FullscreenUI: Avoid losing game list selection inbetween mouse move and popups

This commit is contained in:
Stenzek 2025-06-13 21:42:40 +10:00
parent a2d351ca90
commit 9c4aaca7c8
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@ -607,6 +607,8 @@ struct ALIGN_TO_CACHE_LINE UIState
std::unordered_map<std::string, std::string> icon_image_map;
std::vector<const GameList::Entry*> game_list_sorted_entries;
GameListView game_list_view = GameListView::Grid;
std::string game_list_current_selection_path;
float game_list_current_selection_timeout = 0.0f;
bool game_list_show_trophy_icons = true;
};
@ -7973,6 +7975,39 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
SetWindowNavWrapping(false, true);
EndFullscreenColumnWindow();
// avoid clearing the selection for a couple of seconds when the mouse goes inbetween items
static constexpr float ITEM_TIMEOUT = 1.0f;
if (!selected_entry)
{
if (!s_state.game_list_current_selection_path.empty())
{
// reset countdown if a dialog was open
if (AreAnyDialogsOpen())
{
s_state.game_list_current_selection_timeout = ITEM_TIMEOUT;
}
else
{
s_state.game_list_current_selection_timeout -= ImGui::GetIO().DeltaTime;
if (s_state.game_list_current_selection_timeout <= 0.0f)
{
s_state.game_list_current_selection_timeout = 0.0f;
s_state.game_list_current_selection_path.clear();
}
}
}
if (!s_state.game_list_current_selection_path.empty())
selected_entry = GameList::GetEntryForPath(s_state.game_list_current_selection_path);
}
else
{
// reset countdown on new or current item
if (s_state.game_list_current_selection_path != selected_entry->path)
s_state.game_list_current_selection_path = selected_entry->path;
s_state.game_list_current_selection_timeout = ITEM_TIMEOUT;
}
static constexpr float info_window_width = 530.0f;
if (BeginFullscreenColumnWindow(-info_window_width, 0.0f, "game_list_info",
ModAlpha(UIStyle.PrimaryDarkColor, GetBackgroundAlpha())))
@ -8594,6 +8629,8 @@ void FullscreenUI::SwitchToGameList()
s_state.game_list_view =
static_cast<GameListView>(Host::GetBaseIntSettingValue("Main", "DefaultFullscreenUIGameView", 0));
s_state.game_list_show_trophy_icons = Host::GetBaseBoolSettingValue("Main", "FullscreenUIShowTrophyIcons", true);
s_state.game_list_current_selection_path = {};
s_state.game_list_current_selection_timeout = 0.0f;
// Wipe icon map, because a new save might give us an icon.
for (const auto& it : s_state.icon_image_map)