Commit Graph
672 Commits
Author SHA1 Message Date
Henrik Rydgård 965b07c527 A lot more round corner fixes and layout fixes. 2026-10-25 10:28:40 +01:00
Henrik RydgårdandClaude Opus 5.5 5567f51eb8 UI: Don't apply the large-screen inset on phones and tablets
They're held close and have their own system insets.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 09:41:38 +01:00
Henrik RydgårdandClaude Opus 5.5 8e353761c7 UI: Let scroll views extend under the bottom inset when they don't quite reach the edge
A vertical ScrollView that extends into the bottom inset (like a navigation bar) adds
that much space after its contents, so the end can be scrolled out from under it.
It only did that when the view reached the very bottom of the screen, and then added
the whole inset. Since 58fa522d48 inset the content area of dialog screens on
screens over 600 dp, a phone like the S21 Ultra (617 dp wide) got a 1.7 dp inset,
which turned the extra space off. Add exactly the part of the view that lies in the
inset instead, and skip the bottom shadow in that case.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 09:41:38 +01:00
Henrik RydgårdandClaude Opus 5.5 58fa522d48 UI: Limit the width of dialog screens, and keep content off the edges of large screens
Dialog screens (tabbed, two-pane, simple and the others built on
UIBaseDialogScreen) center their content at up to 1400 wide, instead of
stretching settings rows and buttons across very wide windows.

On large screens, those screens and the main screen also get an inset on all
sides, since controls right at the edge are hard to see there. It grows with
the screen's smaller dimension, from nothing at 600 to the full inset at
1000, and is always full on TVs. The game, popups, and the screens that
position things to match the game's screen (display layout, touch control
layout and tests, custom button and visual mapping) are left as they were.

The root's bounds are computed by UIScreen::GetContentBounds, since
UI::Margins can't hold widths this large.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 16:12:01 +02:00
Henrik Rydgård 695fc865ab Fix some look problems on TabbedDialogScreen 2026-10-24 14:12:53 +02:00
Henrik RydgårdandClaude Opus 5.5 b54056685e UI: Space ChoiceGroups from their container instead of their own margins
ChoiceGroups no longer have hardcoded margins. A new ChoiceGroupList holds them,
with padding and spacing that give the same look as before. Settings tabs, developer
tools, the two-pane settings columns, the pause menu and the rest put their groups in
one, and a few screens adjust its padding and spacing to their layout.

Also add the two groups in the remote disc streaming settings that were created but
never added, and make the settings search look inside groups: it only checked a tab's
direct children, so with ChoiceGroups a filter hid everything.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 14:01:58 +02:00
Henrik Rydgård 505ae1c965 Cleanup 2026-10-24 12:54:49 +02:00
Henrik RydgårdandClaude Opus 5.5 8b1ffb9b39 UI: Apply GridLayout children's margins, drop the unused grid orientation
Grid children are given LinearLayoutParams almost everywhere, so their margins are
taken from those as well as from GridLayoutParams, which gains margins.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 12:49:45 +02:00
Henrik RydgårdandClaude Opus 5.5 7ddd0ce33b UI: Skip hidden views in AnchorLayout
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 12:49:44 +02:00
Henrik RydgårdandClaude Opus 5.5 5c4b1be7f5 UI: Let LinearLayout place its children as a group along its direction
SetContentGravity centers the children, or moves them to the end, when they don't
fill the layout.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 12:49:44 +02:00
Henrik RydgårdandClaude Opus 5.5 bff97cbb09 UI: Fix two LinearLayout measuring and layout bugs
Lay out children across the layout direction within the layout's bounds rather than
its measured size, which differ when a parent clamps it. And count weighted
children's margins when growing to fit them.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 12:49:32 +02:00
Henrik RydgårdandClaude Opus 5.5 e5b1760bff UI: Add padding to GridLayout
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 12:36:17 +02:00
Henrik RydgårdandClaude Opus 5.5 d9126ad685 UI: Remove the unused FrameLayout
Nothing used it, and it didn't work: it never set its own size, centered vertically
using the width, and didn't lay out its children.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 12:36:16 +02:00
Henrik RydgårdandClaude Opus 5.5 7fa69ac27f UI: Center views inside their margins
Centering gravity centered in the whole cell, ignoring the margins, so a view with
uneven margins ended up off center.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 12:36:07 +02:00
Henrik RydgårdandClaude Opus 5.5 81d078efc4 UI: Fix ScrollView's handling of its child's margins
The child was measured inside its margins, then had them subtracted from its bounds
again, and the leading margin along the scroll direction was never applied, so the
end of the content couldn't be scrolled to. Also include the margins when wrapping
the content, and page horizontally by the width rather than the x position.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 12:35:56 +02:00
Henrik RydgårdandClaude Opus 5.5 cfb0b1131b UI: Clamp fixed-size views to an AT_MOST spec
MeasureBySpec compared the spec against the view's previous measurement instead of
its fixed size, so a fixed-size view larger than the space offered wasn't clamped
unless an earlier measure happened to be larger.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 12:35:55 +02:00
Henrik RydgårdandClaude Opus 5.5 e30c8f7141 UI: Give LinearLayout a working padding setting
LinearLayout had a public padding member that only DisplayLayoutScreen set. Make it
private with a setter, and fix the measuring: the vertical retry used the horizontal
padding, the AT_MOST retries and the weighted children ignored it, and growing to fit
weighted children counted it twice.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 12:24:21 +02:00
Henrik Rydgård ad132d8f1b Apply rounded corners to all Choices by default, apply proper group rounding in many places. 2026-10-24 11:21:40 +02:00
Henrik Rydgård 1a2d140652 Fix corner rounding bug when there's only one item 2026-10-24 01:52:34 +02:00
Henrik Rydgård c44a12363f Prototype the new ChoiceGroup component 2026-10-24 01:52:34 +02:00
Henrik RydgårdandClaude Opus 5.5 2ed5aa264c UI: Let round rects keep some corners square
A RoundCorners mask picks the corners to round. A square corner is drawn
from the corner image's edge profiles, split along the diagonal, so its
antialiasing matches the straight edges and it needs no extra draw call.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 01:52:34 +02:00
Henrik RydgårdandClaude Opus 5.5 1fb8c3090b UI: Fade out the scroll bob when the scroll view is left alone
It stays for a second after the last activity, then fades out over half
a second. Any scrolling, touch, bob drag, or the mouse over the bob's
strip brings it back within a tenth of a second. It also shows briefly
when the view appears, so it's clear that it scrolls.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 01:52:34 +02:00
Henrik RydgårdandClaude Opus 5.5 f795f7e07f UI: A press and release in one event is a press only for the top screen
Key ups go to every screen, so keys don't get stuck, and that included
events that are a press and a release at once, like iOS's back swipe. So
with settings open from the pause menu, a back swipe made the pause
screen try to close too. It isn't on top, so finishDialog refused, but
the screen had already stopped taking input, and once settings closed it
was left on top, ignoring everything.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 23:16:47 +02:00
Henrik RydgårdandClaude Opus 5.5 5fbd134a7d Android: Show the game on a second display, with the controls on the phone
A presentation display (HDMI or USB-C video out, some wireless displays,
or the simulated ones in Developer options) gets a Presentation with a
SurfaceView, whose surface becomes a Game output, when the backend is
Vulkan. Otherwise Android keeps mirroring.

The surface mustn't be touched after surfaceDestroyed returns, so the
output is removed with the new Native_RemoveOutputAndWait(), which
returns once the render thread has let go of it (or right away if the
graphics are down). The UI drawn on an output now leaves out the main
swapchain's pre-rotation, as the game already did.

"In menus on %1" gets the device name from Settings.Global.DEVICE_NAME.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-22 22:31:07 +02:00
Henrik RydgårdandClaude Opus 5.5 3b1432d851 Outputs: Begin the UI frame after binding, and scissor to the output
UIContext::BeginFrame sets the scissor, which on Vulkan needs a bound
render target, and sets it to the primary's size. In portrait, that cut
the TV's menu message off past the phone's width.

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 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