screenshot, marquee, box/cover and physical media images to make a composite picture that is displayed in the gamelist view. There are various settings for the generator.
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These are the settings for the miximage generator, which can either be run from the scraper (single-game scraper or multi-scraper) or from the offline generator. The miximage combines the screenshot, marquee, box/cover and physical media images to make a composite picture that is displayed in the gamelist view. There are various settings for the generator.
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