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>
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>
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>
noSearchResults_ and clearSearchChoice_ only exist with the search tab,
which depends on orientation, and were never reset. Rotating with a
filter set wrote into the deleted views, and GAMESETTINGS_SEARCH, which
goes to every screen in the stack, hit null ones on screens without
search controls.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
Inverts/renames the setting to allow going back to the old sceAtrac
implementation, to work around any compatibility issue.
Note that we can never delete the old implementation, old savestates
will still use it - can't convert an existing session.
* Savedata manager screen: Use TabbedUIDialogScreenWithGameBackground
This fixes some minor UI issues on this screen.
* PromptScreen (used for "Are you sure?"): Default keyboard focus to Cancel
Fixes#19770
It seems to be possible for a user to back out of a screen before
receiving the "dialog completed" callback on Android, in which case
things pointed to by the callback might be gone.
In this case, it's better to simply not call the callback, rather than
crashing.
This is accomplished by assigning "Tokens" to screens that cause
requests, and in ~Screen, invalidate any pending requests belonging to
that token.