diff --git a/src/Ryujinx.Graphics.Gpu/Window.cs b/src/Ryujinx.Graphics.Gpu/Window.cs
index 6bcedd2b7..d82f66836 100644
--- a/src/Ryujinx.Graphics.Gpu/Window.cs
+++ b/src/Ryujinx.Graphics.Gpu/Window.cs
@@ -213,7 +213,7 @@ namespace Ryujinx.Graphics.Gpu
texture.SynchronizeMemory();
// Add overlays by modifying texture data directly
- AddOverlaysToTexture(texture);
+ AddOverlaysToTexture(texture, pt.Crop);
ImageCrop crop = new(
(int)(pt.Crop.Left * texture.ScaleFactor),
@@ -264,7 +264,8 @@ namespace Ryujinx.Graphics.Gpu
/// Add overlays to the texture using SkiaSharp
///
/// The texture to modify
- private void AddOverlaysToTexture(Image.Texture texture)
+ /// The crop information containing flip flags
+ private void AddOverlaysToTexture(Image.Texture texture, ImageCrop crop)
{
try
{
@@ -314,9 +315,9 @@ namespace Ryujinx.Graphics.Gpu
// Create canvas for drawing overlays
using var canvas = new SKCanvas(bitmap);
- // On Linux with OpenGL, we need to flip the Y-axis because OpenGL uses bottom-left origin
- // while SkiaSharp uses top-left origin
- if (OperatingSystem.IsLinux())
+ // Flip Y-axis if the game/texture requires it
+ // Some games have textures that are already flipped, while others need flipping
+ if (crop.FlipY)
{
canvas.Scale(1, -1);
canvas.Translate(0, -height);
diff --git a/src/Ryujinx/UI/Overlay/ControllerOverlay.cs b/src/Ryujinx/UI/Overlay/ControllerOverlay.cs
index e8ea8a547..7e6ae6758 100644
--- a/src/Ryujinx/UI/Overlay/ControllerOverlay.cs
+++ b/src/Ryujinx/UI/Overlay/ControllerOverlay.cs
@@ -16,7 +16,6 @@ namespace Ryujinx.UI.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;
@@ -120,7 +119,7 @@ namespace Ryujinx.UI.Overlay
if (playerBindings.ContainsKey(playerIndex))
{
var controllers = playerBindings[playerIndex];
- var controllerNames = controllers.Select(c => GetControllerDisplayName(c)).ToList();
+ var controllerNames = GetUniqueControllerDisplayNames(controllers);
var controllerTextElement = new TextElement(Padding + 56, rowY + 2, string.Join(", ", controllerNames), PlayerTextSize, new SKColor(144, 238, 144)) // LightGreen
{
@@ -169,6 +168,37 @@ namespace Ryujinx.UI.Overlay
};
}
+ private List GetUniqueControllerDisplayNames(List controllers)
+ {
+ var nameGroups = new Dictionary>();
+ var displayNames = new List();
+
+ // 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();
+ }
+ 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)
{
if (string.IsNullOrEmpty(config.Name))
@@ -181,11 +211,15 @@ namespace Ryujinx.UI.Overlay
};
}
- // Truncate long controller names
+ // Truncate long controller names from the middle
string name = config.Name;
if (name.Length > 25)
{
- name = name.Substring(0, 22) + "...";
+ int keepLength = 22; // Total characters to keep (excluding "...")
+ 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;