bbweiners Posted March 8, 2021 Share Posted March 8, 2021 1 hour ago, C-Beats said: Do you have an example of how you have your XAML set up where you are seeing this? Can I PM you a theme xaml I made at some point today? Link to comment Share on other sites More sharing options...
C-Beats Posted March 8, 2021 Share Posted March 8, 2021 2 minutes ago, bbweiners said: Can I PM you a theme xaml I made at some point today? Yeah, that's fine. I'll do my best to answer in a timely manner. Link to comment Share on other sites More sharing options...
C-Beats Posted March 8, 2021 Share Posted March 8, 2021 On 3/5/2021 at 5:31 PM, bbweiners said: Wall View doesn't allow me to launch my games! This will be corrected in next beta release. If you turn off "Skip GamesDetailView" in Options > General, you should be able to select play from there in the interim. Link to comment Share on other sites More sharing options...
wallmachine Posted March 9, 2021 Share Posted March 9, 2021 (edited) Changed theme and BigBox crashed. Debug 2021-03-09 04-49-42 PM.log 16 hours ago, C-Beats said: Regarding the points you bring up in your video. To make the rows clamp you would need to add a value to the "NavigationRows" (int) property, in your example I believe you want the value of 1. For the increased sizing you would want to either set the "SelectedItemZPosition" (double) with a value that moves your item TOWARDS your camera (generally positive number), or set the "SelectedOffset" (Point3D) with the Z being a number towards your camera (generally positive number) Thanks the NavigationRows worked, not sure if intended but if you go to the bottom first all the rows are slowly populating. If "Rows" is set to a smaller value than the actual amount of rows it does some weird scrolling from when you are at the end of the list or go from top of list to bottom and if I've set a grid height/width it briefly shows the default BigBox empty boxart then switches to the set height/width I've set of the grid, so my temp solution was to set to Rows"10000" as no platform should have that many games in my setup lol I wasn't able to get SelectedItemZPosition, SelectedOffset working bandicam 2021-03-09 17-12-59-332.mp4 Edited March 9, 2021 by wallmachine Link to comment Share on other sites More sharing options...
C-Beats Posted March 9, 2021 Share Posted March 9, 2021 One thing I failed to mention with the Z position tricks is that you must be using a perspective camera. Orthographic camera's can't tell the difference in Z position when looking at the Z axis. Link to comment Share on other sites More sharing options...
wallmachine Posted March 10, 2021 Share Posted March 10, 2021 23 hours ago, C-Beats said: One thing I failed to mention with the Z position tricks is that you must be using a perspective camera. Orthographic camera's can't tell the difference in Z position when looking at the Z axis. I see, but then we lose the Width="" option or is something else available in normal coverFlow? Is the below possible? Trying to achieve: What happens: Link to comment Share on other sites More sharing options...
C-Beats Posted March 10, 2021 Share Posted March 10, 2021 Yeah, unfortunately that is because of the perspective camera. I have went ahead and built in a SelectedScale property to the FlowControl that you can utilize in the next beta release. 1 Link to comment Share on other sites More sharing options...
wallmachine Posted March 10, 2021 Share Posted March 10, 2021 (edited) On 3/11/2021 at 1:09 AM, C-Beats said: Yeah, unfortunately that is because of the perspective camera. I have went ahead and built in a SelectedScale property to the FlowControl that you can utilize in the next beta release. Awesome, guess this would help in normal coverFlow to get an equal distance between the clear logos for example? Been trying to create just two rows but it seems it keeps centring it. I guess it makes sense but was wondering if still possible? Edited March 11, 2021 by wallmachine Link to comment Share on other sites More sharing options...
C-Beats Posted March 11, 2021 Share Posted March 11, 2021 16 hours ago, wallmachine said: Been trying to create just two rows but it seems it keeps cantering it. I guess it makes sense but was wondering if still possible? Not really sure I follow what you are trying to do. In the example image are you scrolling up/down or left/right? Not sure I'm following what you mean when you say it's cantering. Link to comment Share on other sites More sharing options...
wallmachine Posted March 12, 2021 Share Posted March 12, 2021 (edited) 22 hours ago, C-Beats said: Not really sure I follow what you are trying to do. In the example image are you scrolling up/down or left/right? Not sure I'm following what you mean when you say it's cantering. I would like to have two rows instead of three, when trying to achieve this it keeps putting half banners on top and on the bottom and leaves 1 centred row. At the moment you can only scroll anyway left/right/up/down is it possible to disable up/down? whats happening: expect result: Also, is it possible to start the SelectedScale to start from the BreakThru game (second in list or 1st, 2nd,3rd etc)? Edited March 12, 2021 by wallmachine Link to comment Share on other sites More sharing options...
C-Beats Posted March 12, 2021 Share Posted March 12, 2021 @wallmachine Could you send me your XAML file so I can see exactly what is going on. I have made some changes to code since last beta release that helps with extra rows not showing up, but feel this may be caused by something else. At the moment SelectedScale is ONLY for the selected item, you can't scale up TO the selected item the way you are referring to Link to comment Share on other sites More sharing options...
C-Beats Posted March 12, 2021 Share Posted March 12, 2021 Disregard. I see what you mean. I'll look into why that is happening. Link to comment Share on other sites More sharing options...
bbweiners Posted March 12, 2021 Share Posted March 12, 2021 Will the Wall support custom images like the wheel? Link to comment Share on other sites More sharing options...
Stevenoj Posted March 13, 2021 Share Posted March 13, 2021 (edited) It seems that the "Force importing duplicate games" custom option feature is not working. I tried many times to drag 300 files (Visual Pinball Tables) some with similar names like: Big Guns (Williams 1987) [FSS] [Morttis] Big Guns (Williams 1987) [FSS] [Nick Christopher] Every time I am getting only 279 games showing up. I am not selecting the "Combine ROMS with matching titles into a single game" custom option and it is not combining the missing 21 games with any other ones. They just do not import. If I do select the "Combine ROMS with matching titles into a single game" custom option it does combine them and I can separate them after to get the 300 files I dragged. Thanks in advance for taking a look into this. Edited March 13, 2021 by Stevenoj Link to comment Share on other sites More sharing options...
wallmachine Posted March 13, 2021 Share Posted March 13, 2021 (edited) Did you still need the XAML files for the other one? 23 hours ago, C-Beats said: At the moment SelectedScale is ONLY for the selected item, you can't scale up TO the selected item the way you are referring to Here is an example to make it easier to understand, guess to block the up/down cycle would have to use HorizontalWheelCoverFactory Bandicam 2021-03-13 14-37-36-841-1.mp4 Edited March 13, 2021 by wallmachine Link to comment Share on other sites More sharing options...
alondero Posted March 13, 2021 Share Posted March 13, 2021 Not sure if anyone else has mentioned this, but the import game wizard in beta-3 is not honouring the games directory configuration for the platform (regardless of my setting it wants to move games to the Launchbox/Games directory) Link to comment Share on other sites More sharing options...
C-Beats Posted March 15, 2021 Share Posted March 15, 2021 On 3/13/2021 at 4:36 PM, alondero said: Not sure if anyone else has mentioned this, but the import game wizard in beta-3 is not honouring the games directory configuration for the platform (regardless of my setting it wants to move games to the Launchbox/Games directory) This process wasn't changed in the beta. I DID notice the labels were not updated in the wizard but I am getting the files copied there. Link to comment Share on other sites More sharing options...
alondero Posted March 15, 2021 Share Posted March 15, 2021 31 minutes ago, C-Beats said: This process wasn't changed in the beta. I DID notice the labels were not updated in the wizard but I am getting the files copied there. Bingo! That was it, just tested now and whilst it said it was going to move it to my Launchbox folder it actually did move it to the folder I've configured. Looks like just the label needs updating. Link to comment Share on other sites More sharing options...
mcfilmmakers Posted March 16, 2021 Share Posted March 16, 2021 On 3/12/2021 at 10:43 PM, wallmachine said: Did you still need the XAML files for the other one? Here is an example to make it easier to understand, guess to block the up/down cycle would have to use HorizontalWheelCoverFactory Bandicam 2021-03-13 14-37-36-841-1.mp4 2.01 MB · 0 downloads I recognize you're going for a true NESICA reproduction, but for the record I do like the ability to go in any direction... making it a theme option would be a great value. Link to comment Share on other sites More sharing options...
Jason Carr Posted March 16, 2021 Author Share Posted March 16, 2021 Hey all, beta 4 is out now with the following: Added a new FlowVideo control so that you can add Video elements to a FlowContext (FlowControl) - shown working in the Default theme's WallView2 Added a new FlowBadge control so that you can add badges to a FlowContext (FlowControl) - shown working in the Default theme's WallView3 Added a SelectedScale property to FlowControl so that you can scale the selected item Addressed several issues related to holding navigation buttons down in the wall views Corrected various animation issues when scrolling the wall views Corrected an issue where game details information wouldn't populate when first entering wall views Corrected issue that would make playing a game via the new wall views impossible when skipping GamesDetailView Corrected a rare data issue that could cause corrupted playlists to throw errors on LaunchBox startup Corrected an issue that would cause LaunchBox to error when importing ROM file names that end with "Disk" without a disk number Corrected reported issues of the FlowControl drawing more rows than set in the binding Corrected issue where clicking on Big Box with a mouse after being alt-tabbed would crash Big Box (newly introduced in these betas) This is a big one. Essentially we've added the ability to put videos and badges into the wheels, CoverFlow, and new wall views. As with the other betas for this version, there has been some major restructuring and major development, so we definitely need some heavy testing. 8 Link to comment Share on other sites More sharing options...
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