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No commits in common. "154f0564224d8ad87596c40ab5da6f514bb21b99" and "d6232008d5439dc2983a8a4a398d136e8a835198" have entirely different histories.

2 changed files with 9 additions and 44 deletions

View file

@ -213,7 +213,7 @@ namespace Ryujinx.Graphics.Gpu
texture.SynchronizeMemory(); texture.SynchronizeMemory();
// Add overlays by modifying texture data directly // Add overlays by modifying texture data directly
AddOverlaysToTexture(texture, pt.Crop); AddOverlaysToTexture(texture);
ImageCrop crop = new( ImageCrop crop = new(
(int)(pt.Crop.Left * texture.ScaleFactor), (int)(pt.Crop.Left * texture.ScaleFactor),
@ -264,8 +264,7 @@ namespace Ryujinx.Graphics.Gpu
/// Add overlays to the texture using SkiaSharp /// Add overlays to the texture using SkiaSharp
/// </summary> /// </summary>
/// <param name="texture">The texture to modify</param> /// <param name="texture">The texture to modify</param>
/// <param name="crop">The crop information containing flip flags</param> private void AddOverlaysToTexture(Image.Texture texture)
private void AddOverlaysToTexture(Image.Texture texture, ImageCrop crop)
{ {
try try
{ {
@ -315,9 +314,9 @@ namespace Ryujinx.Graphics.Gpu
// Create canvas for drawing overlays // Create canvas for drawing overlays
using var canvas = new SKCanvas(bitmap); using var canvas = new SKCanvas(bitmap);
// Flip Y-axis if the game/texture requires it // On Linux with OpenGL, we need to flip the Y-axis because OpenGL uses bottom-left origin
// Some games have textures that are already flipped, while others need flipping // while SkiaSharp uses top-left origin
if (crop.FlipY) if (OperatingSystem.IsLinux())
{ {
canvas.Scale(1, -1); canvas.Scale(1, -1);
canvas.Translate(0, -height); canvas.Translate(0, -height);

View file

@ -16,6 +16,7 @@ namespace Ryujinx.UI.Overlay
{ {
private const float OverlayWidth = 400; private const float OverlayWidth = 400;
private const float Padding = 24; private const float Padding = 24;
private const float Spacing = 16;
private const float PlayerSpacing = 12; private const float PlayerSpacing = 12;
private const float PlayerRowHeight = 32; private const float PlayerRowHeight = 32;
@ -119,7 +120,7 @@ namespace Ryujinx.UI.Overlay
if (playerBindings.ContainsKey(playerIndex)) if (playerBindings.ContainsKey(playerIndex))
{ {
var controllers = playerBindings[playerIndex]; var controllers = playerBindings[playerIndex];
var controllerNames = GetUniqueControllerDisplayNames(controllers); var controllerNames = controllers.Select(c => GetControllerDisplayName(c)).ToList();
var controllerTextElement = new TextElement(Padding + 56, rowY + 2, string.Join(", ", controllerNames), PlayerTextSize, new SKColor(144, 238, 144)) // LightGreen var controllerTextElement = new TextElement(Padding + 56, rowY + 2, string.Join(", ", controllerNames), PlayerTextSize, new SKColor(144, 238, 144)) // LightGreen
{ {
@ -168,37 +169,6 @@ namespace Ryujinx.UI.Overlay
}; };
} }
private List<string> GetUniqueControllerDisplayNames(List<OriginalInputConfig> controllers)
{
var nameGroups = new Dictionary<string, List<int>>();
var displayNames = new List<string>();
// First pass: get base names and group them
for (int i = 0; i < controllers.Count; i++)
{
string baseName = GetControllerDisplayName(controllers[i]);
if (!nameGroups.ContainsKey(baseName))
{
nameGroups[baseName] = new List<int>();
}
nameGroups[baseName].Add(i);
displayNames.Add(baseName);
}
// Second pass: add numbering for duplicates
foreach (var group in nameGroups.Where(g => g.Value.Count > 1))
{
for (int i = 0; i < group.Value.Count; i++)
{
int index = group.Value[i];
displayNames[index] = $"{group.Key} #{i + 1}";
}
}
return displayNames;
}
private string GetControllerDisplayName(OriginalInputConfig config) private string GetControllerDisplayName(OriginalInputConfig config)
{ {
if (string.IsNullOrEmpty(config.Name)) if (string.IsNullOrEmpty(config.Name))
@ -211,15 +181,11 @@ namespace Ryujinx.UI.Overlay
}; };
} }
// Truncate long controller names from the middle // Truncate long controller names
string name = config.Name; string name = config.Name;
if (name.Length > 25) if (name.Length > 25)
{ {
int keepLength = 22; // Total characters to keep (excluding "...") name = name.Substring(0, 22) + "...";
int leftLength = (keepLength + 1) / 2; // Round up for left side
int rightLength = keepLength / 2; // Round down for right side
name = name.Substring(0, leftLength) + "..." + name.Substring(name.Length - rightLength);
} }
return name; return name;