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Other Portable Consoles => Ingenic JZ47xx Devices => Topic started by: m1024 on April 12, 2018, 11:35:08 am

Title: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 12, 2018, 11:35:08 am
While making the PS4 and OldBoy skins I already noticed that the UI looks and feels old fashioned and somehow geeky. The new CFW even supports preview images or cover art (http://boards.dingoonity.org/ingenic-jz4760-devices/rs-97-cover-art/msg177110/#msg177110), but the result is far from polished.

Most people (including me) would like to have a complete new menu or a port of emulation station, but the underlying structure with sections and links is still a good concept and reinventing the wheel is not always required...

I made a mockup of the main menu and the file browser. Everything in the mockup (but the favourites feature) can be implemented in the current version of Stewards fork of gmenu2x by changing some paint methods. Basically its the same UI elements drawn at different positions. There are no new graphical elements and all icons, themes, screens and dialogs could be used directly without any new config or theme files. You could even use custom backgrounds instead of light gray and the colors specified by the skins.

Why only a mockup?
Right now I don't have the environment ready to olay with the code myself. I haven't done any C++ for a decade and would have to get into Linux and SDL first. Doing this as a pet project is on my todo list, but it'll take some time... Until then I just want to share this mockup with other people as inspiration  ;)

Is there anybody who has the dev environment ready to try this out?

Update

There actually was someone with a kind soul who brought this design concept to life! Thanks @pingflood  ;)

New GMenuNext release is out:

2018.07.02 (Codename: Blast Processing.)

Fix memory address register:
Fix SetCPU not setting CPU clock;
TV-Out working among SetCPU;
Do not use inputCommonActions in MessageBox:
Prevents power button bounce;
Prevents entering in suspend mode while a messagebox is on screen;
Updated compiler flags (optimize size and performance);
UDC autodetect mount point when booting on external SD;
Simplify Link and LinkAction classes;
Use memregs to get UDC status (faster than system function);
Releases will bundle only default GMenu2X assets:
Cleaned up default assets;
Allow to use icons/wallpapers/backdrops pack.

https://github.com/pingflood/GMenuNext/releases

Please report any bug or issue you find and I'll take a look as soon as possible.

After a lot of ideas, discussions and test versions there now is a running version of this menu design. You can basically try it out by replacing the gmenu2x executable with Commander or via SD card. As the code is based on Stewards code everything should be working just like before. All my skins on GitHub have been updated to work with both designs and there are two new skins to get that greyish emulation station look.

Please use this thread to share your opinions on this new menu style!

TL;DR: Jump to installation instructions and beta version download. (https://boards.dingoonity.org/ingenic-jz4760-devices/gmenunext-let's-make-gmenu-great-again!/msg177529/#msg177529)

Previews below VVV
 
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 12, 2018, 01:09:27 pm
Nice concept.

Considering the vertical left bar, how do you imagine switch the category? Now, on top, L and R trigger make sense, but up and down?

How do you imagine the settings screens? (attached)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: hiei on April 12, 2018, 02:54:53 pm
I find it an extremely cool idea :D
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 12, 2018, 05:58:08 pm
Changing the section could be realized by right/left to toggle between sections and links. For this, some kind of highlight would be required to know where you are. L and R could still be kept as everyone is used to it.

Placing the sections above the links eats up too much space for a vertical list of links and a horizontal list lacks overview.

Regarding the skin config: Top bar could be renamed to sections and bottom bar to info. I wouldn't change the layout of the settings screens much - only the colors and consistent spacing between all elements.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: kapster on April 12, 2018, 06:54:40 pm
If anyone wants to work on this and is trying to get the dev toolchain setup, I?ve posted instructions here: https://boards.dingoonity.org/ingenic-jz4760-devices/rs-97-developers-toolchain-setup/
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 12, 2018, 08:30:42 pm
Changing the section could be realized by right/left to toggle between sections and links. For this, some kind of highlight would be required to know where you are. L and R could still be kept as everyone is used to it.

This will need a lot of work. First, because current implementation of gmenu is a mess regarding this section/links thing. Second, because there is no easy way to highlight icons like you did in the mockup. Currently it will highlight *under* the icon (backlight, then?  :P)

Also, this will face a huge resistance for those who likes the current GMenu2X, as it will break compatibility with skins, etc..
Are you guys willing to break relations with the old GMenu2X?  :P :P
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 12, 2018, 09:47:46 pm
I already looked at some of the paint methods and you are right about the messy code - I'd call it potential for optimization  ;)

The mockup just uses transparency to make the icons active or inactive. This should be possible by alpha blending an image/texture in SDL: active 100% and inactive 50%. So instead of drawing a rectangle under the icon, the icon is drawn transparently or opaque.

I'll try to setup the toolchain and try it myself some day, but I think others would also be happy when some of the 'grown code' gets cleaned up this way. At the end of the day this could still be compatible with the current skin system. Only the skin images for the top/bottom bar and selection would'n be compatible. The colors and wallpaper could all be taken from the skin config.

Perhaps we should see it more as an optimization process than a break up  :)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 12, 2018, 09:55:30 pm
I already looked at some of the paint methods and you are right about the messy code - I'd call it potential for optimization  ;)

I think if we decide to fork and modify the GMenu2X with no fear of breaking legacy compatibility, first we will mess more and later we will optimize.

I forked @Steward_Fu github repository to work on his code (omg.. had to download 3+ GB just to extract GMenux ???) and started messsing with it.

https://www.youtube.com/watch?v=BikZJwTzvsc

I'm considering to order a RS-97 just to play with this.  :P
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 12, 2018, 10:18:47 pm
OMG, that was quick! So cool to see this idea in motion  :o ;D
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 13, 2018, 02:50:55 pm
OMG, that was quick! So cool to see this idea in motion  :o ;D

Don't get so excited.. GMenu is a "cat's cradle".. You change a bit, you break something somewhere else very unexpectedly.  :P

Today I'm trying to replicate your selector dialog concept:

https://www.youtube.com/watch?v=4i1tQzNlLbc

Unfortunatelly there are a lot of limitations regarding font customisation.


If you could please share your icon pack, I'm sure it will help to make it look better.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: ruffnutts on April 13, 2018, 03:02:53 pm
This looks well cool, great work ;)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 13, 2018, 09:30:51 pm
I already published my skin pack on github: PS4 skin (https://github.com/m1024x/retrogame-skin-pack), but aren't you using the icons of this skin already? The link icons are from the default skin.

The selector looks very good - you even added a fade in effect for the preview? Nice little detail.
I think you have already proven my point that we don't have to replace GMenu completely to get a clean and modern looking UI  ;)

What do other people think? Would you use this instead of the current menu and selector?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: onthebridge on April 13, 2018, 11:03:20 pm
Maybe you can consider working with jack83? His retropie lookalike looks awesome but it could use your selector dialog. In my opinion both together would be perfect
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 14, 2018, 12:06:30 am
I already published my skin pack on github: PS4 skin (https://github.com/m1024x/retrogame-skin-pack), but aren't you using the icons of this skin already? The link icons are from the default skin.

Yes, I did copy your PS4 icon pack. When I asked, I was thinking about the link icons.

If in this skin we will use a light background for links, I think that some darker icon set will fit better. Do you have any suggestion?


Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 14, 2018, 09:05:59 am
If we say that the left bar uses the skin color of the current top bar and the right area is the background, then all skins should look ok by default: With the PS4 skin the right area would be dark blue (wallpaper) with white font/icons (this skin only contains the settings link icons) and the left area would be a transparent white (not so dark blue) with white section icons.

In theory all skins could be used with the new layout. To get that emulation station design, I'd rather make a new skin: top bar, icons and font in dark grey, wallpaper in light grey. I could even make the OldBoy skin compatible by replacing the top and bottom lines by a transparent color or image for the top and bottom bar, so that it works in both layouts.

What do you think about the current bottom bar? Reduce it and move it to the left bar (cleaner, less geeky, less info) or keep it at the bottom (takes space away from the link list, more clutter)?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 14, 2018, 01:59:10 pm
In theory all skins could be used with the new layout.

Yes, it is using the skin color and I'm trying to make possible to customize the bar/lists positions, width and height by skin.

I've made some adjusts, so current skins will work (considering limitations). See attached examples for OldBoy, PS4 and Next..

To get that emulation station design, I'd rather make a new skin: top bar, icons and font in dark grey, wallpaper in light grey.

I don't think that first prototype of ES design will be possible with the changes are being made for this. Not a big problem, though.


What do you think about the current bottom bar? Reduce it and move it to the left bar (cleaner, less geeky, less info) or keep it at the bottom (takes space away from the link list, more clutter)?

I don't know yet how to fit the bottom bar with your mockup and other screens. I think all screens should be cohesive in design.
For screens with actions (other than selector), bottom bar seems to make sense.

To understand, compare attached screenshots for different screens. If you could, try to design a mockup for the "Settings", "Wallpaper" and "About" screens that fits your concept (left bar, no bottom bar, etc), then we see if can be made with GMenu limitations..


Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 14, 2018, 01:59:54 pm
With PS4 Skin
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 14, 2018, 02:03:48 pm
Next skin, with transparent color. (a lot of tweaks had to be done to not overlay transparencies. I'm not happy with that and will be reworked)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: bartimeaus on April 14, 2018, 02:19:11 pm
Are you just skinning right now or is the menu already working?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 14, 2018, 07:31:42 pm
I'll post some mockups for the screens on Monday, but here are my first thoughts on this.

I see two different types of 'bottom bars':

1) Status info like battery, sd, cpu etc. This could be shown at the bottom or top of the right area in the main menu. This should not overlap onto the left bar. Depending on the skin settings it could even have a fully transparent background, where it would just 'float' like this (http://cdn.segmentnext.com/wp-content/uploads/2017/01/Nintendo-Switch-UI-620x345.jpg).
Another idea would be to integrate this status info into the left bar at the bottom, like I did with the battery info. From bottom to top (3 rows with 2 cols each): battery, brightness, volume/sd

2) Context actions and buttons. Because of the limited resolution, I don't think we can be consistent over all screens. I really like the vertical list of context actions below the preview as this allows you to have the full height for the list on the right side. In other settings or about screens I favor a floating horizontal list with transparent background and low contrast to not distract from the main content.
Setting and about screens:
Even if it breaks the vertical bar design, a horizontal bar on top with the title and description would be pragmatic. To keep the light and clean design, the bottom bar should be fully transparent like I described above.

About the skin color usage:
Adding a new color setting (like you did?) to dim or brighten the wallpaper is a good idea. Most wallpapers make text in the current GMenu unreadable. This should be applyed to all screens including settings and about.

PS: You have to write a short tutorial some time on how to compile and emulate a fork of Stewards stuff  ;)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 14, 2018, 09:22:57 pm
1) Status info like battery, sd, cpu etc. This could be shown at the bottom or top of the right area in the main menu. This should not overlap onto the left bar.

Agreed. I think this "hacky" infos should be only in main menu. Overlap or not the left bar, I think we should test and see what have the better compromise between design and coding. Overlapping is easier to code, because it will be only one function to manage the bar for every screen.

Depending on the skin settings it could even have a fully transparent background, where it would just 'float' like this (http://cdn.segmentnext.com/wp-content/uploads/2017/01/Nintendo-Switch-UI-620x345.jpg).

There is already an option to make it transparent. Just make the alpha channel 00. The problem with the current implementation on GMenu2X is that if in the skin there is not an image for bottom bar background, it will use the default skin image. To workaround this, you must have a transparent image (1x1px) for background. It's a "bug" by design of GMenu2X.

For now, I disabled the loading of bottom/top bar bg images.

Another idea would be to integrate this status info into the left bar at the bottom, like I did with the battery info. From bottom to top (3 rows with 2 cols each): battery, brightness, volume/sd

Also thought about this, but I don't think there's enough room for all icons in a way that do not waste a lot of space. Maybe having a section + info bar is the way.

But one thing that should really be different is the text on brightness level. I think it should be replaced by icons (without text), just like the battery level. Text of battery level could be removed too.


2) Context actions and buttons. Because of the limited resolution, I don't think we can be consistent over all screens. I really like the vertical list of context actions below the preview as this allows you to have the full height for the list on the right side. In other settings or about screens I favor a floating horizontal list with transparent background and low contrast to not distract from the main content.

Setting and about screens:
Even if it breaks the vertical bar design, a horizontal bar on top with the title and description would be pragmatic. To keep the light and clean design, the bottom bar should be fully transparent like I described above.

Maybe we could focus on 3 types of screens:
1. Main menu
2. File selector (the one with big left bar)
3. Regular screen, topbar, list/text and bottom bar (like the current GMenu2X)

Regarding the bottom bar color, this could be changed on skin.conf, letting the user customize it.


About the skin color usage:
Adding a new color setting (like you did?) to dim or brighten the wallpaper is a good idea. Most wallpapers make text in the current GMenu unreadable. This should be applyed to all screens including settings and about.

I have added a "listBg" option in skin.conf, so this could be customized. To make it totaly clear(solid), change alpha channel to 00(FF).


PS: You have to write a short tutorial some time on how to compile and emulate a fork of Stewards stuff  ;)

I haven't tested the code on real RS-97 because I don't own one, so I don't know if my dev setup is building for this device.

But as soon as I finish this first revamp, I will commit to github, so anyone can work on it.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 14, 2018, 10:55:16 pm
If we keep the info bar at the bottom, it could also be right aligned so that it basically never overlaps the left sections bar. If the content of this info bar is compacted (brightness level via icon instead of text, clock speed moved to settings/about), these 4 icons (battery, brightness, volume, sd as 2x2) could easily fit in the left bar, too  ;)

About the context actions in the bottom bar in general: Depending on the font, the bottom bar can often not show all items at once since its only 320px wide. What do you think about replacing it with a common help dialog? Like X opens a small dialog that shows all context actions as a list. This could be consistent through all screens, makes more room for the main content and reduces even more visual clutter.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 15, 2018, 12:32:55 am
If the content of this info bar is compacted (brightness level via icon instead of text, clock speed moved to settings/about), these 4 icons (battery, brightness, volume, sd as 2x2) could easily fit in the left bar, too  ;)

There are more than 4 icons. I recall having also (at least) an info and menu icon.

If you could draw an icon for brightness, I can try to add it to code. ;)

About the context actions in the bottom bar in general: Depending on the font, the bottom bar can often not show all items at once since its only 320px wide.

I think there's also a need to revamp the text. There are a lot of text that are unnecessary long, also some references to GP2X and Dingoo. But if a cleanup is done on text, will also need to update all the translations.


What do you think about replacing it with a common help dialog? Like X opens a small dialog that shows all context actions as a list. This could be consistent through all screens, makes more room for the main content and reduces even more visual clutter.

For now let's just clean and reorder the existing screens and see what we can get. In the future, we can add more features like that. ;)


I manage to fix the layer overlapping issue, but had to change some things on "core" of GMenu2X (e.g., moved on code where it draws topbar). With this sorted out, I could add the topbar to other screens.

Check the video I just uploaded:

https://www.youtube.com/watch?v=dpEUl-iF-uM

(still using the "Next" skin to test alpha channel)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 15, 2018, 10:34:20 am
I only saw these icons in the skins folder, but never really noticed then on my device... Nevertheless the botom bar in your latest video looks good  :)

A brihtness icon similar to the battery icon is a good idea. Removing the battery percentage is no loss either as it only uses hard coded steps and the percentage doesn't relate to the actual runtime, yet.

The main menu with the sections bar looks a bit squished. As the right half of the links area is empty most of the time, we could increase the horizontal padding and margin of the section icons and links. Having more space between the section and link icons would make the whole layout clearer. Would you mind trying out the values from my first mockup?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: kapster on April 16, 2018, 03:55:37 am

https://www.youtube.com/watch?v=dpEUl-iF-uM

(still using the "Next" skin to test alpha channel)

Does ?terminal? mode actually work?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 16, 2018, 11:37:46 am
@kapster Don't think so. It's not running on a real device yet.

@pingflood I played around with the bottom bar and can understand the transparency problem: Having two overlapping transparent bars (left and bottom) looks odd. I made a new mockup with a opaque bottom bar and unobtrusive text/icons (50% alpha).

Also added a new font color (fontAlt) for text on the side, top and bottom bar. Using only one color for all texts limits the design too much and having an outline around the texts looks very uneasy.

PS: From a design perspective a toast style bottom bar would be best: After entering a different screen the bottom bar is shown for 3 seconds and slides down after that. Pressing Y brings it up again  8)

Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 16, 2018, 11:50:22 am
Great progress guys i like what i am seeing keep up the good work.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 16, 2018, 12:45:34 pm
Also added a new font color (fontAlt) for text on the side, top and bottom bar. Using only one color for all texts limits the design too much and having an outline around the texts looks very uneasy.

Agreed with the issue with font color. But in the current implementation of GMenu2X there are a lot of limitations regarding font styles and colors. E.g., if, as is, I try to add 2 new font styles, it will crash due to excessive memory usage. I will work on this in a near future.


PS: From a design perspective a toast style bottom bar would be best: After entering a different screen the bottom bar is shown for 3 seconds and slides down after that. Pressing Y brings it up again  8)

I understand the idea but I don't think I like "hidden" options. I know it's not the case of RS-97, but GMenu also support touch screen devices. So, (most of) that icons on the bottom are also clickable.

Btw, I really liked the new mockup you did. In my opinion, it fits a very good compromise between "legacy" GMenu (rightmost screen) with the "Next".

I also liked the Main Menu mockup, with no bottom bar and icons on section bar. I will try to implement that, as soon as I finish fixing my buildroot environment for mipsel.  ;)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 16, 2018, 01:16:30 pm
For brightness icon, instead of a bulb, how about something like this? (attached, found on google images, need rework)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 16, 2018, 03:47:37 pm
I made a new mockup with...

Regarding the latest mockup, I just had another idea.

How about having two selector screens, dynamically chosen if screenshot path is set?

This way, if the screenshot path is set, the selector screen will be like the first screen of the image you shared.
If is not set, the selector screen will be like the third screen - i.e., just like regular GMenu. (topbar and plain list, with no screenshot area)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 16, 2018, 04:51:27 pm
I made a set of sun like brightness icons (see attachment) - must admitt they're nicer than the bulb ones  :)

Having two selector screens would be a nice feature for people who don't want to use preview images. If we had additional info to show for each item (description, rating etc.) the left bar would still make sense, but I don't see gmenu reading emulation stations gamelist.xml anytime soon...
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jack83 on April 16, 2018, 04:55:41 pm
@kapster Don't think so. It's not running on a real device yet.

@pingflood I played around with the bottom bar and can understand the transparency problem: Having two overlapping transparent bars (left and bottom) looks odd. I made a new mockup with a opaque bottom bar and unobtrusive text/icons (50% alpha).

Also added a new font color (fontAlt) for text on the side, top and bottom bar. Using only one color for all texts limits the design too much and having an outline around the texts looks very uneasy.

PS: From a design perspective a toast style bottom bar would be best: After entering a different screen the bottom bar is shown for 3 seconds and slides down after that. Pressing Y brings it up again  8)
I really like your design. I think I will use it for the PyMenu. Sliding the bottom bar is no problem there, but I am not sure what to do with the list. Resizing that would look odd
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 16, 2018, 05:00:32 pm
You mean resizing the list when the bottom bar slides up? I thought more of an overlay, so that the rest of the layout is not affected by the bottom bar.

Looking forward to see some of these ideas in PyMenu  ;)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: mmccoy37 on April 16, 2018, 09:14:22 pm
Nice concept.

Considering the vertical left bar, how do you imagine switch the category? Now, on top, L and R trigger make sense, but up and down?

How do you imagine the settings screens? (attached)

Where did you get the XFCE skin?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 16, 2018, 10:18:02 pm
Where did you get the XFCE skin?

I did myself, when I had a Dingoo some years ago.  :P
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: HercTNT on April 17, 2018, 02:42:41 am
Everything here looks amazing. Hopefully it becomes a reality. Great work.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 17, 2018, 09:59:32 am
Everything here looks amazing. Hopefully it becomes a reality. Great work.

Just tried out the first alpha on my real device. From mockup to life in 4 days - great work @pingflood !
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: bartimeaus on April 17, 2018, 11:45:17 am
Just tried out the first alpha on my real device. From mockup to life in 4 days - great work @pingflood !

Is there an alpha posted?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 17, 2018, 12:16:23 pm
Is there an alpha posted?

Not yet. I was rebuilding my buildroot environment in order to compile to RS-97.
Now that @m1024 confirmed the compiled version works on device, I'll finish some work in progress and as soon as possible I'll share an alpha version for testing.  ;)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: bartimeaus on April 17, 2018, 12:20:06 pm
Not yet. I was rebuilding my buildroot environment in order to compile to RS-97.
Now that @m1024 confirmed the compiled version works on device, I'll finish some work in progress and as soon as possible I'll share an alpha version for testing.  ;)

Nice. Any chance of telling us quickly what's working and what's not?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 17, 2018, 01:34:38 pm
Very good, it works now :)

That's great! Now I know I can continue working on this.  ;)


Here are some things I noticed:
- about screen looks good, but scrollbar overlapps the top and bottom bars
- in the main menu, some sections show the cpu icon where the bottom bar was (older bug)
- items in the main menu are too high (only 3 per page instead of 5 or 6)
- file selector works, but outlined text at the bottom looks odd
- the 'show nicer selector when previews folder is found' feature doesn't work yet


Don't worry, I'll fix "every pixel" as possible. For now, I was worried to make it work on real device. But commenting what you pointed out:

1. I'm rewriting all scrollbars. For now, every scrollbar have some weird position. Some even varies on X position.  ???
2. Not exactly a bug, but incomplete work due to some rushy implementation of icons on section bar. Don't worry, it's a work in progress.
3. Maybe it's a glitch due to Skin settings. Could you please share a picture?
4. That's due to a experiment I'm doing trying to improve fonts. Also a WIP.
5. It should work. Maybe it's due to lack of configuration in link section. I'll post a "how to" configure this as soon as possible.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 17, 2018, 01:37:15 pm
Nice. Any chance of telling us quickly what's working and what's not?

Well, it still being GMenu2X.. Just with refreshed design to fit the mockups (regarding some limitations!)

What is working on current GMenu should be working on this too.  ;)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 17, 2018, 04:11:09 pm
- the 'show nicer selector when previews folder is found' feature doesn't work yet
5. It should work. Maybe it's due to lack of configuration in link section. I'll post a "how to" configure this as soon as possible.

When I set the previews folder in the link config, the extended selector shows up, but it doesn't show any previews. When I enter the previews folder and browse through, it shows some jpg previews sometimes. Can't really reproduce when an preview is shown or not  ::)

I also noticed a general flaw in the link config (don't know if this is an issue here):
Setting a preview path for an link requires you to have all previews for an emulator in one folder. As most people will have separate folders for gb/gbc or md/sms/gg with separate preview folders (like on retropie and recalbox) having only one path is a bad solution. Stewards naming convention with the previews folder is a good solution.

3. Maybe it's a glitch due to Skin settings. Could you please share a picture?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 17, 2018, 07:27:27 pm
When I set the previews folder in the link config, the extended selector shows up, but it doesn't show any previews. When I enter the previews folder and browse through, it shows some jpg previews sometimes. Can't really reproduce when an preview is shown or not  ::)

Next post I'll write a quick "how to" configure. See if your settings matches.

When I
I also noticed a general flaw in the link config (don't know if this is an issue here):
Setting a preview path for an link requires you to have all previews for an emulator in one folder. As most people will have separate folders for gb/gbc or md/sms/gg with separate preview folders (like on retropie and recalbox) having only one path is a bad solution. Stewards naming convention with the previews folder is a good solution.

You can have the previews in another folder. But it is configured per link. There's no way to add multiple directories..  :-[

Regarding the image of main menu, in your skin do you have a value set for "linkHeight"?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 17, 2018, 07:30:36 pm
Quick "how to" have screenshots on selector browser.

1. Select the link you want to edit and press "menu";

2. Edit the link;

3. Configure the link to match your directory structure. Important fields:
Selector Directory: The directory of your roms
Selector Browser: Enable selector before launching the app
Selector Filter: Filter extensions to be shown in the selector. Separe multiple extensions with commas.
Selector Screenshots: The directory of the screenshots/preview of your roms. It can be different than your roms directory.

4. The name of the file of rom and preview have to be exactly the same. Suported image types are .png or .jpg;
5. Result.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 18, 2018, 02:37:16 am
I think it is almost ready for public release  :)

https://www.youtube.com/watch?v=IN4_vniNPZ4
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 18, 2018, 03:45:06 am
Great work.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: ruffnutts on April 18, 2018, 08:06:27 am
That looks the nutts making Gmenu2x look fresh again great work  ;)

I would love this on my GCW Zero too  8)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 18, 2018, 10:50:48 am
@pingflood do we overite and delete the old gmenu2x folder with this one and do we need to move anything across from the old gmenu folder thanks.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: hiei on April 18, 2018, 10:58:58 am
Added to the "Ultimate" RS-97 Guide (https://boards.dingoonity.org/ingenic-jz4760-devices/'ultimate'-rs-97-guide)!
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 18, 2018, 11:36:22 am
Beta Test

1) The Next gmenu works fine on ext sd card loading as well as internal card loading.
2) All the skin packs released so far seem have only 3 vertical rows and some txt is overlapping.
3) Changing wallpapers have no affect on the Next skin.
4) txt can be abit hard to read when highlighted on screen and font size abit small for Next skin.
5) Request for a additional option to have horizontal icons layout.
6) The brigtness icon is pretty cool on the Next skin ;)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Sheyk90 on April 18, 2018, 11:47:59 am
It's available for download? thanks.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 18, 2018, 11:50:20 am
It's available for download? thanks.

Its beta testing at the moment.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 18, 2018, 12:29:35 pm
So here are my findings from the latest version:

1) Layout

a) I tried all skins from the current CFW and most of them have a link height of 65. We shouldn't use link height from the skin config in the new design as most existing skins look odd with more than 40. Making this configurable must have been a workaround, so that longer link names are still shown in the old layout. The link height should be calculated like this: max(icon height, height of two lines of text) + 8 for padding. For normal font sizes this should always give 32+8=40, so that you can fit 6 items in 240 pixels. This would make all skins working without changes.

b) When using skins that do not have listBg set (all existing skins atm), there is a default value set for listBg (light grey). This breaks the design of most skins as everything gets too bright and white. I'd rather use a default of #ffffff00 so that the look of every skin is similar to the old layout. If people want to get the exact emulation station design with dark and light grey they need a new skin anyway (wip!).

c) To get that emulation station design with a dark grey area on the left and a light grey area on the right we really need a second font color. Using the outline to keep all existing skins compatible is a good thing, but there should be an optional second font color supported (light grey or white text on dark background).

d) At least in the extended selector, we should leave out the file icons and only show the folder icons. Its redundant and uses precious horizontal space.

e) Probaby too complicated to solve and it's there since the beginning of gmenu2x, but anyways: Changing skins results in overlapping main menu items (2 items drawn at the same position). Restarting gmenu solves this issue. Like if some skin settings (linkHeight) are only applied when gmenu is started.

e) Minor layout issues:
- position of the battery or sd icon is a little bit off
- description of the app in the extended selector overlaps the list

2) Main menu navigation

Since all items are listed vertically now, we need something like next/prev page like R/L in the selector (emulators list is quite long). As R/L are already used for sections, we could use dpad r/l for that or even change sections to be changed with dpad r/l.

3) Previews

a) Most images are not shown, only 1 or 2 out of 20 in my test. Even a image that was shown a few seconds ago doesn't show up when I go up again in the selector. The only image that showed up in my lynx folder was transparent. This means that there could be a bug in the code for the fade-in effect so that images just stop at 0% alpha.

b) Setting 'selector screenshots' in the link settings to '.' and having the preview images in the roms folder works. Shouldn't it be possible to set a path like './previews/'? Other than an absolute path this would still allow multiple rom folders for one emulator (gb/gbc or md/bin/gg).

PS: Screenshots of existing and new skins comming...
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 18, 2018, 12:49:30 pm
A variant of the PS4 skin to get that emulation station look:
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 18, 2018, 12:50:11 pm
A dark version of the same skin:
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 18, 2018, 12:51:37 pm
The latest PS4 skin with two minor changes (linkHeight=40, listBg=#ffffff00):
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 18, 2018, 01:11:04 pm
Great stuff looks good m1024.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: bartimeaus on April 18, 2018, 01:29:27 pm
So this is not fully working yet right?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 18, 2018, 01:54:12 pm
So here are my findings from the latest version:

1) Layout

a) I tried all skins from the current CFW and most of them have a link height of 65. We shouldn't use link height from the skin config in the new design as most existing skins look odd with more than 40. Making this configurable must have been a workaround, so that longer link names are still shown in the old layout. The link height should be calculated like this: max(icon height, height of two lines of text) + 8 for padding. For normal font sizes this should always give 32+8=40, so that you can fit 6 items in 240 pixels. This would make all skins working without changes.

For now I'll change the property from linkHeight to linkItemHeight. Not the best solution, but this allows quick compatibility with current skins and if someone want to go back to old GMenu2X, won't need to change every skin.conf again.

I'm still  trying to find a good way to position 2 lines of text on the right side of the icon. Different fonts have different "anchors", then when trying to position aligned to top, middle or bottom, some will look good, others will behave strangely.

Still a WIP.


b) When using skins that do not have listBg set (all existing skins atm), there is a default value set for listBg (light grey). This breaks the design of most skins as everything gets too bright and white. I'd rather use a default of #ffffff00 so that the look of every skin is similar to the old layout. If people want to get the exact emulation station design with dark and light grey they need a new skin anyway (wip!).

Done.


c) To get that emulation station design with a dark grey area on the left and a light grey area on the right we really need a second font color. Using the outline to keep all existing skins compatible is a good thing, but there should be an optional second font color supported (light grey or white text on dark background).

No solution yet, but it is in my to-do list.


d) At least in the extended selector, we should leave out the file icons and only show the folder icons. Its redundant and uses precious horizontal space.

I like the symetrics with file icons, but I understand your point.


e) Probaby too complicated to solve and it's there since the beginning of gmenu2x, but anyways: Changing skins results in overlapping main menu items (2 items drawn at the same position). Restarting gmenu solves this issue. Like if some skin settings (linkHeight) are only applied when gmenu is started.

Will investigate. But no fix expected soon.


e) Minor layout issues:
- position of the battery or sd icon is a little bit off

Fixed. (see image attached with spacings)


- description of the app in the extended selector overlaps the list

App description should be smaller.  :( Does it needs to have "Emulator" after every description?
I'll add a clip rectangle in that area. Text will be clipped, as there's no way to fix this.


2) Main menu navigation

Since all items are listed vertically now, we need something like next/prev page like R/L in the selector (emulators list is quite long). As R/L are already used for sections, we could use dpad r/l for that or even change sections to be changed with dpad r/l.

This is already in my to-do list. Code is almost done. Will page up/down with left/right.


3) Previews

a) Most images are not shown, only 1 or 2 out of 20 in my test. Even a image that was shown a few seconds ago doesn't show up when I go up again in the selector. The only image that showed up in my lynx folder was transparent. This means that there could be a bug in the code for the fade-in effect so that images just stop at 0% alpha.

:( This is one of drawbacks of coding to a device I don't own. Code is working fine in my dev setup. I'll investigate and will need help to test it and try to isolate the problem.

b) Setting 'selector screenshots' in the link settings to '.' and having the preview images in the roms folder works. Shouldn't it be possible to set a path like './previews/'? Other than an absolute path this would still allow multiple rom folders for one emulator (gb/gbc or md/bin/gg).

I don't like the idea of having a hardcoded path, but I think allowing relative paths in selector screenshots is a good idea. There are some limitations, but I'll see what can be done.


Thanks for your feedback. All points have been noted.  ;)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 18, 2018, 01:55:52 pm
So this is not fully working yet right?

Not ready yet for public release, because it can break current skins.

I'm still having some feedbacks to make it work properly and will release binary and source code as soon as possible.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 18, 2018, 02:34:45 pm
About not breaking current skins: Do you mean adding and/or changing settings in skin.conf files?

If the value wasn't there in the first place and is initialized with a calculated/default value, we should better not change such a skin.conf at all and leave it up to the creator of the skin to find the best value. So no one trying the new menu out has to worry about his skin configs getting messed up  :)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 18, 2018, 02:55:04 pm
About not breaking current skins: Do you mean adding and/or changing settings in skin.conf files?

If the value wasn't there in the first place and is initialized with a calculated/default value, we should better not change such a skin.conf at all and leave it up to the creator of the skin to find the best value. So no one trying the new menu out has to worry about his skin configs getting messed up  :)

The missing values are initialized with default values.

If the value exists, it will not be overwritten.

But GMenu saves all new missing values to skin.conf.

Since this version is in development, some variables comes and go, and writing to skin.conf is disabled to prevent adding trash to current skin.conf.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: bartimeaus on April 18, 2018, 03:11:24 pm
The missing values are initialized with default values.

If the value exists, it will not be overwritten.

But GMenu saves all new missing values to skin.conf.

Since this version is in development, some variables comes and go, and writing to skin.conf is disabled to prevent adding trash to current skin.conf.

Possible to write to something like skin_other.conf?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 18, 2018, 04:09:36 pm
Much better than the last build looking polished now all the skins seem fine now as they fit the screen properly now. Also wallpapers are working fine to the dpad works great now for scrolling with left and right great work. I like the way everything is in alphabetical order now great stuff. If all the current skins can have the same universal font sizes as the Next skin that would be great. testing for bugs.......

Update screenshot feature working great this is a much awaited feature i have allways asked for thank you.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: hiei on April 18, 2018, 10:49:17 pm
Much better than the last build looking polished now all the skins seem fine now as they fit the screen properly now. Also wallpapers are working fine to the dpad works great now for scrolling with left and right great work. I like the way everything is in alphabetical order now great stuff. If all the current skins can have the same universal font sizes as the Next skin that would be great. testing for bugs.......

Update screenshot feature working great this is a much awaited feature i have allways asked for thank you.

The clock/date should be also added (is it already there?) so there are no problems with RTC games
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 19, 2018, 07:43:47 am
By request: Full screen version of the dekthro wallpaper (hope dekthro is ok with that).
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 19, 2018, 08:49:15 am
Aha thanks it all fits nicely now great work ;)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 19, 2018, 10:06:17 am
Here's the first version of the PSNext and PSNextDark skins. PS4 skin has also been updated to look good with the new design  8)

Both should be fully compatible with the 'classic design' of GMenu2x. As the classic design doesn't have a background overlay the light grey icons of the PSNetxt skin require different background.

Skin pack on GitHub: Link (https://github.com/m1024x/retrogame-skin-pack)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: bartimeaus on April 19, 2018, 10:26:52 am
Here's the first version of the PSNext and PSNextDark skins. PS4 skin has also been updated to look good with the new design  8)

Both should be fully compatible with the 'classic design' of GMenu2x. As the classic design doesn't have a background overlay the light grey icons of the PSNetxt skin require different background.

Skin pack on GitHub: Link (https://github.com/m1024x/retrogame-skin-pack)

Not getting it to load properly. I still get the default layout. Any ideas?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 19, 2018, 10:31:51 am
Because these are for the Nextgmenu only.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 19, 2018, 10:32:12 am
Here's the first version of the PSNext and PSNextDark skins. PS4 skin has also been updated to look good with the new design  8)

Both should be fully compatible with the 'classic design' of GMenu2x. As the classic design doesn't have a background overlay the light grey icons of the PSNetxt skin require different background.

Skin pack on GitHub: Link (https://github.com/m1024x/retrogame-skin-pack)

Not getting it to load properly. I still get the default layout. Any ideas?

Are you trying it on the Nextgmenu?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: bartimeaus on April 19, 2018, 10:32:29 am
Because these are for the Nextgmenu only.

Ah, so the skins are released but not the menu
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: bartimeaus on April 19, 2018, 10:32:59 am
Here's the first version of the PSNext and PSNextDark skins. PS4 skin has also been updated to look good with the new design  8)

Both should be fully compatible with the 'classic design' of GMenu2x. As the classic design doesn't have a background overlay the light grey icons of the PSNetxt skin require different background.

Skin pack on GitHub: Link (https://github.com/m1024x/retrogame-skin-pack)

Not getting it to load properly. I still get the default layout. Any ideas?

Are you trying it on the Nextgmenu?

Nextgemenu isn't released yet right?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 19, 2018, 10:35:44 am
Not yet
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 19, 2018, 10:58:52 am
Okay all tested and working great nice work m1024 ;)



Title: Re: GMenuNext - Let's make GMenu great again!
Post by: hiei on April 19, 2018, 11:25:10 am
Well, however all of them need to be reworked to look as expected with the vertical bar, expecially the first one, the zelda one and the last one.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 19, 2018, 11:33:04 am
Well, however all of them need to be reworked to look as expected with the vertical bar, expecially the first one, the zelda one and the last one.

These are the reworked ones?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 19, 2018, 12:07:53 pm
Nice screenshots @jutley ! They somehow look way better than mine...  ::) :)

I released the PSNext and PSNextDark skins already, because they are compatible with both GMenu designs ('classic' and 'next'). Only the OldBoy and Zelda skins are not updated for the new design yet, as all wallpapers have to be changed. PS4 skin got a small update.

When GMenuNext is released it will probably have some skins included. We could even update some older skins to be compatible with both designs (tricky, but possible). Changing the design from classic to next will be easy and will not break anything: Only the gmenu2x file has to be replaced. You can even name it gmenu2xNext and execute it via explorer or commander.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 19, 2018, 12:16:12 pm
Nice screenshots @jutley ! They somehow look way better than mine...  ::) :)

I released the PSNext and PSNextDark skins already, because they are compatible with both GMenu designs ('classic' and 'next'). Only the OldBoy and Zelda skins are not updated for the new design yet, as all wallpapers have to be changed. PS4 skin got a small update.

When GMenuNext is released it will probably have some skins included. We could even update some older skins to be compatible with both designs (tricky, but possible). Changing the design from classic to next will be easy and will not break anything: Only the gmenu2x file has to be replaced. You can even name it gmenu2xNext and execute it via explorer or commander.

We were beta testing a screenshot feature last night Pingflood and me we got it working so he is going to impliment a key conbination for it those are the screenshots.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 19, 2018, 02:26:28 pm
It would be pretty cool there was a theme designer app so users can submit there themes here.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 20, 2018, 08:44:48 pm
Here's the first public release of GMenuNext.

The motivation behind this project is to make GMenu2X take a Next step, bringing it from the past, which core was idealized more than 10 yeas ago, to present, with a more modern look and function.

This first release have a lot of "behind the scenes" small adjustments in code, but here are some highlights:

- New main menu layout, with a section bar on the left and items in list, inspired in concept designed by @m1024 in the first post of this thread;
- Retouched every screen to make all system cohesive;
- Alternative selector browser, allowing you to load previews of your games;
- Navigate page up/down with directional left/right;
- New variable for skin designers;
- New set of "Next" skins by @m1024.


How to install:

You can use the executable as standalone replacement or all the package as an update of current GMenu2X.
But is *STRONGLY* recommended that you have a backup of your files and current GMenu2X setup. Also, have enough knowledge to recover the backup if something goes wrong or if you simply prefer the older GMenu2X.  ;)


In short, you have to:
- Make a copy of your current GMenu2X folder (e.g., copy to "gmenu2x-old")
- Extract this zip over current GMenu2X folder, making sure to replace all files with the newer ones.


In this version there's no section links nor gmenu2x.conf file, so your current configs will not be overwritten.

Please, have in mind this is still a testing version. Use it at your own risk.
If you find any issue, please report with all details as possible and we will try to solve. ;)


With many thanks to @m1024  and @jutley  for all the patience while testing this version and @Steward_Fu  for all the hard work done in porting old GMenu2X to RS-97.


Hope you enjoy.

Releases:
https://github.com/pingflood/GMenuNext/releases
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Sheyk90 on April 20, 2018, 09:53:38 pm
Here's the first public release of GMenuNext.

The motivation behind this project is to make GMenu2X take a Next step, bringing it from the past, which core was idealized more than 10 yeas ago, to present, with a more modern look and function.

This first release have a lot of "behind the scenes" small adjustments in code, but here are some highlights:

- New main menu layout, with a section bar on the left and items in list, inspired in concept designed by @m1024 in the first post of this thread;
- Retouched every screen to make all system cohesive;
- Alternative selector browser, allowing you to load previews of your games;
- Navigate page up/down with directional left/right;
- New variable for skin designers;
- New set of "Next" skins by @m1024.


How to install:

You can use the executable as standalone replacement or all the package as an update of current GMenu2X.
But is *STRONGLY* recommended that you have a backup of your files and current GMenu2X setup. Also, have enough knowledge to recover the backup if something goes wrong or if you simply prefer the older GMenu2X.  ;)


In short, you have to:
- Make a copy of your current GMenu2X folder (e.g., copy to "gmenu2x-old")
- Extract this zip over current GMenu2X folder, making sure to replace all files with the newer ones.


In this version there's no section links nor gmenu2x.conf file, so your current configs will not be overwritten.

Please, have in mind this is still a testing version. Use it at your own risk.
If you find any issue, please report with all details as possible and we will try to solve. ;)


With many thanks to @m1024  and @jutley  for all the patience while testing this version and @Steward_Fu  for all the hard work done in porting old GMenu2X to RS-97.


Hope you enjoy.

Release:
https://github.com/pingflood/GMenuNext/raw/master/dist/retrogame/GMenuNext.zip

Source:
https://github.com/pingflood/GMenuNext/

Perfect!! At the moment is working very well without errors. It's possible to add previews for all emulators?
Other question, it could be possible add the hour in the menu?
Thanks for your effort.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 20, 2018, 10:04:30 pm
Perfect!! At the moment is working very well without errors. It's possible to add previews for all emulators?

Yes, you can add previews for any emulator. Check the quick "how to" I posted few days ago:
https://boards.dingoonity.org/ingenic-jz4760-devices/gmenunext-let's-make-gmenu-great-again!/msg177392/#msg177392


Other question, it could be possible add the hour in the menu?

I don't think RS-97 have real time clock. If it have, then maybe is possible. But clock is a system wide feature and can't be fixed by GMenu.  :(
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 20, 2018, 10:25:54 pm
About preview images:

My current practice is to set the preview paths to ./previews by editing the link files on my computer or with Glutexto. Preview images can now live in a sub folder of each rom folder and you can have multiple rom and preview folders for each emulator/link.

To create the images I use Universal XML Scraper with a custom profile (128x128, png, screenshot). The profile can be downloaded from this message (http://boards.dingoonity.org/ingenic-jz4760-devices/rs-97-cover-art/msg177133/#msg177133). Please change it from jpg to png to get sharper images. The rename script is not required anymore, btw.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: tackro on April 23, 2018, 06:23:32 am
About preview images:

My current practice is to set the preview paths to ./previews by editing the link files on my computer or with Glutexto. Preview images can now live in a sub folder of each rom folder and you can have multiple rom and preview folders for each emulator/link.

To create the images I use Universal XML Scraper with a custom profile (128x128, png, screenshot). The profile can be downloaded from this message (http://boards.dingoonity.org/ingenic-jz4760-devices/rs-97-cover-art/msg177133/#msg177133). Please change it from jpg to png to get sharper images. The rename script is not required anymore, btw.

what's the directory of those link files?
when I select a folder on link edit, it came with two bars "//mnt/..."
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 23, 2018, 08:26:30 am
The links for all emulators are located in '/gmenu2x/sections/emulators/'.

I think within GMenu you can only select a absolute path like //mnt/..., but if you edit the link files with Glutexto or via your computer (USB or SD) you can just edit it to:
Code: [Select]
selectorscreens=./previews
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: tackro on April 23, 2018, 10:47:23 pm
thanks, got it
but the config for scrapper is download only jpg images, have a solution?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Sheyk90 on April 23, 2018, 11:27:48 pm
About preview images:

My current practice is to set the preview paths to ./previews by editing the link files on my computer or with Glutexto. Preview images can now live in a sub folder of each rom folder and you can have multiple rom and preview folders for each emulator/link.

To create the images I use Universal XML Scraper with a custom profile (128x128, png, screenshot). The profile can be downloaded from this message (http://boards.dingoonity.org/ingenic-jz4760-devices/rs-97-cover-art/msg177133/#msg177133). Please change it from jpg to png to get sharper images. The rename script is not required anymore, btw.

I did it and I can't see previews..I try a lot of times and don't work for me  :'( Help me, please. Thanks.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 24, 2018, 03:07:14 am
Here's the first public release of GMenuNext.

The motivation behind this project is to make GMenu2X take a Next step, bringing it from the past, which core was idealized more than 10 yeas ago, to present, with a more modern look and function.

This first release have a lot of "behind the scenes" small adjustments in code, but here are some highlights:

- New main menu layout, with a section bar on the left and items in list, inspired in concept designed by @m1024 in the first post of this thread;
- Retouched every screen to make all system cohesive;
- Alternative selector browser, allowing you to load previews of your games;
- Navigate page up/down with directional left/right;
- New variable for skin designers;
- New set of "Next" skins by @m1024.


How to install:

You can use the executable as standalone replacement or all the package as an update of current GMenu2X.
But is *STRONGLY* recommended that you have a backup of your files and current GMenu2X setup. Also, have enough knowledge to recover the backup if something goes wrong or if you simply prefer the older GMenu2X.  ;)


In short, you have to:
- Make a copy of your current GMenu2X folder (e.g., copy to "gmenu2x-old")
- Extract this zip over current GMenu2X folder, making sure to replace all files with the newer ones.


In this version there's no section links nor gmenu2x.conf file, so your current configs will not be overwritten.

Please, have in mind this is still a testing version. Use it at your own risk.
If you find any issue, please report with all details as possible and we will try to solve. ;)


With many thanks to @m1024  and @jutley  for all the patience while testing this version and @Steward_Fu  for all the hard work done in porting old GMenu2X to RS-97.


Hope you enjoy.

Release:
https://github.com/pingflood/GMenuNext/raw/master/dist/rs97/GMenuNext.zip

Source:
https://github.com/pingflood/GMenuNext/

New version available. Changelog:

* Fixed the Log Viewer;
* Added default values for brightness and global volume;
* New poweroff menu;
* New brightness slider control;
* New battery logger screen;
* New linear fit for battery level measurements (waiting for logs to improve);
* Rearranged how all input buttons are handled in main menu;
* Added option to customize the inactive timeout to suspend. Values can be set set between 10 to 300 seconds;
* Improved how to trigger power off and suspend via power button:
     * If hold the power button for ~1s, it will suspend the device;
     * If hold the power button for ~2.5s, power off menu will pop up;
* When waking up from suspended state, a press in power menu should wake up the device with at least 10% of brightness level;
* Rearranged in "core" of the main menu where it redraws the screen. Prevent redraw screen while in "suspend" mode.
* Absolute path resolving in filelister; Prevents (?) buffer overflow after browsing a lot of files and allow resolving relative paths.

**2018-04-24**
* Fixed incorrect brightness when returning from suspend mode;
* Dynamic fill the icon tray;
* Added option to auto hide a MessageBox;
* Use MessageBox to draw some messages;
* Save screenshot with combo [X] + [BUTTON_R];
* Mute/unmute with combo [X] + [TRIGGER_L];
* Fix in DekUI messagebox color;
* Screenshot function is global
* Brightness control is global

Release:
https://github.com/pingflood/GMenuNext/raw/master/dist/rs97/GMenuNext.zip

Binary only:
https://github.com/pingflood/GMenuNext/raw/master/dist/rs97/gmenu2x/gmenu2x

Sources:
https://github.com/pingflood/GMenuNext/
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on April 24, 2018, 04:08:34 am
Great update thank you.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Manofaction89 on April 24, 2018, 07:15:01 am
Any themes for it?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 24, 2018, 07:39:22 am
thanks, got it
but the config for scrapper is download only jpg images, have a solution?

Go to Configuration > Advanced > Pictures configuration and change jpg to png.

I did it and I can't see previews..I try a lot of times and don't work for me  :'( Help me, please. Thanks.

Please ensure that your link settings have this line in it: selectorscreens=./previews
and that there actually are png images in e.g. /gb/previews/ like 'Tetris [E].png'
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on April 24, 2018, 07:50:00 am
Any themes for it?

I made two new skins that work with the old and new GMenu design (PSNext and PSNextDark) and updated my other skins to look good with both designs, too. Everything should be included in the GMenuNext.zip.

Another skin that I like is DekUI (and this wallpaper (http://boards.dingoonity.org/ingenic-jz4760-devices/gmenunext-let's-make-gmenu-great-again!/msg177464/#msg177464)).
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on April 26, 2018, 02:54:43 pm
Here's the first public release of GMenuNext.

The motivation behind this project is to make GMenu2X take a Next step, bringing it from the past, which core was idealized more than 10 yeas ago, to present, with a more modern look and function.

This first release have a lot of "behind the scenes" small adjustments in code, but here are some highlights:

- New main menu layout, with a section bar on the left and items in list, inspired in concept designed by @m1024 in the first post of this thread;
- Retouched every screen to make all system cohesive;
- Alternative selector browser, allowing you to load previews of your games;
- Navigate page up/down with directional left/right;
- New variable for skin designers;
- New set of "Next" skins by @m1024.


How to install:

You can use the executable as standalone replacement or all the package as an update of current GMenu2X.
But is *STRONGLY* recommended that you have a backup of your files and current GMenu2X setup. Also, have enough knowledge to recover the backup if something goes wrong or if you simply prefer the older GMenu2X.  ;)


In short, you have to:
- Make a copy of your current GMenu2X folder (e.g., copy to "gmenu2x-old")
- Extract this zip over current GMenu2X folder, making sure to replace all files with the newer ones.


In this version there's no section links nor gmenu2x.conf file, so your current configs will not be overwritten.

Please, have in mind this is still a testing version. Use it at your own risk.
If you find any issue, please report with all details as possible and we will try to solve. ;)


With many thanks to @m1024  and @jutley  for all the patience while testing this version and @Steward_Fu  for all the hard work done in porting old GMenu2X to RS-97.


Hope you enjoy.

**2018-04-24**
* Fixed the Log Viewer;
* Added default values for brightness and global volume;
* New poweroff menu;
* New brightness slider control;
* New battery logger screen;
* New linear fit for battery level measurements (waiting for logs to improve);
* Rearranged how all input buttons are handled in main menu;
* Added option to customize the inactive timeout to suspend. Values can be set set between 10 to 300 seconds;
* Improved how to trigger power off and suspend via power button:
     * If hold the power button for ~1s, it will suspend the device;
     * If hold the power button for ~2.5s, power off menu will pop up;
* When waking up from suspended state, a press in power menu should wake up the device with at least 10% of brightness level;
* Rearranged in "core" of the main menu where it redraws the screen. Prevent redraw screen while in "suspend" mode.
* Absolute path resolving in filelister; Prevents (?) buffer overflow after browsing a lot of files and allow resolving relative paths.

**2018-04-24**
* Fixed incorrect brightness when returning from suspend mode;
* Dynamic fill the icon tray;
* Added option to auto hide a MessageBox;
* Use MessageBox to draw some messages;
* Save screenshot with combo [X] + [BUTTON_R];
* Mute/unmute with combo [X] + [TRIGGER_L];
* Fix in DekUI messagebox color;
* Screenshot function is global
* Brightness control is global

New version available. Changelog:

**2018-04-26**
* Add some system information in About screen;
* About screen using about.txt

**2018-04-25**
* Save screenshot in a ./screenshots
* First adjust in battery indicator based in data provided by Battery Logging. Thanks to @Valenhir, @m1024 and @jutley for logging and sharing battery data. ;)

Releases:
https://github.com/pingflood/GMenuNext/releases
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Stouffa on April 28, 2018, 09:40:43 pm
Installed this a few days back, really liking it so far, gives the device a more modern setup that makes better use of the screen space. Even having a more polished power off menu gives a more professional feel to everything! Thanks to everyone involved for all their hard work


Sent from my F5121 using Tapatalk

Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on May 02, 2018, 03:41:54 pm
Backdrops

https://youtu.be/KKAtXZjUqfk
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on May 03, 2018, 02:26:01 am
New release of GMenuNext is out:
https://github.com/pingflood/GMenuNext/releases/tag/2018-05-02 (https://github.com/pingflood/GMenuNext/releases/tag/2018-05-02)

Some highlights:
* Image backdrops in main menu and selector;
* Page up/down in settings dialog;
* Page up/down and rollover in context menu;

How image backdrops works:
https://www.youtube.com/watch?v=PCw0s8GwDLA
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on May 03, 2018, 08:26:46 am
Very cool feature  8)

Small bug:
Using absolute paths works for the main menu and the selector, but links like 'skin:wallpapers/mario.jpg' don't work in the file selector.

I thought about skinnable backdrops (again):  ;)
What about a global setting 'Use theme backdrops' that is deactivated by default?
Deactivated: Only user selected backdrops from link settings are used (current behavior).
Activated: User selected backdrops are checked first. Then there is a one-time scan for files in the backdrops folder of the current skin for each link. Similar to how link icons are handled:
skin:backdrops/fceux.jpg (or .png), skin:backdrops/czdoom.jpg etc.

When a user only needs to activate this feature to get a full set of backdrops it would be easier than selecting everything manually for each link. Users that want to have no backdrops or only some could still be satisfied.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: ruffnutts on May 03, 2018, 10:26:29 am
I still want to have the option to hide the section bar to have more screen for the backdrops and icons ;)

Great work pingflood  ;)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: papapito on May 06, 2018, 10:22:15 pm
Any chance the Linux RTC could be written at startup?
I think there's some C++ functions for doing just that that could be implemented in GmenuNext/Gmenu2x. Just create a function that could be called when selecting an icon (like the "Shutdown" icon) or run at startup that would present a popup where the user could select a date and time.

This would be great for Pokemon games and others that rely on the RTC function. The emulators already support such function out of the box (PocketSNES, OhBoy, gpSP, for example).

A useful link:
https://github.com/karelzak/util-linux/blob/master/sys-utils/hwclock.c (https://github.com/karelzak/util-linux/blob/master/sys-utils/hwclock.c)

It also seems (according to the Ingenic JZ4760 datasheet) that an RTC can be hardware implemented, needing only a pair of resistors and a capacitor in some pins of the SoC. Is this implemented in the RS97? Are there any available schematics from the console?


EDIT:
It seems that a simple "stime()" to change the system time would be enough for the emulators. If this is implemented you could even "cheat" by forcing the system time before opening the desired emulator (forcing a night cycle on Pokemon G/S/C, using that series as an example again)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: papapito on May 12, 2018, 08:20:49 pm
Is gmenunext (and gmenu2x) running in user or superuser mode?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on May 12, 2018, 09:29:52 pm
Is gmenunext (and gmenu2x) running in user or superuser mode?

Sorry, my friend. I don't own a RS97, so I don't know the answer.  :-[

Hope someone else can help..
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: papapito on May 12, 2018, 09:38:42 pm


Sorry, my friend. I don't own a RS97, so I don't know the answer.  :-[

Hope someone else can help..
[/quote]

And does it have the CAP_SYS_TIME flag?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: ruffnutts on May 14, 2018, 10:12:57 pm
surely box art is not 128x128?
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: m1024 on May 15, 2018, 08:11:41 am
surely box art is not 128x128?

I use screenshots instead of box art. If you use Universal XML Scraper to create/download the preview images and set a size of 128x128 the actual size depends on the aspect ratio of the related system, but the width will always be 128.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: ruffnutts on May 15, 2018, 01:20:30 pm
Cool thanks for the info

Sent from my MIX using Tapatalk

Title: Re: GMenuNext - Let's make GMenu great again!
Post by: VanZan on May 26, 2018, 01:30:08 pm
I much prefer the layout of the old GMenu personally...not offence intended. Am I right that the main reason for the GMenuNext layout is primarily to support game previews? I think I saw that the old GMenu would put the game title over the image.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on May 26, 2018, 02:24:59 pm
I much prefer the layout of the old GMenu personally...not offence intended. Am I right that the main reason for the GMenuNext layout is primarily to support game previews? I think I saw that the old GMenu would put the game title over the image.

Yes, the old gmenu supports game previews.

You can use it by just replacing the binary with old binary, as all the config files are compatibles  ;)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on June 03, 2018, 07:49:48 pm
New GMenuNext release is out:

**2018.06.03** (*Codename: McFly.*)
* New Date & Time settings:
   * Allow to set system's date and time (works until reboot);
* Fix bug when returning from app/emu to GMenuNext;
* Fix bug with Select combo key triggering context menu;
* Add new Volume slider control (SELECT + L):
   * Now you can control volume via software and hardware;
* Auto load available Manual files on start;
* Use the same app backdrop in Manual reader;
* Save Last Selection properly remember latest Section and Link;
* Updated some translatable text strings;
* Support loading and converting ancient skin files with separated RGBA components;
* Search for icon/backdrop/manual named as app linkname and foldername;
* Live skin:
   * Auto update layout and spacing on change;
   * Auto update font color and size on change;
* Allow set CPU clock values between 210 and 642 MHz (safe range);
* New lightweight font;
* New button input routine - try to improve button presses and repeats;
* Adjusts in titlebar text position;
* Add Korean translation, thanks to [@haven-jeon](https://github.com/haven-jeon);
* Batch of internal changes and bug fixes.

https://github.com/pingflood/GMenuNext/releases/tag/2018-06-03 (https://github.com/pingflood/GMenuNext/releases/tag/2018-06-03)

Please report any bug or issue you find and I'll take a look as soon as possible.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: chevette on June 03, 2018, 10:37:40 pm
Thanks pingflood for this new release. Power off / suspend is not working for me. The screen flashes a few times, goes white, then black with a few pixels lit. The unit does not turn off (green power LED stays on). Happens from pushing the power button and shutdown within the menu.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: chevette on June 04, 2018, 01:59:57 pm
Update - Power off function works fine with v2.1 RS97, but does not work with v1.0. (very strange)
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on June 04, 2018, 10:30:33 pm
Update - Power off function works fine with v2.1 RS97, but does not work with v1.0. (very strange)

Thanks for the report. It seems the v2.1 have different CPU clock limits than v1.0.

Next version will use different value ranges and will fix this problem with suspend in v1.0.

Title: Re: GMenuNext - Let's make GMenu great again!
Post by: Jutleys on June 05, 2018, 05:00:32 pm
I think we had this problem when the first version of firmware came out when Steward done the release. Soon after a gmenu2x fix was posted to resolve the issue https://rs97.bitgala.xyz/05.%20os_patches/ @ PingFlood these may give you some info on the values as the fix was for screen not waking up issue only for some units. To all please do not add this fix to your firmwares only for illustration purpose thanks.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on June 05, 2018, 06:02:45 pm
I think we had this problem when the first version of firmware came out when Steward done the release. Soon after a gmenu2x fix was posted to resolve the issue https://rs97.bitgala.xyz/05.%20os_patches/ @ PingFlood these may give you some info on the values as the fix was for screen not waking up issue only for some units. To all please do not add this fix to your firmwares only for illustration purpose thanks.

Thx for the info @jutley .
The issue is fixed in the beta shared @discord and I hope to be all ok in next release.
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: VanZan on June 24, 2018, 05:19:53 pm
Would it be possible to add an option to switch to the 4x5 icon view that the old GMenu had? I suppose not but you never know until you ask!
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: pingflood on June 25, 2018, 01:28:28 am
Would it be possible to add an option to switch to the 4x5 icon view that the old GMenu had? I suppose not but you never know until you ask!

Hi @VanZan ,

I can't say it's impossible, but unfortunately I can't bring back the grid menu for now, as code has changed a lot since original fork to make it as list and it would have do be undone to walk back.  ???

The way it is now, there's no simple way to just have an option in menu to toggle between list or grid.

Gmenu is very limited and to have this as option there's need to rewrite a lot of code. I can't do that too soon.

But as it was discussed on early releases, for those who likes the old layout, the good news is the legacy GMenu2X still there, working as it always worked  ;)

I told @jutley if people prefer legacy GMenu2X, I see no problem and will not be upset or sad if you guys choose to bundle that version as default launcher in next fw releases  ;)

Hope you understand..  :-[
Title: Re: GMenuNext - Let's make GMenu great again!
Post by: VanZan on June 25, 2018, 12:50:57 pm
Sure I understand. Thanks for the detailed answer!