diff --git a/dep/imgui/imgui.vcxproj b/dep/imgui/imgui.vcxproj
index e3a9cd928..dbb7c8ed7 100644
--- a/dep/imgui/imgui.vcxproj
+++ b/dep/imgui/imgui.vcxproj
@@ -5,8 +5,8 @@
+
-
diff --git a/dep/imgui/imgui.vcxproj.filters b/dep/imgui/imgui.vcxproj.filters
index d0fa61434..49e6bc224 100644
--- a/dep/imgui/imgui.vcxproj.filters
+++ b/dep/imgui/imgui.vcxproj.filters
@@ -3,12 +3,12 @@
-
+
diff --git a/dep/imgui/include/imgui.h b/dep/imgui/include/imgui.h
index 05e48a175..ac290e57d 100644
--- a/dep/imgui/include/imgui.h
+++ b/dep/imgui/include/imgui.h
@@ -1717,6 +1717,7 @@ enum ImGuiStyleVar_
ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
+ ImGuiStyleVar_ScrollSmooth, // float ScrollSmooth
ImGuiStyleVar_COUNT
};
@@ -2180,6 +2181,8 @@ struct ImGuiStyle
ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
+ float ScrollSmooth; // Smooth scrolling amount: 1.0f no smoothing. Anything above 1.0f will make the scroll delta more smooth.
+
IMGUI_API ImGuiStyle();
IMGUI_API void ScaleAllSizes(float scale_factor);
};
diff --git a/dep/imgui/include/imgui_internal.h b/dep/imgui/include/imgui_internal.h
index ab43922ba..b1e5b808b 100644
--- a/dep/imgui/include/imgui_internal.h
+++ b/dep/imgui/include/imgui_internal.h
@@ -2618,7 +2618,8 @@ struct IMGUI_API ImGuiWindow
ImGuiID MoveId; // == window->GetID("#MOVE")
ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
- ImVec2 Scroll;
+ ImVec2 Scroll; // Current Visible Scroll position
+ ImVec2 ScrollExpected; // Current Expected Scroll position
ImVec2 ScrollMax;
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
diff --git a/dep/imgui/src/imgui.cpp b/dep/imgui/src/imgui.cpp
index b26edc46e..5c2182432 100644
--- a/dep/imgui/src/imgui.cpp
+++ b/dep/imgui/src/imgui.cpp
@@ -1303,6 +1303,7 @@ ImGuiStyle::ImGuiStyle()
HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
+ ScrollSmooth = 1.0f; // Disabled by default. It's just immediate jump from ScrollExpected to the visual Scroll.
// Default theme
ImGui::StyleColorsDark(this);
@@ -3297,6 +3298,7 @@ static const ImGuiDataVarInfo GStyleVarInfo[] =
{ ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign
{ ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding
+ { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollSmooth) }, // ImGuiStyleVar_ScrollSmooth
};
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
@@ -3926,6 +3928,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NUL
IDStack.push_back(ID);
MoveId = GetID("#MOVE");
ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
+ ScrollExpected = ImVec2(0, 0);
ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
AutoFitFramesX = AutoFitFramesY = -1;
AutoPosLastDirection = ImGuiDir_None;
@@ -9524,7 +9527,7 @@ void ImGui::UpdateMouseWheel()
LockWheelingWindow(window, wheel.x);
float max_step = window->InnerRect.GetWidth() * 0.67f;
float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
- SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
+ SetScrollX(window, window->ScrollExpected.x - wheel.x * scroll_step);
g.WheelingWindowScrolledFrame = g.FrameCount;
}
if (do_scroll[ImGuiAxis_Y])
@@ -9532,7 +9535,7 @@ void ImGui::UpdateMouseWheel()
LockWheelingWindow(window, wheel.y);
float max_step = window->InnerRect.GetHeight() * 0.67f;
float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
- SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
+ SetScrollY(window, window->ScrollExpected.y - wheel.y * scroll_step);
g.WheelingWindowScrolledFrame = g.FrameCount;
}
}
@@ -10761,11 +10764,46 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
}
- scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
- }
- scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f));
+ window->ScrollExpected[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
+ }
+
+ // Based on https://github.com/ocornut/imgui/pull/7348
+ // TODO: Make it not dependent on frame rate, easiest way would be to multiply by delta_time / (1/60).
+ // Smooth scroll.
+ // Instead use "Scroll" value in the window, all setters that sets the scroll absolutely now points to
+ // "ScrollExpected" Here, we take from ScrollTarget (from some functions like ScrollHere + mouse wheel) to set
+ // the ScrollExpected value Also, Scroll var in window is processed to meet ScrollExpected Value
+ //
+ // The formula is pretty simple to generate a smooth scrolling that can be tweaked just by one float value.
+ //
+ // The Float is "ImGuiStyleVar_ScrollSmooth". Can be set on the style or via PushStyleVar.
+ // A Value of 1.0f is just inmediate (transported from ScrollExpected to Scroll).
+ // A Value higher of 1.0f will make the scrolling smoother.
+ //
+ // The ScrollExpected is also clamped (as previously the "Scroll" value) from 0 to sScrollMax
+ //
+ // The approach is frame bounded and not time bounded.
+ // It should be prefereable use a time bounded approach but this is pretty simple so we don't need to add extra
+ // vars to save a scrolling "start" time to have a delta / deal with posible increments during the scrolling
+ // itself (restar timer) Anyway it should not be complicated to add but this approach is small, simple, can be
+ // user or not and works pretty well
+ //
+ window->ScrollExpected[axis] = IM_ROUND(ImMax(window->ScrollExpected[axis], 0.0f));
if (!window->Collapsed && !window->SkipItems)
- scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
+ window->ScrollExpected[axis] = ImMin(window->ScrollExpected[axis], window->ScrollMax[axis]);
+ ImGuiContext& g = *GImGui;
+ ImGuiStyle& style = g.Style;
+ if (scroll[axis] != window->ScrollExpected[axis])
+ {
+ const float multiplier = GImGui->IO.DeltaTime / (1.0f / 60.0f);
+ const float diff = window->ScrollExpected[axis] - scroll[axis];
+ if (diff > 0)
+ scroll[axis] += ImMin(diff, (diff / (style.ScrollSmooth * multiplier)));
+ else
+ scroll[axis] -= ImMin(-diff, (-diff / (style.ScrollSmooth * multiplier)));
+
+ scroll[axis] = window->Appearing ? window->ScrollExpected[axis] : scroll[axis];
+ }
}
return scroll;
}
@@ -10858,13 +10896,13 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui
float ImGui::GetScrollX()
{
ImGuiWindow* window = GImGui->CurrentWindow;
- return window->Scroll.x;
+ return window->ScrollExpected.x;
}
float ImGui::GetScrollY()
{
ImGuiWindow* window = GImGui->CurrentWindow;
- return window->Scroll.y;
+ return window->ScrollExpected.y;
}
float ImGui::GetScrollMaxX()
diff --git a/dep/imgui/src/imgui_widgets.cpp b/dep/imgui/src/imgui_widgets.cpp
index bd806ad08..8e52da89e 100644
--- a/dep/imgui/src/imgui_widgets.cpp
+++ b/dep/imgui/src/imgui_widgets.cpp
@@ -933,9 +933,9 @@ void ImGui::Scrollbar(ImGuiAxis axis)
}
float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];
float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;
- ImS64 scroll = (ImS64)window->Scroll[axis];
+ ImS64 scroll = (ImS64)window->ScrollExpected[axis];
ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners);
- window->Scroll[axis] = (float)scroll;
+ window->ScrollExpected[axis] = (float)scroll;
}
// Vertical/Horizontal scrollbar
diff --git a/src/core/fullscreen_ui.cpp b/src/core/fullscreen_ui.cpp
index c8fb802ca..9e5efc492 100644
--- a/src/core/fullscreen_ui.cpp
+++ b/src/core/fullscreen_ui.cpp
@@ -571,6 +571,7 @@ bool FullscreenUI::Initialize()
return false;
ImGuiFullscreen::SetTheme(Host::GetBaseBoolSettingValue("Main", "UseLightFullscreenUITheme", false));
+ ImGuiFullscreen::SetSmoothScrolling(Host::GetBaseBoolSettingValue("Main", "FullscreenUISmoothScrolling", true));
ImGuiFullscreen::UpdateLayoutScale();
if (!ImGuiManager::AddFullscreenFontsIfMissing() || !ImGuiFullscreen::Initialize("images/placeholder.png") ||
@@ -3114,6 +3115,13 @@ void FullscreenUI::DrawInterfaceSettingsPage()
ImGuiFullscreen::SetTheme(bsi->GetBoolValue("Main", "UseLightFullscreenUITheme", false));
}
+ if (DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_LIST, "Smooth Scrolling"),
+ FSUI_CSTR("Enables smooth scrolling of menus in Big Picture UI."), "Main",
+ "FullscreenUISmoothScrolling", true))
+ {
+ ImGuiFullscreen::SetSmoothScrolling(bsi->GetBoolValue("Main", "FullscreenUISmoothScrolling", false));
+ }
+
{
// Have to do this the annoying way, because it's host-derived.
const auto language_list = Host::GetAvailableLanguageList();
@@ -7392,6 +7400,7 @@ TRANSLATE_NOOP("FullscreenUI", "Enables alignment and bus exceptions. Not needed
TRANSLATE_NOOP("FullscreenUI", "Enables an additional 6MB of RAM to obtain a total of 2+6 = 8MB, usually present on dev consoles.");
TRANSLATE_NOOP("FullscreenUI", "Enables an additional three controller slots on each port. Not supported in all games.");
TRANSLATE_NOOP("FullscreenUI", "Enables more precise frame pacing at the cost of battery life.");
+TRANSLATE_NOOP("FullscreenUI", "Enables smooth scrolling of menus in Big Picture UI.");
TRANSLATE_NOOP("FullscreenUI", "Enables the older, less accurate MDEC decoding routines. May be required for old replacement backgrounds to match/load.");
TRANSLATE_NOOP("FullscreenUI", "Enables the replacement of background textures in supported games.");
TRANSLATE_NOOP("FullscreenUI", "Encore Mode");
@@ -7716,6 +7725,7 @@ TRANSLATE_NOOP("FullscreenUI", "Simulates the system ahead of time and rolls bac
TRANSLATE_NOOP("FullscreenUI", "Skip Duplicate Frame Display");
TRANSLATE_NOOP("FullscreenUI", "Skips the presentation/display of frames that are not unique. Can result in worse frame pacing.");
TRANSLATE_NOOP("FullscreenUI", "Slow Boot");
+TRANSLATE_NOOP("FullscreenUI", "Smooth Scrolling");
TRANSLATE_NOOP("FullscreenUI", "Smooths out blockyness between colour transitions in 24-bit content, usually FMVs.");
TRANSLATE_NOOP("FullscreenUI", "Smooths out the blockiness of magnified textures on 2D objects.");
TRANSLATE_NOOP("FullscreenUI", "Smooths out the blockiness of magnified textures on 3D objects.");
diff --git a/src/util/imgui_fullscreen.cpp b/src/util/imgui_fullscreen.cpp
index 0bc4cab8a..3e6b10a3b 100644
--- a/src/util/imgui_fullscreen.cpp
+++ b/src/util/imgui_fullscreen.cpp
@@ -41,6 +41,7 @@ namespace ImGuiFullscreen {
using MessageDialogCallbackVariant = std::variant;
static constexpr float MENU_BACKGROUND_ANIMATION_TIME = 0.5f;
+static constexpr float SMOOTH_SCROLLING_SPEED = 3.5f;
static std::optional LoadTextureImage(std::string_view path);
static std::shared_ptr UploadTexture(std::string_view path, const RGBA8Image& image);
@@ -90,6 +91,7 @@ static u32 s_menu_button_index = 0;
static u32 s_close_button_state = 0;
static FocusResetType s_focus_reset_queued = FocusResetType::None;
static bool s_light_theme = false;
+static bool s_smooth_scrolling = false;
static LRUCache> s_texture_cache(128, true);
static std::shared_ptr s_placeholder_texture;
@@ -275,6 +277,11 @@ void ImGuiFullscreen::Shutdown()
s_message_dialog_callback = {};
}
+void ImGuiFullscreen::SetSmoothScrolling(bool enabled)
+{
+ s_smooth_scrolling = enabled;
+}
+
const std::shared_ptr& ImGuiFullscreen::GetPlaceholderTexture()
{
return s_placeholder_texture;
@@ -763,6 +770,7 @@ bool ImGuiFullscreen::BeginFullscreenWindow(const ImVec2& position, const ImVec2
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(padding));
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(rounding));
+ ImGui::PushStyleVar(ImGuiStyleVar_ScrollSmooth, s_smooth_scrolling ? SMOOTH_SCROLLING_SPEED : 1.0f);
return ImGui::Begin(name, nullptr,
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize |
@@ -772,7 +780,7 @@ bool ImGuiFullscreen::BeginFullscreenWindow(const ImVec2& position, const ImVec2
void ImGuiFullscreen::EndFullscreenWindow()
{
ImGui::End();
- ImGui::PopStyleVar(3);
+ ImGui::PopStyleVar(4);
ImGui::PopStyleColor();
}
diff --git a/src/util/imgui_fullscreen.h b/src/util/imgui_fullscreen.h
index a1bd4117b..04907bbc6 100644
--- a/src/util/imgui_fullscreen.h
+++ b/src/util/imgui_fullscreen.h
@@ -120,6 +120,7 @@ ImRect CenterImage(const ImRect& fit_rect, const ImVec2& image_size);
bool Initialize(const char* placeholder_image_path);
void SetTheme(bool light);
+void SetSmoothScrolling(bool enabled);
void SetFonts(ImFont* medium_font, ImFont* large_font);
bool UpdateLayoutScale();