Announcing Pegasus Frontend
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@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.
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@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
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@Darksavior ah you're right, and also console programs don't get displayed either. The work continues...
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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 relativefile
field handling when mixed withdirectory
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.
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@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() }
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@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.) -
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.
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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.
- 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
- 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.
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@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.
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@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.
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@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?
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@fastpop72 Looks like the new rectangle is below the buttons; you could increase it's Z value to raise it above the others.
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@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.
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@fastpop72 Thank you, actually I plan to make it so all quit buttons could be enabled/disabled individually, probably together with some settings file entries to also make it work on eg. Android. I'm not sure about the settings and help screen yet (I might need some license texts to be accessible), and also perhaps a full menu disable option could be possible too in the future.
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Weekly update! Well, sort of, as mentioned haven't had time the last week, but I should have some in this one.
At the moment I'm still struggling with the Pi 4 support. I have an idea of where do things go wrong, but couldn't confirm it yet and as it's quite deep in some low level code, it takes significant time to try out any changes. Hopefully I can do it without sacrificing too much sanity.
Other than that I'm writing documentation and might also do some cleanup/redesign on the home page.
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@fluffypillow I'm here to test out builds if you wish.
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@Darksavior Thanks, unfortunately this time it's creating the builds that takes time, and figuring out what exactly happens near the driver. Will report as soon as I find something out.
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@Darksavior just to make sure, does game launching work in EmulationStation from the fkms branch?
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@fluffypillow Does for me. Yes.
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@hooperre thanks; I've actually managed to do some good progress today, if I'm lucky I might be able to fix this soon.
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