Overlay system

This commit is contained in:
Barış Hamil 2025-06-21 00:17:10 +03:00
parent 3be20385ed
commit 069a703f22
13 changed files with 1088 additions and 19 deletions

View file

@ -0,0 +1,244 @@
using SkiaSharp;
using System;
using System.Collections.Generic;
using System.Linq;
using OriginalInputConfig = Ryujinx.Common.Configuration.Hid.InputConfig;
using OriginalPlayerIndex = Ryujinx.Common.Configuration.Hid.PlayerIndex;
using OriginalInputBackendType = Ryujinx.Common.Configuration.Hid.InputBackendType;
namespace Ryujinx.Graphics.Gpu.Overlay
{
/// <summary>
/// Controller overlay that shows controller bindings matching the original AXAML design
/// </summary>
public class ControllerOverlay : Overlay
{
private const float OverlayWidth = 400;
private const float Padding = 24;
private const float Spacing = 16;
private const float PlayerSpacing = 12;
private const float PlayerRowHeight = 32;
private const float TitleTextSize = 25;
private const float PlayerTextSize = 22;
private float _lifespan = 0f;
public ControllerOverlay() : base("ControllerOverlay")
{
CreateBaseElements();
}
private void CreateBaseElements()
{
// Main background container
var background = new RectangleElement(0, 0, OverlayWidth, 200, // Dynamic height will be set later
new SKColor(0, 0, 0, 224)) // #E0000000
{
Name = "Background",
CornerRadius = 12,
BorderColor = new SKColor(255, 255, 255, 64), // #40FFFFFF
BorderWidth = 1
};
AddElement(background);
// Title text
var titleText = new TextElement(Padding + 30, Padding, "Controller Bindings", TitleTextSize, SKColors.White)
{
Name = "TitleText",
FontStyle = SKFontStyle.Bold
};
AddElement(titleText);
}
/// <summary>
/// Show controller bindings matching the original AXAML implementation
/// </summary>
public void ShowControllerBindings(List<OriginalInputConfig> inputConfigs, int durationSeconds = 3)
{
// Reset lifespan and opacity
_lifespan = durationSeconds;
// Clear existing player bindings
ClearPlayerBindings();
// Debug: Log input data
// Group controllers by player index
var playerBindings = new Dictionary<OriginalPlayerIndex, List<OriginalInputConfig>>();
foreach (var config in inputConfigs.Where(c => c.PlayerIndex <= OriginalPlayerIndex.Player4))
{
Console.WriteLine($"ControllerOverlay: Config for Player {config.PlayerIndex}: {config.Name} ({config.Backend})");
if (!playerBindings.ContainsKey(config.PlayerIndex))
{
playerBindings[config.PlayerIndex] = new List<OriginalInputConfig>();
}
playerBindings[config.PlayerIndex].Add(config);
}
float currentY = Padding + 40; // After title
// Add player bindings to UI
for (int i = 0; i < 4; i++)
{
var playerIndex = (OriginalPlayerIndex)i;
float rowY = currentY + (i * (PlayerRowHeight + PlayerSpacing));
// Player number with colored background (circular badge)
var playerColor = GetPlayerColor(i);
var playerBadge = new RectangleElement(Padding, rowY, 24, 20, playerColor)
{
Name = $"PlayerBadge_{i}",
CornerRadius = 12
};
AddElement(playerBadge);
// Player number text
var playerLabel = new TextElement(Padding + 12, rowY + 2, $"P{i + 1}", PlayerTextSize, SKColors.White)
{
Name = $"PlayerLabel_{i}",
FontStyle = SKFontStyle.Bold,
TextAlign = SKTextAlign.Center
};
AddElement(playerLabel);
// Controller info
if (playerBindings.ContainsKey(playerIndex))
{
var controllers = playerBindings[playerIndex];
var controllerNames = controllers.Select(c => GetControllerDisplayName(c)).ToList();
var controllerText = new TextElement(Padding + 56, rowY + 2, string.Join(", ", controllerNames), PlayerTextSize, new SKColor(144, 238, 144)) // LightGreen
{
Name = $"ControllerText_{i}",
FontStyle = SKFontStyle.Bold
};
AddElement(controllerText);
}
else
{
var noControllerText = new TextElement(Padding + 56, rowY + 2, "No controller assigned", PlayerTextSize, new SKColor(128, 128, 128)) // Gray
{
Name = $"NoControllerText_{i}",
FontStyle = SKFontStyle.Italic
};
AddElement(noControllerText);
}
}
// Calculate total height and update background
float totalHeight = Padding + 40 + (4 * (PlayerRowHeight + PlayerSpacing)) + Padding + 40; // Extra space for duration text
var background = FindElement<RectangleElement>("Background");
if (background != null)
{
background.Height = totalHeight;
}
// Duration text at bottom
string durationText = durationSeconds == 1
? "This overlay will disappear in 1 second"
: $"This overlay will disappear in {durationSeconds} seconds";
// Show the overlay (position will be set by Window class with actual dimensions)
IsVisible = true;
}
private static SKColor GetPlayerColor(int playerIndex)
{
return playerIndex switch
{
0 => new SKColor(255, 92, 92), // Red for Player 1
1 => new SKColor(54, 162, 235), // Blue for Player 2
2 => new SKColor(255, 206, 84), // Yellow for Player 3
3 => new SKColor(75, 192, 192), // Green for Player 4
_ => new SKColor(128, 128, 128) // Gray fallback
};
}
private static string GetControllerDisplayName(OriginalInputConfig config)
{
if (string.IsNullOrEmpty(config.Name))
{
return config.Backend switch
{
OriginalInputBackendType.WindowKeyboard => "Keyboard",
OriginalInputBackendType.GamepadSDL2 => "Controller",
_ => "Unknown"
};
}
// Truncate long controller names
string name = config.Name;
if (name.Length > 25)
{
name = name.Substring(0, 22) + "...";
}
return name;
}
/// <summary>
/// Clear all player bindings
/// </summary>
private void ClearPlayerBindings()
{
var elementsToRemove = new List<OverlayElement>();
foreach (var element in GetElements())
{
if (element.Name.StartsWith("PlayerBadge_") ||
element.Name.StartsWith("PlayerLabel_") ||
element.Name.StartsWith("ControllerText_") ||
element.Name.StartsWith("NoControllerText_"))
{
elementsToRemove.Add(element);
}
}
foreach (var element in elementsToRemove)
{
RemoveElement(element);
element.Dispose();
}
}
/// <summary>
/// Update overlay
/// </summary>
public override void Update(float deltaTime, SKSize screenSize)
{
_lifespan -= deltaTime;
if (_lifespan <= 0)
{
IsVisible = false;
return;
}
if (_lifespan <= 0.5f)
{
// Fade out during the last 0.5 seconds
Opacity = _lifespan / 0.5f;
}
else
{
Opacity = 1;
}
// Update position if screen size is provided
if (screenSize.Width > 0 && screenSize.Height > 0)
{
SetPositionToTopRight(screenSize.Width, screenSize.Height);
}
}
/// <summary>
/// Position overlay to top-right matching original AXAML positioning
/// </summary>
public void SetPositionToTopRight(float screenWidth, float screenHeight)
{
X = screenWidth - OverlayWidth - 20; // 20px margin from right
Y = 50; // 50px margin from top
}
}
}