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11
Scripting / Re: "Clickable - surface"
« Last post by qqplayer on Yesterday at 01:55:44 PM »
It's not exactly the same, but I did something similar in my Arcadeflow theme: when you go down from the grid view you "enable" an horizontal scrollbar to scroll faster through games. It's not difficult to code, just requires a bit more complicated input management routine.

In my theme I have a "on signal" section which already tracks arrow buttons, and usually left and right are used to scroll through games. When the theme detects a "down" press from the last row it enables a switch variable (something like scrollbar_enabled = true) and this same variable is checked by the "left" and "right" case statement.
So if the variable is false "left" and "right" move the games, otherwise there's a routine to update the scrollbar.

I don't know if it helps

Hi , I love your theme , I made something similar using the on signal function too.
The thing is I looked into your code but is a bit hard to replicate it for my purpose so I`ve used part of the gamestation theme to "set visible" and "invisible" part of my theme.
Is not like have a navigable menu like the mini-nes theme...

I only know a theme with this feature

http://forum.attractmode.org/index.php?topic=1222.0



But my brain literally exploded when I tried to replicate it  ;D



12
Scripting / Re: Is it possible to format text on a surface?
« Last post by markc74 on Yesterday at 08:56:06 AM »
Aaaaaah - now it clicks. ;D

Sorry I missed that the first time. Thank you very much for the explanation!

Best wishes,
Mark
13
Scripting / Re: Is it possible to format text on a surface?
« Last post by zpaolo11x on Yesterday at 08:05:24 AM »
That's soo close! How do I then add that object to a surface?

The object should be already added to the surface... look at the declaration:

local options_text = dd_artwork_options.add_text("Show Artwork",0, 0, 252, 66)

is adding the object to the dd_artwork_options surface (which I didn't declare in the code sinppet), while if it was like this:

local options_text = fe.add_text("Show Artwork",0, 0, 252, 66)

then the text object would be added to the main frontend.
14
Scripting / Re: Is it possible to format text on a surface?
« Last post by markc74 on Yesterday at 08:03:12 AM »
Thanks zpaolo11x,

That's soo close! How do I then add that object to a surface?
15
Scripting / Re: "Clickable - surface"
« Last post by zpaolo11x on Yesterday at 07:29:12 AM »
It's not exactly the same, but I did something similar in my Arcadeflow theme: when you go down from the grid view you "enable" an horizontal scrollbar to scroll faster through games. It's not difficult to code, just requires a bit more complicated input management routine.

In my theme I have a "on signal" section which already tracks arrow buttons, and usually left and right are used to scroll through games. When the theme detects a "down" press from the last row it enables a switch variable (something like scrollbar_enabled = true) and this same variable is checked by the "left" and "right" case statement.
So if the variable is false "left" and "right" move the games, otherwise there's a routine to update the scrollbar.

I don't know if it helps
16
Scripting / Re: Is it possible to format text on a surface?
« Last post by zpaolo11x on Yesterday at 07:21:06 AM »

dd_artwork_options.add_text("Show Artwork",0, 0, 252, 66).charsize=40.align=Align.Left;
dd_artwork_options.add_text("Show Artwork",0, 0, 252, 66).charsize=40.align=Left;

But they don't work...

Hmm I never pass parameters directly using the dot, try creating a new object for the text, something like

local options_text = dd_artwork_options.add_text("Show Artwork",0, 0, 252, 66)
options_text.charsize = 40
options_text.align=Align.Left

that should work
17
Scripting / Re: Is it possible to format text on a surface?
« Last post by markc74 on Yesterday at 06:28:25 AM »
Yes that's the right way. Did you notice that fonts on a surface have a slight border around them, when the surface is transparent?

Yes I did but I kinda like it looks. But now I cant seem to align the text in the surface though! Any ideas?

I've got this:

dd_artwork_options.add_text("Show Artwork",0, 0, 252, 66).charsize=40;

Which works great, albeit centres the text in the surface so tried this (and most variants I can think of!)

dd_artwork_options.add_text("Show Artwork",0, 0, 252, 66).charsize=40.align=Align.Left;
dd_artwork_options.add_text("Show Artwork",0, 0, 252, 66).charsize=40.align=Left;

But they don't work... Bah...

Am I missing something stupid? I've searched the site and couldn't see anything...

Many thanks for any help on this!
18
Themes / Re: No Name Theme ( Final Version v3)
« Last post by kent79 on Yesterday at 05:29:44 AM »
Create a vertical theme, you may download the pack on #1
19
Scripting / Re: Is it possible to format text on a surface?
« Last post by zpaolo11x on May 20, 2018, 11:50:16 PM »
After spending a good hour trying to work it out, 2 mins after posting I worked it out. Don't know if this is useful to anybody but here's how I did it!

Yes that's the right way. Did you notice that fonts on a surface have a slight border around them, when the surface is transparent?
20
General / Re: Atract mode not showing most of my games
« Last post by progets on May 20, 2018, 11:05:12 PM »
You need to provide a lot more information if you want help. If I have to guess based on your limited information... you didn't generate romlists or you haven't properly setup the emulators for the AttractMode install that doesn't show the games.

If you need more help provide the following files from both installs:
/attractmode/attract.cfg
/attractmode/emulators/<pick one>.cfg (provide the same file for both the working and broken install)
/attractmode/romlists/<pick one>.txt (provide the same file for both the working and broken install)

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