Documentation update.

This commit is contained in:
Leon Styhre 2021-10-23 19:30:58 +02:00
parent 84514f67d0
commit 9c8a5ca5d3
3 changed files with 21 additions and 5 deletions

View file

@ -14,6 +14,7 @@
* Populated the bundled es_systems.xml files with alternative emulator entries for most RetroArch cores
* Added a virtual keyboard, partly based on code from batocera-emulationstation
* Added badges that indicate favorite/completed/broken games as well as games suitable for children and those with a selected alternative emulator
* Added controller types, selectable via the metadata editor and displayed as a controller badge
* Added the ability to make complementary game system customizations without having to replace the entire bundled es_systems.xml file
* Added support for an optional \<systemsortname\> tag for es_systems.xml that can be used to override the default \<fullname\> systems sorting
* Added menu scroll indicators showing if there are additional entries available below or above what's currently shown on screen
@ -80,6 +81,7 @@
* Under some circumstances ScrollableContainer (used for the game descriptions) would contain a partially rendered bottom line
* If the TextListComponent height was not evenly dividable by the font height + line spacing, a partial bottom row would get rendered
* The line spacing for TextListComponent was incorrectly calculated for some resolutions such as 2560x1440
* Fixed multiple issues with scaling of images which lead to various inconsistencies and sometimes cut-off graphics
* Removing games from custom collections did not remove their filter index entries
* Input consisting of only whitespace characters would get accepted by TextEditComponent which led to various strange behaviors
* Leading and trailing whitespace characters would not get trimmed from the collection name when creating a new custom collection
@ -98,6 +100,8 @@
* Really long theme set names would not get abbreviated in the UI settings menu, leading to a garbled "Theme set" setting row
* Disabling a collection while its gamelist was displayed would lead to a slide transition from a black screen if a gamelist on startup had been set
* When marking a game to not be counted in the metadata editor and the game was part of a custom collection, no collection disabling notification was displayed
* SliderComponent did not properly align the knob and bar vertically
* Resizing in SwitchComponent did not reposition the image properly leading to a non-centered image
* Horizontal sizing of the TextComponent input field was not consistent across different screen resolutions
* The sizing of the metadata editor was strange, which was clearly visible when activating the Ctrl+G debug mode
* The "sortname" window header was incorrectly spelled when editing this type of entry in the metadata editor

View file

@ -910,6 +910,8 @@ ES-DE borrows the concept of "nine patches" from Android (or "9-Slices"). Curren
#### badges
It's strongly recommended to use the same image dimensions for all badges as varying aspect ratios will lead to alignment issues. For the controller images it's recommended to keep to the square canvas size used by the default bundled graphics as otherwise sizing and placement will be inconsistent (unless all controller graphic files are customized of course). Overall it's a very good idea to keep the image dimensions small. This is especially true for SVG graphics as rasterization will otherwise take a long time which will slow down application startup and gamelist navigation.
* `pos` - type: NORMALIZED_PAIR.
* `size` - type: NORMALIZED_PAIR.
- Possible combinations:
@ -924,20 +926,26 @@ ES-DE borrows the concept of "nine patches" from Android (or "9-Slices"). Curren
- Number of badges that fit on a row. When more badges are available a new row will be started. Default is `4`.
* `rows` - type: FLOAT.
- The number of rows available. Default is `2`.
* `itemPlacement` - type: STRING.
- Valid values are "top", "center", "bottom", or "stretch". Controls vertical alignment of each badge if images of different heights are used. "Stretch" will stretch the badge to the full height. Default is `center`.
* `itemMargin` - type: NORMALIZED_PAIR.
- The margins between badges. Possible combinations:
- `x y` - horizontal and vertical margins. Minimum value per axis is `0`, maximum value is `0.2`. Default is `0.01`.
- `x y` - horizontal and vertical margins. Minimum value per axis is `0`, maximum value is `0.2`. Default is `0.01 0.01`. If one of the axis is set to `-1` the margin of the other axis (in pixels) will be used, which makes it possible to get identical spacing between all items regardless of screen aspect ratio.
* `slots` - type: STRING.
- The badge types that should be displayed. Should be specified as a list of strings separated by spaces. The order will be followed when placing badges on the screen. Available badges are:
- The badge types that should be displayed. Should be specified as a list of strings delimited by any characters of `\t\r\n ,` - that is, whitespace and commas. The order will be followed when placing badges on the screen. Available badges are:
- `favorite`: Will be shown when the game is marked as favorite.
- `completed`: Will be shown when the game is marked as completed.
- `kidgame`: Will be shown when the game is marked as a kids game.
- `broken`: Will be shown when the game is marked as broken.
- `controller`: Will be shown and overlaid by the corresponding controller icon if a controller type has been selected for the game using the metadata editor.
- `altemulator`: Will be shown when an alternative emulator is setup for the game.
* `controllerPos` - type: NORMALIZED_PAIR.
- The position of the controller icon relative to the parent `controller` badge. Minimum value per axis is `-1.0`, maximum value is `2.0`. Default is `0.5 0.5` which centers the controller icon on the badge.
* `controllerSize` - type: FLOAT.
- The size of the controller icon relative to the parent `controller` badge. Minimum value is `0.1`, maximum value is `2.0`. Setting the value to `1.0` sizes the controller icon to the same width as the parent badge. The image aspect ratio is always maintained.
* `customBadgeIcon` - type: PATH.
- A badge icon override. Specify the badge type in the attribute `badge`. The available badges are the ones listed above.
* `customControllerIcon` - type: PATH.
- A controller icon override. Specify the controller type in the attribute `controller`. These are the available types:
- `gamepad_generic`, `gamepad_xbox`, `gamepad_playstation`, `gamepad_nintendo_nes`, `gamepad_nintendo_snes`, `gamepad_nintendo_64`, `joystick_generic`, `joystick_arcade_2_buttons`, `joystick_arcade_3_buttons`, `joystick_arcade_4_buttons`, `joystick_arcade_6_buttons`, `trackball_generic`, `lightgun_generic`, `lightgun_nintendo`, `keyboard_generic`, `mouse_generic`, `mouse_amiga`, `keyboard_mouse_generic`, `steering_wheel_generic`, `wii_remote_nintendo`, `wii_remote_nunchuck_nintendo`, `joycon_left_or_right_nintendo`, `joycon_pair_nintendo`, `unknown`.
* `visible` - type: BOOLEAN.
- If true, component will be rendered, otherwise rendering will be skipped. Can be used to hide elements from a particular view.
* `zIndex` - type: FLOAT.

View file

@ -215,7 +215,7 @@ In addition to the styles just described, there is a **Grid** view style as well
If the theme supports it, there's a gamelist information field displayed in the gamelist view, showing the number of games for the system (total and favorites) as well as a folder icon if a folder has been entered. When applying any filters to the gamelist, the game counter is replaced with the amount of games filtered, as in 'filtered / total games', e.g. '19 / 77'. If there are game entries in the filter result that are marked not to be counted as games, the number of such files will be indicated as 'filtered + filtered non-games / total games', for example '23 + 4 / 77' indicating 23 normal games, 4 non-games out of a total of 77. Due to this approach it's theoretically possible that the combined filtered game amount exceeds the number of counted games in the collection, for instance '69 + 11 / 77'. This is not considered a bug and is so by design. This gamelist information field functionality is specific to EmulationStation Desktop Edition so older themes will not support this.
Another feature which requires theme support is **Badges**, which is a set of icons displaying the status for various metadata fields. The currently supported badge types are _favorite, completed, kidgame, broken_ and _alternative emulator_. If any of the first four metadata fields have been set for a game, their corresponding badges will be displayed, and if an alternative emulator has been selected for the specific game, that badge will be shown. Setting an alternative emulator system-wide will not display this badge as it's only intended to indicate game-specific overrides.
Another feature which requires theme support is **Badges**, which is a set of icons displaying the status for various metadata fields. The currently supported badge types are _favorite, completed, kidgame, broken, controller_ and _alternative emulator_. If any of the first four metadata fields have been set for a game, their corresponding badges will be displayed. If a controller type has been selected for the game, the corresponding controller icon will be shown on the controller badge, and if an alternative emulator has been selected for the specific game, that badge will be shown. Setting an alternative emulator system-wide will not display this badge as it's only intended to indicate game-specific overrides.
![alt text](images/es-de_gamelist_view.png "ES-DE Gamelist View")
_The **Gamelist view** is where you browse the games for a specific system._
@ -1476,6 +1476,10 @@ This option will hide most metadata fields as well as any badges. The intention
A statistics counter that tracks how many times you have played the game. You normally don't need to touch this, but if you want to, the possibility is there.
**Controller type**
Contains a list of controller types that are built into ES-DE. The selected controller will be displayed as a badge if the current theme set support badges. This functionality is only cosmetic and will not affect the actual emulators.
**Alternative emulator** _(files only)_
If the option _Enable alternative emulators per game_ has been enabled, there will be an entry shown where you can select between alternative emulators for the specific game. There is a similar _Alternative emulators_ entry under the _Other settings_ menu, but that will apply the selection to the entire game system. If you select an alternative for a specific game using the metadata editor, that will take precedence and override any system-wide emulator selection (the currently selected system-wide emulator will be clearly marked on the selection screen). The alternative emulators need to be defined in the es_systems.xml file, and if there are no alternatives available for the current system, this row in the metadata editor will be grayed out. If you select an alternative emulator and later remove its corresponding entry from the es_systems.xml file, an error notice will be shown on this row. In this case you have the option to remove the invalid entry. But even if there is an invalid entry, games will still launch using the default emulator while logging a warning message to the es_log.txt file. Apart from this, the emulator selection should hopefully be self-explanatory.