Files
ppsspp/Common/UI/UIScreen.h
T
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

105 lines
3.0 KiB
C++

#pragma once
#include <mutex>
#include <string>
#include <deque>
#include "Common/Math/lin/vec3.h"
#include "Common/UI/Screen.h"
#include "Common/UI/ViewGroup.h"
using namespace Lin;
enum class ViewLayoutMode;
class I18NCategory;
namespace Draw {
class DrawContext;
}
class UIScreen : public Screen {
public:
UIScreen();
~UIScreen();
void update() override;
ScreenRenderFlags render(ScreenRenderMode mode) override;
void deviceLost() override;
void deviceRestored(Draw::DrawContext *draw) override;
bool touch(const TouchInput &touch) override;
bool key(const KeyInput &key) override;
void axis(const AxisInput &axis) override;
TouchInput transformTouch(const TouchInput &touch) override;
virtual void TriggerFinish(DialogResult result);
// Some useful default event handlers
void OnOK(UI::EventParams &e);
void OnCancel(UI::EventParams &e);
void OnBack(UI::EventParams &e);
virtual UI::Margins RootMargins() const { return UI::Margins(0); }
// Whether to keep the content off the edges of large screens (like TVs), and within MaxContentWidth.
// Off for screens that cover the whole display, like the game.
virtual bool LimitContentArea() const { return false; }
// Wider content is centered at this width. 0 for no limit.
virtual float MaxContentWidth() const { return 0.0f; }
virtual void focusChanged(ScreenFocusChange focusChange) override {
Screen::focusChanged(focusChange);
}
virtual bool AllowKeyboardNavigation() const { return true; }
// Process keyboard shortcuts even outside the game.
virtual InputMode PassInputToMapper() const override { return InputMode::Keyboard; }
protected:
virtual void CreateViews() = 0;
virtual bool AllowFocusMovement() const { return true; }
Bounds GetLayoutBounds(UIContext &dc) const;
// Where root_ goes: the layout bounds, less RootMargins and the limits above.
Bounds GetContentBounds(const UIContext &dc) const;
void RecreateViews() override { recreateViews_ = true; }
DeviceOrientation GetDeviceOrientation() const;
bool IsOnTop() const;
virtual ViewLayoutMode LayoutMode() const { return ViewLayoutMode::ApplyInsets; }
virtual bool UseImmersiveMode() const { return false; }
UI::ViewGroup *root_ = nullptr;
Vec3 translation_ = Vec3(0.0f);
Vec3 scale_ = Vec3(1.0f);
float alpha_ = 1.0f;
bool ignoreInput_ = false;
protected:
virtual void DrawBackground(UIContext &ui) {}
virtual void DrawForeground(UIContext &ui) {}
void DoRecreateViews();
bool recreateViews_ = true;
DeviceOrientation lastOrientation_ = DeviceOrientation::Landscape;
};
class UIDialogScreen : public UIScreen {
public:
UIDialogScreen() : UIScreen(), finished_(false) {}
~UIDialogScreen() override;
void update() override {
UIScreen::update();
firstFrame_ = false;
}
bool key(const KeyInput &key) override;
void sendMessage(UIMessage message, const char *value) override;
protected:
bool firstFrame_ = true; // Since back button can toggle this screen, we need to make sure we don't immediately pop it on the first frame.
private:
bool finished_;
};