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Documentation update.
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@ -22,6 +22,7 @@
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* Added support for caching of SVG images
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* Added support for caching of SVG images
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* Added support for sizing SVG images arbitrarily (overriding the image aspect ratio by stretching and squashing)
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* Added support for sizing SVG images arbitrarily (overriding the image aspect ratio by stretching and squashing)
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* (Windows) Made game launching more seamless by making the application window one pixel wider instead of one pixel less in height
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* (Windows) Made game launching more seamless by making the application window one pixel wider instead of one pixel less in height
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* Expanded the quick system select menu option from an on/off entry to a selection of different button combinations
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* Changed the order of the help system entries Y, X, B and A to instead be listed as A, B, X and Y
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* Changed the order of the help system entries Y, X, B and A to instead be listed as A, B, X and Y
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* Changed the start button for the screensaver from "Back" to "X"
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* Changed the start button for the screensaver from "Back" to "X"
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* Changed the help system description for the "A" button in the gamelist view from "Launch" to "Select"
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* Changed the help system description for the "A" button in the gamelist view from "Launch" to "Select"
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@ -77,6 +78,7 @@
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* Greatly improved application startup speed by avoiding a lot of unnecessary SVG rasterizations
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* Greatly improved application startup speed by avoiding a lot of unnecessary SVG rasterizations
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* Implemented dynamic texture allocation to the font code to reduce memory usage and avoid missing glyphs
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* Implemented dynamic texture allocation to the font code to reduce memory usage and avoid missing glyphs
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* Large optimizations to the text wrapping code (generallly 300-400% faster)
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* Large optimizations to the text wrapping code (generallly 300-400% faster)
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* Added support for linear interpolation for font texture magnifications
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* Added support for texture mipmapping with trilinear filtering
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* Added support for texture mipmapping with trilinear filtering
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* Added on-demand texture loading to the carousel
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* Added on-demand texture loading to the carousel
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* Improved the renderer scaling accuracy
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* Improved the renderer scaling accuracy
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@ -171,6 +173,7 @@
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* Made the logging thread safe
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* Made the logging thread safe
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* (Windows) Changed many logging entries to use backslashes instead of forward slashes as directory separators
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* (Windows) Changed many logging entries to use backslashes instead of forward slashes as directory separators
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* Added the build date to to main menu for alpha and dev builds
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* Added the build date to to main menu for alpha and dev builds
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* Added a left trigger + right trigger help system icon and removed the deprecated hotkey icon
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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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* Implemented proper XML attribute support in ThemeData that eliminates the risk of name collisions
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* Implemented proper XML attribute support in ThemeData that eliminates the risk of name collisions
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* Added size restrictions to images and fonts so incorrect theme configuration would not lead to crashes or excessive memory utilization
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* Added size restrictions to images and fonts so incorrect theme configuration would not lead to crashes or excessive memory utilization
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@ -8,7 +8,7 @@ Table of contents:
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[[_TOC_]]
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[[_TOC_]]
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## Development Environment
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## Development environment
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ES-DE is developed and compiled using Clang/LLVM and GCC on Unix, Clang/LLVM on macOS and MSVC and GCC (MinGW) on Windows.
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ES-DE is developed and compiled using Clang/LLVM and GCC on Unix, Clang/LLVM on macOS and MSVC and GCC (MinGW) on Windows.
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@ -1127,7 +1127,8 @@ Properties:
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- Valid values are `horizontal` or `vertical`
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- Valid values are `horizontal` or `vertical`
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- Default is `horizontal`
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- Default is `horizontal`
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* `text` - type: STRING
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* `text` - type: STRING
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- A string literal to display if there is no `staticItem` or `defaultItem` property defined and if no image is found. This property can only be used in the system view as for the gamelist view the text fallback will always be set to the game name.
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- A string literal to display if there is no `staticItem` or `defaultItem` property defined and if no image is found. This property can only be used in the system view as for the gamelist view the game name is always used as fallback.
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- Default is the full system name.
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* `textColor` - type: COLOR
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* `textColor` - type: COLOR
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- Default is `000000FF`
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- Default is `000000FF`
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* `textBackgroundColor` - type: COLOR
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* `textBackgroundColor` - type: COLOR
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@ -1226,6 +1227,33 @@ Properties:
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- Sets the opacity for the items that are not currently focused.
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- Sets the opacity for the items that are not currently focused.
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- Minimum value is `0.1` and maximum value is `1`
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- Minimum value is `0.1` and maximum value is `1`
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- Default is `1`
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- Default is `1`
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* `text` - type: STRING
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- A string literal to display if there is no `staticItem` or `defaultItem` property defined and if no image is found. This property can only be used in the system view as for the gamelist view the game name is always used as fallback.
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- Default is the full system name.
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* `textColor` - type: COLOR
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- Default is `000000FF`
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* `textBackgroundColor` - type: COLOR
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- Default is `FFFFFF00`
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* `fontPath` - type: PATH
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- Path to a TrueType font (.ttf) used as fallback if there is no `staticItem` / `itemType` image defined or found, and if `defaultItem` has not been defined.
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* `fontSize` - type: FLOAT
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- Size of the font as a percentage of screen height (e.g. for a value of `0.1`, the text's height would be 10% of the screen height). This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area.
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- Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size.
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- Default is `0.045`
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* `letterCase` - type: STRING
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- Sets the letter case for all entries.
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- Valid values are `none`, `uppercase`, `lowercase` or `capitalize`
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- Default is `none` (original letter case is retained)
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* `letterCaseCollections` - type: STRING
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- For technical reasons both automatic collections and custom collections have their names spelled in lowercase characters. This property which can only be used in the `system` view will make it possible to change the letter case for all such collections. This is only needed when `letterCase` is omitted or has been set to `none` as that property will otherwise apply also to all collections.
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- Valid values are `uppercase`, `lowercase` or `capitalize`
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* `letterCaseGroupedCollections` - type: STRING
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- For technical reasons custom collections have their names spelled in lowercase characters. This property which can only be used in the `gamelist` view will make it possible to change the letter case for all such grouped collections. This is only needed when `letterCase` is omitted or has been set to `none` as that property will otherwise apply also to all grouped collections.
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- Valid values are `uppercase`, `lowercase` or `capitalize`
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* `lineSpacing` - type: FLOAT
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- Controls the space between lines (as a multiple of the font height). Due to the imprecise nature of typefaces where certain glyphs (characters) may exceed the requested font size, it's recommended to keep this value at around `1.1` or higher. This way overlapping glyphs or characters being cut off at the top or bottom will be prevented.
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- Minimum value is `0.5` and maximum value is `3`
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- Default is `1.5`
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* `zIndex` - type: FLOAT
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* `zIndex` - type: FLOAT
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- z-index value for element. Elements will be rendered in order of zIndex value from low to high.
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- z-index value for element. Elements will be rendered in order of zIndex value from low to high.
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- Default is `50`
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- Default is `50`
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@ -2088,6 +2116,7 @@ Properties:
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`button_lr`,
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`button_lr`,
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`button_lt`,
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`button_lt`,
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`button_rt`,
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`button_rt`,
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`button_ltrt`,
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`button_a_SNES`,
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`button_a_SNES`,
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`button_b_SNES`,
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`button_b_SNES`,
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`button_x_SNES`,
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`button_x_SNES`,
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@ -506,12 +506,12 @@ Default keyboard mappings are shown in brackets.
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**Up and down**\
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**Up and down**\
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_(Arrow up / Arrow down)_
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_(Arrow up / Arrow down)_
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Navigate up and down in gamelists, between systems in the system view (if the theme has a vertical carousel) and in menus.
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Navigates between system and game entries where these buttons are applicable, such as for textlists and vertical carousels. Also used in menus for general navigation.
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**Left and right**\
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**Left and right**\
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_(Arrow left / Arrow right)_
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_(Arrow left / Arrow right)_
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Navigate between gamelists (if the _Quick system select_ option has been enabled), between systems in the system view (if the theme has a horizontal carousel) and between media files in the media viewer. If the _Enable screensaver controls_ option has been enabled, either button also randomly selects a new game when using the Video or Slideshow screensavers.
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Navigates between system and game entries where these buttons are applicable, such as for grids and horizontal carousels. Navigates between gamelists if the _Quick system select_ option has been set to use these buttons and the primary element supports it. Navigates between media files in the media viewer and selects a random game when using the _Video_ or _Slideshow_ screensavers if the _Enable screensaver controls_ option has been enabled. Also used in menus for general navigation.
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**Start button**\
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**Start button**\
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_(Escape)_
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_(Escape)_
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@ -526,12 +526,12 @@ Opens and closes the gamelist options menu in the gamelist view.
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**Left and right shoulder buttons**\
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**Left and right shoulder buttons**\
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_(Page up / Page down)_
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_(Page up / Page down)_
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Provides quick jumping in gamelists and menus, jumps 10 games in the gamelists and 6 entries in the menus. Also jumps forward in text edit dialogs.
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Provides quick jumping in textlists and menus, jumps 10 games in the gamelists and 6 entries in the menus. Navigates between gamelists if the _Quick system select_ option has been set to use these buttons and the primary element supports it. Also used as back and blankspace keys in text edit dialogs.
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**Left and right trigger buttons**\
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**Left and right trigger buttons**\
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_(Home / End)_
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_(Home / End)_
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Jumps to the first and last entry of the gamelists, menus and text edit dialogs.
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Jumps to the first or last entries in carousels, grids and textlists as well as in menus and text edit dialogs. Navigates between gamelists if the _Quick system select_ option has been set to use these buttons and the primary element supports it.
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**Left and right thumbstick click**\
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**Left and right thumbstick click**\
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_(F2 / F3)_
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_(F2 / F3)_
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@ -2295,6 +2295,10 @@ Sets the view style to _Automatic, Basic, Detailed or Video_ for legacy themes.
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Transition animation when navigating between gamelists, or between systems on the System view carousel. Can be set to _Slide, Fade_ or _Instant_. Only applicable for legacy themes as the newer type of theme sets lets the theme author define the transition animations in a more fine-grained manner. Therefore this option will be grayed out if a modern theme set has been selected.
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Transition animation when navigating between gamelists, or between systems on the System view carousel. Can be set to _Slide, Fade_ or _Instant_. Only applicable for legacy themes as the newer type of theme sets lets the theme author define the transition animations in a more fine-grained manner. Therefore this option will be grayed out if a modern theme set has been selected.
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**Quick system select**
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The buttons to use to jump between systems in the gamelist view. The options are _Left/right or shoulders_, _Left/right or triggers_, _Shoulders_, _Triggers_, _Left/right_ or _Disabled_. The first two options will apply either left/right or shoulder/trigger buttons depending on the type of primary element used for the gamelist. For example a textlist or a vertical carousel will allow the use of the left and right buttons, but for horizontal carousels and grids these buttons are reserved for navigating the entries so instead the secondary buttons will be used, i.e. the shoulder or trigger buttons. Using these two options therefore leads to a slight inconsistency as different buttons will be used depending on the theme configuration. If instead using any of the single button pair options, i.e. _Shoulders_, _Triggers_ or _Left/right_, the navigation will be consistent regardless of theme configuration but you'll sacrifice the ability to use the selected buttons if the gamelist supports it, such as the ability to jump rows in a textlist using the shoulder and trigger buttons.
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**Gamelist on startup**
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**Gamelist on startup**
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If set to _None_, the system view will be displayed. Any other value will jump to that game system automatically on startup.
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If set to _None_, the system view will be displayed. Any other value will jump to that game system automatically on startup.
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@ -2367,10 +2371,6 @@ This enables or disables the ability to jump to a random system or game. It's ma
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Activating or deactivating the ability to filter your gamelists. This can normally be left enabled.
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Activating or deactivating the ability to filter your gamelists. This can normally be left enabled.
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**Enable quick system select**
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If enabled, it's possible to navigate between gamelists using the _Left_ and _Right_ buttons without having to first go back to the System view.
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**Display on-screen help**
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**Display on-screen help**
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Activates or deactivates the built-in help system that provides contextual information regarding button usage.
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Activates or deactivates the built-in help system that provides contextual information regarding button usage.
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@ -2823,7 +2823,7 @@ A flag to mark whether the game is suitable for children. This will be applied a
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**Hidden**
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**Hidden**
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A flag to indicate that the game is hidden. If the corresponding option has been set in the main menu, the game will not be shown. Useful for example for DOS games to hide batch scripts and unnecessary binaries or to hide the actual game files for multi-disc games. If a file or folder is flagged as hidden but the corresponding option to hide hidden games has not been enabled, then the opacity of the text will be lowered significantly to make it clear that it's a hidden entry.
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A flag to indicate that the game is hidden. If the corresponding option has been set in the main menu, the game will not be shown. Useful for example for DOS games to hide batch files and unnecessary binaries or to hide the actual game files for multi-disc games. If a file or folder is flagged as hidden but the corresponding option to hide hidden games has not been enabled, then the opacity for the entry will be lowered significantly to make it clear that it's a hidden entry.
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**Broken/not working**
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**Broken/not working**
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