Each tab is now a SettingsPage: a list of items (headers, settings, buttons,
hints, links to other pages) that a function builds and views are created
from. Settings are added with page->Setting(&g_Config.x), which takes
the label, the kind of view, the range or choices, units, labels for special
values and the default from the config. The pages keep what depends on the
UI (which settings to show and when, enable rules, and behavior that needs the
screen), and reach the screen through the page's SettingsPageHost.
A page can link to other pages, which open on top of it in the same tab,
under a bar showing where you are, like Tools > Developer tools > Graphics,
where the earlier pages can be clicked to go back to them. The bar has back,
search and help buttons, and the back key also goes back a page (or out of a
search) before leaving the screen. Each page remembers its scroll position.
In portrait there's no tab strip: a page links to the tabs, and the bar shows
just the current page's title. Rotating keeps showing the same page. Moving
between pages only focuses an item when navigating with a keyboard or
controller.
The developer tools are now pages linked from the Tools tab, instead of a
screen of their own. The in-game developer menu and
--start-screen=developertools open the settings on that page. The toggles of
live state (the remote debugger and the MIPS tracer) show and change it
through functions, and pretending to be in-game for the notification tests is
a flag on the OSD. The memory map and memstick tests, only reachable from
commented-out code, are removed.
Search lists the matching settings from all tabs and the pages they link to,
grouped by where they are. Each result goes to the setting on its page,
scrolled to and highlighted (outlined, when picked with a mouse or touch), or
for a page, opens it. This replaces the search tab and the old filter that
hid the views that didn't match, and with them ShowSearchControls. Changing
tabs leaves the search.
The pages, the bar and search are in SettingsPagesDialogScreen, between the
tabbed dialog screen and the settings screen, so the other tabbed screens
keep plain tabs.
Other visible changes:
- Reset buttons that went to the wrong value now go to the real default: the
touch control auto-hide delay (was 20 seconds instead of 8), the mouse
wheel delay (1 ms, below its own range, instead of 80) and the UI size (0
instead of -1 on desktop). The alternative speeds get a reset button.
- Units are shown on more sliders (frames, MHz, seconds, Hz), and popups no
longer spell out what 0 means in the units, since the zero label does.
Units of up to three characters (%, x, ms, MHz) aren't translated.
- The Android HW scaler hides the scales the display is too small for,
instead of cutting the list short.
- Choices are translated in the setting's own section.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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>
- 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>
When a search stopped matching the focused game, it stayed focused while
hidden, so its background and music kept going.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Fixes#22202
A third view mode next to grid and list: a list with full size icons,
scaled by the grid icon size setting. Like the XMB, the selected (or
hovered) game plays its ICON1.PMF in place of the icon.
The per-tab grid bools become GameBrowserView1-4 ints. The old GridView
keys are still read, to pick the default, but no longer saved.
The PMF decoding moved out of GameScreen's PMFView into a shared
PMFVideoTexture.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Improve a couple of on-screen buttons (menu, fastforward)
* Fix the new continue button, oops
* Add some missing translations
* Split a translation string to make portrait look better
* More GameScreen redesign
* Don't accidentally go into game-specific mode
* Fix layout issue with popupscreens, fix context menu positioning
* One more icon
* During game load, place the loading screen where the game will appear
* Android: Merge NativeActivity into PpssppActivity
* Rework window insets handling on Android
* Main screen: Display the path on its own line in portrait mode
* Make the "Fullscreen" setting on Android separate between portrait and landscape