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faeran

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Everything posted by faeran

  1. CoverBox is strictly a text list view theme. It's just that I've created customized text list views for many platforms. So, if you have imported the NES, then it should automatically use the NES specific text list view. If you imported Sega Master System, it would use that text list view (and so forth...). You can see a full list of platform specific text list views that I have created on its download page. Just remember that themes don't include video snaps, or game specific images/logos. That is all downloadable in LaunchBox. The theme itself is just a layout which uses the assets you download in LaunchBox.
  2. Hi @Sanctus. From the sound of it, you extracted the zip file as a folder, so you probably have a Coverbox folder inside of another Coverbox folder. If you remove one of the Coverbox folders, it should fix your issue. However, the simplest solution for you would be for you to just download Coverbox from the theme manager within BigBox itself.
  3. CoverBox 3.0 has been released to both the forums and the BigBox theme manager. Change Log Images of the new views:
  4. Thanks for the explanation and the video. My bad, I left something out of the code. I've edited the code above for the Listbox Name="Items", and it should work now.
  5. Getting an error just means that there's a mistake in how you added the code to your TextListView.xaml Do you want to post the code you have?
  6. Hi @BMovieBen. If your issue is with the fade transition, which exposes behind the video. This is actually controlled by the BigBox user. The user can change what kind of transition they would like to see the video use. Your best option is to probably just make the space behind the video black. You could simply wrap the video around a grid and make the grid background black. Maybe something like this: <Grid Background="Black" Grid.Row="1"> <transitions:TransitionPresenter Content="{Binding ImageVideoView}" StretchVideo="true" IsContentVideo="true" /> </Grid> The easiest way I know of without a plugin is to open the "TextListView.xaml, find the listboxes (one for the index, one for the game titles) and expose the datatemplate. Here's an example to compare: <ListBox Name="Index" Style="{DynamicResource ListBoxStyle}" DockPanel.Dock="Left" Width="100" Visibility="{Binding IndexVisibility}"> <ListBox.ItemTemplate> <DataTemplate> <TextBlock Text="{Binding Path=Text}" FontSize="50" /> </DataTemplate> </ListBox.ItemTemplate> <i:Interaction.Triggers> <i:EventTrigger EventName="MouseDoubleClick"> <cal:ActionMessage MethodName="OnEnter" /> </i:EventTrigger> </i:Interaction.Triggers> </ListBox> <ListBox Name="Items" Style="{DynamicResource ListBoxStyle}"> <ListBox.ItemTemplate> <DataTemplate> <TextBlock FontSize="27"> <TextBlock.Text> <PriorityBinding> <Binding Path="Title"/> <Binding Path="Text"/> </PriorityBinding> </TextBlock.Text> </TextBlock> </DataTemplate> </ListBox.ItemTemplate> <i:Interaction.Triggers> <i:EventTrigger EventName="MouseDoubleClick"> <cal:ActionMessage MethodName="OnEnter" /> </i:EventTrigger> </i:Interaction.Triggers> </ListBox>
  7. I've actually been working secretly on a major update to this theme. It will include 2 extra platform views, changes to existing game views, and a bunch of new game views, including the Famicom Disk System. Here's a sneak peak of the disk system theme.
  8. Thanks @GiuseppeIII. @CDBlue is correct. Just need to make a copy and rename the files within those 2 directories. I will do this for the next official release, for these 2 platforms. Let me know if any other's can be added like this as well.
  9. faeran

    CoverBox

    Thanks @romain69. I can definitely see the benefit for this, but will definitely be a ton of work to get everything to fit in a different screen ratio. It is on my to-do list, as I would love to see it as well. Realistically, I wouldn't start it until possibly the summer.
  10. Hi @ProstatePunch. Custom themes are hard coded. To remove clear logos, you would have to go into each platform specific xaml file and remove the code for them. If you would like to use the NES view with the description, I left that view file in the following location: Launchbox\Themes\CoverBox\Views\TextGamesView\Alternate\Nintendo Entertainment System.xaml paste it here: Launchbox\Themes\CoverBox\Views\TextGamesView\Nintendo Entertainment System.xaml
  11. I'm going to try to implement the most recent version of the themer plugin and see if that helps. I'm assuming that's 3.9.6 @eatkinola?
  12. Sorry to hear this. I should definitely update this theme to the newest themer plugin. I don't think that's the issue though. I've attempted to replicate the issue in the past with no luck. @eatkinola Can you think of any reason why the themer plugin isn't pulling the icons, and is using the default instead?
  13. 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.
  14. 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
  15. 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>
  16. 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}" />
  17. 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>
  18. 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.
  19. 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.
  20. 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.
  21. 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}.
  22. Don't forget, you can copy and paste directly from snipping tools into a LB post.
  23. Awesome work. Can't wait to see the animation editor.
  24. Hi @TheNewClassics. That's a good possibility. Do you have the ability to change your resolution to 1080p, then open up BigBox and test?
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