Commit Graph
647 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 3ca76c674c Outputs: Say the menus are on the device, instead of showing black
When no screen on the stack shows anything on an output (we're in the
menus), the background screen draws "Menus are on your device" there.
UI drawn to an output gets the primary's DPI scale, over the whole output.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 18:42:53 +02:00
Henrik RydgårdandClaude Opus 5.5 d491fc90cf Secondary outputs, and --game-window on Mac to show the game in a second window
The ScreenManager keeps a list of secondary outputs, each with its own
swapchain, recreated after a lost device. Platform code adds, resizes and
removes them from any thread through Native_AddOutput() and friends, which
take effect at the start of the next frame.

Each frame, every output is drawn by the topmost screen that claims it
(Screen::renderOutput). EmuScreen claims Game outputs: it presents the
game there, laid out for that output, and leaves it out of the backbuffer,
where the touch controls and the menus stay. Not in non-buffered mode,
which draws straight into the backbuffer.

--game-window opens such an output on Mac, with Metal. It's a smoke test
for multiple swapchains, and a stand-in for an AirPlay display.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 18:42:53 +02:00
Henrik RydgårdandClaude Opus 5.5 56c76ace35 thin3d: Swapchain objects, and multiple swapchains on Metal
The backbuffer is now a Swapchain, from GetPrimarySwapchain(), and
callers bind, measure and read it back through that instead of nullptr.
nullptr still means it too. Backends with one swapchain map the primary
to their old backbuffer path.

On Metal, CreateSwapchain() adds more, each with its own layer, depth
buffer and drawable. Passes merge per swapchain, and Present() presents
every drawable acquired that frame. The backbuffer is just the first
of them. Nothing creates a second one yet.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 18:42:53 +02:00
Henrik RydgårdandClaude Opus 5.5 5d8db2a22d UI: Give views a pointer to their parent group
Set by ViewGroup when a view is added, inserted or swapped in. Lets a view
find the scroll view it's in, for example.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 15:34:51 +02:00
Henrik Rydgård 55f10e5590 Merge pull request #22712 from hrydgard/mapped-volume-keys
Input: Let mapped volume keys reach the menus, and consume them in game
2026-10-22 11:37:47 +02:00
Henrik Rydgård 4932e0466d Merge pull request #22721 from hrydgard/settings-bugfixes
Assorted UI bugfixes
2026-10-22 11:31:42 +02:00
Henrik RydgårdandClaude Opus 5.5 0c8c447284 Settings: Fix a blank page when reopening settings on the Search tab
The saved tab was selected before the Search tab was added, so the index
was out of range and no tab was created. Select it after adding Search, and
create the current tab anyway if the saved one no longer exists (Search is
hidden on small screens).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 10:55:30 +02:00
Henrik RydgårdandClaude Opus 5.5 02b688e4f3 TextDrawer: Cache wrapped text, hash the string caches
MeasureString was slow mostly because of wrapping: DrawStringRect and
MeasureStringRect re-ran the word wrapper every frame, and it measures
every prefix of every word. Wrapped strings are now cached. The caches
are unordered_maps with an xxhash of the key, and lookups reuse a key
buffer so a hit doesn't allocate. UIContext also skips switching fonts
when measuring in the current style. In a Mac debug build, 200 cached
measures go from 0.26 to 0.06 ms and 10 wrapped paragraphs from 2.1 to
0.01 ms per frame.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 10:11:42 +02:00
Henrik RydgårdandClaude Opus 5.5 c51bcd458c Input: Let the key mapping dialog see volume keys, mapped or not
The volume key filter in NativeKey left unmapped volume keys to the OS, so
they never reached the dialog and couldn't be mapped. A new InputMode::AllKeys
lets a screen ask for them; the dialog consumes them so the volume doesn't
change while mapping.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 00:01:34 +02:00
Henrik RydgårdandClaude Opus 5.5 9b03841eec UI: Lock heldKeys and focusMoves against the input thread
NativeKey calls KeyEventToFocusMoves directly on the input thread, while
ProcessHeldKeys iterates heldKeys on the UI thread, which tripped an
iterator assert in debug builds. ProcessHeldKeys also dispatched key
events mid-iteration, where a handler calling EnableFocusMovement(false)
would clear the set under it. Now it collects due repeats under the lock
and dispatches them after.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 13:40:02 +02:00
Henrik RydgårdandClaude Opus 5.5 b0382ed91a Game browser: Backspace goes up a directory, Windows raw input flags key repeats
With no type-to-search active, Backspace goes to the parent directory. Never
on a repeat, so holding it doesn't climb to the root. Not every platform
flags repeats, so the browser also tracks whether it's held.

Windows raw input now flags auto-repeated key downs as IS_REPEAT, like
Android and UWP, and forgets the held keys it releases on losing focus. The
UI drops OS repeats of a key it's already repeating itself, so held arrows
don't double up (they were dropped before too, a step later).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 11:36:30 +02:00
Henrik RydgårdandClaude Opus 5.5 c61adac77f Game browser: Going up a directory focuses the one you came out of
Refresh already focused a game it was asked to. Now it does the same for
directories, and keeps the request until a listing that was still loading
has arrived. UI::ScrollFocusedViewIntoView scrolls the focused view into
sight once it's been laid out, since SetFocus alone doesn't scroll.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 11:22:44 +02:00
Henrik RydgårdandClaude Opus 5.5 83c3028ca1 Game browser: Alt+Up goes to the parent directory
On Windows, a key released while Alt is held comes as WM_SYSKEYUP, which
raw input dropped, so after Alt+Up the UI kept the arrow held and the focus
kept moving. Handle it like WM_KEYUP. Alt+arrows also no longer move the
focus, since they're shortcuts.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 12:40:25 +02:00
Henrik RydgårdandClaude Opus 5.5 9e04178054 UI: Let ScrollView children see mouse moves without a button held
ScrollView dropped every mouse event without the left button, so views inside
one never saw hovers or right clicks. This kept nested scroll views from
tracking hover for the mouse wheel, and GameButton's right-click info only
worked once a left click had set its hover flag.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 11:55:40 +02:00
Henrik RydgårdandClaude Opus 5.5 db3ec7567f UI: Use Cmd for shortcuts on Mac and iOS, not Ctrl
- Fixes #17608

Text fields took Ctrl or Cmd for copy/paste/undo; now it's Cmd on Apple
platforms and Ctrl elsewhere, as is Ctrl+F (Cmd+F) for game search. Word
delete in the search filter is Option+Backspace on Apple.

The ImGui debugger never got Super, so with ImGui's Mac Cmd/Ctrl swap,
its paste and other Ctrl shortcuts could not be reached at all on Mac.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-17 17:46:55 +02:00
Henrik Rydgård 25ab83766b Merge pull request #22580 from eraycep/make-scrollbar-fully-opaque-while-held-down
UI: Make scrollbar opaque while dragging
2026-10-15 11:38:40 +02:00
Eray Cepni f3cde93bc5 UI: Make scrollbar opaque while dragging
Preserve the theme's scrollbar color while forcing full opacity when
the scrollbar is held. Restore theme opacity on release.
2026-10-15 12:13:17 +03:00
Henrik Rydgård f8c1e39315 Merge pull request #22535 from hrydgard/tvos-support
Apple tvOS support prototype (and CI)
2026-10-13 10:03:15 +02:00
Henrik RydgårdandClaude Opus 5.5 625db43746 tvOS: Back on the main screen goes to the home screen, like on Android
tvOS only does that with a Back press it gets to see, so the view controller
lets controller events through to UIKit while the top screen is top level
(the new TOP_LEVEL_CHANGED notification), and passes presses that aren't
keyboard keys on to super. Elsewhere Back stays ours.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 09:29:26 +02:00
Henrik RydgårdandClaude Opus 5.5 31918b8636 UI: Arrow key focus moves by beam and edge distance
Replaces the center-to-center scoring, which skipped a wide view between narrow
ones, since its center is far away even when its edge is right there. Now it
works like Android's FocusFinder: only views in the direction of the move are
candidates, ones in the origin's beam beat ones off to the side (going up or
down, unless those are in a nearer row), and otherwise the nearest wins, with
distance along the move weighted 13 times distance across it. Unlike Android,
the distance across is to the candidate's nearest edge rather than its center.

First/last and page moves keep their scoring.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:31:07 +02:00
Henrik RydgårdandClaude Opus 5.5 08649f0f15 UI: Make switchScreen replace the whole screen stack
It only replaced the top screen, but most callers switch from a dialog:
Play on the game screen, the store, the installers, the framedump
launcher. The screens under it stayed alive, so launching a game from the
game screen and exiting it left [MainScreen, MainScreen], one more each
time.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 16:21:10 +02:00
Henrik RydgårdandClaude Opus 5.5 24d8955531 UI: Handle a caller finishing itself from dialogFinished()
That set dialogFinished_ to the caller, which processFinishDialog() then
deleted while it was still in the stack, leaking the popup. Take the
pointer out first and loop. Nothing does this now (MemStickScreen and
DevMenuScreen work around it), but it's easy to do by accident.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 14:32:59 +02:00
Henrik RydgårdandClaude Opus 5.5 a7229ce1c8 UI: Don't let a popup complete twice during its fade-out
ignoreInput_ doesn't stop a tap outside the box or Enter on the default
button, which both call TriggerFinish() again during the lead-out, firing
OnCompleted and the choice's OnChange a second time.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 14:32:59 +02:00
Henrik RydgårdandClaude Opus 5.5 27899cc875 UI: Give views in lazily created tabs the views requester token
GetRequesterToken() only returns the views token inside CreateViews(),
but tabbed screens create every tab other than the first on demand, and
the persist restore after CreateViews() can create one too. So text
inputs and file choosers there (Networking tab nickname, search filter,
RemoteISO and achievement settings) registered their [this] callbacks
under the screen token, which a recreate doesn't forget. Open the native
input box, rotate, press OK, and the callback wrote through the deleted
view.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 14:32:49 +02:00
Henrik RydgårdandClaude Opus 5.5 0754544e27 UI: Don't recreate a screen's views while a popup is on top of it
Popups are transparent, so the screen under one still renders, and
render() ran DoRecreateViews(). A RecreateViews() on that screen (a
resize or rotation on DisplayLayoutScreen or TouchControlLayoutScreen,
MainScreen on RECENT_FILES_CHANGED from the recent-files thread, the
achievements login finishing) then deleted the choice that opened the
popup. Closing the popup wrote through it and called its handlers.

Leave the old views in place until the screen is back on top, where
update() recreates them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 14:32:38 +02:00
Henrik RydgårdandClaude Opus 5.5 88018255c2 Android: Don't read the screen stack from the UI thread on Back
NativeIsAtTopLevel() made a virtual call on the top screen from the Java
UI thread, while the render thread could be deleting it. Two quick Back
presses could hit that. Cache the flag in ScreenManager::Update()
instead, like passInputToMapper_ (now atomic too).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 14:32:29 +02:00
Henrik RydgårdandClaude Opus 5.5 e2cda3d8f0 UI: Forget the views' pending requests when recreating them
WipeRequesterToken() only reset the screen's token, after CreateViews() had
already handed it to the new views, so nothing was ever forgotten - not even
in ~Screen(), which saw a token of -1. A text input dialog open across a
RecreateViews() (on the RetroAchievements screen, a slow login failing) would
then write through a deleted PopupTextInputChoice, possibly into the field
that took its place: #21708.

Requests made while creating views now get their own token, forgotten
before the views are deleted. Screen-level requests keep the screen's token.

RequestManager: ForgetRequestsWithToken() now locks, and also drops
responses that arrived but weren't processed yet. ProcessRequests() calls
the callbacks one at a time without holding the lock, so a callback that
closes a screen drops the rest of that screen's responses.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 21:29:47 +02:00
Henrik RydgårdandClaude Opus 5.5 932d1e3b36 IconCache: Expire only avatars after a day, other icons after 30 days
Achievement badges and game icons don't change, so re-downloading them
daily was wasted. InsertIcon now takes a max age, and each entry saves
its expiry time. Leaderboard avatars get a day, everything else 30 days.
Bumps the cache version.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 9cb8f54a4e IconCache: Expire saved icons after 24 hours
Icons were kept in icon.cache indefinitely, so one that changes on the
server (a RetroAchievements user avatar, keyed by username) never
refreshed. The insertion timestamp was process-relative, so it couldn't
be compared across sessions. Store wall-clock time, and skip entries
older than a day when loading. Bumps the cache version.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 36bd2e9249 IconCache: Know an icon's size before its texture exists
GetDimensions only answered once a texture had been created, so the first
MeasureNotice for a new icon (and after the texture was released for being
unused) measured without it, and the icon was then drawn over the text.
Read the size from the PNG header when the icon is inserted or loaded.

Also remove a width adjustment in MeasureNotice that was overwritten
before use.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 2d6045fa4b IconCache: Bound failed_, back off failed uploads, fix the disk layout
- Prune expired failed_ entries, which otherwise grew for the whole
  session.
- When CreateTexture fails, wait 5 seconds before decoding and uploading
  again, instead of retrying every frame.
- Bind a newly created texture. Callers draw right after BindIconTexture,
  and got whatever was bound before for the first frame.
- Make DiskCacheEntry's padding explicit. 32-bit x86 Linux aligns double
  to 4, so its icon.cache didn't match other builds. The layout is
  unchanged elsewhere.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 c5ef99ad3f IconCache: Check entry lengths before allocating when loading the cache
The key was resized before its length was checked, and the data length
wasn't checked at all, so a corrupt icon.cache could make a multi-GB
allocation and crash every launch. The cache is only saved at a clean
exit, so a bad file stayed.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 6b45c4f3e2 IconCache: Drop icons that fail to decode instead of keeping them forever
Any 200 response went into the cache, and one that didn't decode (a
captive portal's HTML, or a PNG over the 256x128 limit) was marked bad,
saved to icon.cache and never downloaded again. Remove it and mark it
failed, so MarkPending allows another download after the retry delay.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 00208d3d80 Achievements: Enable HTTPS on UWP, retry failed icon downloads
UWP compiled naett with the WinHTTP backend but never reported
SYSPROP_SUPPORTS_HTTPS, so achievement traffic and badge icons went over
plain http. When the media server redirected to https, icons failed.

A failed icon download also left the URL marked pending, so it was never
retried for the rest of the session. Mark it failed instead, and let
IconCache retry it after 30 seconds.

The set-completed badge also skipped RemoveHttpsIfNeeded.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 10:26:00 -06:00
Henrik RydgårdandClaude Opus 5.5 ce3d8d37c5 Game browser search: also match the filename, minus extension
Works before the game's metadata has loaded.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 11:50:28 -06:00
Henrik Rydgård b366e8a6d0 Move persistent notifications (the only one right now is upgrade reminder) to the top 2026-09-22 09:34:50 -06:00
Henrik Rydgård 21fa7f10e1 Minor fixes 2026-09-10 16:04:39 -06:00
Henrik RydgårdandClaude Opus 5 f7548ea7e2 UI: Let PopupMultiChoice mark choices as untranslated
Choices that are just numbers have no translation, so every lookup got
logged as a missing translation - the Graphics settings screen spammed
the log once per frame as long as Frame Skipping was on.

Fixes #21455

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JvJR8oJNSCimCM9KXVLjfq
2026-09-04 13:08:21 -06:00
Nab 337ce45a86 Fix button size in SliderPopup 2026-08-29 22:20:09 +02:00
Nab c28eb688e5 Fix button size in SliderPopup 2026-08-29 15:31:39 +02:00
Henrik Rydgård 3d619dad0e Merge pull request #22156 from hrydgard/tab-focus-recent
Fix a tab focus problem
2026-08-28 22:41:33 +02:00
Henrik Rydgård a61e8135dd Fix a tab focus problem 2026-08-28 15:29:14 +02:00
Henrik Rydgård fad7b93776 Merge pull request #22151 from hrydgard/ui-tab-navigation
UI: Add tab navigation
2026-08-27 22:17:47 +02:00
Nab 939a6c4c30 Replace plus/minus strings with UI icons in SliderPopup 2026-08-27 21:26:37 +02:00
Henrik RydgårdandClaude Opus 5 ea1ad8ffed UI: Tab and Shift+Tab move focus through the view hierarchy
Unlike the directional moves, this doesn't look at where anything ended up on
screen - it walks the hierarchy in the order views were added, flattening nested
groups in place. That's what makes it predictable in the layouts where "what's
to the right of this" has no good answer.

A view is a stop if it's focusable and enabled, the same test the directional
moves apply, so the two agree on what's reachable. Hidden subtrees are skipped
whole, which is what keeps a TabHolder's inactive tabs - V_GONE rather than
removed - out of the order without any special casing. Containers are gated on
visibility only, not enabled, matching Key/Touch/Axis: disabling a container
doesn't stop its children being interactive anywhere else either.

Ctrl+Tab stays with ChoiceStrip, which uses it to switch tabs.

focusMoves now holds FocusMove rather than raw keycodes, so the direction is
decided in one place while the modifiers are still around, and a held key
repeats in the direction it was originally pressed with - the synthesized repeat
has no modifiers of its own. That also retires the keycode switch in
UpdateViewHierarchy and IsScrollKey, which had no other callers.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SfY7iFJEjmRXf1XGrTs4MF
2026-08-27 20:52:20 +02:00
Henrik Rydgård c65eb7d54f Fix the point in time in the frame that we run and render the ImDebugger
Turns out it matters quite a lot. Will see if I can clean this up later.
2026-08-09 18:29:33 +02:00
Henrik Rydgård a957086eeb Try to fix test failure (vary strange) 2026-08-08 00:45:11 +02:00
Henrik Rydgård 25a146a11c Make the PPSSPP UI fit inside the imgui desktop 2026-08-07 17:56:09 +02:00
Henrik Rydgård db8ff4391e Enable ImDebugger everywhere, on top of the regular UI. 2026-08-07 17:35:15 +02:00
Henrik Rydgård ca3fc0fa9e Change the screenmanager input interface 2026-08-07 16:15:02 +02:00