mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 06:05:38 +00:00
Documentation update.
This commit is contained in:
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@ -12,6 +12,11 @@
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* Added a menu option to change the application exit key combination
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* Added a menu option to change the application exit key combination
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* Added the GLM (OpenGL Mathematics) library as a Git subtree
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* Added the GLM (OpenGL Mathematics) library as a Git subtree
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* Replaced all built-in matrix and vector data types and functions with GLM library equivalents
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* Replaced some additional math functions and moved the remaining built-in functions to a math utility namespace
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* Added a function to generate MD5 hashes
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* Changed two clang-format rules related to braced lists and reformatted the codebase
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* Changed the language standard from C++14 to C++17
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### Bug fixes
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### Bug fixes
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@ -293,6 +298,4 @@ Many bugs have been fixed, and numerous features that were only partially implem
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* On macOS Big Sur (and possibly other OS versions) when connecting a DualShock 4 controller either via Bluetooth or using a USB cable, two separate controller devices are registered in parallel. This is a bug in either macOS or the DualShock driver and it makes it seem as if ES-DE is registering double button presses when actually two separate controller devices are generating identical input. A workaround if using Bluetooth mode is to plug in the USB cable just after connecting the controller, wait a second or two and then remove the cable again. This will remove the cabled device, leaving only the Bluetooth device active. Another workaround is to enable the setting "Only accept input from first controller" in the ES-DE input device settings. The reason why this bug may not be visible in some other games and applications is that ES-DE enables and auto-configures all connected controllers.
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* On macOS Big Sur (and possibly other OS versions) when connecting a DualShock 4 controller either via Bluetooth or using a USB cable, two separate controller devices are registered in parallel. This is a bug in either macOS or the DualShock driver and it makes it seem as if ES-DE is registering double button presses when actually two separate controller devices are generating identical input. A workaround if using Bluetooth mode is to plug in the USB cable just after connecting the controller, wait a second or two and then remove the cable again. This will remove the cabled device, leaving only the Bluetooth device active. Another workaround is to enable the setting "Only accept input from first controller" in the ES-DE input device settings. The reason why this bug may not be visible in some other games and applications is that ES-DE enables and auto-configures all connected controllers.
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* Some screen tearing can be seen in the upper part of the screen when using the slide transitions with certain graphics drivers and resolutions. This problem will hopefully be resolved in ES-DE v1.2 when moving to the GLM library.
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* On Windows when using high DPI displays, if not running ES-DE on the primary monitor and the display where it runs does not have the same scaling percentage as the primary monitor, then the ES-DE resolution will not be properly set. The application will still work and if running in fullscreen mode it may not even be noticeable. This issue is caused by a bug in SDL where the primary display scaling is always used for calculating the display bounds and as such it needs to be fixed in that library. If using the same scaling percentage across all monitors, or if not using high DPI monitors at all, then this issue will not occur.
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* On Windows when using high DPI displays, if not running ES-DE on the primary monitor and the display where it runs does not have the same scaling percentage as the primary monitor, then the ES-DE resolution will not be properly set. The application will still work and if running in fullscreen mode it may not even be noticeable. This issue is caused by a bug in SDL where the primary display scaling is always used for calculating the display bounds and as such it needs to be fixed in that library. If using the same scaling percentage across all monitors, or if not using high DPI monitors at all, then this issue will not occur.
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@ -33,7 +33,7 @@ This plan is under constant review so expect it to change from time to time. Sti
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* Improved full-screen support, removing the temporary full-screen hacks
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* Improved full-screen support, removing the temporary full-screen hacks
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* On-screen keyboard
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* On-screen keyboard
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* Support for the Raspberry Pi 4 with OpenGL ES 2.0 and GLSL shaders (Raspberry Pi OS)
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* Support for the Raspberry Pi 4 with OpenGL ES 2.0 and GLSL shaders (Raspberry Pi OS)
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* Add GLM library dependency for matrix and vector operations, start to decommission the built-in functions
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* Add GLM library dependency for matrix and vector operations, decommission the built-in functions
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* Add to more Linux repositories, BSD ports collections etc.
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* Add to more Linux repositories, BSD ports collections etc.
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* Flatpak and Snap releases on Linux
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* Flatpak and Snap releases on Linux
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@ -90,6 +90,7 @@ But as clang-format won't change the actual code content or fix all code style c
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* As a general rule, use C++ syntax instead of C syntax, for example `static_cast<int>(someFloatVariable)` instead of `(int)someFloatVariable`
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* As a general rule, use C++ syntax instead of C syntax, for example `static_cast<int>(someFloatVariable)` instead of `(int)someFloatVariable`
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* Always declare one variable per line, never combine multiple declarations of the same type
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* Always declare one variable per line, never combine multiple declarations of the same type
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* Name member variables starting with an `m` such as `mMyMemberVariable` and name static variables starting with an `s` such as `sMyStaticVariable`
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* Name member variables starting with an `m` such as `mMyMemberVariable` and name static variables starting with an `s` such as `sMyStaticVariable`
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* Use braced initializations when possible, e.g. `float myFloat{1.5f}` as this is generally the safest way to do it
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* Short function definitions can be placed in either the .h or .cpp file depending on the situation
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* Short function definitions can be placed in either the .h or .cpp file depending on the situation
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* Avoid overoptimizations, especially if it sacrifices readability, makes the code hard to expand on or is error prone
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* Avoid overoptimizations, especially if it sacrifices readability, makes the code hard to expand on or is error prone
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* Try to be coherent with the existing codebase regarding names, structure etc., it should not be obvious what person wrote which parts
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* Try to be coherent with the existing codebase regarding names, structure etc., it should not be obvious what person wrote which parts
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# EmulationStation Desktop Edition (ES-DE) - Building and advanced configuration (development version)
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# EmulationStation Desktop Edition (ES-DE) v1.2 (development version) - Building and advanced configuration
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**Note:** This is a quite technical document intended for those that are interested in compiling ES-DE from source code, or would like to customize the configuration. If you just want to start using the software, check out [USERGUIDE-DEV.md](USERGUIDE-DEV.md) instead.
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**Note:** This is a quite technical document intended for those that are interested in compiling ES-DE from source code, or would like to customize the configuration. If you just want to start using the software, check out [USERGUIDE-DEV.md](USERGUIDE-DEV.md) instead.
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# EmulationStation Desktop Edition (ES-DE) - Building and advanced configuration
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# EmulationStation Desktop Edition (ES-DE) v1.1 - Building and advanced configuration
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**Note:** This is a quite technical document intended for those that are interested in compiling ES-DE from source code, or would like to customize the configuration. If you just want to start using the software, check out [USERGUIDE.md](USERGUIDE.md) instead.
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**Note:** This is a quite technical document intended for those that are interested in compiling ES-DE from source code, or would like to customize the configuration. If you just want to start using the software, check out [USERGUIDE.md](USERGUIDE.md) instead.
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# EmulationStation Desktop Edition (ES-DE) - Themes
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# EmulationStation Desktop Edition (ES-DE) v1.1 - Themes
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**Note:** If creating theme sets specifically for ES-DE, please add `-DE` to the theme name, as in `rbsimple-DE`. Because the ES-DE theme support has already deviated somehow from the RetroPie EmulationStation fork and will continue to deviate further in the future, the theme set will likely not be backwards compatible. It would be confusing and annoying for a user that downloads and attempts to use an ES-DE theme set in another EmulationStation fork only to get crashes, error messages or corrupted graphics. At least the -DE extension is a visual indicator that it's an ES-DE specific theme set.
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**Note:** If creating theme sets specifically for ES-DE, please add `-DE` to the theme name, as in `rbsimple-DE`. Because the ES-DE theme support has already deviated somehow from the RetroPie EmulationStation fork and will continue to deviate further in the future, the theme set will likely not be backwards compatible. It would be confusing and annoying for a user that downloads and attempts to use an ES-DE theme set in another EmulationStation fork only to get crashes, error messages or corrupted graphics. At least the -DE extension is a visual indicator that it's an ES-DE specific theme set.
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# EmulationStation Desktop Edition (ES-DE) - User guide (development version)
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# EmulationStation Desktop Edition (ES-DE) v1.2 (development version) - User guide
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This document is intended as a quick start guide and as a reference for the application settings and general functionality. For details on how to build ES-DE from source code and to perform more advanced configuration, please refer to [INSTALL-DEV.md](INSTALL-DEV.md).
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This document is intended as a quick start guide and as a reference for the application settings and general functionality. For details on how to build ES-DE from source code and to perform more advanced configuration, please refer to [INSTALL-DEV.md](INSTALL-DEV.md).
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There are also installation videos available at the ES-DE YouTube channel:\
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There are also installation videos available at the ES-DE YouTube channel:\
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[https://www.youtube.com/channel/UCosLuC9yIMQPKFBJXgDpvVQ](https://www.youtube.com/channel/UCosLuC9yIMQPKFBJXgDpvVQ)
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[https://www.youtube.com/channel/UCosLuC9yIMQPKFBJXgDpvVQ](https://www.youtube.com/channel/UCosLuC9yIMQPKFBJXgDpvVQ)
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## Installation and first startup
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## Installation and first startup
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To install ES-DE, just download the package or installer from [https://es-de.org](https://es-de.org) and follow the brief instructions below.
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To install ES-DE, just download the package or installer from [https://es-de.org](https://es-de.org) and follow the brief instructions below.
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@ -78,7 +79,7 @@ On Unix this means /home/\<username\>/.emulationstation/, on macOS /Users/\<user
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It's also possible to override the home directory path using the --home command line option, but this is normally required only for very special situations so we can safely ignore that option for now.
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It's also possible to override the home directory path using the --home command line option, but this is normally required only for very special situations so we can safely ignore that option for now.
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Also on first startup the configuration file `es_settings.xml` will be generated in the ES-DE home directory, containing all the application settings at their default values. Following this, a file named `es_systems.xml` will be loaded from the resources directory (which is part of the ES-DE installation). This file contains the game system definitions including which emulator to use per platform, and it can be customized if needed. The customized version needs to be placed in the `custom_systems` folder in the ES-DE home directory, i.e. `~/.emulationstation/custom_systems/es_systems.xml`. You can find information on how to customize the systems configuration file in the [INSTALL-DEV.md](INSTALL-DEV.md#es_systemsxml) document.
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Also on first startup the configuration file `es_settings.xml` will be generated in the ES-DE home directory, containing all the application settings at their default values. Following this, a file named `es_systems.xml` will be loaded from the resources directory (which is part of the ES-DE installation). This file contains the game system definitions including which emulator to use per platform. The systems configuration file can be customized, as described in the next section.
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There's an application log file created in the ES-DE home directory named `es_log.txt`, please refer to this in case of any issues as it should hopefully provide information on what went wrong. Starting ES-DE with the --debug flag provides even more detailed information.
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There's an application log file created in the ES-DE home directory named `es_log.txt`, please refer to this in case of any issues as it should hopefully provide information on what went wrong. Starting ES-DE with the --debug flag provides even more detailed information.
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@ -125,6 +126,11 @@ There will be a lot of directories created if using the es_systems.xml file bund
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_This is the dialog shown if no game files were found. It lets you configure the ROM directory if you don't want to use the default one, and you can also generate the game systems directory structure. Note that the directory is the physical path, and that your operating system may present this as a localized path if you are using a language other than English._
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_This is the dialog shown if no game files were found. It lets you configure the ROM directory if you don't want to use the default one, and you can also generate the game systems directory structure. Note that the directory is the physical path, and that your operating system may present this as a localized path if you are using a language other than English._
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## Customizing the systems configuration file
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The `es_systems.xml` file is located in the ES-DE resources directory which is part of the application installation. As such this file is not intended to be modified directly. If a customized file is needed, this should instead be placed in the `custom_systems` folder in the ES-DE home directory, i.e. `~/.emulationstation/custom_systems/es_systems.xml`. You can find information on the file structure and how to adapt the configuration in the [INSTALL-DEV.md](INSTALL-DEV.md#es_systemsxml) document.
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## Migrating from other EmulationStation forks
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## Migrating from other EmulationStation forks
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**IMPORTANT!!! IMPORTANT!!! IMPORTANT!!!**
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**IMPORTANT!!! IMPORTANT!!! IMPORTANT!!!**
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@ -138,6 +144,7 @@ Due to this, always make backups of at least the following directories before te
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~/.emulationstation/collections/
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~/.emulationstation/collections/
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```
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```
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## Running on high resolution displays
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## Running on high resolution displays
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ES-DE fully supports high resolution displays such as 4K, 6K, 1440p, ultrawide monitors etc. But some emulators such as RetroArch will also run using the same resolution which may cause performance problems on slower machines or when using resource intensive shaders. Although some emulator cores will have options to set their internal resolution, they still need to be scaled up to the screen resolution. On Unix it's possible to start ES-DE with the `--resolution` option to set a lower screen resolution (this will also affect the emulators) but this is not really recommended as it's highly dependent on well-written graphics drivers for proper behavior.
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ES-DE fully supports high resolution displays such as 4K, 6K, 1440p, ultrawide monitors etc. But some emulators such as RetroArch will also run using the same resolution which may cause performance problems on slower machines or when using resource intensive shaders. Although some emulator cores will have options to set their internal resolution, they still need to be scaled up to the screen resolution. On Unix it's possible to start ES-DE with the `--resolution` option to set a lower screen resolution (this will also affect the emulators) but this is not really recommended as it's highly dependent on well-written graphics drivers for proper behavior.
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@ -159,6 +166,7 @@ If you have issues with your input configuration, as a last resort you can reset
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If you experience double button presses with your DualShock 4 controller on macOS, please read about the workaround for this issue in the [Known issues](CHANGELOG.md#known-issues) section of the changelog.
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If you experience double button presses with your DualShock 4 controller on macOS, please read about the workaround for this issue in the [Known issues](CHANGELOG.md#known-issues) section of the changelog.
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## System view (main screen)
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## System view (main screen)
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When starting ES-DE with the default settings, you will see the System view first. From here you can navigate your game systems and enter their respective gamelists.
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When starting ES-DE with the default settings, you will see the System view first. From here you can navigate your game systems and enter their respective gamelists.
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![alt text](images/current/es-de_system_view.png "ES-DE System View")
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![alt text](images/current/es-de_system_view.png "ES-DE System View")
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_The **System view** is the default starting point for the application, it's here that you browse through your game systems._
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_The **System view** is the default starting point for the application, it's here that you browse through your game systems._
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## Gamelist view
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## Gamelist view
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The gamelist view is where you browse and start your games, and it's where you will spend most of your time using ES-DE.
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The gamelist view is where you browse and start your games, and it's where you will spend most of your time using ES-DE.
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![alt text](images/current/es-de_basic_view_style.png "ES-DE Basic View Style")
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![alt text](images/current/es-de_basic_view_style.png "ES-DE Basic View Style")
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_Here's an example of what the Basic view style looks like. Needless to say, ES-DE is not intended to be used like this. After scraping some game media for the system, the view style will automatically change to Detailed or Video (assuming the Automatic view style option has been selected)._
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_Here's an example of what the Basic view style looks like. Needless to say, ES-DE is not intended to be used like this. After scraping some game media for the system, the view style will automatically change to Detailed or Video (assuming the Automatic view style option has been selected)._
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## UI modes
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## UI modes
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ES-DE supports three separate modes, **Full**, **Kiosk** and **Kid**.
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ES-DE supports three separate modes, **Full**, **Kiosk** and **Kid**.
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The application can also be forced into any of the three modes via the command line options `--force-full`, `--force-kiosk` and `--force-kid`. This is only temporary until the restart of the application, unless the settings menu is entered and the setting is saved to the configuration file (this assumes that the main menu is available in the selected UI mode of course).
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The application can also be forced into any of the three modes via the command line options `--force-full`, `--force-kiosk` and `--force-kid`. This is only temporary until the restart of the application, unless the settings menu is entered and the setting is saved to the configuration file (this assumes that the main menu is available in the selected UI mode of course).
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## Help system
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## Help system
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There is a help system available throughout the application that provides an overview of the possible actions and buttons that can be used. But some general actions are never shown, such as the ability to quick jump in gamelists, menus and text input fields using the shoulder and trigger buttons. It's also possible to disable the help system using a menu option for a somewhat cleaner look.
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There is a help system available throughout the application that provides an overview of the possible actions and buttons that can be used. But some general actions are never shown, such as the ability to quick jump in gamelists, menus and text input fields using the shoulder and trigger buttons. It's also possible to disable the help system using a menu option for a somewhat cleaner look.
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15
USERGUIDE.md
15
USERGUIDE.md
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# EmulationStation Desktop Edition (ES-DE) - User guide
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# EmulationStation Desktop Edition (ES-DE) v1.1 - User guide
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This document is intended as a quick start guide and as a reference for the application settings and general functionality. For details on how to build ES-DE from source code and to perform more advanced configuration, please refer to [INSTALL.md](INSTALL.md).
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This document is intended as a quick start guide and as a reference for the application settings and general functionality. For details on how to build ES-DE from source code and to perform more advanced configuration, please refer to [INSTALL.md](INSTALL.md).
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There are also installation videos available at the ES-DE YouTube channel:\
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There are also installation videos available at the ES-DE YouTube channel:\
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[https://www.youtube.com/channel/UCosLuC9yIMQPKFBJXgDpvVQ](https://www.youtube.com/channel/UCosLuC9yIMQPKFBJXgDpvVQ)
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[https://www.youtube.com/channel/UCosLuC9yIMQPKFBJXgDpvVQ](https://www.youtube.com/channel/UCosLuC9yIMQPKFBJXgDpvVQ)
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## Installation and first startup
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## Installation and first startup
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To install ES-DE, just download the package or installer from [https://es-de.org](https://es-de.org) and follow the brief instructions below.
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To install ES-DE, just download the package or installer from [https://es-de.org](https://es-de.org) and follow the brief instructions below.
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@ -76,7 +77,7 @@ On Unix this means /home/\<username\>/.emulationstation/, on macOS /Users/\<user
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It's also possible to override the home directory path using the --home command line option, but this is normally required only for very special situations so we can safely ignore that option for now.
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It's also possible to override the home directory path using the --home command line option, but this is normally required only for very special situations so we can safely ignore that option for now.
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Also on first startup the configuration file `es_settings.xml` will be generated in the ES-DE home directory, containing all the application settings at their default values. Following this, a file named `es_systems.xml` will be loaded from the resources directory (which is part of the ES-DE installation). This file contains the game system definitions including which emulator to use per platform, and it can be customized if needed. The customized version needs to be placed in the `custom_systems` folder in the ES-DE home directory, i.e. `~/.emulationstation/custom_systems/es_systems.xml`. You can find information on how to customize the systems configuration file in the [INSTALL.md](INSTALL.md#es_systemsxml) document.
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Also on first startup the configuration file `es_settings.xml` will be generated in the ES-DE home directory, containing all the application settings at their default values. Following this, a file named `es_systems.xml` will be loaded from the resources directory (which is part of the ES-DE installation). This file contains the game system definitions including which emulator to use per platform. The systems configuration file can be customized, as described in the next section.
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There's an application log file created in the ES-DE home directory named `es_log.txt`, please refer to this in case of any issues as it should hopefully provide information on what went wrong. Starting ES-DE with the --debug flag provides even more detailed information.
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There's an application log file created in the ES-DE home directory named `es_log.txt`, please refer to this in case of any issues as it should hopefully provide information on what went wrong. Starting ES-DE with the --debug flag provides even more detailed information.
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_This is the dialog shown if no game files were found. It lets you configure the ROM directory if you don't want to use the default one, and you can also generate the game systems directory structure. Note that the directory is the physical path, and that your operating system may present this as a localized path if you are using a language other than English._
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_This is the dialog shown if no game files were found. It lets you configure the ROM directory if you don't want to use the default one, and you can also generate the game systems directory structure. Note that the directory is the physical path, and that your operating system may present this as a localized path if you are using a language other than English._
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## Customizing the systems configuration file
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The `es_systems.xml` file is located in the ES-DE resources directory which is part of the application installation. As such this file is not intended to be modified directly. If a customized file is needed, this should instead be placed in the `custom_systems` folder in the ES-DE home directory, i.e. `~/.emulationstation/custom_systems/es_systems.xml`. You can find information on the file structure and how to adapt the configuration in the [INSTALL.md](INSTALL.md#es_systemsxml) document.
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## Migrating from other EmulationStation forks
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## Migrating from other EmulationStation forks
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**IMPORTANT!!! IMPORTANT!!! IMPORTANT!!!**
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**IMPORTANT!!! IMPORTANT!!! IMPORTANT!!!**
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@ -136,6 +142,7 @@ Due to this, always make backups of at least the following directories before te
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~/.emulationstation/collections/
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~/.emulationstation/collections/
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```
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```
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## Running on high resolution displays
|
## Running on high resolution displays
|
||||||
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|
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ES-DE fully supports high resolution displays such as 4K, 6K, 1440p, ultrawide monitors etc. But some emulators such as RetroArch will also run using the same resolution which may cause performance problems on slower machines or when using resource intensive shaders. Although some emulator cores will have options to set their internal resolution, they still need to be scaled up to the screen resolution. On Unix it's possible to start ES-DE with the `--resolution` option to set a lower screen resolution (this will also affect the emulators) but this is not really recommended as it's highly dependent on well-written graphics drivers for proper behavior.
|
ES-DE fully supports high resolution displays such as 4K, 6K, 1440p, ultrawide monitors etc. But some emulators such as RetroArch will also run using the same resolution which may cause performance problems on slower machines or when using resource intensive shaders. Although some emulator cores will have options to set their internal resolution, they still need to be scaled up to the screen resolution. On Unix it's possible to start ES-DE with the `--resolution` option to set a lower screen resolution (this will also affect the emulators) but this is not really recommended as it's highly dependent on well-written graphics drivers for proper behavior.
|
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@ -157,6 +164,7 @@ If you have issues with your input configuration, as a last resort you can reset
|
||||||
|
|
||||||
If you experience double button presses with your DualShock 4 controller on macOS, please read about the workaround for this issue in the [Known issues](CHANGELOG.md#known-issues) section of the changelog.
|
If you experience double button presses with your DualShock 4 controller on macOS, please read about the workaround for this issue in the [Known issues](CHANGELOG.md#known-issues) section of the changelog.
|
||||||
|
|
||||||
|
|
||||||
## System view (main screen)
|
## System view (main screen)
|
||||||
|
|
||||||
When starting ES-DE with the default settings, you will see the System view first. From here you can navigate your game systems and enter their respective gamelists.
|
When starting ES-DE with the default settings, you will see the System view first. From here you can navigate your game systems and enter their respective gamelists.
|
||||||
|
@ -168,6 +176,7 @@ The game systems are sorted by their full names, as defined in the es_systems.xm
|
||||||
![alt text](images/current/es-de_system_view.png "ES-DE System View")
|
![alt text](images/current/es-de_system_view.png "ES-DE System View")
|
||||||
_The **System view** is the default starting point for the application, it's here that you browse through your game systems._
|
_The **System view** is the default starting point for the application, it's here that you browse through your game systems._
|
||||||
|
|
||||||
|
|
||||||
## Gamelist view
|
## Gamelist view
|
||||||
|
|
||||||
The gamelist view is where you browse and start your games, and it's where you will spend most of your time using ES-DE.
|
The gamelist view is where you browse and start your games, and it's where you will spend most of your time using ES-DE.
|
||||||
|
@ -188,6 +197,7 @@ _The **Gamelist view** is where you browse the games for a specific system._
|
||||||
![alt text](images/current/es-de_basic_view_style.png "ES-DE Basic View Style")
|
![alt text](images/current/es-de_basic_view_style.png "ES-DE Basic View Style")
|
||||||
_Here's an example of what the Basic view style looks like. Needless to say, ES-DE is not intended to be used like this. After scraping some game media for the system, the view style will automatically change to Detailed or Video (assuming the Automatic view style option has been selected)._
|
_Here's an example of what the Basic view style looks like. Needless to say, ES-DE is not intended to be used like this. After scraping some game media for the system, the view style will automatically change to Detailed or Video (assuming the Automatic view style option has been selected)._
|
||||||
|
|
||||||
|
|
||||||
## UI modes
|
## UI modes
|
||||||
|
|
||||||
ES-DE supports three separate modes, **Full**, **Kiosk** and **Kid**.
|
ES-DE supports three separate modes, **Full**, **Kiosk** and **Kid**.
|
||||||
|
@ -202,6 +212,7 @@ There is an unlock code available to revert to the Full mode from the Kiosk or K
|
||||||
|
|
||||||
The application can also be forced into any of the three modes via the command line options `--force-full`, `--force-kiosk` and `--force-kid`. This is only temporary until the restart of the application, unless the settings menu is entered and the setting is saved to the configuration file (this assumes that the main menu is available in the selected UI mode of course).
|
The application can also be forced into any of the three modes via the command line options `--force-full`, `--force-kiosk` and `--force-kid`. This is only temporary until the restart of the application, unless the settings menu is entered and the setting is saved to the configuration file (this assumes that the main menu is available in the selected UI mode of course).
|
||||||
|
|
||||||
|
|
||||||
## Help system
|
## Help system
|
||||||
|
|
||||||
There is a help system available throughout the application that provides an overview of the possible actions and buttons that can be used. But some general actions are never shown, such as the ability to quick jump in gamelists, menus and text input fields using the shoulder and trigger buttons. It's also possible to disable the help system using a menu option for a somewhat cleaner look.
|
There is a help system available throughout the application that provides an overview of the possible actions and buttons that can be used. But some general actions are never shown, such as the ability to quick jump in gamelists, menus and text input fields using the shoulder and trigger buttons. It's also possible to disable the help system using a menu option for a somewhat cleaner look.
|
||||||
|
|
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Reference in a new issue