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About RedSnake

  • Birthday January 26

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  1. Hi, I was quite busy irl (summer holidays, change of computer, etc ...), so I didn't advance as much as I would have liked, especially in the "art" department, as I spent a lot of time analysing why the theme was really laggy. The main causes have been identified and addressed if possible: - bad code (xaml/plugin) was fixed. To sum up, most of the problem came from animation start triggered everytime a game selection change occured (it was mainly the logo pulse in gameviews ...). => I changed that by using the new navigation event provided a few releases ago - artwork files (fanart background) were too big (a lot of them were more than 1M big, and you can't expect them to be displayed fast enough during fast navigation => I used a jpeg online "shrinker" (Optimizilla) to reduce size of all my artworks, and now they are around 300ko max with no to little quality loss (but I guess it depends on sensibility) - bigbox bindings seems really slow on game views (average is 20ms, and sometimes can spike like crazy to more than 100ms). I don't know what is causing this, although one of my guess is bigbox tries to get all media paths every time a game is selected, which performances depend on the number of games, but also the number of media you have, the kind of hdd you have, etc ... => I change this so that now my xaml bindings are asynchronous, but it still comes with constraints - but at least now it is not blocking the ui. I will probably give more details in next release - I implemented an "intermediate" cash manager, which I think is a good compromise between ram usage and jpeg decoding speed (average is now 5ms versus 20-30ms, and ram size should be around the same as file size ~ 25Mo for 150 game artworks) => I will describe more on this during next update, but this will not work for those who changed "fanart-background" to "banner" source (like yourself - sorry!), because there is no developper api (as far as I know) to retrieve a game banner path Apart from that, I have done 10 more systems, but I need to finish figures for some of them. I also have added 2 more arcade cab (Capcom Impress and Sega Blast City) I think I will make a release at the end of the month, but I also have to reinstall things like photoshop / visual studio. Also there is a regression in my plugin (it happened between .15 and .17 versions) with either parents structure or nested name for playlist have change (my plugin doesn't detect anymore that an autoplaylist like SNES - Regions - Japan is a child of SNES), and I will need to address that as well.
  2. Hello, First you need to define 2 storyboard.: - 1 for hiding pltf information - 1 for showing it <!-- Display Pltf detail --> <Storyboard x:Key="ShowPltfDetail" po:Freeze="True"> <DoubleAnimation Storyboard.TargetProperty="(UIElement.Opacity)" Storyboard.TargetName="giveMeWhateverName" BeginTime="00:00:1.0" To="1" Duration="00:00:0.5" /> </Storyboard> <!-- Hide Pltf detail --> <Storyboard x:Key="HidePltfDetail" po:Freeze="True"> <DoubleAnimation Storyboard.TargetProperty="(UIElement.Opacity)" Storyboard.TargetName="giveMeWhateverName" To="0" Duration="00:00:0.0" /> </Storyboard> <!-- ON PLATFORM BACKGROUND CHANGE --> <Storyboard x:Key="BackgroundChanged" po:Freeze="True"> Then add these storyboards to events triggers (these events already exists) <!-- This event fires (from code behind) when title of game whose gameplay video is displayed changes --> <TextBlock Text="{Binding ElementName=RSVideoControl, Path=CurrentGame.Title, NotifyOnTargetUpdated=True}" Visibility="Collapsed"> <TextBlock.Triggers> <EventTrigger RoutedEvent="Binding.TargetUpdated"> <BeginStoryboard Storyboard="{StaticResource DisplayGameDetails}"/> <BeginStoryboard Storyboard="{StaticResource ShowPltfDetail}"/> </EventTrigger> </TextBlock.Triggers> </TextBlock> <!-- This event fires when selected platform changes --> <TextBlock Text="{Binding Path=SelectedPlatform.Name, NotifyOnTargetUpdated=True, IsAsync=true}" Visibility="Collapsed"> <TextBlock.Triggers> <EventTrigger RoutedEvent="Binding.TargetUpdated"> <BeginStoryboard Storyboard="{StaticResource PlatformChanged}"/> <BeginStoryboard Storyboard="{StaticResource HidePltfDetail}"/> </EventTrigger> </TextBlock.Triggers> </TextBlock> Finally you have to name the container of the information you want to animate and make its initial opacity 0. For me, its a stack panel, for you it may be different: <!-- Platform name + Time --> <Grid Grid.Row="1" Grid.Column="1" Panel.ZIndex="70" rs:GridHelper.GridColumns="40*,1200*,0*,720*,40*"> <StackPanel x:Name="giveMeWhateverName" Grid.Column="1" Orientation="Vertical" Opacity="0"> <StackPanel Orientation="Horizontal"> <aoc:AutoscaleTextBlock Text="{Binding Path=SelectedPlatform.Name, IsAsync=true}" TargetFontSize="{Binding Source={StaticResource TargetFontSize25}}" TargetScreenHeight="{Binding Source={StaticResource TargetFontHeight1080}}" Result: Result.mp4
  3. Hi, Yes it is possible and it isn't linked to the plugin. In PlatformWheel4FiltersView.xaml, the top left information is described in this section of the code: You can update the xaml file by moving it (and editing it to your liking) as shown below. Note that you must include it in a new grid definition as in the code below. The result (I kept my original positioning as I don't intend displaying this information as you did) : For the date format, it is possible as well, and I will "fix" this with next release (as well as the release dates in game views). If you can't wait, here is what you have to do ^^: Declare a new namespace on top of xaml: xmlns:wpf="clr-namespace:Unbroken.LaunchBox.Wpf;assembly=Unbroken.LaunchBox.Wpf" xmlns:aoc="clr-namespace:Ao.Bigbox.Controls;assembly=Ao.Bigbox.Themer.v3_9_7" xmlns:sys="clr-namespace:System;assembly=mscorlib" xmlns:gl="clr-namespace:System.Globalization;assembly=mscorlib" xmlns:cal="http://www.caliburnproject.org" xmlns:i="http://schemas.microsoft.com/expression/2010/interactivity" Add the new culture converter to the date binding: <aoc:AutoscaleTextBlock Text="{Binding SelectedPlatform.ReleaseDate, StringFormat=' (\{0:d\})', ConverterCulture={x:Static gl:CultureInfo.CurrentCulture}, IsAsync=true}" Opacity="0.5" TargetFontSize="{Binding Source={StaticResource TargetFontSize25}}" TargetScreenHeight="{Binding Source={StaticResource TargetFontHeight1080}}" Foreground="#e7e7e7" FontFamily="LAUNCHBOX_ROOT_FOLDER/Themes/DarkRoom/Fonts/Comic Book.otf#Comic Book">
  4. Hi, The problem with the ZDistance, I suspect it comes from the OrthographicCamera you are using. If I am correct, perspective are not rendered with this kind of camera, thus rendering Z (if Z indicates coordinates in the Z plane that is) information useless. For the star rating, I am using following code: <!-- COMMUNITY OR USER STARS (Stars Color) --> <Grid rs:GridHelper.GridColumns="2*,5*"> <Image Source="{Binding Text, ElementName=Stars}" DockPanel.Dock="Left" RenderOptions.BitmapScalingMode="HighQuality" HorizontalAlignment="left" VerticalAlignment="Center" Margin="10,10,0,0"> <Image.Effect> <DropShadowEffect Color="LightGray" BlurRadius="30" Opacity="1" Direction="270" ShadowDepth="2"/> </Image.Effect> </Image> </Grid> With ElementName=Stars defined as a TextBlock as such: <TextBlock x:Name="Stars" Visibility="Collapsed" DockPanel.Dock="Left" RenderOptions.BitmapScalingMode="HighQuality" HorizontalAlignment="left" VerticalAlignment="Center"> <TextBlock.Text> <MultiBinding StringFormat="{}pack://siteoforigin:,,,/Themes/DarkRoom/Images/Theme/Icons/{0:F1}.png"> <Binding Path="SelectedGame.CommunityStarRating" /> </MultiBinding> </TextBlock.Text> </TextBlock>
  5. Well you will see animations with a delay then ^^ But if it is okay with you then yes it will definitly help. You can also check the file "Launchbox\Themes\DarkRoom\Views\Styles\StaticStyles.xaml" that contains definitions of bindings for "MarqueeStyle" and "FrontBoxStyle" which both are set to "SelectedGame" instead of "ActiveGame" Also as a side note, I changed something to the pluggin that should make things better, but not to the point of being as "smooth" as textgameview. I did implement a cash system some month ago, to check if things were better, and yes it was freeking quick with that, but it came with a huge ram usage addition, so I gave up this solution. Ah ok, It seems complicated to achieve, and that means doing that for every game right?? I don't know if it would be possible to use a serie of png that would be used for a frame animation as an animated overlay.
  6. Not yet, however, I have now tied the speed of background sliding to the speed configured by the user in the BB options (it is called wheel speed in the options I think). In next release though. Huummm ... maybe I am misunderstanding something, but the whole point of this theme is to display fanart backgrounds with a "video game room' on old tvs depending on the console generation. I think you may have more luck trying other themes, as some of them definitly have "only" fullscreens gameplay videos as gameviews
  7. Hi, Yes, but as I already told to @zombiesruuun, it is not on the top of the (big) list of things that remains to do. Well, I know it has some performance issues, in particular the wheel view, (text game view seems pretty ok). I don't know if there is anything I can do to make it faster though
  8. Hello, that's a weird error. From the picture you sent me in private, it seems Big Box tries to find resources in the wrong folder: It tries to find theme resources in "/Launchbox/Core/Themes/DarkRoom" while it should look for them in "/Launchbox/Themes/DarkRoom". I' am currently using last official version available of Big Box, so should you Do you have the same problem with other themes? The error is linked to a "relative" path defined in the xaml files, so it should be a pretty standard thing among themes. I have no idea of what could be causing this. Note: Sorry but I don't understand Spanish so I'm using English instead ^^
  9. ************************************************************************** Update available in the download section ("DarkRoom.zip") ************************************************************************** Hi all. Please note that for it to work correctly, you will have to delete the following folders from the theme before updating: - Themes\DarkRoom\Images\Theme - Themes\DarkRoom\Views - In addition to the systems already mentionned previously, added Game Views for Arcade Cave, Interton VC-4000, Philips CDi, NEC TurboGrafx-CD and NEC PC-FX platforms. Please read the changelog for more information
  10. Yes. It is the same animation as the one for the marquees for arcade
  11. Very unlikely, as I didn't save system backgrounds in their "original" lighting (same thing for tv screens or cabs). So the left part of the theme will never change. Sorry ^^ Now if you are talking about the black overlays that appears on the right of the theme, they are removable (they are either png overlays or xaml black gradiants), but I won't make a "special" version for that. It's dark on purpose as I usually don't like shiny or saturated visuals + it's done to highlight fanarts and videos
  12. Ok thanx a lot I will try that ^^ Edit: the IGameLaunchingPlugin didn't help: my pluggin only overrides video management, not game launching. As a consequence, when I tried to implement your interface, the callbacks (something like beforeGameStart, AfterGameStart and onGameClosed) where never called. However, adding custom events to Application.Current.Deactivated and Application.Current.Activated event handlers solved my problem, and I was able to be notified when BB main window wasn't "active"
  13. Thanks for the reply. But yes I know the plugin is the one I developped Its using WMP (not VLC) cause I was planing to use shaders (it's done now and will be released next week). However indeed it doesn't pause because of what you said. Is there an event/callback or something like that (BB state or whatever) in the BB librairies/modules that can tell me (or that I can read from) BB main Window state? The plugin I developped inherits "UserControl" and "IBigBoxThemeElementPlugin", but I don't think there is anything usefull here
  14. Hi, I checked it and yes I have the same problem. It also happens when you 'alt tab' to another application, and Big Box videos continue playing with my Theme, but not with others. Probably something to deal with window focus management or foreground state. I will work on it, and try to fix this before next BB version update. Thanx for the feedback.
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