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Topics - jedione

Pages: 1 2 [3] 4 5 ... 10
31
Scripting / Q: regards to system text placement
« on: December 11, 2019, 06:29:59 PM »

anyone know if it would be possible to......

say im in a regular layout. .... to show in text the systems that are in the "system menu"

without having to go back to   "system menu"

long shot.......but hay

32
Scripting / filter to text script help
« on: December 07, 2019, 07:50:16 AM »
 

this is in the layout.txt

could someone show me how you would scrip this!   

i just want it to display a different filter than the one im on,  in text on the screen...
---------------------------------------------------------------------


<a name="game_info" />
#### `fe.game_info()` ####

    fe.game_info( id )
    fe.game_info( id, index_offset )
    fe.game_info( id, index_offset, filter_offset )

Get information about the selected game.

Parameters:

   * id - id of the information attribute to get.  Can be one of the
     following values:
      - `Info.Name`
      - `Info.Title`
      - `Info.Emulator`
      - `Info.CloneOf`
      - `Info.Year`
      - `Info.Manufacturer`
      - `Info.Category`
      - `Info.Players`
      - `Info.Rotation`
      - `Info.Control`
      - `Info.Status`
      - `Info.DisplayCount`
      - `Info.DisplayType`
      - `Info.AltRomname`
      - `Info.AltTitle`
      - `Info.Extra`
      - `Info.Favourite`
      - `Info.Tags`
      - `Info.PlayedCount`
      - `Info.PlayedTime`
      - `Info.FileIsAvailable`
      - `Info.System`
      - `Info.Overview`
   * index_offset - the offset (from the current selection) of the game to
     retrieve info on.  i.e. -1=previous game, 0=current game, 1=next game...
     and so on.  Default value is 0.
   * filter_offset - the offset (from the current filter) of the filter
     containing the selection to retrieve info on.  i.e. -1=previous filter,
     0=current filter.  Default value is 0.

Return Value:

  * A string containing the requested information.

33
Scripting / filters Q:
« on: December 05, 2019, 07:26:03 AM »
was wondering if anyone has a way to show all the filters on screen in text form...

i try this to no avail using index offset

Code: [Select]
local fill = fe.add_text( "[FilterName]", -200, 800, 700, 200 );
fill.index_offset = 1;


[code]local fill = fe.add_text( "[FilterName]", -200, 800, 700, 200 );
fill.index_offset = 2;
[/code]

thanks for any help...

34
Scripting / neet shader, layer trick
« on: December 02, 2019, 02:31:46 PM »
just thought i would share was messing around with shader,, and layers and came up with this
might work good in a theme but moor refind...enjoy

youtube =https://youtu.be/pWBC91aJ9sQ

35
Scripting / text alignment
« on: November 28, 2019, 07:50:59 AM »
text alignment,   anyone know set the text to Aline left for all in a layout..

36
Scripting / text scaling Q:
« on: November 25, 2019, 07:00:21 PM »
any one know if this is possable....

say your text is " local text = fe.add_text( "[Title]", 10, 275, 200, 400 ); "

so are with is 200,     and most of my titles fit,  but if it is long it go's out of bounds

i would like it to allways fit it to the whole thing by scaling down the charsize   

downt think it can be done....hopfully im wrong..  thanks

ps:  i dont want to "word_wrap = true;"


37
Themes / start of new theme....wip
« on: November 25, 2019, 08:30:04 AM »
dont have a name, just started it..im thinking leaning towards blast 16 hud around it

looking for some good ideas,   please chime in!

looking alot like "ambiance"  at the moment,  oh but it shall be different..  ;)

note: stuff at bottom right now is just for testing.. 

youtube preview: https://youtu.be/tAcsnfwqQ10





38
Scripting / favorites Q:
« on: October 13, 2019, 11:42:58 AM »
anyone know how to make am just skip the "add fav to list" remove fav from list....pop up

i just want to add a fav with one button push,  and remove with the same one button push....that would be great....right...

somone please school me.... :P

39
Themes / fat grid "demo far from done
« on: September 08, 2019, 04:18:56 PM »
here is a quick mock up, i call fat grid

again using a newer style of alphabetical search, that looks good and can be droped into any theme
via, donut

still waiting, for someone to respond to my left right fade post...

youtube = https://youtu.be/ABRGQV6wvXM

40
Themes / new shump theme, ready..DL
« on: September 05, 2019, 10:30:11 PM »
ok here ya go...enjoy
*************************************************************
https://mir.cr/IVSPVJKN

*************************************************************

implementing new way to have alphabet navigator..with images. 

and some blending mode, with alphas ..let me know what ya think.. thanks

youtube = https://youtu.be/AZlnzhh8F1Q

41
Scripting / fe.signal Q:
« on: September 01, 2019, 07:20:54 AM »
well what i have here is some code on switching the signal for buttons,

up,down,left,right.

under left i have added a fade animation,

so when u start layout u can go,  up,down,right  and doesent show animation, great..
when i go left, it shows the animation, like it should , great

but... now after showing animation with, left,  up,down& right also trigger the animation,  whitch i dont want..

anyone know how to insert some code to make animation reset or stop their,   

hope this makes sence...

Code: [Select]
fe.layout.width = 1280;
fe.layout.height = 1024;

fe.load_module( "animate" );


function on_signal( sig )
{
switch ( sig )
{


case "up":
fe.signal( "next_game" );
 

return true;


case "down":
fe.signal( "prev_game" );


return true;

case "left":
fe.signal( "next_game" );

  local abc = fe.add_image( "firstletter/[Buttons]", 70, 930, 1100, 50);
local fade_conf = {
when = Transition.ToNewSelection,
      property = "alpha",
        start = 255,
        end = 0,
        time = 2000,
        loop = false,   
}
animation.add( PropertyAnimation( abc, fade_conf ) );

return true;


case "right":
fe.signal( "prev_game" );


return true;


}

return false;
}

fe.add_signal_handler(this, "on_signal");

42
General / sound Q:
« on: August 25, 2019, 11:17:39 AM »
any one konw what the diffrence is with sound in the options

sound Vs ambient sound ?

and how would you separate the two in a theme

so the music can be low in the background,  with clicking and other sopunds at full 100%

thanks

43
Scripting / script help
« on: August 24, 2019, 07:26:25 AM »
anyone know what might be missing to make this work...

what it should do.  is play a sound when one uses the custom2 key

Code: [Select]
class clickme
{

function sound1() {

local click = fe.add_sound("select.mp3");
click.playing=true;
}


function on_signal( signal )
        {
                if ( signal == "custom2" )
                {
                        sound1()
                        return true;
                }
                return false;
        }
}

local stuff = clickme();

i get error     the index 'loop' does not exist

thanks not the best at scripting... :P

44
Themes / Genesis Mini theme, preview
« on: August 17, 2019, 07:10:08 AM »
 Genesis Mini theme  preview

will update with video this weekend

short on time...if any one wants to help let me know..

showing were its at, ...


45
Scripting / shuffle problem
« on: June 02, 2019, 01:57:26 PM »
im dealing with an ishu with the shuffle module...

when using the new shuffle, and letter skipping alphabet,,,   it is moving up & down
very undesirable.

so iv just taken the old shuffle module and named it "slotmate"
and add it in new theme so there is no conflict to the new shuffle.
ie: fe.load_module("slotmate");


the old shuffle module is working fine not moving..around like new one


any chance new shuffle can be fixed? in the latest shuffle module :)

iv tried to add vid of it but utube not uploading at the moment..hope this make scene

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