Added page up/page down to the Input Config screen.

Updated the README.
This commit is contained in:
Aloshi 2013-04-13 18:10:23 -05:00
parent 608545118a
commit a119997ec7
4 changed files with 42 additions and 46 deletions

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@ -1,10 +1,7 @@
EmulationStation EmulationStation
================ ================
A graphical front-end for emulators with controller navigation. Developed both on and for the Raspbery Pi. Intended for use with RetroArch, but it can easily be used with other emulators. A graphical front-end for emulators with controller navigation. Developed for the Raspbery Pi, but runs on most Linux systems.
RetroArch for the Raspberry Pi can be found here: https://github.com/ToadKing/RetroArch-Rpi
I'm not associated with RetroArch in any way!
A cool guy named petrockblog made a script which automatically installs RetroArch, its cores, and ES. It also includes options for configuring your RPi and setting it up to boot directly into ES. You can find it here: https://github.com/petrockblog/RetroPie-Setup A cool guy named petrockblog made a script which automatically installs RetroArch, its cores, and ES. It also includes options for configuring your RPi and setting it up to boot directly into ES. You can find it here: https://github.com/petrockblog/RetroPie-Setup
@ -15,7 +12,7 @@ Building
EmulationStation has a few dependencies. For building, you'll need SDL 1.2, SDL_mixer, FreeImage, FreeType, and Boost.Filesystem, which can easily be obtained with apt-get: EmulationStation has a few dependencies. For building, you'll need SDL 1.2, SDL_mixer, FreeImage, FreeType, and Boost.Filesystem, which can easily be obtained with apt-get:
``` ```
sudo apt-get install libsdl1.2-dev libboost-filesystem-dev libfreeimage-dev libfreetype6-dev libsdl-mixer1.2-dev sudo apt-get install libsdl1.2-dev libboost-filesystem-dev libfreeimage-dev libfreetype6-dev libsdl-mixer1.2-dev ttf-dejavu
``` ```
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`. 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`.
@ -25,56 +22,37 @@ There are also a few libraries already on the RPi (located in /opt/vc/, like the
EmulationStation can also be built on a "normal" Linux system. You'll need the same libraries listed above: EmulationStation can also be built on a "normal" Linux system. You'll need the same libraries listed above:
``` ```
sudo apt-get install libsdl1.2-dev libboost-filesystem-dev libfreeimage-dev libfreetype6-dev libsdl-mixer1.2-dev sudo apt-get install libsdl1.2-dev libboost-filesystem-dev libfreeimage-dev libfreetype6-dev libsdl-mixer1.2-dev ttf-dejavu
``` ```
You'll also need OpenGL. I don't know the proper package name, but you'll need `/usr/include/GL/gl.h` and `libGL`. You probably already have it. You can build with `make -f Makefile.x86` (badly named Makefile, I know). You'll also need OpenGL. I don't know the proper package name, but you'll need `/usr/include/GL/gl.h` and `libGL`. You probably already have it. You can build with `make -f Makefile.x86` (badly named Makefile, I know). For some reason it doesn't seem to run with X closed on desktop.
Configuring Configuring
=========== ===========
**~/.emulationstation/es_systems.cfg:** **~/.emulationstation/es_systems.cfg:**
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". 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. See the "Writing an es_systems.cfg" section for more information.
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. **~/.emulationstation/es_input.cfg:**
This should be pretty self-explanatory. If you want to reconfigure, just delete $HOME/.emulationstation/es_input.cfg. When you first start EmulationStation, you will be prompted to configure any input devices you wish to use. The process is thus:
1. Press a button on any device you wish to use. *This includes the keyboard.* If you are unable to configure a device, hold a button on the first device to continue to step 2.
2. Press the displayed input for each device in sequence. You will be prompted for Up, Down, Left, Right, A (Select), B (Back), Menu, Select (fast select), PageUp, and PageDown. If your controller doesn't have enough buttons to map PageUp/PageDown, it will be skipped.
3. Your config will be saved to `~/.emulationstation/es_input.cfg`. If you wish to reconfigure, just delete this file.
*NOTE: If `~/.emulationstation/es_input.cfg` is present but does not contain any available joysticks or a keyboard, an emergency default keyboard mapping will be provided.*
As long as ES hasn't frozen, you can always press F4 to close the application.
Mappings will be applied to the first joystick with the same name as the joystick you configured.
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).
**Keep in mind you'll have to set up your emulator separately from EmulationStation.** **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. I am currently also working on a stand-alone tool, [ES-config](https://github.com/Aloshi/ES-config), that will help make configuring emulators easier.
EmulationStation will return once your system's command terminates (i.e. your emulator closes). After you launch a game, EmulationStation will return once your system's command terminates (i.e. your emulator closes).
**Keyboard mappings:**
```
Up - Scroll up
Down - Scroll down
PageUp or ] - Page up
PageDown or [ - Page down
Left - Previous system (if it exists)
Right - Next system (if it exists)
Enter - Select
Escape - Back out of a folder
F1 - Open the restart/shutdown system menu
F2 - Open the fast select dialog
F4 - Close EmulationStation (should work as long as ES hasn't frozen)
```
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.
You can use `--help` to view a list of command-line options. Briefly outlined here: You can use `--help` to view a list of command-line options. Briefly outlined here:
``` ```
-w [width] - specify resolution width. -w [width] - specify resolution width.
@ -89,7 +67,7 @@ You can use `--help` to view a list of command-line options. Briefly outlined he
Writing an es_systems.cfg Writing an es_systems.cfg
========================= =========================
The file `~/.emulationstation/es_systems.cfg` contains the system configuration data for EmulationStation. A system is a NAME, DESCNAME, PATH, EXTENSION, and COMMAND. You can define any number of systems. You can switch between them by pressing left and right. They will cycle in the order they are defined. The file `~/.emulationstation/es_systems.cfg` contains the system configuration data for EmulationStation. A system is a NAME, DESCNAME, PATH, EXTENSION, and COMMAND. You can define any number of systems, just use every required variable again. You can switch between systems by pressing left and right. They will cycle in the order they are defined.
The NAME is what ES will use to internally identify the system. Theme.xml and gamelist.xml files will also be searched for in `~/.emulationstation/NAME/` if not found at the root of PATH. It is recommended that you abbreviate here if necessary, e.g. "nes". The NAME is what ES will use to internally identify the system. Theme.xml and gamelist.xml files will also be searched for in `~/.emulationstation/NAME/` if not found at the root of PATH. It is recommended that you abbreviate here if necessary, e.g. "nes".
@ -112,6 +90,10 @@ The following "tags" are replaced by ES in COMMANDs:
gamelist.xml gamelist.xml
============ ============
The gamelist.xml for a system defines metadata for a system's games. This metadata includes an image (e.g. screenshot or box art), description, and name.
**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
If a file named gamelist.xml is found in the root of a system's search directory OR within `~/.emulationstation/%NAME%/`, it will be parsed and the detailed GuiGameList will be used. This means you can define images, descriptions, and different names for files. Note that only standard ASCII characters are supported (if you see a weird [X] symbol, you're probably using unicode!). If a file named gamelist.xml is found in the root of a system's search directory OR within `~/.emulationstation/%NAME%/`, it will be parsed and the detailed GuiGameList will be used. This means you can define images, descriptions, and different names for files. Note that only standard ASCII characters are supported (if you see a weird [X] symbol, you're probably using unicode!).
Images will be automatically resized to fit within the left column of the screen. Smaller images will load faster, so try to keep your resolution low. Images will be automatically resized to fit within the left column of the screen. Smaller images will load faster, so try to keep your resolution low.
An example gamelist.xml: An example gamelist.xml:
@ -131,8 +113,6 @@ The path element should be the absolute path of the ROM. Special characters SHOU
The switch `--gamelist-only` can be used to skip automatic searching, and only display games defined in the system's gamelist.xml. The switch `--gamelist-only` can be used to skip automatic searching, and only display games defined in the system's gamelist.xml.
The switch `--ignore-gamelist` can be used to ignore the gamelist and use the non-detailed view. The switch `--ignore-gamelist` can be used to ignore the gamelist and use the non-detailed view.
**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
I found a bug! I found a bug!
============== ==============

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@ -79,6 +79,13 @@ void InputManager::deinit()
} }
int InputManager::getNumJoysticks() { return mNumJoysticks; } int InputManager::getNumJoysticks() { return mNumJoysticks; }
int InputManager::getButtonCountByDevice(int id)
{
if(id == DEVICE_KEYBOARD)
return 120; //it's a lot, okay.
else
return SDL_JoystickNumButtons(mJoysticks[id]);
}
int InputManager::getNumPlayers() { return mNumPlayers; } int InputManager::getNumPlayers() { return mNumPlayers; }
void InputManager::setNumPlayers(int num) { mNumPlayers = num; } void InputManager::setNumPlayers(int num) { mNumPlayers = num; }
@ -249,6 +256,8 @@ void InputManager::loadDefaultConfig()
cfg->mapInput("b", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_ESCAPE, 1, true)); cfg->mapInput("b", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_ESCAPE, 1, true));
cfg->mapInput("menu", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F1, 1, true)); cfg->mapInput("menu", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F1, 1, true));
cfg->mapInput("select", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F2, 1, true)); cfg->mapInput("select", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F2, 1, true));
cfg->mapInput("pageup", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_RIGHTBRACKET, 1, true));
cfg->mapInput("pagedown", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_LEFTBRACKET, 1, true));
} }
void InputManager::writeConfig() void InputManager::writeConfig()

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@ -27,6 +27,7 @@ public:
int getNumPlayers(); int getNumPlayers();
int getNumJoysticks(); int getNumJoysticks();
int getButtonCountByDevice(int id);
bool parseEvent(const SDL_Event& ev); bool parseEvent(const SDL_Event& ev);

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@ -5,8 +5,8 @@
#include "GuiGameList.h" #include "GuiGameList.h"
#include "../Log.h" #include "../Log.h"
static int inputCount = 8; static int inputCount = 10;
static std::string inputName[8] = { "Up", "Down", "Left", "Right", "A", "B", "Menu", "Select"}; static std::string inputName[10] = { "Up", "Down", "Left", "Right", "A", "B", "Menu", "Select", "PageUp", "PageDown"};
GuiInputConfig::GuiInputConfig(Window* window, InputConfig* target) : Gui(window), mTargetConfig(target) GuiInputConfig::GuiInputConfig(Window* window, InputConfig* target) : Gui(window), mTargetConfig(target)
{ {
@ -51,6 +51,12 @@ void GuiInputConfig::input(InputConfig* config, Input input)
config->mapInput(inputName[mCurInputId], input); config->mapInput(inputName[mCurInputId], input);
mCurInputId++; mCurInputId++;
mErrorMsg = ""; mErrorMsg = "";
//if the controller doesn't have enough buttons for Page Up/Page Down, skip to done
if(mWindow->getInputManager()->getButtonCountByDevice(config->getDeviceId()) <= 4 && mCurInputId >= 8)
{
mCurInputId = inputCount;
}
} }
} }