FullscreenUI: Navigation improvements
Improve default item focus, eliminate some animation glitches.
This commit is contained in:
parent
e54c4c8101
commit
344a4a6215
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@ -2358,6 +2358,7 @@ void Achievements::DrawAchievementsWindow()
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const ImVec4 heading_background = ImGuiFullscreen::ModAlpha(ImGuiFullscreen::UIBackgroundColor, heading_alpha);
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const ImVec2 display_size = ImGui::GetIO().DisplaySize;
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const float heading_height = ImGuiFullscreen::LayoutScale(heading_height_unscaled);
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bool close_window = false;
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if (ImGuiFullscreen::BeginFullscreenWindow(
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ImVec2(), ImVec2(display_size.x, heading_height), "achievements_heading", heading_background, 0.0f, ImVec2(),
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@ -2393,12 +2394,9 @@ void Achievements::DrawAchievementsWindow()
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SmallString text;
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ImVec2 text_size;
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if (ImGuiFullscreen::FloatingButton(ICON_FA_WINDOW_CLOSE, 10.0f, 10.0f, -1.0f, -1.0f, 1.0f, 0.0f, true,
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g_large_font) ||
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ImGuiFullscreen::WantsToCloseMenu())
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{
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FullscreenUI::ReturnToPreviousWindow();
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}
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close_window = (ImGuiFullscreen::FloatingButton(ICON_FA_WINDOW_CLOSE, 10.0f, 10.0f, -1.0f, -1.0f, 1.0f, 0.0f,
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true, g_large_font) ||
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ImGuiFullscreen::WantsToCloseMenu());
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const ImRect title_bb(ImVec2(left, top), ImVec2(right, top + g_large_font->FontSize));
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text.assign(s_game_title);
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@ -2518,6 +2516,9 @@ void Achievements::DrawAchievementsWindow()
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ImGuiFullscreen::EndFullscreenWindow();
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FullscreenUI::SetStandardSelectionFooterText(true);
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if (close_window)
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FullscreenUI::ReturnToPreviousWindow();
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}
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void Achievements::DrawAchievement(const rc_client_achievement_t* cheevo)
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@ -2854,8 +2855,10 @@ void Achievements::DrawLeaderboardsWindow()
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const float tab_width = (ImGui::GetWindowWidth() / ImGuiFullscreen::g_layout_scale) * 0.5f;
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ImGui::SetCursorPos(ImVec2(0.0f, top + spacing_small));
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if (ImGui::IsKeyPressed(ImGuiKey_NavGamepadTweakSlow, false) ||
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ImGui::IsKeyPressed(ImGuiKey_NavGamepadTweakFast, false))
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if (ImGui::IsKeyPressed(ImGuiKey_GamepadDpadLeft, false) ||
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ImGui::IsKeyPressed(ImGuiKey_NavGamepadTweakSlow, false) ||
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ImGui::IsKeyPressed(ImGuiKey_LeftArrow, false) || ImGui::IsKeyPressed(ImGuiKey_GamepadDpadRight, false) ||
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ImGui::IsKeyPressed(ImGuiKey_NavGamepadTweakFast, false) || ImGui::IsKeyPressed(ImGuiKey_RightArrow, false))
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{
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s_is_showing_all_leaderboard_entries = !s_is_showing_all_leaderboard_entries;
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ImGuiFullscreen::QueueResetFocus(ImGuiFullscreen::FocusResetType::Other);
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@ -111,6 +111,7 @@ using ImGuiFullscreen::CenterImage;
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using ImGuiFullscreen::CloseChoiceDialog;
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using ImGuiFullscreen::CloseFileSelector;
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using ImGuiFullscreen::CreateTextureFromImage;
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using ImGuiFullscreen::DefaultActiveButton;
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using ImGuiFullscreen::DrawShadowedText;
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using ImGuiFullscreen::EndFullscreenColumns;
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using ImGuiFullscreen::EndFullscreenColumnWindow;
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@ -125,8 +126,8 @@ using ImGuiFullscreen::GetCachedTexture;
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using ImGuiFullscreen::GetCachedTextureAsync;
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using ImGuiFullscreen::GetPlaceholderTexture;
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using ImGuiFullscreen::HorizontalMenuItem;
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using ImGuiFullscreen::IsFocusResetQueued;
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using ImGuiFullscreen::IsFocusResetFromWindowChange;
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using ImGuiFullscreen::IsFocusResetQueued;
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using ImGuiFullscreen::IsGamepadInputSource;
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using ImGuiFullscreen::LayoutScale;
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using ImGuiFullscreen::LoadTexture;
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@ -636,7 +637,7 @@ void FullscreenUI::OnSystemStarted()
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return;
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s_current_main_window = MainWindowType::None;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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}
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void FullscreenUI::OnSystemPaused()
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@ -695,7 +696,7 @@ void FullscreenUI::OpenPauseMenu()
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PauseForMenuOpen(true);
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s_current_main_window = MainWindowType::PauseMenu;
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s_current_pause_submenu = PauseSubMenu::None;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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ForceKeyNavEnabled();
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FixStateIfPaused();
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}
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@ -730,7 +731,7 @@ void FullscreenUI::ClosePauseMenu()
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s_current_main_window = MainWindowType::None;
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s_current_pause_submenu = PauseSubMenu::None;
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s_pause_menu_was_open = false;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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FixStateIfPaused();
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}
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@ -738,7 +739,7 @@ void FullscreenUI::OpenPauseSubMenu(PauseSubMenu submenu)
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{
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s_current_main_window = MainWindowType::PauseMenu;
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s_current_pause_submenu = submenu;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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}
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void FullscreenUI::Shutdown()
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@ -876,7 +877,7 @@ void FullscreenUI::ReturnToPreviousWindow()
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if (System::IsValid() && s_pause_menu_was_open)
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{
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s_current_main_window = MainWindowType::PauseMenu;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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}
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else
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{
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@ -1294,7 +1295,7 @@ void FullscreenUI::DoToggleFullscreen()
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void FullscreenUI::SwitchToLanding()
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{
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s_current_main_window = MainWindowType::Landing;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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}
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void FullscreenUI::DrawLandingTemplate(ImVec2* menu_pos, ImVec2* menu_size)
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@ -1391,7 +1392,7 @@ void FullscreenUI::DrawLandingWindow()
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FSUI_CSTR("Launch a game from a file, disc, or starts the console without any disc inserted.")))
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{
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s_current_main_window = MainWindowType::StartGame;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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}
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if (HorizontalMenuItem(GetCachedTexture("fullscreenui/applications-system.png"), FSUI_CSTR("Settings"),
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@ -1405,7 +1406,7 @@ void FullscreenUI::DrawLandingWindow()
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(!AreAnyDialogsOpen() && WantsToCloseMenu()))
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{
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s_current_main_window = MainWindowType::Exit;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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}
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}
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EndHorizontalMenu();
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@ -1476,7 +1477,7 @@ void FullscreenUI::DrawStartGameWindow()
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(!AreAnyDialogsOpen() && WantsToCloseMenu()))
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{
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s_current_main_window = MainWindowType::Landing;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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}
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}
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EndHorizontalMenu();
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@ -1522,7 +1523,7 @@ void FullscreenUI::DrawExitWindow()
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WantsToCloseMenu())
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{
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s_current_main_window = MainWindowType::Landing;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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}
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if (HorizontalMenuItem(GetCachedTexture("fullscreenui/exit.png"), FSUI_CSTR("Exit DuckStation"),
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@ -2737,7 +2738,7 @@ void FullscreenUI::SwitchToGameSettingsForSerial(std::string_view serial)
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s_game_settings_interface->Load();
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s_current_main_window = MainWindowType::Settings;
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s_settings_page = SettingsPage::Summary;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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}
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void FullscreenUI::SwitchToGameSettings()
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@ -2879,7 +2880,7 @@ void FullscreenUI::DrawSettingsWindow()
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{
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index = (index == 0) ? (count - 1) : (index - 1);
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s_settings_page = pages[index];
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::Other);
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}
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else if (ImGui::IsKeyPressed(ImGuiKey_GamepadDpadRight, true) ||
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ImGui::IsKeyPressed(ImGuiKey_NavGamepadTweakFast, true) ||
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@ -2887,7 +2888,7 @@ void FullscreenUI::DrawSettingsWindow()
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{
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index = (index + 1) % count;
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s_settings_page = pages[index];
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::Other);
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}
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}
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@ -2906,7 +2907,7 @@ void FullscreenUI::DrawSettingsWindow()
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if (NavButton(icons[i], i == index, true, ITEM_WIDTH, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
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{
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s_settings_page = pages[i];
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::Other);
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}
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}
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@ -5344,10 +5345,10 @@ void FullscreenUI::DrawPauseMenu()
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3, // Achievements
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};
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const bool just_focused = ResetFocusHere();
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BeginMenuButtons(submenu_item_count[static_cast<u32>(s_current_pause_submenu)], 1.0f,
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ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING,
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ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
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ResetFocusHere();
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switch (s_current_pause_submenu)
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{
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@ -5356,10 +5357,7 @@ void FullscreenUI::DrawPauseMenu()
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// NOTE: Menu close must come first, because otherwise VM destruction options will race.
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const bool has_game = System::IsValid() && !System::GetGameSerial().empty();
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if (just_focused)
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ImGui::SetFocusID(ImGui::GetID(FSUI_ICONSTR(ICON_FA_PLAY, "Resume Game")), ImGui::GetCurrentWindow());
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_PLAY, "Resume Game"), false) || WantsToCloseMenu())
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if (DefaultActiveButton(FSUI_ICONSTR(ICON_FA_PLAY, "Resume Game"), false) || WantsToCloseMenu())
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ClosePauseMenu();
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_FAST_FORWARD, "Toggle Fast Forward"), false))
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@ -5436,12 +5434,6 @@ void FullscreenUI::DrawPauseMenu()
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case PauseSubMenu::Exit:
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{
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if (just_focused)
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{
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ImGui::SetFocusID(ImGui::GetID(FSUI_ICONSTR(ICON_FA_POWER_OFF, "Exit Without Saving")),
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ImGui::GetCurrentWindow());
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}
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_BACKWARD, "Back To Pause Menu"), false) || WantsToCloseMenu())
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OpenPauseSubMenu(PauseSubMenu::None);
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@ -5454,23 +5446,17 @@ void FullscreenUI::DrawPauseMenu()
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_SAVE, "Exit And Save State"), false))
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RequestShutdown(true);
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_POWER_OFF, "Exit Without Saving"), false))
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if (DefaultActiveButton(FSUI_ICONSTR(ICON_FA_POWER_OFF, "Exit Without Saving"), false))
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RequestShutdown(false);
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}
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break;
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case PauseSubMenu::Achievements:
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{
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if (just_focused)
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{
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ImGui::SetFocusID(ImGui::GetID(FSUI_ICONSTR(ICON_FA_BACKWARD, "Back To Pause Menu")),
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ImGui::GetCurrentWindow());
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}
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_BACKWARD, "Back To Pause Menu"), false) || WantsToCloseMenu())
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OpenPauseSubMenu(PauseSubMenu::None);
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_TROPHY, "Achievements"), false))
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if (DefaultActiveButton(FSUI_ICONSTR(ICON_FA_TROPHY, "Achievements"), false))
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OpenAchievementsWindow();
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_STOPWATCH, "Leaderboards"), false))
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@ -5833,7 +5819,7 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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{
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s_save_state_selector_submenu_index = -1;
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if (!closed)
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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}
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ImGui::PopStyleColor(3);
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@ -6277,7 +6263,7 @@ void FullscreenUI::DrawGameListWindow()
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else if (ImGui::IsKeyPressed(ImGuiKey_GamepadStart, false) || ImGui::IsKeyPressed(ImGuiKey_F2))
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{
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s_current_main_window = MainWindowType::GameListSettings;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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}
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switch (s_game_list_view)
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@ -6782,7 +6768,7 @@ void FullscreenUI::DrawGameListSettingsWindow()
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if (NavButton(ICON_FA_BACKWARD, true, true))
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{
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s_current_main_window = MainWindowType::GameList;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::Other);
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}
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NavTitle(FSUI_CSTR("Game List Settings"));
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@ -6803,7 +6789,7 @@ void FullscreenUI::DrawGameListSettingsWindow()
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if (ImGui::IsWindowFocused() && WantsToCloseMenu())
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{
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s_current_main_window = MainWindowType::GameList;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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}
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auto lock = Host::GetSettingsLock();
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@ -6957,7 +6943,7 @@ void FullscreenUI::SwitchToGameList()
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auto lock = Host::GetSettingsLock();
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PopulateGameListDirectoryCache(Host::Internal::GetBaseSettingsLayer());
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}
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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}
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GPUTexture* FullscreenUI::GetGameListCover(const GameList::Entry* entry)
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@ -7111,7 +7097,7 @@ void FullscreenUI::OpenAchievementsWindow()
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}
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s_current_main_window = MainWindowType::Achievements;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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FixStateIfPaused();
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}
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@ -7145,7 +7131,7 @@ void FullscreenUI::OpenLeaderboardsWindow()
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}
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s_current_main_window = MainWindowType::Leaderboards;
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QueueResetFocus(FocusResetType::WindowChanged);
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QueueResetFocus(FocusResetType::ViewChanged);
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FixStateIfPaused();
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}
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@ -211,7 +211,7 @@ void ImGuiFullscreen::SetFonts(ImFont* standard_font, ImFont* medium_font, ImFon
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bool ImGuiFullscreen::Initialize(const char* placeholder_image_path)
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{
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s_focus_reset_queued = FocusResetType::WindowChanged;
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s_focus_reset_queued = FocusResetType::ViewChanged;
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s_close_button_state = 0;
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s_placeholder_texture = LoadTexture(placeholder_image_path);
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@ -589,11 +589,18 @@ bool ImGuiFullscreen::ResetFocusHere()
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return false;
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// don't take focus from dialogs
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if (ImGui::FindBlockingModal(ImGui::GetCurrentWindow()))
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ImGuiWindow* window = ImGui::GetCurrentWindow();
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if (ImGui::FindBlockingModal(window))
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return false;
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// Only fully reset the window on window change, that way setting page changes don't spend a frame without focus.
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if (s_focus_reset_queued == FocusResetType::ViewChanged)
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window->LastFrameActive = 0;
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s_focus_reset_queued = FocusResetType::None;
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ImGui::SetWindowFocus();
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ImGui::NavInitWindow(window, true);
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// only do the active selection magic when we're using keyboard/gamepad
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return (GImGui->NavInputSource == ImGuiInputSource_Keyboard || GImGui->NavInputSource == ImGuiInputSource_Gamepad);
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@ -1130,6 +1137,15 @@ bool ImGuiFullscreen::ActiveButton(const char* title, bool is_active, bool enabl
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return ActiveButtonWithRightText(title, nullptr, is_active, enabled, height, font);
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}
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bool ImGuiFullscreen::DefaultActiveButton(const char* title, bool is_active, bool enabled /* = true */,
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float height /* = LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY */,
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ImFont* font /* = g_large_font */)
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{
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const bool result = ActiveButtonWithRightText(title, nullptr, is_active, enabled, height, font);
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ImGui::SetItemDefaultFocus();
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return result;
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}
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bool ImGuiFullscreen::ActiveButtonWithRightText(const char* title, const char* right_title, bool is_active,
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bool enabled, float height, ImFont* font)
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{
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@ -147,7 +147,7 @@ enum class FocusResetType : u8
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None,
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PopupOpened,
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PopupClosed,
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WindowChanged,
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ViewChanged,
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Other,
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};
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void QueueResetFocus(FocusResetType type);
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@ -201,6 +201,8 @@ void MenuHeading(const char* title, bool draw_line = true);
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bool MenuHeadingButton(const char* title, const char* value = nullptr, bool enabled = true, bool draw_line = true);
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bool ActiveButton(const char* title, bool is_active, bool enabled = true,
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float height = LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, ImFont* font = g_large_font);
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bool DefaultActiveButton(const char* title, bool is_active, bool enabled = true,
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float height = LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, ImFont* font = g_large_font);
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bool ActiveButtonWithRightText(const char* title, const char* right_title, bool is_active, bool enabled = true,
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float height = LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, ImFont* font = g_large_font);
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bool MenuButton(const char* title, const char* summary, bool enabled = true, float height = LAYOUT_MENU_BUTTON_HEIGHT,
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