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eatkinola

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Posts posted by eatkinola

  1. 9 hours ago, wallmachine said:

    'yes, referring to ao.bigbox.themer. Trying to mute video but vid music still plays along with default bigbox integrated game music. And music from video doesn't mute bigbox music if priority is changed. Both musics just play at the same time.'

    Thanks for the example. I tried to slice it every which way but did not detect a problem with muting videos. Perhaps I'm not fully understanding the reported problem. Appreciate your pm; I don't use discord, so if whoever reported this problem to you wants to post additional details here on the forums that might be helpful.

  2. @viking: here's an example of what I mentioned ^^ -- aox:DimensionW3840Converter is the key. You specify the dimension assuming 4K display (3840 pixels wide), and the converter scales this dimension according to the actual display width. This is an example of one of my styles used to define a storyboard where something flies in from the left side of the screen:

    xmlns:aox="clr-namespace:Ao.Bigbox.Converters;assembly=Ao.Bigbox.Themer.v3_9_3"
    ...
    <aox:DimensionW3840Converter x:Key="DimensionW3840Converter" />
    ...
    <sys:Double x:Key="AO3840_FlyinOffsetLeft">-500</sys:Double>
    <sys:Double x:Key="AO3840_FlyinOffsetLeftBounce">40</sys:Double>
    ...
    <Storyboard x:Key="AOSelectedFlyin_L" TargetName="GridFlyLeft">
        <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="RenderTransform.(TranslateTransform.X)">
            <LinearDoubleKeyFrame KeyTime="0:0:0.00" Value="{Binding Source={StaticResource AO3840_FlyinOffsetLeft}, Converter={StaticResource DimensionW3840Converter}}" />
            <LinearDoubleKeyFrame KeyTime="0:0:1.70" Value="{Binding Source={StaticResource AO3840_FlyinOffsetLeft}, Converter={StaticResource DimensionW3840Converter}}" />
            <LinearDoubleKeyFrame KeyTime="0:0:1.85" Value="{Binding Source={StaticResource AO3840_FlyinOffsetLeftBounce}, Converter={StaticResource DimensionW3840Converter}}" />
            <LinearDoubleKeyFrame KeyTime="0:0:1.90" Value="0" />
        </DoubleAnimationUsingKeyFrames>
    </Storyboard>

     

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  3. 3 hours ago, viking said:

    Some talk about creating a converter. But I dont know how to do that! Any ideas to give a relative value to X that works for any resolution?????

    I do something similar in one of my themes. It requires a converter when is also in the themer dll. I'll send you an example later when home.

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  4. 8 hours ago, viking said:

    @eatkinola Your plugin works perfectly !!!! This TargetFontSize function should be integrated into BigBox out the box ! ?
    However, I dont find how to apply this function to a simple vertical scroll text ... An idea???

    Great! About the vertical scroll text, you mean controls:ScrollableTextBlock? -- That would require some customization of that control which resides in the Unbroken.LaunchBox.Wpf DLL. Alternatively, a new custom control could possibly be made for Ao.Bigbox.Themer. I wonder if one of those auto-scaling solutions posted in stackoverflow that you mentioned would be helpful; I'll have to take a look.

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  5. Just now, SNAK3ATER said:

    P.S. What does the "TargetPadding" property do? should we edit the value or leave it as it is?

    Sometimes you want padding around a TextBlock to space it a certain way, and if so you'd also want that to be automatically scaled.

    • Thanks 1
  6. Hey @viking. Try the AutoscaleTextBlock in Ao.Bigbox.Themer:

    1. Download latest version of themer plugin: https://forums.launchbox-app.com/files/file/1747-aobigbox-customs/

    2. Place the plugin in your theme's Plugins directory.

    3. Add this to your xaml file:

    <!-- included near the top of the xaml file -->
    ...
        xmlns:aoc="clr-namespace:Ao.Bigbox.Controls;assembly=Ao.Bigbox.Themer.v3_9_3">
    ...
    
    <!-- example use -->
    <aoc:AutoscaleTextBlock Text="whatever" FontFamily="MyCoolFont" FontWeight="Normal" Foreground="Cyan"
                            TargetFontSize="32" TargetPadding="0,8,0,8" TargetScreenHeight="2160" />

    The key properties are the TargetXxx properties -- they let you design to a target screen height, and the actual font size will be scaled automatically based on the actual screen height.

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  7. 12 minutes ago, faeran said:

    The only strictly XAML way that I found was to wrap textblocks up in a viewbox. Not great for every situation, but it works for most.

    True dat. Viewbox and Grid gets you 95% of the way to resolution independence. I created AutoscaleTextBlock for the other 5%.

  8. 1 minute ago, viking said:

    If you want to share your solution (or another solid solution) and quickly documented the integration, it will be great! ?

    Certainly, I'd be happy to share it. I recommend let's give others time to chime in as they might propose a better solution before embarking on using my solution. I'm at work now anyways and cannot post the library and code examples from here.

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  9. 3 hours ago, viking said:

    OK, I have a question about font size management.
    I would like the font sizes be fixed in the code, to fit the screen resolution. My next theme is designed for TV screens. And I would like the display to be correct from 720p to 4K.
    It does not work out-the-box.

    When I ran into this issue, I created two controls called AutoscaleTextBlock and AutoscaleListBox (for text lists). On these controls, I can set a TargetFontSize and TargetScreenHeight and design to these parameters. It will then scale the font size according to actual screen height. The solutions you reference on stackoverflow look very interesting and more generalizable than my approach. I don't have time to try out those solutions now, but I do have something that works if those ideas aren't effective.

  10. 10 minutes ago, Richakev said:

    Wow.  Thanks for this Theme.  Just installed it and will be using it.  Wish it could be installed via Big Box though :)

    Cool, hope you like it. I just submitted it for the BB theme downloader; hopefully it makes the cut.

    • Thanks 1
  11. 18 hours ago, JaysArcade said:

    OMG! It works! So I didn't realize I couldn't just drop the old plugin in a folder named old and leave it in the plugins folder while I tested out the new one. I do this kind of thing a lot when I test new stuff, but I guess Bigbox was picking up the dll anyways. It didn't even dawn on me this could be the issue. I was thinking the plugin needed to be in a certain path to be picked up. Sorry I wasted your time (again). It's working great now, thanks!

    Hey it's no problem at all. I really appreciate you hanging in there and helping figure this out. I'm sure someone else would have raised this issue. Now we know to be on the lookout for it, and I'll add a bit of logic to the codebase to detect and log this problem when it occurs for someone else.

    • Like 1
  12. 20 hours ago, JaysArcade said:

    Maybe you will see something in my configs or logs that ive set up incorrectly. I give up for now.

    The "WL" log looks odd; never saw this during development. You see how the GENERAL SETTINGS and EMULATOR CONFIGS sections of the log are showing up twice? The rest of the logged actions are also happening twice. It looks like there are two copies of WootLauncher either in the LaunchBox\Plugins folder or LaunchBox\Themes\[Theme]\Plugins folder. There should be only one of these at it should be placed in LaunchBox\Plugins. Please check on that.

  13. 1 minute ago, eatkinola said:

    WL should generate a log file when you use it.

    I think WL will generate the log file regardless of whether or not you turn on "Logging" in LaunchBox's options, but I don't recall off the top of my head. I usually have logging turned on anyway since I've been developing and testing a lot recently.

  14. 6 minutes ago, JaysArcade said:

    Below is my understanding of how it is supposed to work...

    That's correct, except for pressing Alt+A (I don't think) currently closes the pause menu; that's the feature I mentioned adding based on your feedback.

    8 minutes ago, JaysArcade said:

    It seems like there is a disconnect in the Woot RetroArch.cfg. No actual pausing, no f11 mouse hiding, etc. Perhaps I'm over thinking this whole thing? Maybe I need to test with a different RetroArch build and see if it captures the +p as the pause key when Alt+A is pressed, assuming i set p as the pause key and shift as the hotkey in RetroArch. It wouldn't be a timing thing would it? Like it might need a 300ms delay after Alt+A is pressed to submit the +p to Retroarch?

    Yep, it does sound like a disconnect. Via the pause menu, can you save/load game states? WL should generate a log file when you use it. Perhaps it would help if you sent me that along with the WL config files for retroarch you are using (if they differ from what's in the download). You said you disabled other AutoHotKey stuff, so that shouldn't be interfering. I don't think it's a timing issue, but there is a way to extend the delay between keypresses to test that out (I think I documented that in the PDF). Anyway, perhaps send me your log and possibly the config file I mentioned.

    12 minutes ago, JaysArcade said:

    I don't want to have to navigate the pause menu to go back to the game when I can just press my dedicated pause button.

    Agreed, that'd be a good addition. Thanks for bringing it up.

    13 minutes ago, JaysArcade said:

    OK I think I get it. Bigbox is noting when the button combo is pressed and sends the keyboard equivalents of whatever is set up in BigBox (PageDn^PageUp^Select^Back+Up). Woot notices that key combo is pressed and runs the pause menu. At least I think that is how it works. But actually now Woot Launcher lets me set that as something else if I don't happen to have BigBox.

    Mostly correct, except BigBox does not deal in button combos; you just map individual buttons to individual actions. WL aggregates button inputs to interpret combos.

  15. 16 minutes ago, JaysArcade said:

    The problem now is the resume key I have set in the Woot Retroarch config, doesn't seem to do anything. Well actually, now I hear the game start but the pause Menu is still active.

    Okay I think I understand. You are using the same hotkey to both bring up the WL pause menu and pause retroarch? That will cause issues, because the first thing the WL pause menu will do when it is shown is pause the game using the mapping you defined in RA -- so using to same key mapping for both WL's pause menu and RA's pause/resume function will pause and then immediately unpause the game again. Does that sound to you what could be happening?

    The issue with closing the pause menu: currently, the WL pause menu mapping (keyboard or gamepad) does not actually close the pause menu -- the only way to do that is to select the Resume button. Now, I could probably add this feature so you could simply pause and unpause with the same keyboard or gamepad combo, configurable in the WL config. This also gets back to the problem of mapping the "pause" key on your system to both RA pause and WL pause; that will not work. You have to have separate mappings and let WL send a separate pause command to RA, as defined in the WL config file for that emulator/core (e.g., currently "+p" is mapped to pause/resume for RA).

    28 minutes ago, JaysArcade said:

    Am I correct in assuming Woot Launcher uses whatever is set up in Bigbox for the buttons? I guess I'm having trouble understanding how "PageDn^PageUp+Up … buttons (as defined within BigBox) corresponding to PageDn and (^) PageUp are held down, then (+) the button mapped to Up is depressed" works.

    Yes, that is sort of correct -- WL will use the gamepad mappings for SELECT, BACK, PAGEUP, and PAGEDN as configured in BigBox. However, as of WL 1.2 you can override this mapping by editing keys in the GENERAL section of Ao.Bigbox.Dropins.dll.config. I really implemented this "override" feature so people without BigBox could still use WL. I think I described this in the updated PDF manual, but let me know if it's unclear. The "PageDn^PageUp+Up" syntax was something I just made up myself to allow you to configure button combos.

  16. On 2/28/2019 at 5:56 AM, Joelbagz said:

    So i ended up going over budget by 25% Ended up going with a mini itx setup. MSi 390i MB with 9th gen i5 cpu to match. 16gb ram and a Radeon RX 590 gpu.
    All bundled up in a Phanteks Evolv Shift case. Cant wait for it to arrive and run it solely as a dedicated emulator!

    That case looks very nice, and on the surface looks pretty easy to work with as far as ITX cases go. Your CPU and RAM sound on the level; the i5 should serve you well for emulation. I'm not familiar with radeon cards but that one seems nice. Hope you enjoy your foray into rig building and emulation. If you've not already chosen disk drives, I'd recommend a SSD for your main OS drive and mechanical drive for storing your roms. You could of course go all SSD if you want; prices have come way down in recent years.

  17. On 3/14/2019 at 8:57 PM, FlightRisk said:

    Very cool. Let me know when you post it and I will take a look.

    Posted the platform exporter. The bundled PDF describes it a little and I think it's pretty easy to use, but let me know if you have any questions. If you do, please post to the download page or open up a new topic since I've kinda gotten this thread off topic (sorry @Joelbagz).

     

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  18. Updated WootLauncher to v1.2 - major improvements to the joypad framework which manages gamepad inputs. This includes bugfixes and new gamepad features, e.g., you can now bind the "home" button on a DS4 or Xbox controller to launching the pause menu. It also now handles cases when gamepads are unplugged or plugged in; this is done seemlessly without need for any user intervention. Another cool addition: you can now map a button combo to quickly exit the game, bypassing the need to use the pause menu to exit a game. Also, a game reset function was added to the pause menu. The PDF manual on the download page is also updated and explains how to use these new features.

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