FullscreenUI: Various fixes
- Fix mismatched X/Y in landing page. - Fix mismatched X/Y submenus. - Fix window padding on save state submenu. - Fix pressing back/close on save state submenu closing list.
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@ -1418,9 +1418,9 @@ void FullscreenUI::DrawLandingWindow()
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{
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if (ImGui::IsKeyPressed(ImGuiKey_GamepadStart, false) || ImGui::IsKeyPressed(ImGuiKey_F1, false))
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OpenAboutWindow();
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else if (ImGui::IsKeyPressed(ImGuiKey_NavGamepadMenu, false) || ImGui::IsKeyPressed(ImGuiKey_F3, false))
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else if (ImGui::IsKeyPressed(ImGuiKey_NavGamepadInput, false) || ImGui::IsKeyPressed(ImGuiKey_F3, false))
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DoResume();
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else if (ImGui::IsKeyPressed(ImGuiKey_NavGamepadInput, false) || ImGui::IsKeyPressed(ImGuiKey_F11, false))
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else if (ImGui::IsKeyPressed(ImGuiKey_NavGamepadMenu, false) || ImGui::IsKeyPressed(ImGuiKey_F11, false))
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DoToggleFullscreen();
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}
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@ -5651,6 +5651,7 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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bool closed = false;
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bool was_close_not_back = false;
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bool ignore_close_request = false;
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if (ImGui::BeginChild("state_titlebar", heading_size, false, ImGuiWindowFlags_NavFlattened))
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{
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BeginNavBar();
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@ -5717,7 +5718,8 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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g_large_font->FontSize + ImGui::GetStyle().FramePadding.y * 2.0f + ImGui::GetStyle().WindowPadding.y * 2.0f;
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const float height =
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title_height +
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LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY + (LAYOUT_MENU_BUTTON_Y_PADDING * 2.0f)) * 3.0f;
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((LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY) + (LayoutScale(LAYOUT_MENU_BUTTON_Y_PADDING) * 2.0f)) *
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3.0f);
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ImGui::SetNextWindowSize(ImVec2(width, height));
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ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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ImGui::OpenPopup(entry.title.c_str());
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@ -5775,9 +5777,10 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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}
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_WINDOW_CLOSE, "Close Menu"), false, true,
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LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
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LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY) || WantsToCloseMenu())
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{
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is_open = false;
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ignore_close_request = true;
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}
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EndMenuButtons();
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@ -5866,8 +5869,8 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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was_close_not_back = true;
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}
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else if (hovered &&
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(ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::IsKeyPressed(ImGuiKey_NavGamepadMenu, false) ||
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ImGui::IsKeyPressed(ImGuiKey_F1, false)))
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(ImGui::IsItemClicked(ImGuiMouseButton_Right) ||
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ImGui::IsKeyPressed(ImGuiKey_NavGamepadInput, false) || ImGui::IsKeyPressed(ImGuiKey_F1, false)))
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{
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s_save_state_selector_submenu_index = static_cast<s32>(i);
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}
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@ -5913,7 +5916,7 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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std::make_pair(ICON_PF_ESC, FSUI_VSTR("Cancel"))});
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}
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if (WantsToCloseMenu() || closed)
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if ((!ignore_close_request && WantsToCloseMenu()) || closed)
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{
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CloseSaveStateSelector();
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if (was_close_not_back)
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@ -6221,7 +6224,7 @@ void FullscreenUI::DrawGameListWindow()
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EndFullscreenWindow();
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if (ImGui::IsKeyPressed(ImGuiKey_NavGamepadInput, false) || ImGui::IsKeyPressed(ImGuiKey_F1, false))
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if (ImGui::IsKeyPressed(ImGuiKey_NavGamepadMenu, false) || ImGui::IsKeyPressed(ImGuiKey_F1, false))
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{
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s_game_list_view = (s_game_list_view == GameListView::Grid) ? GameListView::List : GameListView::Grid;
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}
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@ -6344,7 +6347,7 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
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selected_entry = entry;
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if (selected_entry &&
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(ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::IsKeyPressed(ImGuiKey_NavGamepadMenu, false) ||
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(ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::IsKeyPressed(ImGuiKey_NavGamepadInput, false) ||
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ImGui::IsKeyPressed(ImGuiKey_F3, false)))
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{
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HandleGameListOptions(selected_entry);
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@ -6567,7 +6570,7 @@ void FullscreenUI::DrawGameGrid(const ImVec2& heading_size)
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HandleGameListActivate(entry);
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}
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else if (hovered &&
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(ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::IsKeyPressed(ImGuiKey_NavGamepadMenu, false) ||
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(ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::IsKeyPressed(ImGuiKey_NavGamepadInput, false) ||
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ImGui::IsKeyPressed(ImGuiKey_F3, false)))
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{
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HandleGameListOptions(entry);
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