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Save menu hides text #11711

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tilkinsc opened this issue Jan 3, 2019 · 11 comments
Closed

Save menu hides text #11711

tilkinsc opened this issue Jan 3, 2019 · 11 comments
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@tilkinsc
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tilkinsc commented Jan 3, 2019

What happens?

image

The text is hidden behind the gui from ppsspp

What should happen?

The save state text and image should be raised, or at least the text

What hardware, operating system, and PPSSPP version? On desktop, GPU matters for graphical issues.

Windows, vulkan, gtx 1080ti, 1.7.5 dev 345 g12e54baeb

@hrydgard
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hrydgard commented Jan 3, 2019

Yup, our layout can't handle quite that much text it seems.

@hrydgard hrydgard added this to the v1.9.0 milestone Jan 3, 2019
@tilkinsc
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tilkinsc commented Jan 4, 2019

Oh yeah and these are official fonts rather than PPSSPP fonts from my fat psp-1000

@hrydgard
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hrydgard commented Jan 4, 2019

Yeah, it doesn't matter in this case though. Since the save menus are normally provided by the PSP OS, we've had to simulate them, and we're always using our own font in this case. These simulated menus have some deficiencies, like this one. Any chance you could get a screenshot of what the layout looks like with this save data on a real PSP?

@unknownbrackets
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unknownbrackets commented Jan 5, 2019

It looks like this on a real PSP:
trails_savedata

The same in PPSSPP:
trails_ppsspp_savedata

So clearly, it ellipsizes the text, but we also have much higher leading / line height, while a thinner, more slim font face. That said, I think it's clear that the intent in this case was to expose all the levels to the user and that it doesn't is probably just a shortcoming in the UI.

(I don't know why the sizes are displayed differently, it's possible I have cruft in that save directory on one or the other...)

-[Unknown]

@hrydgard
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hrydgard commented Jan 5, 2019

I suppose the easiest fix would be to just check if the text layouts too big, and in that case scale it down...

Not prioritizing it for 1.8.0 though myself.

@tilkinsc
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tilkinsc commented Jan 6, 2019

Do you feel like we should keep a consistent style with the real PSP?

@hrydgard
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hrydgard commented Jan 6, 2019

I think it should be roughly similar, but where we can make minor improvements there's no reason not to.

@tilkinsc
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tilkinsc commented Jan 6, 2019

Where exactly is the code for the positioning? I could make a temp hack for myself.

@hrydgard
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hrydgard commented Jan 6, 2019

The various system UIs are in Core/Dialog/PSP*.cpp. It uses an internal drawing library that generates PSP GPU commands that are fed to our GPU backend, to integrate cleanly, called PPGe which resides in Core/Util/PPGeDraw.*.

@tilkinsc
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tilkinsc commented Jan 6, 2019

I wonder if implementing a scrolling text area would solve this problem if the text > y of the screen. Controlled by the joystick?

This area should contain only the text and not the title or image. That would be an awesome solution, as it would fit the style (and thus of a mechanic of the psp) while improving functionality.

@unknownbrackets
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I wouldn't be against a joystick, though some might expect that to scroll between save items.

It could be something like hold the R key + up/down, since there's a legend at the bottom already. If it's only slightly taller, I think smaller makes more sense. In this case, it probably has up to 4 names and levels, so scrolling would probably be better.

An argument against (though I think this is doubtful) is that perhaps some games have garbage after several \n\ns that they didn't care about since no one could see them anyway.

-[Unknown]

unknownbrackets added a commit to unknownbrackets/ppsspp that referenced this issue Feb 16, 2019
We could add scrolling later, but this makes it more usable without ugly
text overlap, at least.

Fixes hrydgard#11711.
@unknownbrackets unknownbrackets modified the milestones: v1.9.0, v1.8.0 Feb 16, 2019
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