Fade
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.
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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
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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.
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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
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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:
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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) |
Fade_Layer_2_Padding | 0 | In pixels, moves the Layer 2 image away from the edge of the screen. Automatically adjusts negative/postive values depending on what quadrant the image is in |
Fade_Layer_3_Alignment | Center | Positions layer 3 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_3_X | 300 | X location to position layer 3 image if Fade_Layer_3_Alignment is not set |
Fade_Layer_3_Y | 300 | Y location to position layer 3 image if Fade_Layer_3_Alignment is not set |
Fade_Layer_3_Adjust | 0.75 | Adjust size of layer 3 image (1=full size) |
Fade_Layer_3_Padding | 0 | In pixels, moves the Layer 3 image away from the edge of the screen. Automatically adjusts negative/postive values depending on what quadrant the image is in |
Fade_Layer_3_Speed | 750 | In milliseconds, how long it takes for the non-7z Layer 3 animation to complete. |
Fade_Layer_3_Animation | DefaultFadeAnimation | The animation to use when 7z is disabled, or 7z is enabled but not being used because a rom doesn't need to be extracted - Default is DefaultFadeAnimation |
Fade_Layer_3_7z_Animation | DefaultFadeAnimation | The animation to use when 7z is enabled and rom will be extracted by 7z - Default is DefaultFadeAnimation |
Fade_Layer_3_Show_7z_Progress | true | If true, and you have Fade_In and 7z_Enabled both enabled, Layer 3 will show progress of the current extraction |
Fade_Layer_3_Type | imageandbar | The type of 7z animation used. Options are bar, image, or imageandbar. |
Fade_Layer_3_Repeat | 1 | Number of times to repeat the dynamic Layer 3 when not using 7z. 0 = static image |
Fade_Layer_4_Pos | Above Layer 3 - Left | Where the layer 4 image gets placed on the 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, Above Layer 3 - Left, Above Layer 3 - Center or Above Layer 3 - Right |
Fade_Layer_4_X | 100 | X adjustment to position layer 4 image |
Fade_Layer_4_Y | 100 | Y adjustment to position layer 4 image |
Fade_Layer_4_Adjust | 0.75 | Adjust the size of the layer 4 image (1=full size) |
Fade_Layer_4_Padding | 0 | In pixels, moves the Layer 4 animation away from the edge of the screen. Automatically adjusts negative/postive values depending on what quadrant the image is in |
Fade_Layer_4_FPS | 10 | In milliseconds, how often the layer 4 animation loops. Larger # = slower animation |
Fade_Animated_Gif_Transparent_Color | FFFFFF | The RGB of the color in the animated GIF you want to make transparent.
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Fade_Bar_Window | false | If true, shows a rectangle window around the progress bar. It helps bring focus to the bar. |
Fade_Bar_Window_X | X location to position the bar's canvas. If blank, bar will be centered. | |
Fade_Bar_Window_Y | Y location to position the bar's canvas. If blank, bar will be centered. | |
Fade_Bar_Window_Width | 600 | Width of the bar's window. This also controls the bar's width. |
Fade_Bar_Window_Height | 120 | Height of the bar's window. |
Fade_Bar_Window_Radius | 20 | Rounds the edges of the bar window. 0 is squared; higher you go, more rounded it looks. At 200 the window disappears. |
Fade_Bar_Window_Margin | 20 | Margin to the left/right of bar. This many pixels must be shown of the bar's window. It also controls the relative X location of the bar on it's canvas. |
Fade_Bar_Window_Hatch_Style | 8 | Hatch style for the bar's window. Try numbers from 0 to 53 for dIfferent hatch styles. You can see the different styles here. |
Hatch style for the bar's window. Try numbers from 0 to 53 for dIfferent hatch styles. You can see the different styles here. | true | If true, the bar itself will have a background that gets filled as the bar progresses. |
Fade_Bar_Back_Color | FF555555 | The ARGB of the bar's background in hexadecimal. First 2 characters denote the alpha, the last 6 are the RGB color. |
Fade_Bar_Height | 20 | Height of the progress bar. This also affects the Y for the bar and text 1 & 2. |
Fade_Bar_Radius | 5 | Rounds the edges of the bar. 0 is squared; higher you go, more rounded it looks. After 10 you start getting wierd effects. |
Fade_Bar_Color | DD00BFFF | The ARGB of the bar in hexadecimal. First 2 characters denote the alpha, the last 6 are the RGB color. |
Fade_Bar_Hatch_Style | 3 | Hatch style for the bar. Try numbers from 0 to 53 for dIfferent hatch styles. You can see the different styles here. |
Fade_Bar_Percentage_Text | true | If true, shows the percentage amount extracted when using a progress bar |
Fade_Bar_Info_Text | true | If true, shows additional information (if any) related to the current extraction when using a progress bar. |
Fade_Bar_X_Offset | 0 | In pixels, how much to horizontally offset the bar on it's canvas |
Fade_Bar_Y_Offset | 100 | In pixels, how much to vertically offset the bar on it's canvas |
Fade_Rom_Info_Description | text | There are four options for this key:
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Fade_Rom_Info_System_Name | text | There are four options for this key:
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Fade_Rom_Info_Year | text | There are four options for this key:
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Fade_Rom_Info_Manufacturer | text | There are four options for this key:
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