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https://github.com/par274/sharpemu.git
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[GUI] Fixes and improvements for the GUI, including new image assets and updates to language files. (#400)
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@@ -88,6 +88,10 @@ public partial class MainWindow : Window
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private int _detailLoadGeneration;
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private int _backdropGeneration;
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// Bundled key art shown whenever no game-specific backdrop applies; the
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// plain window color remains the fallback when the asset fails to load.
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private Bitmap? _defaultBackdrop;
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// Controller navigation state.
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private readonly DispatcherTimer _gamepadTimer;
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private HostGamepadButtons _previousPadButtons;
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@@ -111,6 +115,18 @@ public partial class MainWindow : Window
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{
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InitializeComponent();
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try
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{
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_defaultBackdrop = new Bitmap(
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AssetLoader.Open(new Uri("avares://SharpEmu.GUI/Assets/pic0.png")));
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BackdropImage.Source = _defaultBackdrop;
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BackdropImage.Opacity = 1.0;
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}
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catch (Exception)
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{
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_defaultBackdrop = null; // color background remains the fallback
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}
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GameList.ItemsSource = _visibleGames;
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ConsoleList.ItemsSource = _consoleLines;
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_consoleMirror = GuiConsoleMirror.Install((line, isError) =>
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@@ -1631,8 +1647,20 @@ public partial class MainWindow : Window
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var generation = ++_backdropGeneration;
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BackdropImage.Opacity = 0;
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// The bundled key art is the primary backdrop whenever the selection
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// has no art of its own; the window color stays as the last fallback.
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void ShowDefaultBackdrop()
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{
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if (generation == _backdropGeneration && _defaultBackdrop is not null)
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{
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BackdropImage.Source = _defaultBackdrop;
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BackdropImage.Opacity = 1.0;
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}
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}
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if (game?.BackgroundPath is null)
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{
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ShowDefaultBackdrop();
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return;
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}
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@@ -1649,7 +1677,8 @@ public partial class MainWindow : Window
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}
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catch (Exception)
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{
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return; // undecodable key art: keep the plain background
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ShowDefaultBackdrop(); // undecodable key art
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return;
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}
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}
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@@ -1969,6 +1998,7 @@ public partial class MainWindow : Window
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_awaitingFirstFrame = false;
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ClearLibraryBlur();
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MainContent.Margin = new Thickness(0);
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RestoreGameViewToFull();
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GameView.Background = Brushes.Black;
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GameView.IsHitTestVisible = true;
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_gameSurfaceHost?.SetPresentationVisible(true);
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@@ -2030,11 +2060,31 @@ public partial class MainWindow : Window
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}
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}
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/// <summary>
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/// The native host attachment is a real child window: it sits above every
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/// Avalonia control it covers and swallows their mouse input regardless of
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/// hit-test settings. While the library must stay interactive (loading,
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/// closing), the surface is parked offscreen AT FULL SIZE via a negative
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/// margin. It must not be shrunk instead: the emulator child polls the
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/// HWND client size and its presenter defers swapchain creation while the
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/// surface is 1px, which would deadlock the loading handshake.
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/// </summary>
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private void ParkGameViewOffscreen()
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{
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GameView.Margin = new Thickness(-20000, 0, 20000, 0);
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}
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private void RestoreGameViewToFull()
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{
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GameView.Margin = new Thickness(0);
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}
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private void ShowGameView()
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{
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_isStopping = false;
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_awaitingFirstFrame = true;
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var host = EnsureGameSurfaceHost();
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ParkGameViewOffscreen();
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GameView.IsVisible = true;
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GameView.Background = Brushes.Transparent;
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GameView.IsHitTestVisible = false;
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@@ -2068,16 +2118,15 @@ public partial class MainWindow : Window
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LibraryPage.IsVisible = _activePageIndex == 0;
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LibraryToolbar.IsVisible = _activePageIndex == 0;
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OptionsPage.IsVisible = _activePageIndex == 1;
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if (GameList.SelectedItem is GameEntry game && game.Background is not null)
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{
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BackdropImage.Opacity = 1;
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}
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// Game art when the source still holds it, otherwise the bundled
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// default; a bare color only when neither is available.
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BackdropImage.Opacity = BackdropImage.Source is not null ? 1 : 0;
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}
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private void AnimateLibraryBlur(double targetRadius, bool clearWhenComplete = false)
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{
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_libraryBlur ??= new BlurEffect();
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MainContent.Effect = _libraryBlur;
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PagesHost.Effect = _libraryBlur;
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_libraryBlurStartRadius = _libraryBlur.Radius;
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_libraryBlurTargetRadius = Math.Max(0, targetRadius);
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@@ -2126,7 +2175,7 @@ public partial class MainWindow : Window
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if (_clearLibraryBlurWhenComplete)
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{
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MainContent.Effect = null;
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PagesHost.Effect = null;
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_libraryBlur = null;
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_clearLibraryBlurWhenComplete = false;
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}
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@@ -2137,7 +2186,7 @@ public partial class MainWindow : Window
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_libraryBlurTimer.Stop();
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_libraryBlur = null;
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_clearLibraryBlurWhenComplete = false;
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MainContent.Effect = null;
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PagesHost.Effect = null;
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}
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private void ShowSessionLoading(string title, string detail)
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@@ -2156,10 +2205,12 @@ public partial class MainWindow : Window
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// Keep the native child alive until the session exits, but hide it
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// immediately. Destroying it while Vulkan still owns the surface can
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// crash the GUI; leaving it transparent lets the library recover
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// while the native closing popup reports teardown progress.
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// crash the GUI; parking it in the 1x1 corner lets the library
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// recover — and stay clickable — while the native closing popup
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// reports teardown progress.
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_gameSurfaceHost?.SetPresentationVisible(false);
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_awaitingFirstFrame = false;
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ParkGameViewOffscreen();
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GameView.Background = Brushes.Transparent;
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GameView.IsHitTestVisible = false;
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SessionBarPopup.IsOpen = false;
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@@ -2171,7 +2222,7 @@ public partial class MainWindow : Window
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LibraryPage.IsVisible = _activePageIndex == 0;
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LibraryToolbar.IsVisible = _activePageIndex == 0;
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OptionsPage.IsVisible = _activePageIndex == 1;
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BackdropImage.Opacity = GameList.SelectedItem is GameEntry { Background: not null } ? 1 : 0;
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BackdropImage.Opacity = BackdropImage.Source is not null ? 1 : 0;
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UpdateRunButtons();
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Console.Error.WriteLine("[GUI][INFO] Library restored while embedded session is closing.");
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}
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