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Native UI #4011
Native UI #4011
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NOTE: You need some icons to make this code usable. Will provide some placeholders soon for testing. |
OMG kd I love you😍 |
Added some placeholder icons. Not ideal but at least we can find and quash bugs with them until we have something better. P.S For testing, only save dialog is implemented right now |
tested it a little bit, loading the game with the UI works, saving is as before. |
You still get a Qt dialog to save? That should not be happening unless I'm missing a callback somewhere |
it happens in naruto ultimate ninja storm games, just tested ni no kuni, and it works there just fine. i will post the log file from naruto soon |
thats unrelated to the actual save dialog. edit: see the to do list in the original comment |
problem with normal dialogs is codepage support. Some games require japanese glyphs which may not be available in the font used for overlay causing missing characters. Nonetheless message dialog is on TODO list for this PR. |
oh, ok. My bad then. |
Silent Hill 2 from the Silent Hill HD collection does not show the savedialog UI when loading from the main menu if OpenGL is used. Instead there is a black screen (the game fades to black before showing the dialog). There seems to be a small chance that the menu shows because I tried several times and it is displayed maybe every 10th attempt. With Vulkan the menu shows every time. When ingame the menu shows with both renderers. Here is a Renderdoc capture of the black screen with OpenGL: And here is one where the menu was shown by chance: Also: Nice work! |
Hi kd! |
This is instead of Qt interface? |
@Sunderland93 This replaces the current message dialog windows (see @Ekaseo's comment) with in-emulator notifications. |
@MSuih, thanks |
The gcc build failed to complete for me in Ubuntu 16.04, and is the same error as reflected in Travis. |
@Asinin3 |
Tales of Graces F: EDIT: Now it loads just fine with Vulkan and Strict Rendering Mode... weird... Some improvements:
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@greentop Linux is not supported at the moment even if it builds. Largely due to finding ttf files on linux systems. I'll think of a workaround unencumbered by licensing or set up a conf scanning mechanism to the read font conf files |
Had a couple random crashes opening the save window on Dragon Quest Builders.
Autodetecting the game's region and switching it for JP games would be nice. Also for icons, maybe it'd be best to original files by extracting them from the PS3's firmware when it gets installed. Button icons are in |
Basic message prompts are now implemented. Confirm that they work. Progress dialogs are not yet done but will be implemented as soon as I have a good test case for more than one progress bar. @liududu Loading of glyphs outside the basic ANSI set is not implemented. Usually these characters do not actually use the font selected but will fall back to a separate CJK glyph set. That means native UI is not compatible with CJK text atm. As for autodetection of X and O, its better to have it as a separate option. Even with system set to JP I still prefer X to select and O to cancel as do some other users. Note that some titles will only run if system language is set to JP so its not trivial to just change that. |
Added support for progress bars but currently completely untested. If anyone can find a reliable test case please let me know so I can ensure the layout is working as intended. |
Dishonored uses two progress bars for its installation dialog. With the PR it displays none: e: Here is the log: |
A bit more testing: |
@Kravickas excuse |
Excellent work!.. |
@jjsat Thats a really outdated build. Current ver is 7580. It should've been fixed some time back. Also, proper icon loading was added 3 days ago so I can tell you're on old code. |
When building locally I get shown 6310 with your squashed commit (after your rebase just now it shows 6324). Tried with the appveyor artifact, same visual result. Wrong line breaks and only default icons. |
Oh boy, looks like I messed up a rebase somewhere and lost alot of progress. Back to square 1. |
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I have reimplemented as much functionality as I can recall from the lost work. Save dialog should now appear as something much improved. |
@kd-11 you can use I'm not sure which ones in particular you would want, but here's a job from 2 days ago: https://travis-ci.org/RPCS3/rpcs3/builds/328438556 which uses this commit: 17dad2a which used 15065e6 |
The commits I was looking for were never pushed, I later found part of it on my linux installation. I had checked reflog and found nothing - its the first thing I check. Looking at the data though, it doesn't seem like I had lost much, in fact I like the new text metric handling code better. |
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I've tweaked the list view control to scroll properly and also draw partially visible entries. That's the last fix for this PR, the other issues will be fixed later and tracked in a separate ticket. The option to disable the use of this feature should fix any issues introduced here in the interim. |
…logs - includes some royalty free icons from opengameart and iconfinder
First RSX PR of 2018 is here. Still WIP but its a long requested feature
Things left to do
Remaining tasks (outside scope of this bloated changeset)