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faeran

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Everything posted by faeran

  1. There's a few different ways you can do this. The simplest solution would be to just place a second "default" image behind your game background image.
  2. Well, I think this time, since I tested it and made sure that the code works, you may want to check that the image you are using is a png, and whether it's located in the correct location. 2019-11-08 21-49-54.mp4
  3. Try this for your startup theme: <?xml version="1.0" encoding="UTF-8"?> <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" mc:Ignorable="d" d:DesignHeight="562" d:DesignWidth="1000" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" FocusVisualStyle="{x:Null}" BorderThickness="0" Margin="0" Padding="0" Background="#000"> <Canvas Name="Canvas"> <TextBlock x:Name="GameBackgrounds" Visibility="Collapsed"> <TextBlock.Text> <MultiBinding StringFormat="{}pack://siteoforigin:,,,/Themes/Unified Redux/Images/GameBackgrounds/{0}/{1}.png"> <Binding Path="SelectedGame.Platform" /> <Binding Path="SelectedGame.Title" /> </MultiBinding> </TextBlock.Text> </TextBlock> <Image Source="{Binding Text, ElementName=GameBackgrounds}" RenderOptions.BitmapScalingMode="HighQuality" Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}" /> <Grid Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}"> <Grid.RowDefinitions> <RowDefinition Height="10*" /> <RowDefinition Height="2*" /> <RowDefinition Height="18*" /> <RowDefinition Height="10*" /> <RowDefinition Height="18*" /> <RowDefinition Height="2*" /> <RowDefinition Height="25*" /> <RowDefinition Height="15*" /> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="15*" /> <ColumnDefinition Width="20*" /> <ColumnDefinition Width="30*" /> <ColumnDefinition Width="20*" /> <ColumnDefinition Width="15*" /> </Grid.ColumnDefinitions> <Grid Grid.Row="8" Grid.Column="0" Grid.ColumnSpan="5" Background="#00000000" Panel.ZIndex="10"> <Grid.RowDefinitions> <RowDefinition Height="94*" /> <RowDefinition Height="3*" /> <RowDefinition Height="3*" /> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="{Binding LoadingWidth}" /> <ColumnDefinition Width="{Binding LoadingEmptyWidth}" /> </Grid.ColumnDefinitions> <Grid Grid.Row="0" Grid.RowSpan="2" Background="#880094FF" /> </Grid> </Grid> </Canvas> </UserControl>
  4. Oh, I see. Yes, things are a bit different with each view. For startup themes, try this: <TextBlock x:Name="GameBackgrounds" Visibility="Collapsed"> <TextBlock.Text> <MultiBinding StringFormat="{}pack://siteoforigin:,,,/Themes/Unified Redux/Images/GameBackgrounds/{0}/{1}.png"> <Binding Path="SelectedGame.Platform" /> <Binding Path="SelectedGame.Title" /> </MultiBinding> </TextBlock.Text> </TextBlock> <Image Source="{Binding Text, ElementName=GameBackgrounds}" RenderOptions.BitmapScalingMode="HighQuality" Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}" /> For game views, use this: <TextBlock x:Name="GameBackgrounds" Visibility="Collapsed"> <TextBlock.Text> <MultiBinding StringFormat="{}pack://siteoforigin:,,,/Themes/Unified Redux/Images/GameBackgrounds/{0}/{1}.png"> <Binding Path="ActiveGame.Platform" /> <Binding Path="ActiveGame.Title" /> </MultiBinding> </TextBlock.Text> </TextBlock> <Image Source="{Binding Text, ElementName=GameBackgrounds}" RenderOptions.BitmapScalingMode="HighQuality" Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}" />
  5. So I looked at the code you posted. If that was the code for you entire view, then the reason you are seeing a black screen is because there's no coverflow menu wheel, or menu index in your code, so you have no way of changing games. Try this code instead. It's the default theme's game wheel code. I've added the dynamic background code, and your grid that you made. <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.Windows.Transitions;assembly=Unbroken.LaunchBox.Windows" xmlns:coverFlow="clr-namespace:Unbroken.LaunchBox.Windows.Controls.CoverFlow;assembly=Unbroken.LaunchBox.Windows" xmlns:i="http://schemas.microsoft.com/expression/2010/interactivity" xmlns:cal="http://www.caliburnproject.org" mc:Ignorable="d" d:DesignHeight="562" d:DesignWidth="1000" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" FocusVisualStyle="{x:Null}" BorderThickness="0" Margin="0" Padding="0" Background="#000"> <UserControl.Resources> <Style x:Key="HorizontalListBoxItemStyle" TargetType="ListBoxItem"> <Setter Property="FocusVisualStyle" Value="{x:Null}" /> <Setter Property="Padding" Value="0" /> <Setter Property="HorizontalContentAlignment" Value="{Binding HorizontalContentAlignment, RelativeSource={RelativeSource FindAncestor, AncestorLevel=1, AncestorType={x:Type ItemsControl}}}" /> <Setter Property="VerticalContentAlignment" Value="{Binding VerticalContentAlignment, RelativeSource={RelativeSource FindAncestor, AncestorLevel=1, AncestorType={x:Type ItemsControl}}}" /> <Setter Property="Background" Value="Transparent" /> <Setter Property="BorderBrush" Value="Transparent" /> <Setter Property="BorderThickness" Value="1" /> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type ListBoxItem}"> <Border x:Name="Bd" Background="{TemplateBinding Background}" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="1" Padding="0" SnapsToDevicePixels="True"> <ContentPresenter HorizontalAlignment="Center" VerticalAlignment="Stretch" Content="{TemplateBinding Content}" ContentStringFormat="{TemplateBinding ContentStringFormat}" ContentTemplate="{TemplateBinding ContentTemplate}" SnapsToDevicePixels="True" /> </Border> <ControlTemplate.Triggers> <MultiTrigger> <MultiTrigger.Conditions> <Condition Property="IsMouseOver" Value="True" /> </MultiTrigger.Conditions> <Setter TargetName="Bd" Property="Background" Value="#5F3399FF" /> <Setter TargetName="Bd" Property="BorderBrush" Value="#5F3399FF" /> </MultiTrigger> <MultiTrigger> <MultiTrigger.Conditions> <Condition Property="Selector.IsSelectionActive" Value="False" /> <Condition Property="IsSelected" Value="True" /> </MultiTrigger.Conditions> <Setter TargetName="Bd" Property="Background" Value="#FF3399FF" /> <Setter TargetName="Bd" Property="BorderBrush" Value="#FF3399FF" /> </MultiTrigger> <MultiTrigger> <MultiTrigger.Conditions> <Condition Property="Selector.IsSelectionActive" Value="True" /> <Condition Property="IsSelected" Value="True" /> </MultiTrigger.Conditions> <Setter TargetName="Bd" Property="Background" Value="#FF3399FF" /> <Setter TargetName="Bd" Property="BorderBrush" Value="#FF3399FF" /> </MultiTrigger> <Trigger Property="IsEnabled" Value="False"> <Setter TargetName="Bd" Property="TextElement.Foreground" Value="{DynamicResource {x:Static SystemColors.GrayTextBrushKey}}" /> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> <Style x:Key="HorizontalListBoxStyle" TargetType="ListBox"> <Setter Property="ItemContainerStyle" Value="{DynamicResource HorizontalListBoxItemStyle}"></Setter> <Setter Property="BorderBrush" Value="Transparent" /> <Setter Property="Background" Value="Transparent" /> <Setter Property="Foreground" Value="White"></Setter> <Setter Property="FontFamily" Value="Calibri" /> <Setter Property="ScrollViewer.HorizontalScrollBarVisibility" Value="Hidden" /> <Setter Property="ScrollViewer.VerticalScrollBarVisibility" Value="Hidden" /> <Setter Property="BorderThickness" Value="0" /> <Setter Property="Padding" Value="0" /> <Setter Property="Margin" Value="0" /> <Setter Property="FocusVisualStyle" Value="{x:Null}" /> <Setter Property="ItemsPanel"> <Setter.Value> <ItemsPanelTemplate> <VirtualizingStackPanel Orientation="Horizontal" IsItemsHost="True" HorizontalAlignment="Center"> <VirtualizingStackPanel.Background> <SolidColorBrush Color="Black" Opacity="0.5" /> </VirtualizingStackPanel.Background> </VirtualizingStackPanel> </ItemsPanelTemplate> </Setter.Value> </Setter> </Style> </UserControl.Resources> <Canvas Name="Canvas"> <TextBlock x:Name="GameBackgrounds" Foreground="White" FontFamily="Arial" FontSize="25"> <TextBlock.Text> <MultiBinding StringFormat="{}pack://siteoforigin:,,,/Themes/Unified Redux/Images/GameBackgrounds/{0}/{1}.png"> <Binding Path="ActiveGame.Platform" /> <Binding Path="ActiveGame.Title" /> </MultiBinding> </TextBlock.Text> </TextBlock> <Image Source="{Binding Text, ElementName=GameBackgrounds}" RenderOptions.BitmapScalingMode="HighQuality" Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}" /> <Grid Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}"> <Grid.RowDefinitions> <RowDefinition Height="10*" /> <RowDefinition Height="2*" /> <RowDefinition Height="18*" /> <RowDefinition Height="10*" /> <RowDefinition Height="18*" /> <RowDefinition Height="2*" /> <RowDefinition Height="25*" /> <RowDefinition Height="15*" /> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="15*" /> <ColumnDefinition Width="20*" /> <ColumnDefinition Width="30*" /> <ColumnDefinition Width="20*" /> <ColumnDefinition Width="15*" /> </Grid.ColumnDefinitions> <coverFlow:FlowControl Grid.Column="3" Grid.ColumnSpan="2" Grid.RowSpan="8" x:Name="FlowControl" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" CoverFactory="{Binding CoverFactory}" ImageType="Clear Logos" CurveAmount="4.5" CameraZPosition="3.0" VisibleCount="14" PageSize="6" Spacing="1.0" ItemZPosition="1.0" SelectedItemZPosition="2.0" /> <Grid Grid.Row="8" Grid.Column="0" Grid.ColumnSpan="5" Panel.ZIndex="10"> <Grid.RowDefinitions> <RowDefinition Height="94*" /> <RowDefinition Height="3*" /> <RowDefinition Height="3*" /> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="{Binding LoadingWidth}" /> <ColumnDefinition Width="{Binding LoadingEmptyWidth}" /> </Grid.ColumnDefinitions> <Grid Grid.Row="0" Grid.RowSpan="2" Background="#880094FF" /> </Grid> </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>
  6. I had to make it to my computer and test it before commenting, just to make sure I wasn't missing anything. I took the code and inputted it into one of my themes. I made the text visible (and displayed it in the top left of the screen) to see if it was putting the right bindings, and creating the right file path to the images. You can see in the video below that it was generating the correct platform, and switching to the correct game, as I switched games. I pulled a random picture of a lady bug and Called it Lady Bug.png. You can see that it appears when I switch to the game called Lady Bug. LaunchBox Big Box 2019-11-08 17-37-33.mp4 At least now you should know that it's possible.
  7. inside the image, like this: <Image Source="{Binding Text, ElementName=GameBackgrounds}" RenderOptions.BitmapScalingMode="HighQuality" Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}" /> There's really only 2 parts to this code. You have the TextBlock, which just puts together a block of code based on your conditions. In this case, we are telling it to create a file path straight to a png image (make sure all your images are png). Then we take that file path and put it into the Source of the Image. It's the Image that gets displayed on the screen, you want to make sure you put the image in the place that you want on the screen, in your case, you want it to fill the entire background.
  8. Since you inserted your image before your Grid, you need to give the <Image> a width and height. You can just copy the properties of your other background image into the new one. It just tells the image to match the height and width of the canvas: Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}" You could also just put the Image inside of your Grid (making sure you Grid.ColumnSpan and Grid.RowSpan across all your rows and columns). If it still doesn't work, then you would really need to see what the TextBlock is trying to display. Put some font properties to the text and display it in front of everything to see if the URL that it builds is correctly pointing to the right location.
  9. Should be something like this: <TextBlock x:Name="GameBackgrounds"> <TextBlock.Text> <MultiBinding StringFormat="{}pack://siteoforigin:,,,/Themes/<Theme Name>/Images/GameBackgrounds/{0}/{1}.png"> <Binding Path="ActiveGame.Platform" /> <Binding Path="ActiveGame.Title" /> </MultiBinding> </TextBlock.Text> </TextBlock> <Image Source="{Binding Text, ElementName=GameBackgrounds}" RenderOptions.BitmapScalingMode="HighQuality" /> I didn't test this, but I'm pretty sure it should work. Basically, the first bind calls the platform name, and puts it into {0}, the second bind calls the game title, and puts it into {1}.
  10. Don't forget, you can copy and paste directly from snipping tools into a LB post.
  11. Awesome work. Can't wait to see the animation editor.
  12. Hi @TheNewClassics. That's a good possibility. Do you have the ability to change your resolution to 1080p, then open up BigBox and test?
  13. CoverBox has been updated to 2.6 on the forums Fixed Play Mode graphics in default text view Added CoverBox Nintendo 3DS view Added CoverBox SNK Neo Geo AES view
  14. Unfortunately, it would be a great undertaking to convert this theme to 4:3.
  15. CoverBox has been updated to version 2.5 on the forums. Added: CoverBox Nintendo DS theme view
  16. See this post where I explain this:
  17. This would be the dream to finish the majority of systems. Maybe one day. Just note that Nintendo Virtual Boy is already one of the systems included.
  18. Hi @cyrheys. Coverbox used to be many different themes. Each system, its own theme. During that time, I made a few different themes for the same platform with alternative views (like the NES one you saw in the video. With the release of LaunchBox 9.4 I was able to combine the 20+ themes into one, making it much easier to set everything up. The downside, was that I had to choose only 1 text view per system (this is a BigBox limitation). The compromise is that there's a folder called Alternate, which houses the alternate views that I didn't use the official release of CoverBox 2.0. You can find this location here: Launchbox\Themes\CoverBox\Views\TextGamesView\Alternate Copy and paste any of the views from in here, into the TextGamesView folder and overwrite. Just note: The reason I decided to remove the boxart/cart from the Sega views is that it makes the game details page useless, as you won't be able to see the menu.
  19. faeran

    PausePie

    PausePie View File PausePie is a simple pause theme for LaunchBox/BigBox based off of the RetroPie system menu. A simple text based menu system overlays a slightly blurred background image of the game. Installation Instructions Extract the PausePie folder into your LaunchBox\PauseThemes folder Go into the PausePie folder and install the Primus-Demo.otf font Open LaunchBox or BigBox and change the Pause Theme to PausePie Submitter faeran Submitted 08/18/2019 Category Pause Themes  
  20. faeran

    PausePie

    Version 1.0

    113 downloads

    PausePie is a simple pause theme for LaunchBox/BigBox based off of the RetroPie system menu. A simple text based menu system overlays a slightly blurred background image of the game. Installation Instructions Extract the PausePie folder into your LaunchBox\PauseThemes folder Go into the PausePie folder and install the Primus-Demo.otf font Open LaunchBox or BigBox and change the Pause Theme to PausePie
    Loving the clean look of this
  21. CoverBox has been updated to version 2.4 on the forums. Added: CoverBox Intellivision theme view Added: CoverBox ColecoVision theme view Fixed: Sony Playstation theme - some box sizes were not scaling properly at different resolutions other than 1920x1080
  22. Sorry for the late response. I've fixed this for a future release.
  23. Retrotastic has been updated on the forums to version 2.03. I have updated the theme to the newest themer plugin (version 3.9.4)
  24. Hi @HugoBR. Glad you are enjoying the theme. Anyone can add their own background graphics pretty easily to this theme. You should check out @Scratcher's Game Packs, he has done an outstanding job of adding wonderfulness to this theme. Looks like he's already tackled Sega Model 3.
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