Ensure that deinit() removes the current sInstance so that the next call
to AudioManager::getInstance() will re-initialize audio correctly.
Remove explicit calls to AudioManager::init() and instead rely on
Sound::play() to initialize audio when needed.
This change adds an image slideshow screensaver mode with optional
background audio. The existing menu and video screensaver have been
refactored to include this new mode.
By default, the slideshow screensaver will show images from the
game list, but it can be configured in the menu to use a custom
directory instead.
More often than not users are running into glGetErrors 505 (running out
of video memory) when using heavy themes with the default 100 VRAM
setting.
The advice of setting it to 80 is often the solution.
Until we have a proper/better GPU management solution, this is probably
a better default.
- Video Screensaver to skip fade in/out if Instant
- Video Previews to skip fade in/out if Instant
- Added Pause/Resume methods to PS for better description
- Added basic documentation to PS header file
- Added trailing after waking up from SS
- Added proper timing offsets after PS is triggered
- PS set to Disabled by default
- some whitespace edits
- Removed warning while enabling Instant mode
- Fixes Instant mode setting not being saved
- Added methods to support changing screensaver videos after timeout
while using OMX.
- Added methods to support changing Screensaver play next video timeout
- Handled fast animations when Screen saver was disabled by setting
timeout to 0
- Minor fixes
- Change Power Saver (PS) from Other Settings menu
- 4 Modes are available : Disabled, Default [default], Enhanced, Instant
- All modes work well with Screensavers and Video previews.
- PS is disabled while running Videos through VLC.
- PS is disabled while Scrapping
- Game counts are shown immidiately if in Instant Mode
- PS mode defaults if Transitions are changed while in Instant Mode
- Refactoring System Environment data
- Added Virtual System Manager class
- Added "all", "favorites" and "last played" systems
- Added GuiInfoPopup class for notifications
- Added Favorites to metadata, as well as a shortcut to toggle favorites
- Added warning if enabling systems but themes don't support it
- Added "filter by favorites" per system
- Adjusted "Go to Random Game" behavior to account for the fact that we now have an "All Games" system
- Added "sort by system name" for the collections
- Final changes for VLC screensaver support as well
- ALSA de-init/re-init only when needed
- Adding screensaver options menu inside UI settings
- Slightly moved options (Show Frameskip to "Other Settings", sorting within same menu)
- Adding info popups on random video screensaver and OMX + Game Info setting
- Ability to change device used for Volume control (PCM/Speaker/Master) only on Pi.
- Ability to change Audio device used for OMX player (local/hdmi/both/ALSA:HW:0,0/ALSA:HW:1,0)
* add hotkey button gfx and hotkey to input configuration
* prompt user if no hotkey set, and offer to use select
* if no hotkey is set, still save an entry with key id 0, for backward compatibility
- Correct handling of zombie processes left in memory
- Add options to mute video
- Fix resizing to work with theme refactorings introduced by jdrassa and zigurana
- Set default GL clear color to black, rather than white
- Revert changes to ImageComponent intialization that cause white flashes
- Increased ALSA buffer to prevent buffer underruns which stall CPU momentarily
- Improved carousel texture buffering based on navigation direction and speed
Currently supports Basic, Detailed, Video, and Automatic types. The Automatic type checks for the availability of first video's, then screenshots, defaulting to Basic view if none are present.
* implemented feature element to allow themes to support new features without breaking older versions of ES
* supported attribute should only allow one value
Unlike other axis, they don't default to 0, but instead start at -32768 and go to +32767 when pressed. This confuses the
current ES code axis code. As a workaround, we get the initial value and if it is -32767, we add 32767 and divide by two. This gives it
a range that can be handled with the current code (from 0 to 32767). Note on my X11 machine, I had to plug the joystick in after ES
was loaded or it get 0 as the initial axis value for the triggers. This seems ok on the RPI though, so possible some SDL issue.
With this change on a 360 controller the triggers should be correctly detected as +2 and +5 without seeing two presses for each trigger press.