Author Topic: Dmenu 0.6 Released  (Read 24635 times)

darfgarf

  • Guest
Re: Dmenu 0.6 Released
« Reply #20 on: December 14, 2009, 08:50:14 pm »
I currently have an open feature request with Dingux to be able to show an image until another program requests the screen

that would make things nicely shiny, that coupled with hiding the console output at startup would make it perfect :D

though make sure there's an option to disable it, some of us like to see what logs get dumped to the console

ruffnutts

  • Posts: 2653
Re: Dmenu 0.6 Released
« Reply #21 on: December 14, 2009, 08:55:57 pm »
Nice loading screens between progs sounds great to me :-)

santino

  • Guest
Re: Dmenu 0.6 Released
« Reply #22 on: December 14, 2009, 09:39:40 pm »
Thats a good idea to hide the console from the user. And there is already the "console" thing in system to see what output the game gave.
But wouldnt it be nice to see the Wallpaper and then comes in the Dmenu? Like fading in. Think this would be nicer as tinting it.

Another thing I discovered: You cannot use res/example.ttf anymore, you have to use global:. And you cannot comment out the Sounds. Otherwise the dmenu segfaults on start.

But all in all very nice work on the 0.6.

santino

  • Guest
Re: Dmenu 0.6 Released
« Reply #23 on: December 14, 2009, 09:40:12 pm »
You can try my dmenu 0.6 with DekUI theme. There is a full Menu with all Emulators and so on.;)

Just delete all in /local/dmenu and extract it there.

http://www.megaupload.com/?d=ALCJQSE1

SavedLinuXgeeK

  • Guest
Re: Dmenu 0.6 Released
« Reply #24 on: December 14, 2009, 10:11:26 pm »
@santino
Quote
Thats a good idea to hide the console from the user. And there is already the "console" thing in system to see what output the game gave.
But wouldnt it be nice to see the Wallpaper and then comes in the Dmenu? Like fading in. Think this would be nicer as tinting it.
Perhaps, but again its subjective.  Until I have a much better solution there isn't a whole lot of reason to change it.  But the source code is available if you want to download it and play with it.

Quote
Another thing I discovered: You cannot use res/example.ttf anymore, you have to use global:. And you cannot comment out the Sounds. Otherwise the dmenu segfaults on start.

So I resolved the sound issue in code, it will be in a later release.  And I am still able to use theme fonts.  Does your theme have a file in it under the res folder called example.ttf?  if res/example.ttf doesn't exist in your them then you cannot use it.  All the paths in a theme.cfg are local the theme folder, except for global: resources which reference files in the resources folder.

Elta

  • Posts: 21
Re: Dmenu 0.6 Released
« Reply #25 on: December 15, 2009, 04:25:25 am »
Very very nice.
I especially like how fast it loads compared to the previous version.

However I have one small issue with it:
The menu snapshot function. I would like to have an option to disable this.
I think we should try to avoid writing to the SD card unless really necessary, I'm fine with a black loading screen. :)
Second problem:
On a modern Linux, any memory not used by applications is used as a disk cache.
This means the data for the menu bitmap isn't written immediately to SD card.
Instead it will be as the launched game/emulator start to use memory or simply after some time has passed, causing noticeable pauses in its execution. ("The evil hiccups of doom")
One solution to this would be to invoke the "sync" command after dmenu has written all its data and just before launching the new application.
This will force Linux to write all cached data immediately, allowing applications to run smoothly.

Edit: Looks like there is a C version of sync: http://linux.die.net/man/2/sync
I think this is equivalent to running the sync command. (But not entirely sure)
« Last Edit: December 15, 2009, 04:29:42 am by Elta »

SavedLinuXgeeK

  • Guest
Re: Dmenu 0.6 Released
« Reply #26 on: December 15, 2009, 12:03:16 pm »
The note on writing to the filesystem is appreciated.  I spent a fair amount of time ensuring that the menu would work without needing to write anything to disk.  I will probably make a configuration option that allows for the menu to work in read only mode.  You can still change themes/wallpapers at runtime, just the new values will not be saved when the menu exits (to run a program).  This encourages only changing the dmenu.ini from a computer and not the Dingoo itself.  And again, if the filesystem is read only, some older problems, as well as new ones will show up:

  -  Audio issues with other programs.  This is due to how we launch the programs now vs. how it used to be done (and how it must be done in a read only environment). I know a certain NES emulator has problems acquiring the sound device in this case.
  -  Image/Theme previews will always be slow to load.  I currently cache the resized images as pngs in a .thumb folder as it is CPU intensive to resize the images on the fly (as SDL doesn't provide any native scaling, and my algorithm is basically the code from SDL_Graphics)
  -  Sound/Brightness levels will not persist across multiple runnings of Dmenu.  Dmenu saves the volume/brightness levels in the dmenu.ini and restores those levels on load. 

So yeah, definitely want to encourage minimal filesystem writes.  A read only mode seems like it might be helpful but the limited functionality might make it too limited. 

As for syncing on exit, its a good idea, and my only fear is that if something happens to the menu and it crashes, that I wouldn't want to lose that information.  Apart from that it seems like it should work out better then all the syncing we do now.  Thanks.

santino

  • Guest
Re: Dmenu 0.6 Released
« Reply #27 on: December 15, 2009, 09:24:35 pm »
Wouldnt it be a great idea to have global menu structures? So change themes to iconsets. I think no one would use more than one menu structure.

Bouvrie

  • Posts: 124
Re: Dmenu 0.6 Released
« Reply #28 on: December 16, 2009, 07:56:28 am »
Wouldnt it be a great idea to have global menu structures? So change themes to iconsets. I think no one would use more than one menu structure.
I've configured mine this way. Basically in every theme, you would replace the menu items with an include for that section (e.g. include(../menu_ports.cfg)). The include files should then all point to a single repository.

I was also working on a cmd script that would generate menu structures from the commandline. Only problem with that script is, it needs user validation because of the different file extensions people use in their binaries: It can flawlessly detect *.sh and *.dge files as executables, but somewhat fails to interpret the rest.

IMO standardised file extensions (*.sh for scripts, *.dge for binaries) should be used for the executables. But that still doesn't allow the script to detect whether or not a file selection menu should be  invoked, or whether certain command arguments should be passed.

Bottom line: in order to have a foolproof system, every app should come with a cfg that defines its entry in DMenu? :P
« Last Edit: December 16, 2009, 07:59:23 am by Bouvrie »
Write/save problems? Segmentation faults? Black screens? Read the Troubleshooting and FAQ guide first to fix your issues! :)
SD Card readonly/corruption issues? Chkdisk /F and steer clear from DMenu: use GMenu instead!

ruffnutts

  • Posts: 2653
Re: Dmenu 0.6 Released
« Reply #29 on: December 16, 2009, 04:12:26 pm »
Any chance we will see a screen saver in the future - also is it possible to change the menu sound?

nutts out  :)

santino

  • Guest
Re: Dmenu 0.6 Released
« Reply #30 on: December 16, 2009, 04:24:26 pm »
It is possible to change the menu Sound. But not from the menu directly.

@ Bouvrie

Have you tried using the new global: for the configfiles? Think this would do it.;)

ruffnutts

  • Posts: 2653
Re: Dmenu 0.6 Released
« Reply #31 on: December 16, 2009, 04:28:40 pm »
Thanks santino - I new you could not from the menu - so do you just replace a file or?

santino

  • Guest
Re: Dmenu 0.6 Released
« Reply #32 on: December 16, 2009, 04:37:29 pm »
Look at the theme.cfg there are the sounds linked.

ruffnutts

  • Posts: 2653
Re: Dmenu 0.6 Released
« Reply #33 on: December 16, 2009, 04:52:41 pm »
Ok thanks - will do  ;)

Kalisiin

  • Guest
Re: Dmenu 0.6 Released
« Reply #34 on: December 17, 2009, 06:02:22 pm »
Maybe a stupid question...but, can I go straight from dmenu 0.4 to dmenu 0.6?

If so, how?

If not, what must I do first?

Sorry, but I just am not as knowledgeable as so many of you around here...so don't hate me and be mean...just please help me with this question.  Thank you.

santino

  • Guest
Re: Dmenu 0.6 Released
« Reply #35 on: December 17, 2009, 06:05:00 pm »
Yes you can. ;)

demon cleaner

  • Posts: 150
    • ClassicAmiga
Re: Dmenu 0.6 Released
« Reply #36 on: December 17, 2009, 06:13:35 pm »
It's not working for me with the Hellsing theme. I checked every configuration and .ini file if the path and filenames are still correct, and they are. I didn't delete anything from my old dmenu folder, just updated/added the stuff which came with the new one. I get until the point it says "switching root", the waits for 2-3 seconds, and I get a segmentation fault. I cannot find any other problem.

Kalisiin

  • Guest
Re: Dmenu 0.6 Released
« Reply #37 on: December 17, 2009, 06:15:34 pm »
I have some custom stuff in Dmenu 0.4 I assume I need to save all that stuff first, and then re-import it back into Dmenu 0.6?

As far as, for example FBA, and some icons, and the power-off thing in the dmenu.cfg file...that sort of thing?

Plus I got rid of a lot of the games I didn't want.

I'm thinking maybe I'll just flash one of my new dingoos straight up with this...move stuff over...and then, when it's working all right on the new one...just copy it all over to the old one.

I just wish I could hurry up and finish sorting all my Roms and so on, so that I won't need to update or anything anymore, and then I can just play and enjoy.  I get scared when I am playing around too much with this stuff, because I'm scared I'll screw it up and then no one will help me fix it, and they will just be mean to me.

(Sorry folks...but far too often, this has been my experience...)
« Last Edit: December 17, 2009, 06:17:10 pm by Kalisiin »

ruffnutts

  • Posts: 2653
Re: Dmenu 0.6 Released
« Reply #38 on: December 17, 2009, 06:28:58 pm »
All I did to update with out messing up my stuff was copy from the Dmenu 0.6 zip was

resources folder
Dmenu.ini
Dmenu.bin

Worked like a charm :-)

demon cleaner

  • Posts: 150
    • ClassicAmiga
Re: Dmenu 0.6 Released
« Reply #39 on: December 17, 2009, 07:50:46 pm »
All I did to update with out messing up my stuff was copy from the Dmenu 0.6 zip was

resources folder
Dmenu.ini
Dmenu.bin

Worked like a charm :-)

That worked indeed. How can I test if it's really dmenu 0.6?