Documentation update.

This commit is contained in:
Leon Styhre 2022-01-16 18:36:59 +01:00
parent 0c8efee8ad
commit 99c7a252ed
4 changed files with 14 additions and 6 deletions

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@ -16,6 +16,7 @@
* Added scraping of box back covers when using TheGamesDB * Added scraping of box back covers when using TheGamesDB
* Set the option "Scrape actual folders" as enabled by default and moved it higher up in the scraper options menu * Set the option "Scrape actual folders" as enabled by default and moved it higher up in the scraper options menu
* Added the ability to set a manual sortname specifically for custom collections using the metadata editor * Added the ability to set a manual sortname specifically for custom collections using the metadata editor
* When scraping in semi-automatic mode, horizontal scrolling of long game names are no longer reset when automatically selecting the result
* Added an OpenGL ES 2.0 renderer (borrowed from the RetroPie fork of EmulationStation) * Added an OpenGL ES 2.0 renderer (borrowed from the RetroPie fork of EmulationStation)
* Added logging of the display refresh rate on startup * Added logging of the display refresh rate on startup
* Added a color model conversion shader for converting from BGRA to RGBA * Added a color model conversion shader for converting from BGRA to RGBA
@ -26,14 +27,18 @@
* Moved all Platform functions to the utility namespace instead of using the global namespace * Moved all Platform functions to the utility namespace instead of using the global namespace
* Renamed GameList to Gamelist throughout the codebase * Renamed GameList to Gamelist throughout the codebase
* Renamed Gamelist.cpp and Gamelist.h to GamelistFileParser.cpp and GamelistFileParser.h and moved it to its own namespace instead of the global namespace * Renamed Gamelist.cpp and Gamelist.h to GamelistFileParser.cpp and GamelistFileParser.h and moved it to its own namespace instead of the global namespace
* Renamed GuiGameScraper.cpp and GuiGameScraper.h to GuiScraperSingle.cpp and GuiScraperSingle.h
* Set the clang-format option SpaceBeforeCpp11BracedList to true and reformatted the codebase
* Removed some unnecessary typedefs and replaced the remaining ones with the more modern "using" keyword * Removed some unnecessary typedefs and replaced the remaining ones with the more modern "using" keyword
* Removed the deprecated VideoVlcComponent * Removed the deprecated VideoVlcComponent
* Lots of general code cleanup and refactoring
### Bug fixes ### Bug fixes
* During some menu operations that reloaded the gamelist view, the cached background could miss some elements as they were not rendered in time * During some menu operations that reloaded the gamelist view, the cached background could miss some elements as they were not rendered in time
* 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 * 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
* Changing the setting "Group unthemed custom collections" could lead to incorrect custom collections sorting under some circumstances * Changing the setting "Group unthemed custom collections" could lead to incorrect custom collections sorting under some circumstances
* 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
* 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)
* The ScummVM platform entry was missing for TheGamesDB which resulted in very inaccurate scraper searches * The ScummVM platform entry was missing for TheGamesDB which resulted in very inaccurate scraper searches
* During multi-scraping the busy indicator was not displayed after a result was acquired but before the thumbnail was completely downloaded * 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
* As a general rule, use C++ syntax instead of C syntax, for example `static_cast<int>(someFloatVariable)` instead of `(int)someFloatVariable` * As a general rule, use C++ syntax instead of C syntax, for example `static_cast<int>(someFloatVariable)` instead of `(int)someFloatVariable`
* Always declare one variable per line, never combine multiple declarations of the same type * Always declare one variable per line, never combine multiple declarations of the same type
* Name member variables starting with an `m` such as `mMyMemberVariable` and name static variables starting with an `s` such as `sMyStaticVariable` * Name member variables starting with an `m` such as `mMyMemberVariable` and name static variables starting with an `s` such as `sMyStaticVariable`
* Use braced initializations when possible, e.g. `float myFloat{1.5f}` as this is generally the safest way to do it * 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)
* Short function definitions can be placed in either the .h or .cpp file depending on the situation * Short function definitions can be placed in either the .h or .cpp file depending on the situation
* Avoid overoptimizations, especially if it sacrifices readability, makes the code hard to expand on or is error prone
* Try to be coherent with the existing codebase regarding names, structure etc., it should not be obvious what person wrote which parts * Try to be coherent with the existing codebase regarding names, structure etc., it should not be obvious what person wrote which parts
* For the rest, check the code and have fun :) * 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:
The -i flag will make an inplace edit of the file. The -i flag will make an inplace edit of the file.
Alternatively the `tools/reformat_codebase.sh` script can be executed to format the entire codebase in one go.
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. 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.
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.
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: 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:
```c++ ```c++

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@ -1062,10 +1062,6 @@ Cover art, front of box/case.
Back of box/case. Back of box/case.
**Fan art images**
Fan art, i.e. not official media from the game developer.
**Marquee (wheel) images** **Marquee (wheel) images**
Logotype for the game. Logotype for the game.
@ -1078,6 +1074,10 @@ These are only used for generating miximages.
Images of cartridges, diskettes, tapes, CD-ROMs etc. that were used to distribute the games. These are only used for generating miximages. Images of cartridges, diskettes, tapes, CD-ROMs etc. that were used to distribute the games. These are only used for generating miximages.
**Fan art images**
Fan art. Disabled by default as not everyone may want these images, and because they slow down the scraping.
#### Miximage settings #### Miximage settings
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. 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.