How to change button icons? [DONE]
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@masteryoer So you're overwriting the current frame.png.cpp in data/converted with your new convered version, right?
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I was attempting to. The res2h executable does it for you. I think the newer version I am using does it wrong though because it changed all the const chars to const uint16/32 and it broke resources.h
Here is the output of a couple files that were modified using the new build of res2h
https://gist.github.com/Ex0r/f63702473eec69ee689f9dfe18b8ba1c
There is both old and new notice the differences
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@masteryoer Ah, ok. Yes, it should be a const unsigned char. It would give error on compilation when ES attempts to bring the resource in expecting a const char*. Maybe there is a option in res2h you need to do to export as const char?
I went and looked at the res2h git and it was recently updated to support 32/64 bit archives. So to do this the program will now keep it in uint8, 16, 32, or 64 depending on size.
ES should expects a const char* so this is what is most likely causing you issue. A quick fix would be to get an older version of res2h that exports the const char source. -
Ahh, that explains a lot. I take it, if the older version doesnt support 32 or 64 bit, I won't be able to use that version on my windows machine? Or no?
Thanks for the info.
Hmm. I went all the way back to the earliest release he has available, 0.3 beta, here: https://github.com/HorstBaerbel/res2h/releases
using the precompiled windows binary, and it's still doing it. At this point, I am not sure what's going on, or how to fix it. Perhaps it needs to be compiled and built on the raspberry pi?
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@masteryoer You can! It'll work just fine :) That 32/64 bit update just allows the archive to be stored in something bigger than an 8 bit const char array.
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I am an idiot, completely. It's late and i've been looking at code all day. So the problem, it appears, is that if you dont remove everything from your 'converted' folder before you run it, it tries to convert that stuff too, and it makes duplicates with the 16/32 bit stuff in it.
I deleted the entire folder and re-ran res2h, and it created the correct files, using the correct const unsigned char* like it's supposed to..
now to test if it works.
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Okay, something is seriously wrong. That res2h application is not working, regardless of what you do. As soon as you change a resource and run the application to convert it, it breaks the entire source and it fails to compile. I've given up trying to figure out what's wrong with it.
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@masteryoer Well, good on ya for trying. Send me the file you want converted and I'll see if I can get it for ya.
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There would be more than one of them, I am just trying to test out how it would look. I am not sure how I want the UI to look yet, so it would be nice to compile it myself as I go along and make changes. It looks like there's the option to NOT compile into the source, but I am not sure how to enable that.
There are checks in the ResourcesUtil.cpp to see if the 'resources' were compiled in, and if not load them from the path.
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@masteryoer if that's could be enabled somehow, I think it would make it a lot easier for me, as well as theme builders and modders, to include ES menu elements
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Sure would be nice for the kids (and us old forgetful guys) to see a pic of the buttons we have to push :) Good idea, at least for those of us with PS controllers.
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@masteryoer Use the Beta release 0.3.2. It outputs the headers and source identical to the original ES resources. This is the exact command I used as well.
res2h resources converted -h Resources.h -u ResourceUtil.cpp -s
*This was done in windows.It matched ES's original resource.h and resourceUtil.cpp exactly, though some files were in different orders.
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Okay, I will give that a try. Doesn't it compile for you?
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I Haven't gotten that far yet :)
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@masteryoer It compiled fine.
I replaced the resources.h and resourceUtil.cpp with the newly generated ones and replaced all converted images. -
I got it!! Thanks for the help! (using your command, but there's t ypo it should be ResourceUtil.cpp not ResourcesUtil.cpp), and disabling Thumbs.db in windows, I was able to get a working build with my new UI changes in it
Now I can continue to theme my xcade system :)
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@masteryoer Glad you were able to get it :)
So you used beta 0.3.2 right?
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Yes'sir. Now to dig deep into the bowls of the source code to find out where the font and select list highlight colors are changed at, as well as the background on the menu items. That's the next kicker!
Thanks for the help!
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Alright. I actually did a fork a while back that allows for more themeing of ES such as changing fonts, font color, window color, window background image and certain component properties. It allows for list color changing I think. /core/components/ComponentList.cpp Is a good start if you want to do your own thing. (I know my way around the source ;) )
Here is a link to my fork that does the extra theme stuff (it's out dated) -
Yep that's exactly where I was looking. Looks like around line:
Renderer::drawRect(0.0f, mSelectorBarOffset, mSize.x(), selectedRowHeight, wTheme->highlight_color, GL_ONE, GL_ONE);
If I can find where wTheme->highlight_color is declared
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