ImGuiFullscreen: Allow smooth scrolling

This commit is contained in:
Stenzek 2024-09-09 21:57:08 +10:00
parent f77ee715e3
commit 15d26c976d
No known key found for this signature in database
9 changed files with 74 additions and 13 deletions

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@ -5,8 +5,8 @@
<ClInclude Include="include\imconfig.h" />
<ClInclude Include="include\imgui.h" />
<ClInclude Include="include\imgui_freetype.h" />
<ClInclude Include="include\imgui_internal.h" />
<ClInclude Include="include\imgui_stdlib.h" />
<ClInclude Include="src\imgui_internal.h" />
<ClInclude Include="src\imstb_rectpack.h" />
<ClInclude Include="src\imstb_textedit.h" />
<ClInclude Include="src\imstb_truetype.h" />

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@ -3,12 +3,12 @@
<ItemGroup>
<ClInclude Include="include\imconfig.h" />
<ClInclude Include="include\imgui.h" />
<ClInclude Include="src\imgui_internal.h" />
<ClInclude Include="src\imstb_rectpack.h" />
<ClInclude Include="src\imstb_textedit.h" />
<ClInclude Include="src\imstb_truetype.h" />
<ClInclude Include="include\imgui_stdlib.h" />
<ClInclude Include="include\imgui_freetype.h" />
<ClInclude Include="include\imgui_internal.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\imgui_widgets.cpp" />

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@ -1717,6 +1717,7 @@ enum ImGuiStyleVar_
ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
ImGuiStyleVar_ScrollSmooth, // float ScrollSmooth
ImGuiStyleVar_COUNT
};
@ -2180,6 +2181,8 @@ struct ImGuiStyle
ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
float ScrollSmooth; // Smooth scrolling amount: 1.0f no smoothing. Anything above 1.0f will make the scroll delta more smooth.
IMGUI_API ImGuiStyle();
IMGUI_API void ScaleAllSizes(float scale_factor);
};

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@ -2618,7 +2618,8 @@ struct IMGUI_API ImGuiWindow
ImGuiID MoveId; // == window->GetID("#MOVE")
ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
ImVec2 Scroll;
ImVec2 Scroll; // Current Visible Scroll position
ImVec2 ScrollExpected; // Current Expected Scroll position
ImVec2 ScrollMax;
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered

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@ -1303,6 +1303,7 @@ ImGuiStyle::ImGuiStyle()
HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
ScrollSmooth = 1.0f; // Disabled by default. It's just immediate jump from ScrollExpected to the visual Scroll.
// Default theme
ImGui::StyleColorsDark(this);
@ -3297,6 +3298,7 @@ static const ImGuiDataVarInfo GStyleVarInfo[] =
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollSmooth) }, // ImGuiStyleVar_ScrollSmooth
};
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
@ -3926,6 +3928,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NUL
IDStack.push_back(ID);
MoveId = GetID("#MOVE");
ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
ScrollExpected = ImVec2(0, 0);
ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
AutoFitFramesX = AutoFitFramesY = -1;
AutoPosLastDirection = ImGuiDir_None;
@ -9524,7 +9527,7 @@ void ImGui::UpdateMouseWheel()
LockWheelingWindow(window, wheel.x);
float max_step = window->InnerRect.GetWidth() * 0.67f;
float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
SetScrollX(window, window->ScrollExpected.x - wheel.x * scroll_step);
g.WheelingWindowScrolledFrame = g.FrameCount;
}
if (do_scroll[ImGuiAxis_Y])
@ -9532,7 +9535,7 @@ void ImGui::UpdateMouseWheel()
LockWheelingWindow(window, wheel.y);
float max_step = window->InnerRect.GetHeight() * 0.67f;
float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
SetScrollY(window, window->ScrollExpected.y - wheel.y * scroll_step);
g.WheelingWindowScrolledFrame = g.FrameCount;
}
}
@ -10761,11 +10764,46 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
}
scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
window->ScrollExpected[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
}
scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f));
// Based on https://github.com/ocornut/imgui/pull/7348
// TODO: Make it not dependent on frame rate, easiest way would be to multiply by delta_time / (1/60).
// Smooth scroll.
// Instead use "Scroll" value in the window, all setters that sets the scroll absolutely now points to
// "ScrollExpected" Here, we take from ScrollTarget (from some functions like ScrollHere + mouse wheel) to set
// the ScrollExpected value Also, Scroll var in window is processed to meet ScrollExpected Value
//
// The formula is pretty simple to generate a smooth scrolling that can be tweaked just by one float value.
//
// The Float is "ImGuiStyleVar_ScrollSmooth". Can be set on the style or via PushStyleVar.
// A Value of 1.0f is just inmediate (transported from ScrollExpected to Scroll).
// A Value higher of 1.0f will make the scrolling smoother.
//
// The ScrollExpected is also clamped (as previously the "Scroll" value) from 0 to sScrollMax
//
// The approach is frame bounded and not time bounded.
// It should be prefereable use a time bounded approach but this is pretty simple so we don't need to add extra
// vars to save a scrolling "start" time to have a delta / deal with posible increments during the scrolling
// itself (restar timer) Anyway it should not be complicated to add but this approach is small, simple, can be
// user or not and works pretty well
//
window->ScrollExpected[axis] = IM_ROUND(ImMax(window->ScrollExpected[axis], 0.0f));
if (!window->Collapsed && !window->SkipItems)
scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
window->ScrollExpected[axis] = ImMin(window->ScrollExpected[axis], window->ScrollMax[axis]);
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
if (scroll[axis] != window->ScrollExpected[axis])
{
const float multiplier = GImGui->IO.DeltaTime / (1.0f / 60.0f);
const float diff = window->ScrollExpected[axis] - scroll[axis];
if (diff > 0)
scroll[axis] += ImMin(diff, (diff / (style.ScrollSmooth * multiplier)));
else
scroll[axis] -= ImMin(-diff, (-diff / (style.ScrollSmooth * multiplier)));
scroll[axis] = window->Appearing ? window->ScrollExpected[axis] : scroll[axis];
}
}
return scroll;
}
@ -10858,13 +10896,13 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui
float ImGui::GetScrollX()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->Scroll.x;
return window->ScrollExpected.x;
}
float ImGui::GetScrollY()
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->Scroll.y;
return window->ScrollExpected.y;
}
float ImGui::GetScrollMaxX()

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@ -933,9 +933,9 @@ void ImGui::Scrollbar(ImGuiAxis axis)
}
float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];
float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;
ImS64 scroll = (ImS64)window->Scroll[axis];
ImS64 scroll = (ImS64)window->ScrollExpected[axis];
ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners);
window->Scroll[axis] = (float)scroll;
window->ScrollExpected[axis] = (float)scroll;
}
// Vertical/Horizontal scrollbar

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@ -571,6 +571,7 @@ bool FullscreenUI::Initialize()
return false;
ImGuiFullscreen::SetTheme(Host::GetBaseBoolSettingValue("Main", "UseLightFullscreenUITheme", false));
ImGuiFullscreen::SetSmoothScrolling(Host::GetBaseBoolSettingValue("Main", "FullscreenUISmoothScrolling", true));
ImGuiFullscreen::UpdateLayoutScale();
if (!ImGuiManager::AddFullscreenFontsIfMissing() || !ImGuiFullscreen::Initialize("images/placeholder.png") ||
@ -3114,6 +3115,13 @@ void FullscreenUI::DrawInterfaceSettingsPage()
ImGuiFullscreen::SetTheme(bsi->GetBoolValue("Main", "UseLightFullscreenUITheme", false));
}
if (DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_LIST, "Smooth Scrolling"),
FSUI_CSTR("Enables smooth scrolling of menus in Big Picture UI."), "Main",
"FullscreenUISmoothScrolling", true))
{
ImGuiFullscreen::SetSmoothScrolling(bsi->GetBoolValue("Main", "FullscreenUISmoothScrolling", false));
}
{
// Have to do this the annoying way, because it's host-derived.
const auto language_list = Host::GetAvailableLanguageList();
@ -7392,6 +7400,7 @@ TRANSLATE_NOOP("FullscreenUI", "Enables alignment and bus exceptions. Not needed
TRANSLATE_NOOP("FullscreenUI", "Enables an additional 6MB of RAM to obtain a total of 2+6 = 8MB, usually present on dev consoles.");
TRANSLATE_NOOP("FullscreenUI", "Enables an additional three controller slots on each port. Not supported in all games.");
TRANSLATE_NOOP("FullscreenUI", "Enables more precise frame pacing at the cost of battery life.");
TRANSLATE_NOOP("FullscreenUI", "Enables smooth scrolling of menus in Big Picture UI.");
TRANSLATE_NOOP("FullscreenUI", "Enables the older, less accurate MDEC decoding routines. May be required for old replacement backgrounds to match/load.");
TRANSLATE_NOOP("FullscreenUI", "Enables the replacement of background textures in supported games.");
TRANSLATE_NOOP("FullscreenUI", "Encore Mode");
@ -7716,6 +7725,7 @@ TRANSLATE_NOOP("FullscreenUI", "Simulates the system ahead of time and rolls bac
TRANSLATE_NOOP("FullscreenUI", "Skip Duplicate Frame Display");
TRANSLATE_NOOP("FullscreenUI", "Skips the presentation/display of frames that are not unique. Can result in worse frame pacing.");
TRANSLATE_NOOP("FullscreenUI", "Slow Boot");
TRANSLATE_NOOP("FullscreenUI", "Smooth Scrolling");
TRANSLATE_NOOP("FullscreenUI", "Smooths out blockyness between colour transitions in 24-bit content, usually FMVs.");
TRANSLATE_NOOP("FullscreenUI", "Smooths out the blockiness of magnified textures on 2D objects.");
TRANSLATE_NOOP("FullscreenUI", "Smooths out the blockiness of magnified textures on 3D objects.");

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@ -41,6 +41,7 @@ namespace ImGuiFullscreen {
using MessageDialogCallbackVariant = std::variant<InfoMessageDialogCallback, ConfirmMessageDialogCallback>;
static constexpr float MENU_BACKGROUND_ANIMATION_TIME = 0.5f;
static constexpr float SMOOTH_SCROLLING_SPEED = 3.5f;
static std::optional<RGBA8Image> LoadTextureImage(std::string_view path);
static std::shared_ptr<GPUTexture> UploadTexture(std::string_view path, const RGBA8Image& image);
@ -90,6 +91,7 @@ static u32 s_menu_button_index = 0;
static u32 s_close_button_state = 0;
static FocusResetType s_focus_reset_queued = FocusResetType::None;
static bool s_light_theme = false;
static bool s_smooth_scrolling = false;
static LRUCache<std::string, std::shared_ptr<GPUTexture>> s_texture_cache(128, true);
static std::shared_ptr<GPUTexture> s_placeholder_texture;
@ -275,6 +277,11 @@ void ImGuiFullscreen::Shutdown()
s_message_dialog_callback = {};
}
void ImGuiFullscreen::SetSmoothScrolling(bool enabled)
{
s_smooth_scrolling = enabled;
}
const std::shared_ptr<GPUTexture>& ImGuiFullscreen::GetPlaceholderTexture()
{
return s_placeholder_texture;
@ -763,6 +770,7 @@ bool ImGuiFullscreen::BeginFullscreenWindow(const ImVec2& position, const ImVec2
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(padding));
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(rounding));
ImGui::PushStyleVar(ImGuiStyleVar_ScrollSmooth, s_smooth_scrolling ? SMOOTH_SCROLLING_SPEED : 1.0f);
return ImGui::Begin(name, nullptr,
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize |
@ -772,7 +780,7 @@ bool ImGuiFullscreen::BeginFullscreenWindow(const ImVec2& position, const ImVec2
void ImGuiFullscreen::EndFullscreenWindow()
{
ImGui::End();
ImGui::PopStyleVar(3);
ImGui::PopStyleVar(4);
ImGui::PopStyleColor();
}

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@ -120,6 +120,7 @@ ImRect CenterImage(const ImRect& fit_rect, const ImVec2& image_size);
bool Initialize(const char* placeholder_image_path);
void SetTheme(bool light);
void SetSmoothScrolling(bool enabled);
void SetFonts(ImFont* medium_font, ImFont* large_font);
bool UpdateLayoutScale();