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4 Commits

Author SHA1 Message Date
Mrlinkwii
a8b6e448eb GameDB: remove reference to old GSC 2025-06-24 06:13:14 +02:00
PCSX2 Bot
78ab8381d9 [ci skip] PAD: Update to latest controller database. 2025-06-24 06:12:26 +02:00
PCSX2 Bot
49a5d82086 [ci skip] Qt: Update Base Translation. 2025-06-24 06:12:04 +02:00
TheLastRar
4ed129ccac FSUI: Improve layout scaling in games list selected preview 2025-06-24 06:11:49 +02:00
4 changed files with 939 additions and 920 deletions

View File

@@ -21812,7 +21812,6 @@ SLES-53028:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53029:
name: "Hitman - Blood Money"
region: "PAL-F"
@@ -21823,7 +21822,6 @@ SLES-53029:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53030:
name: "Hitman - Blood Money"
region: "PAL-G"
@@ -21834,7 +21832,6 @@ SLES-53030:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53031:
name: "Hitman - Blood Money"
region: "PAL-I"
@@ -21845,7 +21842,6 @@ SLES-53031:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53032:
name: "Hitman - Blood Money"
region: "PAL-S"
@@ -21856,7 +21852,6 @@ SLES-53032:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53035:
name: "Masters of the Universe - He-Man - Defender of Greyskull"
region: "PAL-E"
@@ -68432,7 +68427,6 @@ SLUS-21108:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLUS-21109:
name: "Drive to Survive"
region: "NTSC-U"
@@ -74353,8 +74347,8 @@ SLUS-29191:
vuClampMode: 0 # Fixes bump mapping issues
gsHWFixes:
textureInsideRT: 1 # Fixes post-processing.
autoFlush: 1 # Fixes sun intensity in Hitman.
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing in Hitman.
getSkipCount: "GSC_HitmanBloodMoney"
SLUS-29192:
name: "Test Drive Unlimited [Public Beta Vol.1.0]"
region: "NTSC-U"

View File

@@ -329,6 +329,7 @@
030000000d0f0000ee00000000000000,Horipad Mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f0000c100000000000000,Horipad Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f0000f600000000000000,Horipad Nintendo Switch Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000000d0f00000202000000000000,Horipad O Nintendo Switch 2 Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,misc2:b14,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,
030000000d0f00006700000000000000,Horipad One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
030000000d0f00009601000000000000,Horipad Steam,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc2:b2,paddle1:b5,paddle2:b15,paddle3:b18,paddle4:b19,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
030000000d0f0000dc00000000000000,Horipad Switch,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,

File diff suppressed because it is too large Load Diff

View File

@@ -6507,24 +6507,46 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
if (BeginFullscreenColumnWindow(-530.0f, 0.0f, "game_list_info", UIPrimaryDarkColor))
{
const ImVec2 image_size = LayoutScale(ImVec2(275.0f, 400.0f));
ImGui::SetCursorPos(LayoutScale(ImVec2(128.0f, 20.0f)));
const float img_padding_y = LayoutScale(20.0f);
// Spacing between each text item
const float text_spacing_y = LayoutScale(8.0f);
// Space between title/serial and details, is in addition to text_spacing_y
const float title_padding_below_y = LayoutScale(12.0f);
// Estimate how much space is needed for text
// Do this even when nothing is selected, to ensure cover/icon is in a consistant size/position
const float title_detail_height =
LayoutScale(LAYOUT_LARGE_FONT_SIZE) + text_spacing_y + // Title
LayoutScale(LAYOUT_MEDIUM_FONT_SIZE) + text_spacing_y + // Serial
title_padding_below_y +
7.0f * (LayoutScale(LAYOUT_MEDIUM_FONT_SIZE) + text_spacing_y) + // File, CRC, Region, Compat, Time/Last Played, Size
LayoutScale(12.0f); // Extra padding
// Limit cover height to avoid pushing text off the screen
const ImGuiWindow* window = ImGui::GetCurrentWindow();
// Based on ImGui code for WorkRect, with scrolling logic removed
const float window_height = std::trunc(window->InnerRect.GetHeight() - 2.0f * std::max(window->WindowPadding.y, window->WindowBorderSize));
const float free_height = window_height - title_detail_height;
const float img_height = std::min(free_height - 2.0f * img_padding_y, LayoutScale(400.0f));
const ImVec2 image_size = ImVec2(LayoutScale(275.0f), img_height);
ImGui::SetCursorPos(ImVec2(LayoutScale(128.0f), img_padding_y));
if (selected_entry)
DrawGameCover(selected_entry, image_size);
else
DrawFallbackCover(image_size);
const float work_width = ImGui::GetCurrentWindow()->WorkRect.GetWidth();
constexpr float field_margin_y = 10.0f;
constexpr float start_x = 50.0f;
float text_y = 440.0f;
const float work_width = window->WorkRect.GetWidth();
const float start_x = LayoutScale(50.0f);
const float text_y = img_height + 2.0f * img_padding_y;
float text_width;
PushPrimaryColor();
ImGui::SetCursorPos(LayoutScale(start_x, text_y));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.0f, field_margin_y));
ImGui::PushTextWrapPos(LayoutScale(480.0f));
ImGui::SetCursorPos(ImVec2(start_x, text_y));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.0f, text_spacing_y));
ImGui::PushTextWrapPos(LayoutScale(490.0f));
ImGui::BeginGroup();
if (selected_entry)
@@ -6533,6 +6555,8 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
ImGui::PushFont(g_large_font);
const std::string_view title(std::string_view(selected_entry->GetTitle(true)).substr(0, 37));
text_width = ImGui::CalcTextSize(title.data(), title.data() + title.length(), false, work_width).x;
if (title.length() != selected_entry->GetTitle(true).length())
text_width += ImGui::CalcTextSize("...", nullptr, false, -1.0f).x;
ImGui::SetCursorPosX((work_width - text_width) / 2.0f);
ImGui::TextWrapped(
"%.*s%s", static_cast<int>(title.size()), title.data(), (title.length() == selected_entry->GetTitle(true).length()) ? "" : "...");
@@ -6544,7 +6568,7 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
text_width = ImGui::CalcTextSize(selected_entry->serial.c_str(), nullptr, false, work_width).x;
ImGui::SetCursorPosX((work_width - text_width) / 2.0f);
ImGui::TextWrapped("%s", selected_entry->serial.c_str());
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + 15.0f);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + title_padding_below_y);
// file tile
ImGui::TextWrapped("%s", SmallString::from_format(FSUI_FSTR("File: {}"), Path::GetFileName(selected_entry->path)).c_str());