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https://github.com/stenzek/duckstation.git
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FullscreenUI: Don't tint background in landing/game list
But keep it for settings etc, since it needs it for readability.
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@ -110,6 +110,7 @@ using ImGuiFullscreen::BeginFullscreenColumns;
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using ImGuiFullscreen::BeginFullscreenColumnWindow;
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using ImGuiFullscreen::BeginFullscreenColumnWindow;
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using ImGuiFullscreen::BeginFullscreenWindow;
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using ImGuiFullscreen::BeginFullscreenWindow;
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using ImGuiFullscreen::BeginHorizontalMenu;
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using ImGuiFullscreen::BeginHorizontalMenu;
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using ImGuiFullscreen::BeginHorizontalMenuButtons;
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using ImGuiFullscreen::BeginMenuButtons;
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using ImGuiFullscreen::BeginMenuButtons;
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using ImGuiFullscreen::BeginNavBar;
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using ImGuiFullscreen::BeginNavBar;
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using ImGuiFullscreen::CancelPendingMenuClose;
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using ImGuiFullscreen::CancelPendingMenuClose;
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@ -122,6 +123,7 @@ using ImGuiFullscreen::EndFullscreenColumns;
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using ImGuiFullscreen::EndFullscreenColumnWindow;
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using ImGuiFullscreen::EndFullscreenColumnWindow;
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using ImGuiFullscreen::EndFullscreenWindow;
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using ImGuiFullscreen::EndFullscreenWindow;
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using ImGuiFullscreen::EndHorizontalMenu;
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using ImGuiFullscreen::EndHorizontalMenu;
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using ImGuiFullscreen::EndHorizontalMenuButtons;
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using ImGuiFullscreen::EndMenuButtons;
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using ImGuiFullscreen::EndMenuButtons;
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using ImGuiFullscreen::EndNavBar;
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using ImGuiFullscreen::EndNavBar;
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using ImGuiFullscreen::EnumChoiceButton;
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using ImGuiFullscreen::EnumChoiceButton;
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@ -130,6 +132,7 @@ using ImGuiFullscreen::ForceKeyNavEnabled;
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using ImGuiFullscreen::GetCachedTexture;
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using ImGuiFullscreen::GetCachedTexture;
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using ImGuiFullscreen::GetCachedTextureAsync;
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using ImGuiFullscreen::GetCachedTextureAsync;
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using ImGuiFullscreen::GetPlaceholderTexture;
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using ImGuiFullscreen::GetPlaceholderTexture;
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using ImGuiFullscreen::HorizontalMenuButton;
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using ImGuiFullscreen::HorizontalMenuItem;
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using ImGuiFullscreen::HorizontalMenuItem;
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using ImGuiFullscreen::IsAnyFixedPopupDialogOpen;
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using ImGuiFullscreen::IsAnyFixedPopupDialogOpen;
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using ImGuiFullscreen::IsFixedPopupDialogOpen;
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using ImGuiFullscreen::IsFixedPopupDialogOpen;
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@ -170,9 +173,6 @@ using ImGuiFullscreen::ShowToast;
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using ImGuiFullscreen::ThreeWayToggleButton;
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using ImGuiFullscreen::ThreeWayToggleButton;
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using ImGuiFullscreen::ToggleButton;
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using ImGuiFullscreen::ToggleButton;
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using ImGuiFullscreen::WantsToCloseMenu;
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using ImGuiFullscreen::WantsToCloseMenu;
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using ImGuiFullscreen::BeginHorizontalMenuButtons;
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using ImGuiFullscreen::EndHorizontalMenuButtons;
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using ImGuiFullscreen::HorizontalMenuButton;
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#ifndef __ANDROID__
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#ifndef __ANDROID__
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@ -266,6 +266,7 @@ static bool LoadBackgroundImage(const std::string& path, Error* error);
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static void DrawBackground();
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static void DrawBackground();
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static void DrawShaderBackgroundCallback(const ImDrawList* parent_list, const ImDrawCmd* cmd);
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static void DrawShaderBackgroundCallback(const ImDrawList* parent_list, const ImDrawCmd* cmd);
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static ChoiceDialogOptions GetBackgroundOptions(const TinyString& current_value);
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static ChoiceDialogOptions GetBackgroundOptions(const TinyString& current_value);
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static ImVec4 GetTransparentBackgroundColor(const ImVec4& no_background_color = UIStyle.BackgroundColor);
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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// Resources
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// Resources
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@ -2098,6 +2099,15 @@ void FullscreenUI::DrawBackground()
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}
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}
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}
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}
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ImVec4 FullscreenUI::GetTransparentBackgroundColor(const ImVec4& no_background_color /* = UIStyle.BackgroundColor */)
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{
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// use transparent colour if background is visible for things like game list
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if (!HasBackground())
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return ModAlpha(no_background_color, GetBackgroundAlpha());
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else
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return ImVec4{};
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}
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bool FullscreenUI::ShouldOpenToGameList()
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bool FullscreenUI::ShouldOpenToGameList()
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{
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{
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return Host::GetBaseBoolSettingValue("Main", "FullscreenUIOpenToGameList", false);
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return Host::GetBaseBoolSettingValue("Main", "FullscreenUIOpenToGameList", false);
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@ -2189,8 +2199,7 @@ void FullscreenUI::DrawLandingWindow()
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ImGui::PushStyleColor(ImGuiCol_Text, UIStyle.BackgroundTextColor);
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ImGui::PushStyleColor(ImGuiCol_Text, UIStyle.BackgroundTextColor);
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if (BeginHorizontalMenu("landing_window", menu_pos, menu_size,
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if (BeginHorizontalMenu("landing_window", menu_pos, menu_size, GetTransparentBackgroundColor(), 4))
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ModAlpha(UIStyle.BackgroundColor, GetBackgroundAlpha()), 4))
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{
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{
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ResetFocusHere();
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ResetFocusHere();
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@ -2266,8 +2275,7 @@ void FullscreenUI::DrawStartGameWindow()
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ImGui::PushStyleColor(ImGuiCol_Text, UIStyle.BackgroundTextColor);
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ImGui::PushStyleColor(ImGuiCol_Text, UIStyle.BackgroundTextColor);
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if (BeginHorizontalMenu("start_game_window", menu_pos, menu_size,
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if (BeginHorizontalMenu("start_game_window", menu_pos, menu_size, GetTransparentBackgroundColor(), 4))
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ModAlpha(UIStyle.BackgroundColor, GetBackgroundAlpha()), 4))
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{
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{
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ResetFocusHere();
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ResetFocusHere();
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@ -2331,8 +2339,7 @@ void FullscreenUI::DrawExitWindow()
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ImGui::PushStyleColor(ImGuiCol_Text, UIStyle.BackgroundTextColor);
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ImGui::PushStyleColor(ImGuiCol_Text, UIStyle.BackgroundTextColor);
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if (BeginHorizontalMenu("exit_window", menu_pos, menu_size, ModAlpha(UIStyle.BackgroundColor, GetBackgroundAlpha()),
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if (BeginHorizontalMenu("exit_window", menu_pos, menu_size, GetTransparentBackgroundColor(), 3))
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3))
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{
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{
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ResetFocusHere();
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ResetFocusHere();
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@ -7901,8 +7908,7 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
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if (IsFocusResetFromWindowChange())
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if (IsFocusResetFromWindowChange())
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ImGui::SetNextWindowScroll(ImVec2(0.0f, 0.0f));
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ImGui::SetNextWindowScroll(ImVec2(0.0f, 0.0f));
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if (BeginFullscreenColumnWindow(0.0f, -530.0f, "game_list_entries",
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if (BeginFullscreenColumnWindow(0.0f, -530.0f, "game_list_entries", GetTransparentBackgroundColor(),
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ModAlpha(UIStyle.BackgroundColor, GetBackgroundAlpha()),
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ImVec2(LAYOUT_MENU_WINDOW_X_PADDING, LAYOUT_MENU_WINDOW_Y_PADDING)))
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ImVec2(LAYOUT_MENU_WINDOW_X_PADDING, LAYOUT_MENU_WINDOW_Y_PADDING)))
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{
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{
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const ImVec2 image_size(LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT, LAYOUT_MENU_BUTTON_HEIGHT));
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const ImVec2 image_size(LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT, LAYOUT_MENU_BUTTON_HEIGHT));
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@ -8237,8 +8243,7 @@ void FullscreenUI::DrawGameGrid(const ImVec2& heading_size)
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if (!BeginFullscreenWindow(
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if (!BeginFullscreenWindow(
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ImVec2(0.0f, heading_size.y),
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ImVec2(0.0f, heading_size.y),
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ImVec2(io.DisplaySize.x, io.DisplaySize.y - heading_size.y - LayoutScale(LAYOUT_FOOTER_HEIGHT)), "game_grid",
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ImVec2(io.DisplaySize.x, io.DisplaySize.y - heading_size.y - LayoutScale(LAYOUT_FOOTER_HEIGHT)), "game_grid",
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ModAlpha(UIStyle.BackgroundColor, GetBackgroundAlpha()), 0.0f,
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GetTransparentBackgroundColor(), 0.0f, ImVec2(LAYOUT_MENU_WINDOW_X_PADDING, LAYOUT_MENU_WINDOW_Y_PADDING)))
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ImVec2(LAYOUT_MENU_WINDOW_X_PADDING, LAYOUT_MENU_WINDOW_Y_PADDING)))
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{
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{
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EndFullscreenWindow();
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EndFullscreenWindow();
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return;
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return;
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