mirror of
https://github.com/PCSX2/pcsx2.git
synced 2025-12-16 04:08:48 +00:00
FSUI/Qt: Add Center/Tile background modes and remove redundant Qt null checks (#13564)
Signed-off-by: SternXD <stern@sidestore.io> Signed-off-by: SternXD <stern@sidestore.io Co-authored-by: KamFretoZ <14798312+kamfretoz@users.noreply.github.com>
This commit is contained in:
parent
cf4412ecbe
commit
0180ec060b
@ -1148,7 +1148,7 @@ bool BMPBufferLoader(RGBA8Image* image, const void* buffer, size_t buffer_size)
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return false;
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}
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if (width > 65536 || height > 65536)
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if (width >= 65536 || height >= 65536)
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{
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Console.Error("BMP dimensions too large: %ux%u", width, height);
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return false;
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@ -220,6 +220,8 @@ void GameListWidget::initialize()
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m_sort_model->setSourceModel(m_model);
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m_ui.setupUi(this);
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m_ui.stack->installEventFilter(this);
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m_ui.stack->setAutoFillBackground(false);
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for (u32 type = 0; type < static_cast<u32>(GameList::EntryType::Count); type++)
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{
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@ -353,6 +355,7 @@ void GameListWidget::setCustomBackground()
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m_background_movie = nullptr;
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}
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// Get the path to the custom background
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std::string path = Host::GetBaseStringSettingValue("UI", "GameListBackgroundPath");
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if (!Path::IsAbsolute(path))
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path = Path::Combine(EmuFolders::DataRoot, path);
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@ -360,27 +363,26 @@ void GameListWidget::setCustomBackground()
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// Only try to create background if path are valid
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if (!path.empty() && FileSystem::FileExists(path.c_str()))
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{
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QMovie* new_movie;
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QString img_path = QString::fromStdString(path);
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if (img_path.endsWith(".png", Qt::CaseInsensitive))
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// Use apng plugin
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new_movie = new QMovie(img_path, "apng", this);
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else
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new_movie = new QMovie(img_path, QByteArray(), this);
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if (new_movie->isValid())
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m_background_movie = new_movie;
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else
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const QByteArray format = (img_path.endsWith(".png", Qt::CaseInsensitive)) ? QByteArray("apng") : QByteArray();
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m_background_movie = new QMovie(img_path, format, this);
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if (!m_background_movie->isValid())
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{
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Console.Warning("Failed to load background movie from: %s", path.c_str());
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delete new_movie;
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delete m_background_movie;
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m_background_movie = nullptr;
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}
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}
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// If there is no valid background then reset fallback to default UI state
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if (!m_background_movie)
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{
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m_ui.stack->setPalette(QApplication::palette());
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m_background_pixmap = QPixmap();
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m_ui.stack->setAutoFillBackground(true);
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m_table_view->viewport()->setAutoFillBackground(true);
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m_list_view->viewport()->setAutoFillBackground(true);
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m_ui.stack->update();
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m_table_view->setAlternatingRowColors(true);
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return;
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}
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@ -390,7 +392,7 @@ void GameListWidget::setCustomBackground()
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const std::string ar_value = Host::GetBaseStringSettingValue("UI", "GameListBackgroundMode", InterfaceSettingsWidget::BACKGROUND_SCALE_NAMES[static_cast<u8>(QtUtils::ScalingMode::Fit)]);
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for (u8 i = 0; i < static_cast<u8>(QtUtils::ScalingMode::MaxCount); i++)
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{
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if (!(InterfaceSettingsWidget::BACKGROUND_SCALE_NAMES[i] == nullptr))
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if (InterfaceSettingsWidget::BACKGROUND_SCALE_NAMES[i] != nullptr)
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{
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if (ar_value == InterfaceSettingsWidget::BACKGROUND_SCALE_NAMES[i])
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{
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@ -405,8 +407,13 @@ void GameListWidget::setCustomBackground()
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// Selected Custom background is valid, connect the signals and start animation in gamelist
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connect(m_background_movie, &QMovie::frameChanged, this, &GameListWidget::processBackgroundFrames, Qt::UniqueConnection);
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m_ui.stack->setAutoFillBackground(false);
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m_table_view->viewport()->setAutoFillBackground(false);
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m_list_view->viewport()->setAutoFillBackground(false);
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updateCustomBackgroundState(true);
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m_table_view->setAlternatingRowColors(false);
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processBackgroundFrames();
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}
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void GameListWidget::updateCustomBackgroundState(const bool force_start)
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@ -422,7 +429,7 @@ void GameListWidget::updateCustomBackgroundState(const bool force_start)
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void GameListWidget::processBackgroundFrames()
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{
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if (m_background_movie && m_background_movie->isValid())
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if (m_background_movie && m_background_movie->isValid() && isVisible())
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{
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const int widget_width = m_ui.stack->width();
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const int widget_height = m_ui.stack->height();
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@ -435,9 +442,8 @@ void GameListWidget::processBackgroundFrames()
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QtUtils::resizeAndScalePixmap(&pm, widget_width, widget_height, dpr, m_background_scaling, m_background_opacity);
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QPalette bg_palette(m_ui.stack->palette());
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bg_palette.setBrush(QPalette::Base, pm);
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m_ui.stack->setPalette(bg_palette);
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m_background_pixmap = std::move(pm);
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m_ui.stack->update();
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}
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}
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@ -725,6 +731,7 @@ bool GameListWidget::event(QEvent* event)
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if (event->type() == QEvent::DevicePixelRatioChange)
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{
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m_model->setDevicePixelRatio(devicePixelRatioF());
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processBackgroundFrames();
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QWidget::event(event);
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return true;
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}
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@ -732,6 +739,25 @@ bool GameListWidget::event(QEvent* event)
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return QWidget::event(event);
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}
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bool GameListWidget::eventFilter(QObject* watched, QEvent* event)
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{
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if (watched == m_ui.stack && event->type() == QEvent::Paint)
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{
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if (!m_background_pixmap.isNull())
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{
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QPainter painter(m_ui.stack);
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const auto* paint_event = static_cast<QPaintEvent*>(event);
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painter.save();
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painter.setClipRect(paint_event->rect());
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painter.drawTiledPixmap(m_ui.stack->rect(), m_background_pixmap);
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painter.restore();
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return true;
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}
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}
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return QWidget::eventFilter(watched, event);
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}
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void GameListWidget::resizeTableViewColumnsToFit()
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{
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QtUtils::ResizeColumnsForTableView(m_table_view, {
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@ -10,7 +10,9 @@
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#include "pcsx2/GameList.h"
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#include <QtGui/QMovie>
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#include <QtGui/QPixmap>
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#include <QtWidgets/QListView>
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#include <QtWidgets/QStackedWidget>
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#include <QtWidgets/QTableView>
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Q_DECLARE_METATYPE(const GameList::Entry*);
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@ -101,6 +103,7 @@ protected:
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void hideEvent(QHideEvent* event) override;
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void resizeEvent(QResizeEvent* event) override;
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bool event(QEvent* event) override;
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bool eventFilter(QObject* watched, QEvent* event) override;
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private:
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void loadTableHeaderState();
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@ -123,6 +126,7 @@ private:
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GameListRefreshThread* m_refresh_thread = nullptr;
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QMovie* m_background_movie = nullptr;
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QPixmap m_background_pixmap;
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QtUtils::ScalingMode m_background_scaling = QtUtils::ScalingMode::Fit;
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float m_background_opacity = 100.0f;
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};
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@ -1193,6 +1193,12 @@ void MainWindow::cancelGameListRefresh()
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m_game_list_widget->cancelRefresh();
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}
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void MainWindow::updateGameListBackground()
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{
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if (m_game_list_widget)
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m_game_list_widget->setCustomBackground();
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}
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void MainWindow::reportInfo(const QString& title, const QString& message)
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{
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QMessageBox::information(this, title, message);
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@ -116,6 +116,7 @@ public Q_SLOTS:
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void checkForUpdates(bool display_message, bool force_check);
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void refreshGameList(bool invalidate_cache, bool popup_on_error);
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void cancelGameListRefresh();
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void updateGameListBackground();
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void reportInfo(const QString& title, const QString& message);
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void reportError(const QString& title, const QString& message);
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bool confirmMessage(const QString& title, const QString& message);
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@ -194,6 +194,9 @@ void EmuThread::stopFullscreenUI()
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{
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m_run_fullscreen_ui.store(false, std::memory_order_release);
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emit onFullscreenUIStateChange(false);
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// Resume and refresh background when FullscreenUI exits
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QMetaObject::invokeMethod(g_main_window, "updateGameListBackground", Qt::QueuedConnection);
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}
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}
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@ -141,9 +141,16 @@ namespace QtUtils
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void resizeAndScalePixmap(QPixmap* pm, const int expected_width, const int expected_height, const qreal dpr, const ScalingMode scaling_mode, const float opacity)
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{
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if (!pm || pm->isNull() || pm->width() <= 0 || pm->height() <= 0)
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if (!pm || pm->width() <= 0 || pm->height() <= 0)
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return;
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if (dpr <= 0.0)
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{
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Console.ErrorFmt("resizeAndScalePixmap: Invalid device pixel ratio ({}) - pixmap will be null", dpr);
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*pm = QPixmap();
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return;
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}
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const int dpr_expected_width = qRound(expected_width * dpr);
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const int dpr_expected_height = qRound(expected_height * dpr);
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@ -196,8 +203,7 @@ namespace QtUtils
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qRound(scaledSize.width()),
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qRound(scaledSize.height()),
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Qt::IgnoreAspectRatio,
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Qt::SmoothTransformation
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);
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Qt::SmoothTransformation);
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const QRectF scaledSrcRect(0, 0, pm->width(), pm->height());
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@ -211,16 +217,7 @@ namespace QtUtils
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}
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case ScalingMode::Stretch:
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{
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*pm = pm->scaled(
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dpr_expected_width,
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dpr_expected_height,
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Qt::IgnoreAspectRatio,
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Qt::SmoothTransformation
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);
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const QRectF scaledSrcRect(0, 0, pm->width(), pm->height());
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painter.drawPixmap(painterRect, *pm, scaledSrcRect);
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painter.drawPixmap(painterRect, *pm, srcRect);
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break;
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}
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case ScalingMode::Center:
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@ -229,7 +226,6 @@ namespace QtUtils
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const qreal pmHeight = pm->height() / dpr;
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QRectF destRect(0, 0, pmWidth, pmHeight);
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destRect.moveCenter(painterRect.center());
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painter.drawPixmap(destRect, *pm, srcRect);
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@ -243,13 +239,19 @@ namespace QtUtils
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if (tileWidth <= 0 || tileHeight <= 0)
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break;
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QPixmap tileSource = pm->scaled(tileWidth, tileHeight, Qt::KeepAspectRatio, Qt::SmoothTransformation);
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tileSource.setDevicePixelRatio(dpr);
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QBrush tileBrush(tileSource);
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tileBrush.setTextureImage(tileSource.toImage());
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painter.fillRect(painterRect, tileBrush);
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if (pm->devicePixelRatio() == dpr)
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{
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QBrush tileBrush(*pm);
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painter.fillRect(painterRect, tileBrush);
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}
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else
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{
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QPixmap tileSource = pm->scaled(tileWidth, tileHeight, Qt::KeepAspectRatio, Qt::SmoothTransformation);
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tileSource.setDevicePixelRatio(dpr);
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QBrush tileBrush(tileSource);
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tileBrush.setTextureImage(tileSource.toImage());
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painter.fillRect(painterRect, tileBrush);
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}
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break;
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}
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default:
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@ -39,6 +39,8 @@ BIOSSettingsWidget::BIOSSettingsWidget(SettingsWindow* settings_dialog, QWidget*
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connect(m_ui.refresh, &QPushButton::clicked, this, &BIOSSettingsWidget::refreshList);
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connect(m_ui.fileList, &QTreeWidget::currentItemChanged, this, &BIOSSettingsWidget::listItemChanged);
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connect(m_ui.fastBoot, &QCheckBox::checkStateChanged, this, &BIOSSettingsWidget::fastBootChanged);
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fastBootChanged();
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}
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BIOSSettingsWidget::~BIOSSettingsWidget() = default;
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@ -275,7 +275,7 @@ void InterfaceSettingsWidget::onSetGameListBackgroundTriggered()
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if (path.isEmpty())
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return;
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std::string relative_path = Path::MakeRelative(QDir::toNativeSeparators(path).toStdString(), EmuFolders::DataRoot);
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std::string relative_path = Path::MakeRelative(path.toStdString(), EmuFolders::DataRoot);
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Host::SetBaseStringSettingValue("UI", "GameListBackgroundPath", relative_path.c_str());
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Host::CommitBaseSettingChanges();
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@ -1221,7 +1221,7 @@ void FullscreenUI::Render()
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// see if background setting changed
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static std::string s_last_background_path;
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std::string current_path = Host::GetBaseStringSettingValue("UI", "GameListBackgroundPath");
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std::string current_path = Host::GetBaseStringSettingValue("UI", "FSUIBackgroundPath");
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if (s_last_background_path != current_path)
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{
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s_last_background_path = current_path;
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@ -1240,7 +1240,8 @@ void FullscreenUI::Render()
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s_current_main_window == MainWindowType::Exit ||
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s_current_main_window == MainWindowType::GameList ||
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s_current_main_window == MainWindowType::GameListSettings ||
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s_current_main_window == MainWindowType::Settings) && s_custom_background_enabled && s_custom_background_texture;
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s_current_main_window == MainWindowType::Settings) &&
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!VMManager::HasValidVM() && s_custom_background_enabled && s_custom_background_texture;
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ImVec4 original_background_color;
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if (should_draw_background)
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@ -1691,7 +1692,7 @@ bool FullscreenUI::ShouldDefaultToGameList()
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void FullscreenUI::LoadCustomBackground()
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{
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std::string path = Host::GetBaseStringSettingValue("UI", "GameListBackgroundPath");
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std::string path = Host::GetBaseStringSettingValue("UI", "FSUIBackgroundPath");
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if (path.empty())
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{
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@ -1759,19 +1760,25 @@ void FullscreenUI::DrawCustomBackground()
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const ImGuiIO& io = ImGui::GetIO();
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const ImVec2 display_size = io.DisplaySize;
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const float opacity = Host::GetBaseFloatSettingValue("UI", "GameListBackgroundOpacity", 100.0f) / 100.0f;
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const std::string mode = Host::GetBaseStringSettingValue("UI", "GameListBackgroundMode", "fit");
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const u8 alpha = static_cast<u8>(Host::GetBaseFloatSettingValue("UI", "FSUIBackgroundOpacity", 100.0f) * 2.55f);
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const std::string mode = Host::GetBaseStringSettingValue("UI", "FSUIBackgroundMode", "fit");
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const float tex_width = static_cast<float>(s_custom_background_texture->GetWidth());
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const float tex_height = static_cast<float>(s_custom_background_texture->GetHeight());
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ImVec2 img_min, img_max;
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// Override the UIBackgroundColor that windows use
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// We need to make windows transparent so our background image shows through
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const ImVec4 transparent_bg = ImVec4(UIBackgroundColor.x, UIBackgroundColor.y, UIBackgroundColor.z, 0.0f);
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ImGuiFullscreen::UIBackgroundColor = transparent_bg;
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ImDrawList* bg_draw_list = ImGui::GetBackgroundDrawList();
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const ImU32 col = IM_COL32(255, 255, 255, alpha);
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const ImTextureID tex_id = reinterpret_cast<ImTextureID>(s_custom_background_texture->GetNativeHandle());
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if (mode == "stretch")
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{
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// stretch to fill entire display (ignores aspect ratio)
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img_min = ImVec2(0.0f, 0.0f);
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img_max = display_size;
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bg_draw_list->AddImage(tex_id, ImVec2(0.0f, 0.0f), display_size, ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), col);
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}
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else if (mode == "fill")
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{
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@ -1796,8 +1803,64 @@ void FullscreenUI::DrawCustomBackground()
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const float offset_x = (display_size.x - scaled_width) * 0.5f;
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const float offset_y = (display_size.y - scaled_height) * 0.5f;
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img_min = ImVec2(offset_x, offset_y);
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img_max = ImVec2(offset_x + scaled_width, offset_y + scaled_height);
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bg_draw_list->AddImage(tex_id,
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ImVec2(offset_x, offset_y),
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ImVec2(offset_x + scaled_width, offset_y + scaled_height),
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ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), col);
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}
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else if (mode == "center")
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{
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// Center image at original size
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const float offset_x = (display_size.x - tex_width) * 0.5f;
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const float offset_y = (display_size.y - tex_height) * 0.5f;
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bg_draw_list->AddImage(tex_id,
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ImVec2(offset_x, offset_y),
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ImVec2(offset_x + tex_width, offset_y + tex_height),
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ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), col);
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}
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else if (mode == "tile")
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{
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// Tile image across entire display
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// If the image is extremely small, this approach can generate millions of quads
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// and overflow the backend stream buffer (e.g. Vulkan assertion in VKStreamBuffer).
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// Since we cannot switch ImGui's sampler to wrap (yet), clamp the maximum number of quads
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constexpr int MAX_TILE_QUADS = 16384;
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float tile_width = tex_width;
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float tile_height = tex_height;
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int tiles_x = static_cast<int>(std::ceil(display_size.x / tile_width));
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int tiles_y = static_cast<int>(std::ceil(display_size.y / tile_height));
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const int total_tiles = tiles_x * tiles_y;
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if (total_tiles > MAX_TILE_QUADS)
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{
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const float scale = std::sqrt(static_cast<float>(total_tiles) / static_cast<float>(MAX_TILE_QUADS));
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tile_width *= scale;
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tile_height *= scale;
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tiles_x = static_cast<int>(std::ceil(display_size.x / tile_width));
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tiles_y = static_cast<int>(std::ceil(display_size.y / tile_height));
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}
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for (int y = 0; y < tiles_y; y++)
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{
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for (int x = 0; x < tiles_x; x++)
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{
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||||
const float tile_x = static_cast<float>(x) * tile_width;
|
||||
const float tile_y = static_cast<float>(y) * tile_height;
|
||||
const float tile_max_x = std::min(tile_x + tile_width, display_size.x);
|
||||
const float tile_max_y = std::min(tile_y + tile_height, display_size.y);
|
||||
|
||||
// get uvs for partial tiles at edges
|
||||
const float uv_max_x = (tile_max_x - tile_x) / tile_width;
|
||||
const float uv_max_y = (tile_max_y - tile_y) / tile_height;
|
||||
|
||||
bg_draw_list->AddImage(tex_id,
|
||||
ImVec2(tile_x, tile_y),
|
||||
ImVec2(tile_max_x, tile_max_y),
|
||||
ImVec2(0.0f, 0.0f), ImVec2(uv_max_x, uv_max_y), col);
|
||||
}
|
||||
}
|
||||
}
|
||||
else // "fit" or default
|
||||
{
|
||||
@ -1822,19 +1885,11 @@ void FullscreenUI::DrawCustomBackground()
|
||||
const float offset_x = (display_size.x - scaled_width) * 0.5f;
|
||||
const float offset_y = (display_size.y - scaled_height) * 0.5f;
|
||||
|
||||
img_min = ImVec2(offset_x, offset_y);
|
||||
img_max = ImVec2(offset_x + scaled_width, offset_y + scaled_height);
|
||||
bg_draw_list->AddImage(tex_id,
|
||||
ImVec2(offset_x, offset_y),
|
||||
ImVec2(offset_x + scaled_width, offset_y + scaled_height),
|
||||
ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), col);
|
||||
}
|
||||
|
||||
// Override the UIBackgroundColor that windows use
|
||||
// We need to make windows transparent so our background image shows through
|
||||
const ImVec4 transparent_bg = ImVec4(UIBackgroundColor.x, UIBackgroundColor.y, UIBackgroundColor.z, 0.0f);
|
||||
ImGuiFullscreen::UIBackgroundColor = transparent_bg;
|
||||
|
||||
ImDrawList* bg_draw_list = ImGui::GetBackgroundDrawList();
|
||||
const ImU32 col = IM_COL32(255, 255, 255, static_cast<u8>(opacity * 255.0f));
|
||||
bg_draw_list->AddImage(reinterpret_cast<ImTextureID>(s_custom_background_texture->GetNativeHandle()),
|
||||
img_min, img_max, ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), col);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
@ -3630,7 +3685,7 @@ void FullscreenUI::DrawSettingsWindow()
|
||||
ImVec2(io.DisplaySize.x, LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY) +
|
||||
(LayoutScale(LAYOUT_MENU_BUTTON_Y_PADDING) * 2.0f) + LayoutScale(2.0f));
|
||||
|
||||
const bool using_custom_bg = s_custom_background_enabled && s_custom_background_texture;
|
||||
const bool using_custom_bg = !VMManager::HasValidVM() && s_custom_background_enabled && s_custom_background_texture;
|
||||
const float header_bg_alpha = VMManager::HasValidVM() ? 0.90f : 1.0f;
|
||||
const float content_bg_alpha = using_custom_bg ? 0.0f : (VMManager::HasValidVM() ? 0.90f : 1.0f);
|
||||
SettingsInterface* bsi = GetEditingSettingsInterface();
|
||||
@ -4053,21 +4108,19 @@ void FullscreenUI::DrawInterfaceSettingsPage()
|
||||
|
||||
MenuHeading(FSUI_CSTR("Background"));
|
||||
|
||||
std::string background_path = bsi->GetStringValue("UI", "GameListBackgroundPath", "");
|
||||
const bool background_enabled = bsi->GetBoolValue("UI", "GameListBackgroundEnabled", false);
|
||||
std::string background_path = bsi->GetStringValue("UI", "FSUIBackgroundPath", "");
|
||||
|
||||
std::string background_display = FSUI_STR("None");
|
||||
if (!background_path.empty() && background_enabled)
|
||||
if (!background_path.empty())
|
||||
{
|
||||
background_display = Path::GetFileName(background_path);
|
||||
}
|
||||
|
||||
if (MenuButtonWithValue(FSUI_ICONSTR(ICON_FA_IMAGE, "Background Image"),
|
||||
FSUI_CSTR("Select a custom background image to use in Big Picture Mode menus."),
|
||||
FSUI_CSTR("Select a custom background image to use in Big Picture Mode menus.\n\nSupported formats: PNG, JPG, JPEG, BMP."),
|
||||
background_display.c_str()))
|
||||
{
|
||||
OpenFileSelector(FSUI_ICONSTR(ICON_FA_IMAGE, "Select Background Image"), false,
|
||||
[](const std::string& path) {
|
||||
OpenFileSelector(FSUI_ICONSTR(ICON_FA_IMAGE, "Select Background Image"), false, [](const std::string& path) {
|
||||
if (!path.empty())
|
||||
{
|
||||
{
|
||||
@ -4075,23 +4128,20 @@ void FullscreenUI::DrawInterfaceSettingsPage()
|
||||
SettingsInterface* bsi = GetEditingSettingsInterface(false);
|
||||
|
||||
std::string relative_path = Path::MakeRelative(path, EmuFolders::DataRoot);
|
||||
bsi->SetStringValue("UI", "GameListBackgroundPath", relative_path.c_str());
|
||||
bsi->SetBoolValue("UI", "GameListBackgroundEnabled", true);
|
||||
bsi->SetStringValue("UI", "FSUIBackgroundPath", relative_path.c_str());
|
||||
bsi->SetBoolValue("UI", "FSUIBackgroundEnabled", true);
|
||||
SetSettingsChanged(bsi);
|
||||
}
|
||||
|
||||
LoadCustomBackground();
|
||||
}
|
||||
CloseFileSelector();
|
||||
},
|
||||
GetImageFileFilters());
|
||||
CloseFileSelector(); }, GetImageFileFilters());
|
||||
}
|
||||
|
||||
if (MenuButton(FSUI_ICONSTR(ICON_FA_XMARK, "Clear Background Image"),
|
||||
FSUI_CSTR("Removes the custom background image.")))
|
||||
{
|
||||
bsi->DeleteValue("UI", "GameListBackgroundPath");
|
||||
bsi->SetBoolValue("UI", "GameListBackgroundEnabled", false);
|
||||
bsi->DeleteValue("UI", "FSUIBackgroundPath");
|
||||
SetSettingsChanged(bsi);
|
||||
|
||||
s_custom_background_texture.reset();
|
||||
@ -4101,21 +4151,25 @@ void FullscreenUI::DrawInterfaceSettingsPage()
|
||||
|
||||
DrawIntRangeSetting(bsi, FSUI_ICONSTR(ICON_FA_DROPLET, "Background Opacity"),
|
||||
FSUI_CSTR("Sets the transparency of the custom background image."),
|
||||
"UI", "GameListBackgroundOpacity", 100, 0, 100, "%d%%");
|
||||
"UI", "FSUIBackgroundOpacity", 100, 0, 100, "%d%%");
|
||||
|
||||
static constexpr const char* s_background_mode_names[] = {
|
||||
FSUI_NSTR("Fit"),
|
||||
FSUI_NSTR("Fill"),
|
||||
FSUI_NSTR("Stretch"),
|
||||
FSUI_NSTR("Center"),
|
||||
FSUI_NSTR("Tile"),
|
||||
};
|
||||
static constexpr const char* s_background_mode_values[] = {
|
||||
"fit",
|
||||
"fill",
|
||||
"stretch",
|
||||
"center",
|
||||
"tile",
|
||||
};
|
||||
DrawStringListSetting(bsi, FSUI_ICONSTR(ICON_FA_EXPAND, "Background Mode"),
|
||||
FSUI_CSTR("Select how to display the background image."),
|
||||
"UI", "GameListBackgroundMode", "fit", s_background_mode_names, s_background_mode_values, std::size(s_background_mode_names), true);
|
||||
"UI", "FSUIBackgroundMode", "fit", s_background_mode_names, s_background_mode_values, std::size(s_background_mode_names), true);
|
||||
|
||||
MenuHeading(FSUI_CSTR("Behaviour"));
|
||||
DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_PF_SNOOZE, "Inhibit Screensaver"),
|
||||
|
||||
@ -2396,6 +2396,7 @@ void ImGuiFullscreen::DrawChoiceDialog()
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, UIPrimaryTextColor);
|
||||
ImGui::PushStyleColor(ImGuiCol_TitleBg, UIPrimaryDarkColor);
|
||||
ImGui::PushStyleColor(ImGuiCol_TitleBgActive, UIPrimaryColor);
|
||||
ImGui::PushStyleColor(ImGuiCol_PopupBg, UIPopupBackgroundColor);
|
||||
|
||||
const float width = LayoutScale(600.0f);
|
||||
const float title_height = g_large_font.second + ImGui::GetStyle().FramePadding.y * 2.0f + ImGui::GetStyle().WindowPadding.y * 2.0f;
|
||||
@ -2464,7 +2465,7 @@ void ImGuiFullscreen::DrawChoiceDialog()
|
||||
is_open = false;
|
||||
}
|
||||
|
||||
ImGui::PopStyleColor(3);
|
||||
ImGui::PopStyleColor(4);
|
||||
ImGui::PopStyleVar(3);
|
||||
ImGui::PopFont();
|
||||
|
||||
@ -2523,7 +2524,7 @@ void ImGuiFullscreen::DrawInputDialog()
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, UIPrimaryTextColor);
|
||||
ImGui::PushStyleColor(ImGuiCol_TitleBg, UIPrimaryDarkColor);
|
||||
ImGui::PushStyleColor(ImGuiCol_TitleBgActive, UIPrimaryColor);
|
||||
ImGui::PushStyleColor(ImGuiCol_PopupBg, UIBackgroundColor);
|
||||
ImGui::PushStyleColor(ImGuiCol_PopupBg, UIPopupBackgroundColor);
|
||||
|
||||
bool is_open = true;
|
||||
if (ImGui::BeginPopupModal(s_input_dialog_title.c_str(), &is_open,
|
||||
@ -2715,6 +2716,7 @@ void ImGuiFullscreen::DrawMessageDialog()
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, UIPrimaryTextColor);
|
||||
ImGui::PushStyleColor(ImGuiCol_TitleBg, UIPrimaryDarkColor);
|
||||
ImGui::PushStyleColor(ImGuiCol_TitleBgActive, UIPrimaryColor);
|
||||
ImGui::PushStyleColor(ImGuiCol_PopupBg, UIPopupBackgroundColor);
|
||||
|
||||
bool is_open = true;
|
||||
const u32 flags = ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
|
||||
@ -2745,7 +2747,7 @@ void ImGuiFullscreen::DrawMessageDialog()
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
ImGui::PopStyleColor(3);
|
||||
ImGui::PopStyleColor(4);
|
||||
ImGui::PopStyleVar(4);
|
||||
ImGui::PopFont();
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user