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154f056422
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154f056422 | ||
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58c2dc4ac4 |
2 changed files with 44 additions and 9 deletions
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@ -213,7 +213,7 @@ namespace Ryujinx.Graphics.Gpu
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texture.SynchronizeMemory();
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texture.SynchronizeMemory();
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// Add overlays by modifying texture data directly
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// Add overlays by modifying texture data directly
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AddOverlaysToTexture(texture);
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AddOverlaysToTexture(texture, pt.Crop);
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ImageCrop crop = new(
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ImageCrop crop = new(
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(int)(pt.Crop.Left * texture.ScaleFactor),
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(int)(pt.Crop.Left * texture.ScaleFactor),
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@ -264,7 +264,8 @@ namespace Ryujinx.Graphics.Gpu
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/// Add overlays to the texture using SkiaSharp
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/// Add overlays to the texture using SkiaSharp
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/// </summary>
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/// </summary>
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/// <param name="texture">The texture to modify</param>
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/// <param name="texture">The texture to modify</param>
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private void AddOverlaysToTexture(Image.Texture texture)
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/// <param name="crop">The crop information containing flip flags</param>
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private void AddOverlaysToTexture(Image.Texture texture, ImageCrop crop)
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{
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{
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try
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try
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{
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{
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@ -314,9 +315,9 @@ namespace Ryujinx.Graphics.Gpu
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// Create canvas for drawing overlays
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// Create canvas for drawing overlays
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using var canvas = new SKCanvas(bitmap);
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using var canvas = new SKCanvas(bitmap);
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// On Linux with OpenGL, we need to flip the Y-axis because OpenGL uses bottom-left origin
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// Flip Y-axis if the game/texture requires it
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// while SkiaSharp uses top-left origin
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// Some games have textures that are already flipped, while others need flipping
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if (OperatingSystem.IsLinux())
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if (crop.FlipY)
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{
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{
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canvas.Scale(1, -1);
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canvas.Scale(1, -1);
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canvas.Translate(0, -height);
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canvas.Translate(0, -height);
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@ -16,7 +16,6 @@ namespace Ryujinx.UI.Overlay
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{
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{
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private const float OverlayWidth = 400;
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private const float OverlayWidth = 400;
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private const float Padding = 24;
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private const float Padding = 24;
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private const float Spacing = 16;
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private const float PlayerSpacing = 12;
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private const float PlayerSpacing = 12;
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private const float PlayerRowHeight = 32;
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private const float PlayerRowHeight = 32;
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@ -120,7 +119,7 @@ namespace Ryujinx.UI.Overlay
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if (playerBindings.ContainsKey(playerIndex))
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if (playerBindings.ContainsKey(playerIndex))
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{
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{
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var controllers = playerBindings[playerIndex];
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var controllers = playerBindings[playerIndex];
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var controllerNames = controllers.Select(c => GetControllerDisplayName(c)).ToList();
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var controllerNames = GetUniqueControllerDisplayNames(controllers);
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var controllerTextElement = new TextElement(Padding + 56, rowY + 2, string.Join(", ", controllerNames), PlayerTextSize, new SKColor(144, 238, 144)) // LightGreen
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var controllerTextElement = new TextElement(Padding + 56, rowY + 2, string.Join(", ", controllerNames), PlayerTextSize, new SKColor(144, 238, 144)) // LightGreen
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{
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{
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@ -169,6 +168,37 @@ namespace Ryujinx.UI.Overlay
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};
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};
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}
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}
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private List<string> GetUniqueControllerDisplayNames(List<OriginalInputConfig> controllers)
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{
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var nameGroups = new Dictionary<string, List<int>>();
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var displayNames = new List<string>();
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// First pass: get base names and group them
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for (int i = 0; i < controllers.Count; i++)
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{
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string baseName = GetControllerDisplayName(controllers[i]);
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if (!nameGroups.ContainsKey(baseName))
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{
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nameGroups[baseName] = new List<int>();
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}
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nameGroups[baseName].Add(i);
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displayNames.Add(baseName);
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}
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// Second pass: add numbering for duplicates
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foreach (var group in nameGroups.Where(g => g.Value.Count > 1))
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{
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for (int i = 0; i < group.Value.Count; i++)
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{
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int index = group.Value[i];
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displayNames[index] = $"{group.Key} #{i + 1}";
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}
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}
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return displayNames;
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}
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private string GetControllerDisplayName(OriginalInputConfig config)
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private string GetControllerDisplayName(OriginalInputConfig config)
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{
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{
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if (string.IsNullOrEmpty(config.Name))
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if (string.IsNullOrEmpty(config.Name))
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@ -181,11 +211,15 @@ namespace Ryujinx.UI.Overlay
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};
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};
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}
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}
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// Truncate long controller names
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// Truncate long controller names from the middle
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string name = config.Name;
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string name = config.Name;
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if (name.Length > 25)
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if (name.Length > 25)
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{
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{
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name = name.Substring(0, 22) + "...";
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int keepLength = 22; // Total characters to keep (excluding "...")
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int leftLength = (keepLength + 1) / 2; // Round up for left side
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int rightLength = keepLength / 2; // Round down for right side
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name = name.Substring(0, leftLength) + "..." + name.Substring(name.Length - rightLength);
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}
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}
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return name;
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return name;
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