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    Announcing Pegasus Frontend

    Scheduled Pinned Locked Moved Ideas and Development
    frontendpegasusc++developmentqml
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    • M
      msheehan79
      last edited by

      @fluffypillow I noticed while testing some things this evening that the files fix you implemented seems to have broken the 'ignore-files' functionality in the metadata files. I spotted a couple of files that previously were ignored that now pop up in the list. When I rolled back to a build from last week it works fine with the same metadata collection.

      fluffypillowF 1 Reply Last reply Reply Quote 0
      • fluffypillowF
        fluffypillow @msheehan79
        last edited by

        @msheehan79 hm, do you have an example file? It's possible that something broke, but I couldn't reproduce the issue yet with my test files.

        1 Reply Last reply Reply Quote 0
        • M
          msheehan79
          last edited by

          @fluffypillow sure thing. Just did a retest tonight to make sure and something definitely changed.

          My setup is Win x64 and I use the metadata files in the pegasus/configs/metafiles directory. I reconfirmed tonight with just 1 metadata file (attached) in the folder.

          When I used an older build it works as expected:
          Ignored Files OK 12-39-gdd58baf.PNG

          With no other change but updating to yesterday's build:
          Ignored Files Appear 12-92-gb240543.PNG

          The metadata file contents: (ports-wolf3d.metadata.txt)

          collection: Ports
          shortname: ports
          extensions: wl6, sod
          launch: "..\..\..\launch\Ports-Wolf3D.cmd" "{file.path}" "ecwolf" "ports\wolf3d\ecwolf.cfg" "" ""
          directory: ..\..\..\roms\ports\wolf3d
          x-shortname: ports-wolf3d
          
          ignore-file: sod/AUDIOT.SOD
          
          ignore-file: sod/GAMEMAPS.SOD
          
          ignore-file: sod/MAPHEAD.SOD
          
          ignore-file: sod/VGADICT.SOD
          
          ignore-file: sod/VGAGRAPH.SOD
          
          ignore-file: sod/VGAHEAD.SOD
          
          ignore-file: sod/VSWAP.SOD
          
          ignore-file: wolf3d/AUDIOT.WL6
          
          ignore-file: wolf3d/GAMEMAPS.WL6
          
          ignore-file: wolf3d/MAPHEAD.WL6
          
          ignore-file: wolf3d/VGADICT.WL6
          
          ignore-file: wolf3d/VGAGRAPH.WL6
          
          ignore-file: wolf3d/VGAHEAD.WL6
          
          ignore-file: wolf3d/VSWAP.WL6
          
          game: Wolfenstein 3D
          file: ..\..\..\roms\ports\wolf3d\wolf3d/AUDIOHED.WL6
          release: 1992
          developer: id Software
          publisher: Apogee
          genre: Shooter
          players: 1
          description: Wolfenstein 3D is an episodic first-person shooter and a follow-up to the top-down infiltration game Castle Wolfenstein. The game puts the player in the boots of B.J. Blazkowicz, an allied spy. There are six episodes: the first distributed complete as shareware; the second and the third available after registration; and the three final missions (which happen before the events of the first episode) available in the Nocturnal Missions pack.
          launch: "..\..\..\launch\Ports-Wolf3D.cmd" "{file.path}" "ecwolf" "ports\wolf3d\ecwolf.cfg" "" ""
          
          game: Wolfenstein 3D: Spear of Destiny
          file: ..\..\..\roms\ports\wolf3d\sod/AUDIOHED.SOD
          release: 1992
          developer: id Software
          publisher: FormGen
          genre: Shooter
          players: 1
          description: It's World War II and you are B.J. Blazkowicz, the Allies' most valuable agent. In the midst of the German Blitzkrieg, the Spear that pierced the side of Christ is taken from Versailles by the Nazis and secured in the impregnable Castle Wolfenstein. According to legend, no man can be defeated when he has the Spear. Hitler believes himself to be invincible with the power of the Spear as his brutal army sweeps across Europe.
          launch: "..\..\..\launch\Ports-Wolf3D.cmd" "{file.path}" "ecwolf" "ports\wolf3d\ecwolf-sod.cfg" "" ""
          
          fluffypillowF 1 Reply Last reply Reply Quote 0
          • fluffypillowF
            fluffypillow @msheehan79
            last edited by

            @msheehan79 Thanks! I've found the issue, it should work now.

            DarksaviorD 1 Reply Last reply Reply Quote 0
            • DarksaviorD
              Darksavior @fluffypillow
              last edited by Darksavior

              @fluffypillow I ran pegasus from ssh so I can see what's going on when it's loading. This is the first line. Not sure if it's related to the problem:
              Setting framebuffer size is only available with DRM atomic API
              Loading any game does indeed give this message endlessly [e] Could not queue DRM page flip on screen HDMI1 (Device or resource busy)
              The pi4 does have two hdmi ports now, hdmi0 and hdmi1. I'm using hdmi0. No change if using hdmi1.

              fluffypillowF 1 Reply Last reply Reply Quote 0
              • fluffypillowF
                fluffypillow @Darksavior
                last edited by

                @Darksavior Yes, the DRM errors likely come together, apparently some video buffers ("resources") are not released/acquired properly which causes such errors. I've found some possible workarounds, but I couldn't get to try them yet. For example, I've found a report that said export QT_QPA_EGLFS_ALWAYS_SET_MODE=1 before running Pegasus might solve this; if you have some time could you try this?

                DarksaviorD 1 Reply Last reply Reply Quote 0
                • DarksaviorD
                  Darksavior @fluffypillow
                  last edited by Darksavior

                  @fluffypillow Yea just post the builds, I'll try test them out. I'll check back often and test asap.
                  I tried that command. No change. Maybe I'm not running it right? I execute the command you posted then I type pegasus-fe

                  fluffypillowF 1 Reply Last reply Reply Quote 0
                  • fluffypillowF
                    fluffypillow @Darksavior
                    last edited by

                    @Darksavior It works! Just got back to my Pi 4, and after some more searching I've found a variable that fixed the issue for me. Try this before launching Pegasus:

                    export QT_QPA_EGLFS_KMS_ATOMIC=1

                    On the other hand, this produces a "Framebuffer size format is invalid" warning, but that seems to have no visible effect for me.

                    DarksaviorD 1 Reply Last reply Reply Quote 0
                    • DarksaviorD
                      Darksavior @fluffypillow
                      last edited by Darksavior

                      @fluffypillow Progress, but still not loading games for me. Launching a game loads to a black screen for a few seconds and then returns to pegasus. SSH'ing, I see no error messages from pegasus. The runcommand menu when loading the game is also not displayed. It's only displayed on my computer when ssh'ing.
                      [i] ----------------------------------------
                      [i] The external program has finished cleanly, with exit code 0

                      Same errors when checking the runcommand log:
                      failed to export dumb buffer: Permission denied
                      Failed to create scanout resource
                      failed to export dumb buffer: Permission denied
                      Failed to create scanout resource

                      fluffypillowF 1 Reply Last reply Reply Quote 0
                      • fluffypillowF
                        fluffypillow @Darksavior
                        last edited by

                        @Darksavior ah you're right, and also console programs don't get displayed either. The work continues...

                        1 Reply Last reply Reply Quote 0
                        • fluffypillowF
                          fluffypillow
                          last edited by

                          Also a weekly update! Haven't had too much time, so only minor changes:

                          • The macOS release too now uses the new gamepad handling. Please report your experiences with it.
                          • Fixed ignore-files and relative file field handling when mixed with directory entries in Metadata files (thanks @msheehan79)

                          Now that the gamepad handling is in a better shape, I'm planning to update the documentation during the next week(s). (Unless something comes up.) I'm also trying to fix the Pi 4 build meanwhile.

                          S 1 Reply Last reply Reply Quote 1
                          • S
                            SinisterSpatula @fluffypillow
                            last edited by

                            @fluffypillow any chance the gamepad input's could support the select button (xbox back button I guess?). I'm currently doing a strange hack in order to use it lol. (I'm sure this is highly improper but it's working for me)

                                Keys.onPressed: {
                                    if (api.keys.isAccept(event) && !event.isAutoRepeat) {
                                        event.accepted = true;
                                        root.detailsRequested()
                                    }
                                    //Hack to check if it was the Gamepad Select button
                                    if (event.key.toString() == "1048586" && !event.isAutoRepeat) {
                                        event.accepted = true;
                                        root.settingsRequested()
                                    }
                            
                            fluffypillowF 1 Reply Last reply Reply Quote 0
                            • fluffypillowF
                              fluffypillow @SinisterSpatula
                              last edited by

                              @SinisterSpatula you mean you'd like to use one fixed gamepad button, even if the user remapped it? Well, technically yes, it's possible, just note that there might be users who can't use that button (for whatever reason). If you still want to do it, at the moment the gamepad buttons are in the range 0x100000-0x10000F (eg. event.key == 0x10000A for Select). (They don't have fancy names like keyboard keys, but they should work fine.)

                              1 Reply Last reply Reply Quote 1
                              • S
                                SinisterSpatula
                                last edited by

                                I guess I'm thinking of a user remappable but optional button. In case a theme want's to utilize select to call up a special feature, but I guess this need goes away when theme settings screen becomes officially part of pegasus, but could still be useful, like a hotkey perhaps, so a theme could look for hotkey+[whatever button] combo to do something unique.

                                1 Reply Last reply Reply Quote 0
                                • fluffypillowF
                                  fluffypillow
                                  last edited by

                                  Weekly update! Unfortunately I haven't had much time the past weeks, this one might be busy too, but I should have some more time in the next one. However, that doesn't mean there were no changes, in fact there have been a few interesting developments going on in the background:

                                  • Added Korean translation by @losernator (thanks!)
                                  • Linux: Preparations for Flatpak support. The next "stable" release might be available on Flathub.
                                    • Maintainers: added AppStream metadata files (ie. software center support), and changed the desktop and icon file names to follow the specs more closely. The AppStream files can be installed by setting the INSTALL_APPSTREAMDIR config option.
                                  • Fixed a bug where Pegasus could crash when the launched game crashed

                                  Meanwhile in the theme development thread @SinisterSpatula is playing with Pegasus on the Retroflag GPI, there are some very nice recordings of his progress too.

                                  1 Reply Last reply Reply Quote 2
                                  • F
                                    fastpop72
                                    last edited by

                                    @fluffypillow Hello, i'm trying to create a "kiosk mode" mod version of Pegasus. Could you help me with this little issue? I think it's related to the RollableMenuItem.qml code... As you can see from the video the submenu doesn't disappear when i cancel back the Quit operation.

                                    Thanks in advance.

                                    fluffypillowF 1 Reply Last reply Reply Quote 0
                                    • fluffypillowF
                                      fluffypillow @fastpop72
                                      last edited by

                                      @fastpop72 oh looks like there was a number rounding issue, will fix it in a sec. This will fix the buttons staying on screen, but if you'd like to make your setup extra nice, you could also add a colored rectangle to hide the parts sticking out during the animation.

                                      F 1 Reply Last reply Reply Quote 0
                                      • F
                                        fastpop72 @fluffypillow
                                        last edited by

                                        @fluffypillow said in Announcing Pegasus Frontend:

                                        @fastpop72 oh looks like there was a number rounding issue, will fix it in a sec. This will fix the buttons staying on screen, but if you'd like to make your setup extra nice, you could also add a colored rectangle to hide the parts sticking out during the animation.

                                        Thank you for the fix.

                                        I tried to make an extra nice setup inserting a rectangle in this way between the last PrimaryMenuItem and the RollableMenuItem:

                                            Rectangle {
                                                width: parent.width
                                                height: 100
                                                color: "#eee"
                                            }
                                        

                                        Anyway, during closing animation, the rectangle doesn't slide together with the primary Text and let the lower Text visible for some microseconds.... Am i missing some further arguments to add to Rectangle item?

                                        fluffypillowF 1 Reply Last reply Reply Quote 0
                                        • fluffypillowF
                                          fluffypillow @fastpop72
                                          last edited by

                                          @fastpop72 Looks like the new rectangle is below the buttons; you could increase it's Z value to raise it above the others.

                                          F 1 Reply Last reply Reply Quote 0
                                          • F
                                            fastpop72 @fluffypillow
                                            last edited by

                                            @fluffypillow said in Announcing Pegasus Frontend:

                                            @fastpop72 Looks like the new rectangle is below the buttons; you could increase it's Z value to raise it above the others.

                                            Solved!! Thanks!!

                                            PS: Are you interested in a Pull Request? Launching the exe with the "kiosk" argument disable some menus (Settings, Help & Exit Pegasus) and the version text in the lower-left corner.

                                            fluffypillowF 1 Reply Last reply Reply Quote 0
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