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Documentation update.
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@ -55,6 +55,8 @@
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* OpenGL ES: Added an OpenGLVersion setting for choosing between OpenGL ES 3.0, 3.1 and 3.2 (has to be manually set in es_settings.xml)
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* OpenGL ES: Added an OpenGLVersion setting for choosing between OpenGL ES 3.0, 3.1 and 3.2 (has to be manually set in es_settings.xml)
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* Greatly improved the performance of shader post-processing such as scanlines and blur rendering
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* Greatly improved the performance of shader post-processing such as scanlines and blur rendering
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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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* Large optimizations to the text wrapping code (generallly 300-400% faster)
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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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@ -179,6 +181,7 @@
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* Multiple levels of symlinking in the ROMs directory tree could crash the application on startup
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* Multiple levels of symlinking in the ROMs directory tree could crash the application on startup
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* During some menu operations that reloaded the gamelist view, the cached background could miss some components 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 components as they were not rendered in time
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* Text wrapping did not work correctly for text that typically does not contain spaces, like Japanese
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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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* Games located in subdirectories were not added back to custom collections when disabling the "Exclude from game counter" metadata option
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* Games located in subdirectories were not added back to custom collections when disabling the "Exclude from game counter" metadata option
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@ -203,6 +206,7 @@
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* ScrollableContainer faded semi-transparent text to fully opaque when resetting
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* ScrollableContainer faded semi-transparent text to fully opaque when resetting
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* ScrollableContainer faded in the background text color in addition to the text color when resetting
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* ScrollableContainer faded in the background text color in addition to the text color when resetting
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* Text elements that had an opacity set to lower than FF via the color tag were faded in during gamelist scrolling
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* Text elements that had an opacity set to lower than FF via the color tag were faded in during gamelist scrolling
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* The help system was rendered on top of menus if placed at such a location on the screen
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* Theme sets were not always sorted correctly (as seen when mixing uppercase and lowercase letters in theme names)
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* Theme sets were not always sorted correctly (as seen when mixing uppercase and lowercase letters in theme names)
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* The SliderComponent knob was not consistently positioned
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* The SliderComponent knob was not consistently positioned
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* The device text flickered in GuiDetectDevice when configuring a controller
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* The device text flickered in GuiDetectDevice when configuring a controller
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@ -71,6 +71,7 @@ The roadmap is under constant review so expect it to change from time to time. S
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* Lottie animation (vector graphics) and GIF animation support
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* Lottie animation (vector graphics) and GIF animation support
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* OpenGL ES 3.0 renderer for use on the Raspberry Pi
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* OpenGL ES 3.0 renderer for use on the Raspberry Pi
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* Replace the OpenGL fixed function pipeline with a shader-based renderer
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* Replace the OpenGL fixed function pipeline with a shader-based renderer
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* Improve text and font functions, e.g. dynamic texture allocation and faster and cleaner text wrapping
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* Improve the performance of the GLSL shader post-processing
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* Improve the performance of the GLSL shader post-processing
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#### v2.1
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#### v2.1
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@ -92,7 +93,8 @@ The roadmap is under constant review so expect it to change from time to time. S
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* Proper audio mixer
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* Proper audio mixer
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* Checksum support for the scraper for exact searches and for determining when to overwrite files
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* Checksum support for the scraper for exact searches and for determining when to overwrite files
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* Support for portrait orientation, e.g. for Tate Mode arcade cabinets
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* Support for portrait orientation, e.g. for Tate Mode arcade cabinets
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* Improved text and font functions, e.g. faster and cleaner line wrapping and more exact sizing
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* Replace the built-in Unicode functions and lookup tables with those of the ICU library
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* Add text kerning support using the HarfBuzz library
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#### v2.3
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#### v2.3
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@ -1209,7 +1209,9 @@ Properties:
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* `fontPath` - type: PATH
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* `fontPath` - type: PATH
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- Path to a TrueType font (.ttf).
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- Path to a TrueType font (.ttf).
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* `fontSize` - type: FLOAT
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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).
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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 font's bounding box, the actual glyphs (characters) don't normally fill this entire 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 can get clamped to a larger relative size. The font is allowed to overflow the height of the element by 100%, i.e. `fontSize` can be set to twice that of the y axis of the `size` property. Any value above that will be clamped.
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- Default is `0.045`
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* `horizontalAlignment` - type: STRING
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* `horizontalAlignment` - type: STRING
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- Controls alignment on the X axis.
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- Controls alignment on the X axis.
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- Valid values are `left`, `center` or `right`
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- Valid values are `left`, `center` or `right`
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@ -1277,7 +1279,9 @@ Properties:
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* `fontPath` - type: PATH
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* `fontPath` - type: PATH
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- Path to a TrueType font (.ttf).
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- Path to a TrueType font (.ttf).
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* `fontSize` - type: FLOAT
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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).
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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 font's bounding box, the actual glyphs (characters) don't normally fill this entire 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 can get clamped to a larger relative size. The font is allowed to overflow the height of the element by 100%, i.e. `fontSize` can be set to twice that of the y axis of the `size` property. Any value above that will be clamped.
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- Default is `0.045`
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* `horizontalAlignment` - type: STRING
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* `horizontalAlignment` - type: STRING
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- Controls alignment on the X axis.
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- Controls alignment on the X axis.
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- Valid values are `left`, `center` or `right`
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- Valid values are `left`, `center` or `right`
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@ -1348,7 +1352,9 @@ Properties:
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* `fontPath` - type: PATH
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* `fontPath` - type: PATH
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- Path to a TrueType font (.ttf).
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- Path to a TrueType font (.ttf).
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* `fontSize` - type: FLOAT
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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).
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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 font's bounding box, the actual glyphs (characters) don't normally fill this entire 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 can get clamped to a larger relative size. The font is allowed to overflow the height of the element by 100%, i.e. `fontSize` can be set to twice that of the y axis of the `size` property. Any value above that will be clamped.
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- Default is `0.045`
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* `color` - type: COLOR
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* `color` - type: COLOR
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* `backgroundColor` - type: COLOR
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* `backgroundColor` - type: COLOR
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* `horizontalAlignment` - type: STRING
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* `horizontalAlignment` - type: STRING
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@ -1562,7 +1568,7 @@ Properties:
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* `fontPath` - type: PATH
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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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- 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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* `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).
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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 font's bounding box, the actual glyphs (characters) don't normally fill this entire area.
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- Default is `0.085`
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- Default is `0.085`
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* `letterCase` - type: STRING
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* `letterCase` - type: STRING
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- Valid values are `none`, `uppercase`, `lowercase` or `capitalize`
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- Valid values are `none`, `uppercase`, `lowercase` or `capitalize`
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@ -1625,6 +1631,8 @@ Properties:
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- Secondary color; what this means depends on the text list. For example, for game lists, it is the color of a folder.
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- Secondary color; what this means depends on the text list. For example, for game lists, it is the color of a folder.
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* `fontPath` - type: PATH
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* `fontPath` - type: PATH
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* `fontSize` - type: FLOAT
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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 font's bounding box, the actual glyphs (characters) don't normally fill this entire area.
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- Default is `0.045`
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* `horizontalAlignment` - type: STRING
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* `horizontalAlignment` - type: STRING
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- Controls alignment on the X axis.
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- Controls alignment on the X axis.
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- Valid values are `left`, `center` or `right`
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- Valid values are `left`, `center` or `right`
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@ -1706,7 +1714,8 @@ Properties:
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- Default is the same value as iconColor.
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- Default is the same value as iconColor.
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* `fontPath` - type: PATH
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* `fontPath` - type: PATH
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* `fontSize` - type: FLOAT
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* `fontSize` - type: FLOAT
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- This property also implicitly sets the icon size and is therefore the means to change the overall size of the helpsystem element.
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- This property implicitly sets the icon size and is therefore the means to change the overall size of the helpsystem element. This calculation is based on the font's bounding box, the actual glyphs (characters) don't normally fill this entire 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 can get clamped to a larger relative size.
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- Default is `0.035`
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- Default is `0.035`
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* `entrySpacing` - type: FLOAT
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* `entrySpacing` - type: FLOAT
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- Spacing between the help element pairs.
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- Spacing between the help element pairs.
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