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igotdvds

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Everything posted by igotdvds

  1. I figured it out right before you posted this...I'm getting closer to being a meaningful member of the community. <Image x:Name="BGMask" Grid.Column="0" Grid.Row="0" Grid.ColumnSpan="6" Grid.RowSpan="5" Opacity="0.0" Panel.ZIndex="1"> <Image.Style> <Style TargetType="{x:Type Image}"> <Setter Property="Source" Value="pack://siteoforigin:,,,/Themes/Simplicity/Images/test.png"/> <Style.Triggers> <DataTrigger Value="Arcade Classics" Binding="{Binding Path=SelectedGame.Platform}"> <Setter Property="Source" Value="pack://siteoforigin:,,,/Themes/Simplicity/Images/Arcade Classics.png"/> </DataTrigger> </Style.Triggers> </Style> </Image.Style> </Image>
  2. Grila...here to save me again.... Where is this wonderful documentation you speak of??
  3. Is there a way to determine platform name as a variable within a view? I'd like to implement something but it will change based on currently selected platform.
  4. We have a PM session on this but one additional question. What systems are you looking for that I havent done yet? Or, are you wanting something different from what Ive already done?
  5. Thanks for the replies. Ill halt my attempts until jason sorts it out. It is strange how backgroundvideos do work though with the same code...
  6. I'm running 4:3 in my cabinet. Even videos that are 4:3 leave a small black border. Screenshot: Code: <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:transitions="clr-namespace:Unbroken.LaunchBox.Wpf.Transitions;assembly=Unbroken.LaunchBox.Wpf" xmlns:coverFlow="clr-namespace:Unbroken.LaunchBox.Wpf.Controls.CoverFlow;assembly=Unbroken.LaunchBox.Wpf" xmlns:i="http://schemas.microsoft.com/expression/2010/interactivity" xmlns:cal="http://www.caliburnproject.org" mc:Ignorable="d" d:DesignHeight="2160" d:DesignWidth="3840" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Style="{DynamicResource UserControlStyle}"> <UserControl.Resources> <!-- WHEEL FADE STORYBOARD BEGIN --> <Storyboard x:Key="WheelFade"> <!-- WHEEL X-AXIS MOVEMENT BEGIN --> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.RenderTransform).(TransformGroup.Children)[3].(TranslateTransform.X)" Storyboard.TargetName="FlowControl"> <EasingDoubleKeyFrame KeyTime="0:0:0.2" Value="0"/><!-- sets the amount of time the wheel takes to appear AND where the wheel moves to (0.2 seconds, moves to X=0) --> <EasingDoubleKeyFrame KeyTime="0:0:2" Value="0"/><!-- sets the duration the wheel remains on the screen after the binding changes on the trigger textblock (remains on screen for 2 seconds) --> <EasingDoubleKeyFrame KeyTime="0:0:2.2" Value="-100"/><!-- sets the amount of time the wheel takes to disappear AND where the wheel moves to (0.2 seconds, moves to X=-100) --> </DoubleAnimationUsingKeyFrames> <!-- WHEEL X-AXIS MOVEMENT END --> <!-- WHEEL OPACITY FADE BEGIN --> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Opacity)" Storyboard.TargetName="FlowControl"> <EasingDoubleKeyFrame KeyTime="0:0:0.2" Value="1"/><!-- sets the amount of time the wheel takes to reach 100% opacity (0.2 seconds) --> <EasingDoubleKeyFrame KeyTime="0:0:2" Value="1"/><!-- sets the duration that the wheel remains at 100% opacity after the binding changes on the trigger textblock (remains 100% opacity for 2 seconds) --> <EasingDoubleKeyFrame KeyTime="0:0:2.2" Value="0"/><!-- sets the amount of time the wheel takes to reach 0% opacity (0.2 seconds) --> </DoubleAnimationUsingKeyFrames> <!-- WHEEL OPACITY FADE END --> <!-- BG OPACITY FADE BEGIN --> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Opacity)" Storyboard.TargetName="BGMask"> <EasingDoubleKeyFrame KeyTime="0:0:0.2" Value="1"/><!-- sets the amount of time the wheel takes to reach 100% opacity (0.2 seconds) --> <EasingDoubleKeyFrame KeyTime="0:0:2" Value="1"/><!-- sets the duration that the wheel remains at 100% opacity after the binding changes on the trigger textblock (remains 100% opacity for 2 seconds) --> <EasingDoubleKeyFrame KeyTime="0:0:2.2" Value="0"/><!-- sets the amount of time the wheel takes to reach 0% opacity (0.2 seconds) --> </DoubleAnimationUsingKeyFrames> <!-- BG OPACITY FADE END --> </Storyboard> <!-- WHEEL FADE STORYBOARD END --> </UserControl.Resources> <Canvas Name="Canvas"> <!-- VIDEO START --> <transitions:TransitionPresenter TransitionSelector="{Binding BackgroundTransitionSelector}" Content="{Binding ImageVideoView}" Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}" IsContentVideo="true" /> <!-- VIDEO END --> <Grid Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}"> <Grid.ColumnDefinitions> <ColumnDefinition Width="480*" /> <ColumnDefinition Width="30*" /> <ColumnDefinition Width="675*" /> <ColumnDefinition Width="30*" /> <ColumnDefinition Width="675*" /> <ColumnDefinition Width="30*" /> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="30*" /> <RowDefinition Height="90*" /> <RowDefinition Height="465*" /> <RowDefinition Height="465*" /> <RowDefinition Height="30*" /> </Grid.RowDefinitions> <!-- WHEEL START --> <coverFlow:FlowControl x:Name="FlowControl" Grid.Column="0" Grid.Row="0" Grid.RowSpan="5" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" CoverFactory="{Binding CoverFactory}" ImageType="Clear Logo" CurveAmount="4.5" CameraZPosition="3.0" VisibleCount="14" PageSize="6" Spacing="1.0" ItemZPosition="1.0" SelectedItemZPosition="2.0" Panel.ZIndex="100" RenderTransformOrigin="0.5,0.5" > <coverFlow:FlowControl.RenderTransform> <TransformGroup> <ScaleTransform/> <SkewTransform/> <RotateTransform/> <TranslateTransform X="-100"/><!-- sets the initial offset of the wheel (where you want it to appear FROM, has to match the value in the storyboard up top) --> </TransformGroup> </coverFlow:FlowControl.RenderTransform> <coverFlow:FlowControl.Opacity>0</coverFlow:FlowControl.Opacity><!-- sets the initial opacity of the wheel, most likely always 0 --> </coverFlow:FlowControl> <!-- WHEEL END --> <!-- BACKGROUND MASK START --> <Image x:Name="BGMask" Grid.Column="0" Grid.Row="0" Grid.ColumnSpan="6" Grid.RowSpan="5" Source="pack://siteoforigin:,,,/Themes/Simplicity/Images/Test.png" Opacity="0.0" Panel.ZIndex="1"/> <!-- BACKGROUND MASK END --> <!-- WHEEL FADE TRIGGER --> <TextBlock x:Name="Trigger" Text="{Binding Path=SelectedGame.Title, NotifyOnTargetUpdated=True}" Visibility="Hidden" ><!-- binds to the SELECTED game name and notifies the trigger everytime it updates --> <TextBlock.Triggers> <EventTrigger RoutedEvent="Binding.TargetUpdated"> <!-- trigger that plays the storyboard and when it plays it, in this case everytime the SelectedGame.Title of the TextBlock changes --> <BeginStoryboard Storyboard="{StaticResource WheelFade}"/> <!-- specifies which storyboard the trigger will play --> </EventTrigger> </TextBlock.Triggers> </TextBlock> <!-- WHEEL FADE TRIGGER --> </Grid> <ListBox Name="Index" Style="{DynamicResource HorizontalListBoxStyle}" Width="{Binding ElementName=Canvas, Path=ActualWidth}" Visibility="{Binding IndexVisibility}"> <i:Interaction.Triggers> <i:EventTrigger EventName="MouseDoubleClick"> <cal:ActionMessage MethodName="OnEnter" /> </i:EventTrigger> </i:Interaction.Triggers> </ListBox> </Canvas> </UserControl>
  7. Thanks Snake but both of these end in the same result. I still have black bars at top and bottom.
  8. #SingleInstance force SetTitleMatchMode 2 #WinActivateForce DetectHiddenText, On ;Run, "C:\Users\Mr. Arcade\LaunchBox\Emulators\Future Pinball\FutureDMD.exe" ;hidemouse BlockInput, on If (BlockMouse := !BlockMouse) { MouseMove 9999,9999,0 BlockInput MouseMove } Else { BlockInput MouseMoveOff MouseMove -A_ScreenWidth/2,-A_ScreenHeight/2, 5, R } WinHide, ahk_class Shell_TrayWnd WinHide, Start ahk_class Button Selected_Class := "FuturePinballOpenGLSecondary" Selected_X := -6 Selected_Y := -785 Selected_Width := 1374 Selected_Height := 768 GuiColor := "Black" Gui, +Owner -Caption Gui, +AlwaysOnTop Gui, Color, %GuiColor% Gui, Add, Pic, Center, C:\Users\Mr. Arcade\LaunchBox\Emulators\Future Pinball\test2.png Gui, Show, x0 y0 w%A_ScreenWidth% h%A_ScreenHeight%, TempWindow WinWaitActive, ahk_class FuturePinballOpenGL Winmove,ahk_class %Selected_Class%, ,Selected_X, Selected_Y, Selected_Width, Selected_Height ; this line was commeted out with backboxes on ; WinWaitActive, ahk_class FuturePinball Winshow, ahk_class Shell_TrayWnd Winshow, Start ahk_class Button Gui, Destroy Gui, Cancel BlockInput, Off ~ESC:: GuiColor := "Black" Gui, +Owner -Caption Gui, +AlwaysOnTop Gui, Color, %GuiColor% Gui, Show, x0 y0 w%A_ScreenWidth% h%A_ScreenHeight%, TempWindow Send ^{S} Process, Close, Future Pinball.exe ;Process, Close, FutureDMD.exe MouseMove A_ScreenWidth/2,A_ScreenHeight/2 WinActivate, LaunchBox Big Box WinActivate, LaunchBox Gui, Destroy Gui, Cancel ExitApp
  9. Bumping as this cant be that difficult for a smart person!
  10. Perfect!!! Thank you!!! Last thing...I posted this but no one replied to the other thread.. You have backgroundvideos enabled here which allows 4:3 videos to fill the screen completely. How can i make the IMAGEVIDEO object do the same thing? I want to make the 4:3 videos play and fill the screen without backgroundvideos enabled as I only want it for certain views. When I try, the videos center and I get a black bar at the top and bottom but backgroundvideos stretch to fill.
  11. I know very little about how to do this..and I am struggling to make it work..mind giving an example?
  12. This is amazing! How would you go about adding an image that displayed only when the wheel was visible? Would be nice if screen could go slightly darker ONLY when the wheel is visible.
  13. I want to fill my 4:3 screen with the game video. If I enable background videos, a 4:3 video will fill the screen. If I dont and use an "IMAGEVIDEO" object, it wont, and leaves a small black bar at the top and bottom. Code I'm using for imagevideo window. <transitions:TransitionPresenter TransitionSelector="{Binding BackgroundTransitionSelector}" Content="{Binding ImageVideoView}" Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}" IsContentVideo="true" />
  14. Added as example..not to zip file.
  15. Version 1.0.0

    322 downloads

    Custom Marquees for the Atari Jaguar platform. Examples:
  16. Marquees - Atari Jaguar View File Custom Marquees for the Atari Jaguar platform. Examples: Submitter igotdvds Submitted 02/04/2017 Category Game Marquee Images
  17. Version 1.0.0

    405 downloads

    Custom Marquees for the SegaCD platform. I only made marquees for the games I have. Please contact me with specific requests. All I need is the LaunchBox-named 3D Box and Clear Logo. Examples:
  18. Marquees - Sega CD View File Custom Marquees for the SegaCD platform. I only made marquees for the games I have. Please contact me with specific requests. All I need is the LaunchBox-named 3D Box and Clear Logo. Examples: Submitter igotdvds Submitted 02/04/2017 Category Game Marquee Images
  19. Marquees - Nintendo Gameboy View File Custom Marquees for the Nintendo Gameboy platform. Submitter igotdvds Submitted 02/04/2017 Category Game Marquee Images
  20. Version 1.0.0

    427 downloads

    Custom Marquees for the Nintendo Gameboy platform.
  21. Are your images cached? (meaning) have you scrolled through that library multiple times. If you hover on one and then com back to it, does the stutter reoccur?
  22. So how would I use the new %gameid% feature? I added a new exe and left no parameters defined. It output the rom path as %1% but nothing for %2% or %3%. How can I get %platform%, etc. to work?
  23. What dictates what %1% returns? What does %2% return? Is there a %3%? How is markmons script calling %platform%?
  24. I completely understand this but how is your LB configured? What command line parameters allow you to read them here?
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