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Documentation update.
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@ -44,6 +44,7 @@ Overall application speed and performance has been greatly improved with faster
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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 menu header for the gamelist options menu from "Options" to "Gamelist options"
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* Added support for the Arduboy Miniature Game System (arduboy)
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* Added support for the Capcom Play System I, II and III (cps1, cps2 and cps3) game systems
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* Added support for the Sega Mega Drive (megadrivejp) game system (Japanese region)
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* Added support for the Microsoft Windows (windows) game system
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* Added support for the Nintendo Wii U (wiiu) game system on Linux and macOS by adding the Cemu standalone emulator
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@ -402,6 +402,8 @@ As can be seen here, the overall variant trigger configuration needs to be enclo
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Note that variant triggers will only apply to the gamelist view and not the system view. Also be aware that it will add a potentially noticeable application slowdown as game media files need to be scanned for at various points when using the application, as well as during startup. The impact of the performance penalty depends on multiple factors such as the game collection size, how many games have been scraped, as well as disk I/O and filesystem performance. So only use variant triggers if really necessary for your theme design. As well, specifying many values for the `mediaType` tag will lead to more files potentially being scanned which could introduce further lag and latency.
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As a final note, variant triggers can also be globally disabled by the user via the _Enable theme variant triggers_ option in the _UI Settings menu_. Not everyone may want the variant auto-switching to take place, and if all systems contain scraped media then disabling the functionality will eliminate the performance penalty described above.
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## Color schemes
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Color schemes are essentially a collection of variables that can be selected between from the _UI Settings_ menu. This makes it possible to define different values that will be applied to the overall theme configuration based on this menu selection. Only variables can be used for the color schemes, but since variables can be used for almost everything this makes the functionality very flexible. In most cases you'll probably want to apply different color values to `<color>` properties and similar, but it's also possible to apply different images, animations, fonts etc. per color scheme.
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@ -1632,6 +1634,12 @@ Properties:
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* `selectedSecondaryColor` - type: COLOR
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- Color of the highlighted entry of the secondary entry type.
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- Default is the same value as `selectedColor`
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* `selectedBackgroundColor` - type: COLOR
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- Background color of the highlighted entry of the primary entry type.
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- Default is `00000000`
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* `selectedSecondaryBackgroundColor` - type: COLOR
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- Background color of the highlighted entry of the secondary entry type.
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- Default is the same value as `selectedBackgroundColor`
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* `fontPath` - type: PATH
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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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@ -2243,7 +2251,9 @@ Properties:
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- Valid values are `top`, `center` or `bottom`
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- Default is `center`
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* `color` - type: COLOR
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- Default is `000000FF`
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* `backgroundColor` - type: COLOR
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- Default is `00000000`
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* `letterCase` - type: STRING
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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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@ -2282,7 +2282,7 @@ Non-legacy theme sets could optionally be optimized for different screen aspect
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**Theme transitions**
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Transition animations to play when navigating between gamelists, between systems in the System view and between the system and gamelist views. It's normally recommended to keep this setting at its default _Automatic_ value as that allows per-variant transitions, assuming the theme author has included support for that in the theme set. All other values than _Automatic_ are optional as decided by the theme author. For example there could be multiple theme-defined transition entries to choose from, or there could be the possibility to make a selection between the built-in _Instant_, _Slide_ and _Fade_ transitions (although these options could have been disabled from the theme configuration).
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Transition animations to play when navigating between gamelists, between systems in the System view and between the system and gamelist views. It's normally recommended to keep this setting at its default _Automatic_ value as that allows per-variant transitions, assuming the theme author has included support for that in their theme set. For example there could be multiple theme-defined transition entries to choose from, or there could be the possibility to make a selection between the built-in _Instant_, _Slide_ and _Fade_ transitions (although these options could have been disabled from the theme configuration). If there are no user-selectable transitions avaialable the setting will be grayed out.
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**Legacy gamelist view style**
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@ -3095,6 +3095,9 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed
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| coco | Tandy Color Computer | XRoar CoCo 2 NTSC **(Standalone)** [UMW*] | XRoar CoCo 2 PAL **(Standalone)** [UMW*] | Yes | See the specific _Tandy Color Computer_ section elsewhere in this guide |
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| colecovision | Coleco ColecoVision | blueMSX | Gearcoleco,<br>openMSX **(Standalone)** [UMW*],<br>ares **(Standalone)** [UMW*] | Yes | Single archive or ROM file |
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| cps | Capcom Play System | MAME - Current | MAME 2010,<br>MAME 2003-Plus,<br>MAME 2000,<br>MAME **(Standalone)** [UMW*],<br>FinalBurn Neo,<br>FinalBurn Neo **(Standalone)** [UW*],<br>FB Alpha 2012,<br>FB Alpha 2012 CPS-1,<br>FB Alpha 2012 CPS-2,<br>FB Alpha 2012 CPS-3 | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide |
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| cps1 | Capcom Play System I | MAME - Current | MAME 2010,<br>MAME 2003-Plus,<br>MAME 2000,<br>MAME **(Standalone)** [UMW*],<br>FinalBurn Neo,<br>FinalBurn Neo **(Standalone)** [UW*],<br>FB Alpha 2012,<br>FB Alpha 2012 CPS-1 | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide |
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| cps2 | Capcom Play System II | MAME - Current | MAME 2010,<br>MAME 2003-Plus,<br>MAME 2000,<br>MAME **(Standalone)** [UMW*],<br>FinalBurn Neo,<br>FinalBurn Neo **(Standalone)** [UW*],<br>FB Alpha 2012,<br>FB Alpha 2012 CPS-2 | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide |
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| cps3 | Capcom Play System III | MAME - Current | MAME 2010,<br>MAME 2003-Plus,<br>MAME 2000,<br>MAME **(Standalone)** [UMW*],<br>FinalBurn Neo,<br>FinalBurn Neo **(Standalone)** [UW*],<br>FB Alpha 2012,<br>FB Alpha 2012 CPS-3 | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide |
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| daphne | Daphne Arcade LaserDisc Emulator | Hypseus [Daphne] **(Standalone)** [UW*] | Hypseus [Singe] **(Standalone)** [UW*] | Yes for Daphne games | See the specific _Hypseus Singe (Daphne)_ section elsewhere in this guide |
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| desktop | Desktop Applications | _Suspend ES-DE_ | _Keep ES-DE running_ | | See the specific _Ports and desktop applications_ section elsewhere in this guide |
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| doom | Doom | PrBoom | Boom 3 [UW],<br>Boom 3 xp [UW],<br>_Shortcut or script_ | No | |
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