How to change button icons? [DONE]
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@jacobfk20
OK, I understand you.
if you will do it - please let me know about it. -
@frgn I would do this for you but if you ever update to the newest ES build it will overwrite any change done unless you cherry pick. Actually, updating even now will overwrite the changes to the button icons you have done.
With that said-- you may like one of the next updates I'm about to release for my mod.
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@jacobfk20 That was really awesome of you to do a one-time compile and host it, but future ES updates on the RetroPie will revert this. We really need an upstream fix in the ES repository that allows for loading these files remotely, or perhaps just selecting from a menu that you want to see SNES button layout, XBox button layout, PS button layout, etc.
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@enderandrew I said this in the post above yours that's why I do not want to do the second request, especially since I'm working on a branch for my fork that does exactly that.
Also, thanks for creating the issue. I may do a pr after I test it in my fork for awhile. -
@jacobfk20 I'm not going to do the update ES, since I do not see the point.
you could replace the font (including the last modifications)? in the archive are two types of font, as in the original ES. as well as button icons.
you are my hero! :) -
@jacobfk20 how did you convert the new svg? I used the res2h tool on github and ran it on my data/resources directory and it broke the compile. It changed every binary conversion into a uint32 or whatever.
Am I not using the script right? I simply ran the script included in data/resources/convert.sh or whatever it's called.
After running it, Resources.h throws a compile error.
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@masteryoer here's an example of what I did to make a black splash screen for emulationstation:
https://github.com/RetroPie/EmulationStation/pull/52/files
Not sure how helpful it is but perhaps you can compare the code and see what it's supposed to look like
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@masteryoer It's actually been so long that I don't remember :)
I've also noticed that res2h has been removed from this branch for some time, it used to be included and that's what I use.Maybe if you upload your resource.h file or tell me what the compilation error is I can help you further.
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It's still referenced in the emulationstation branch. It's in data/resources/generate.sh with a link to the fit repo for building it. Maybe I'll find an old source and see if I can use that one. It seems to be breaking whenever I use it.
I should be moving my .png or .svg over to the resources folder, then running res2h to create the header and .cpp file right? It also looks like it makes a frame.png.cpp file too. (I was changing the UIs frame element around dialogs and Windows)
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Yeah, I know where to change it at, but simply replacing the resources doesn't seem to work. I used frame.png which is the window border around the dialogues, changed it to a new look and replaced the original one, then recompiled and the old one was still being used.
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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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