Difference between revisions of "Fade"
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|false | |false | ||
|Enable Fade support when exiting the emulator and returning to your front end | |Enable Fade support when exiting the emulator and returning to your front end | ||
+ | |- | ||
+ | |Fade_Out_Extra_Screen | ||
+ | |false | ||
+ | |If true, adds a brief temporary GUI window the same color as what you have set for layer 1 in an attempt to preven flashing of your desktop or front end when an emulator exits from fullscreen. | ||
+ | *This is not needed when running with bezels enabled or in a windowed emulator as you should never get the above behavior. | ||
+ | *Not at all guaranteed to work on every PC, just an attempt to prevent the flashing. | ||
+ | |- | ||
+ | |Fade_Out_Duration | ||
+ | |500 | ||
+ | |In milliseconds, how long it takes for Fade_Out to appear and disappear | ||
+ | |- | ||
+ | |Fade_Out_Transition_Animation | ||
+ | |DefaultAnimateFadeOut | ||
+ | |The animation to use when transitioning from the emu to your Front End (This function must exist in "Lib\Fade Animations.ahk") | ||
+ | |- | ||
+ | |Fade_Out_Delay | ||
+ | |0 | ||
+ | |In milliseconds, the minimum amount of time the Fade_Out gui must be up when not using 7z | ||
+ | |- | ||
+ | |Fade_Out_Exit_Delay | ||
+ | |0 | ||
+ | |In milliseconds, the amount of time to delay the Fade_Out screen from closing before returning to your FE. This is useful if for some reason it takes awhile to close your game. | ||
+ | |- | ||
+ | |Fade_Layer_Interpolation | ||
+ | |7 | ||
+ | |Controls the amount of interpolation used on Layers 1 & 2 | ||
+ | *0 = Off | ||
+ | *1 = LowQuality | ||
+ | *2 = HighQuality | ||
+ | *3 = Bilinear | ||
+ | *4 = Bicubic | ||
+ | *5 = NearestNeighbor | ||
+ | *6 = HighQualityBilinear | ||
+ | *7 = HighQualityBicubic | ||
+ | |- | ||
+ | |Fade_Layer_1_Color | ||
+ | |FF000000 | ||
+ | |Background color when not using an image on layer 1. In [http://en.wikipedia.org/wiki/RGBA_color_space ARGB format], first two characters denote the opacity. [http://i.msdn.microsoft.com/dynimg/IC210551.png Here are some examples.] | ||
+ | |- | ||
+ | |Fade_Layer_1_Align_Image | ||
+ | |Align to Top Left | ||
+ | |Aligns the Background picture. Choices are: | ||
+ | *Stretch and Lose Aspect = Image is stretched to fill the screen, disregarding Aspect Ratio | ||
+ | *Center = Centering image keeping its size and Aspect Ratio | ||
+ | *Center Width = Image is stretched to Center screen's width, keeping Aspect Ratio | ||
+ | *Center Height = Image is stretched to Center screen's height, keeping Aspect Ratio | ||
+ | *Align to Bottom Left = Place the image so the bottom left corner matches the screen's bottom left corner, keeping Aspect Ratio | ||
+ | *Align to Bottom Right = Place the image so the bottom right corner matches the screen's bottom right corner, keeping Aspect Ratio | ||
+ | *Align to Top Right = Place the image so the top right corner matches the screen's top right corner | ||
+ | *Align to Top Left = Place the image so the top left corner matches the screen's top left corner | ||
+ | |- | ||
+ | |Fade_Layer_2_Alignment | ||
+ | |Bottom Right Corner | ||
+ | |Positions layer 2 image on screen. Choices are No Alignment, Center, Top Left Corner, Top Right Corner, Bottom Left Corner, Bottom Right Corner, Top Center, Bottom Center, Left Center, Right Center | ||
+ | |- | ||
+ | |Fade_Layer_2_X | ||
+ | |300 | ||
+ | |X location to position layer 2 image if Fade_Layer_2_Alignment is not set | ||
+ | |- | ||
+ | |Fade_Layer_2_Y | ||
+ | |300 | ||
+ | |Y location to position layer 2 image if Fade_Layer_2_Alignment is not set | ||
+ | |- | ||
+ | |Fade_Layer_2_Adjust | ||
+ | |1 | ||
+ | |Adjust size of layer 2 image (1=full size) | ||
|} | |} |
Revision as of 16:11, 6 April 2015
Contents |
- Description:
- Description:
- The Fade feature gives you the ability to fade or animate away from your front end, into a solid color or picture(s) of your choice. Meanwhile, the application will load in the background until the module calls for fade to exit or the application overtakes fade in fullscreen mode.
- On exit of your application, Fade will attempt to fade or animate itself into focus, then exit the application and fade or animate back into your front end. The goal is to have a more pleasant transition between the front end and the application.
Requirements:
- Must use a module that has fade support.
- Must be enabled in your settings either globally, or for the system you want it on.
- Must have libraries and any other additional files in your Module Extensions folder.
- .NET Framework 3.5 or Visual C++ 2010 Redistributable Package installed for ZipHandler.dll support (this shows 7z progress during fade)
Limitations:
- True fullscreen applications will lock your video and will overtake Fade. This is by design and nothing you can do about it. It's up to you if you want to enable it for these systems or not. This does not happen in windowed or windowed fullscreen mode if your application supports it.
- Flickering can occur in true fullscreen applications when Fade is unable to overtake the application.
Details:
Create a folder in HyperLaunch\Media\Fade\Systemname\_Default. HyperLaunch will search and load images for each of its Layers if found. Example: HyperLaunch\Media\Fade\MAME\_Default\Layer 1.png
- Layer 1.png (This would show as the background image)
- Layer 2.png (This is a static image, and can be placed anywhere around the screen)
- Layer 3.png (This is a dynamic image of which can have an animation applied to it)
- Layer 4 (#).png (This is a set of images, when played, create an animation. One image = 1 frame. Frame 1 = "Layer 4 (1).png", frame 2 = "Layer 4 (2).png", and so on.)
- Layer -1.png (This would show as the background image during Fade_Out)
Optionally, you can place per-rom layer images in a subfolder named after the rom, and HyperLaunch will use it instead. This allows custom per-game images (like control images) to be shown before loading the game. Example: HyperLaunch\Media\Fade\MAME\88games\Layer 1.png
There is also a global fade image folder that HyperLaunch will look in if nothing is found in the system fade folder. This Fade_Image_Path is defined in the Global HyperLaunch.ini. Place any of the Layer # images in there to load when the above images are not found. Default Location: HyperLaunch\Media\Fade\_Default
Note: Transparency is supported on all images and on all layers. So if you are creative, you can have some very nice looking effects by utilizing the layering properties and settings.
Note 2: Image types supported are png, gif, bmp, and jpg. It is suggested you only use image types that support transparency however.
Key Table:
Key | Default Value | Description |
Fade_In | false | Enable Fade support when leaving your front end and starting the emulator |
Fade_In_Duration | 500 | In milliseconds, how long it takes for Fade_In to appear and disappear |
Fade_In_Transition_Animation | DefaultAnimateFadeIn | The animation to use when transitioning from your Front End to the emu (This function must exist in "Lib\Fade Animations.ahk") |
Fade_In_Delay | 0 | In milliseconds, the minimum amount of time the Fade_In gui must be up when not using 7z.
|
Fade_In_Exit_Delay | 0 | In milliseconds, the amount of time to delay the Fade_In screen from closing while the emulator loads in the background
|
Fade_Out | false | Enable Fade support when exiting the emulator and returning to your front end |
Fade_Out_Extra_Screen | false | If true, adds a brief temporary GUI window the same color as what you have set for layer 1 in an attempt to preven flashing of your desktop or front end when an emulator exits from fullscreen.
|
Fade_Out_Duration | 500 | In milliseconds, how long it takes for Fade_Out to appear and disappear |
Fade_Out_Transition_Animation | DefaultAnimateFadeOut | The animation to use when transitioning from the emu to your Front End (This function must exist in "Lib\Fade Animations.ahk") |
Fade_Out_Delay | 0 | In milliseconds, the minimum amount of time the Fade_Out gui must be up when not using 7z |
Fade_Out_Exit_Delay | 0 | In milliseconds, the amount of time to delay the Fade_Out screen from closing before returning to your FE. This is useful if for some reason it takes awhile to close your game. |
Fade_Layer_Interpolation | 7 | Controls the amount of interpolation used on Layers 1 & 2
|
Fade_Layer_1_Color | FF000000 | Background color when not using an image on layer 1. In ARGB format, first two characters denote the opacity. Here are some examples. |
Fade_Layer_1_Align_Image | Align to Top Left | Aligns the Background picture. Choices are:
|
Fade_Layer_2_Alignment | Bottom Right Corner | Positions layer 2 image on screen. Choices are No Alignment, Center, Top Left Corner, Top Right Corner, Bottom Left Corner, Bottom Right Corner, Top Center, Bottom Center, Left Center, Right Center |
Fade_Layer_2_X | 300 | X location to position layer 2 image if Fade_Layer_2_Alignment is not set |
Fade_Layer_2_Y | 300 | Y location to position layer 2 image if Fade_Layer_2_Alignment is not set |
Fade_Layer_2_Adjust | 1 | Adjust size of layer 2 image (1=full size) |