FullscreenUI: More animation fixes
This commit is contained in:
@ -2482,8 +2482,8 @@ void Achievements::DrawAchievementsWindow()
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TRANSLATE_NOOP("Achievements", "Active Challenges"), TRANSLATE_NOOP("Achievements", "Almost There"),
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};
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ImGuiFullscreen::BeginMenuButtons();
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ImGuiFullscreen::ResetFocusHere();
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ImGuiFullscreen::BeginMenuButtons();
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for (u32 bucket_type : {RC_CLIENT_ACHIEVEMENT_BUCKET_ACTIVE_CHALLENGE,
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RC_CLIENT_ACHIEVEMENT_BUCKET_RECENTLY_UNLOCKED, RC_CLIENT_ACHIEVEMENT_BUCKET_UNLOCKED,
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@ -2948,8 +2948,8 @@ void Achievements::DrawLeaderboardsWindow()
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ImVec2(display_size.x, display_size.y - heading_height - LayoutScale(ImGuiFullscreen::LAYOUT_FOOTER_HEIGHT)),
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"leaderboards", background, 0.0f, ImVec2(ImGuiFullscreen::LAYOUT_MENU_WINDOW_X_PADDING, 0.0f), 0))
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{
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ImGuiFullscreen::BeginMenuButtons();
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ImGuiFullscreen::ResetFocusHere();
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ImGuiFullscreen::BeginMenuButtons();
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for (u32 bucket_index = 0; bucket_index < s_leaderboard_list->num_buckets; bucket_index++)
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{
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@ -2969,14 +2969,19 @@ void Achievements::DrawLeaderboardsWindow()
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ImVec2(display_size.x, display_size.y - heading_height - LayoutScale(ImGuiFullscreen::LAYOUT_FOOTER_HEIGHT)),
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"leaderboard", background, 0.0f, ImVec2(ImGuiFullscreen::LAYOUT_MENU_WINDOW_X_PADDING, 0.0f), 0))
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{
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// Defer focus reset until loading finishes.
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if (!s_is_showing_all_leaderboard_entries ||
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(ImGuiFullscreen::IsFocusResetFromWindowChange() && !s_leaderboard_entry_lists.empty()))
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{
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ImGuiFullscreen::ResetFocusHere();
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}
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ImGuiFullscreen::BeginMenuButtons();
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if (!s_is_showing_all_leaderboard_entries)
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{
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if (s_leaderboard_nearby_entries)
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{
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ImGuiFullscreen::ResetFocusHere();
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for (u32 i = 0; i < s_leaderboard_nearby_entries->num_entries; i++)
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{
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DrawLeaderboardEntry(s_leaderboard_nearby_entries->entries[i],
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@ -2999,9 +3004,6 @@ void Achievements::DrawLeaderboardsWindow()
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}
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else
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{
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if (ImGuiFullscreen::IsFocusResetFromWindowChange() && !s_leaderboard_entry_lists.empty())
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ImGuiFullscreen::ResetFocusHere();
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for (const rc_client_leaderboard_entry_list_t* list : s_leaderboard_entry_lists)
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{
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for (u32 i = 0; i < list->num_entries; i++)
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@ -5345,10 +5345,10 @@ void FullscreenUI::DrawPauseMenu()
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3, // Achievements
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};
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ResetFocusHere();
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BeginMenuButtons(submenu_item_count[static_cast<u32>(s_current_pause_submenu)], 1.0f,
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ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING,
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ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
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ResetFocusHere();
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switch (s_current_pause_submenu)
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{
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@ -5617,6 +5617,7 @@ bool FullscreenUI::OpenSaveStateSelector(bool is_loading)
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if (PopulateSaveStateListEntries(System::GetGameTitle(), System::GetGameSerial()) > 0)
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{
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s_save_state_selector_open = true;
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QueueResetFocus(FocusResetType::PopupOpened);
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return true;
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}
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@ -5626,6 +5627,9 @@ bool FullscreenUI::OpenSaveStateSelector(bool is_loading)
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void FullscreenUI::CloseSaveStateSelector()
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{
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if (s_save_state_selector_open)
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QueueResetFocus(FocusResetType::PopupClosed);
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ClearSaveStateEntryList();
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s_save_state_selector_open = false;
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s_save_state_selector_loading = false;
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@ -5674,14 +5678,13 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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ImGui::PushStyleColor(ImGuiCol_ChildBg, ModAlpha(UIPrimaryColor, 0.9f));
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bool closed = false;
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bool was_close_not_back = false;
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if (ImGui::BeginChild("state_titlebar", heading_size, false, ImGuiWindowFlags_NavFlattened))
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{
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BeginNavBar();
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if (NavButton(ICON_FA_BACKWARD, true, true))
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{
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CloseSaveStateSelector();
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ReturnToPreviousWindow();
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}
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closed = true;
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NavTitle(is_loading ? FSUI_CSTR("Load State") : FSUI_CSTR("Save State"));
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EndNavBar();
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@ -5692,13 +5695,15 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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ImGui::PushStyleColor(ImGuiCol_ChildBg, ModAlpha(UIBackgroundColor, 0.9f));
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ImGui::SetCursorPos(ImVec2(0.0f, heading_size.y));
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bool closed = false;
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bool close_handled = false;
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if (s_save_state_selector_open &&
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ImGui::BeginChild("state_list",
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if (IsFocusResetFromWindowChange())
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ImGui::SetNextWindowScroll(ImVec2(0.0f, 0.0f));
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if (ImGui::BeginChild("state_list",
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ImVec2(io.DisplaySize.x, io.DisplaySize.y - LayoutScale(LAYOUT_FOOTER_HEIGHT) - heading_size.y),
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false, ImGuiWindowFlags_NavFlattened))
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{
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ResetFocusHere();
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BeginMenuButtons();
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const ImGuiStyle& style = ImGui::GetStyle();
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@ -5723,9 +5728,6 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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ImGui::SetCursorPos(ImVec2(start_x, 0.0f));
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for (u32 i = 0; i < s_save_state_selector_slots.size();)
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{
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if (i == 0)
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ResetFocusHere();
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SaveStateListEntry& entry = s_save_state_selector_slots[i];
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if (static_cast<s32>(i) == s_save_state_selector_submenu_index)
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{
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@ -5768,6 +5770,7 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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DoSaveState(entry.slot, entry.global);
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closed = true;
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was_close_not_back = true;
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}
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if (!entry.path.empty() && ActiveButton(FSUI_ICONSTR(ICON_FA_FOLDER_MINUS, "Delete Save"), false, true,
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@ -5785,9 +5788,14 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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removed = true;
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if (s_save_state_selector_slots.empty())
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{
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closed = true;
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was_close_not_back = true;
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}
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else
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{
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is_open = false;
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}
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}
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else
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{
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@ -5808,19 +5816,8 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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ImGui::EndPopup();
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}
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// don't let the back button flow through to the main window
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if (WantsToCloseMenu())
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{
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close_handled = true;
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is_open = false;
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}
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if (!is_open || closed)
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{
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if (!is_open)
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s_save_state_selector_submenu_index = -1;
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if (!closed)
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QueueResetFocus(FocusResetType::ViewChanged);
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}
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ImGui::PopStyleColor(3);
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ImGui::PopStyleVar(3);
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@ -5896,6 +5893,7 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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DoSaveState(entry.slot, entry.global);
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closed = true;
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was_close_not_back = true;
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}
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else if (hovered &&
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(ImGui::IsItemClicked(ImGuiMouseButton_Right) || ImGui::IsKeyPressed(ImGuiKey_NavGamepadMenu, false) ||
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@ -5929,33 +5927,29 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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ImGui::EndPopup();
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ImGui::PopStyleVar(5);
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if (closed)
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if (IsGamepadInputSource())
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{
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CloseSaveStateSelector();
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ReturnToMainWindow();
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}
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else if (!close_handled && WantsToCloseMenu())
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{
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CloseSaveStateSelector();
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ReturnToPreviousWindow();
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SetFullscreenFooterText(std::array{std::make_pair(ICON_PF_XBOX_DPAD, FSUI_VSTR("Select State")),
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std::make_pair(ICON_PF_BUTTON_Y, FSUI_VSTR("Delete State")),
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std::make_pair(ICON_PF_BUTTON_A, FSUI_VSTR("Load State")),
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std::make_pair(ICON_PF_BUTTON_B, FSUI_VSTR("Cancel"))});
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}
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else
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{
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if (IsGamepadInputSource())
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{
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SetFullscreenFooterText(std::array{std::make_pair(ICON_PF_XBOX_DPAD, FSUI_VSTR("Select State")),
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std::make_pair(ICON_PF_BUTTON_Y, FSUI_VSTR("Delete State")),
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std::make_pair(ICON_PF_BUTTON_A, FSUI_VSTR("Load State")),
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std::make_pair(ICON_PF_BUTTON_B, FSUI_VSTR("Cancel"))});
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}
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else
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{
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SetFullscreenFooterText(std::array{
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std::make_pair(ICON_PF_ARROW_UP ICON_PF_ARROW_DOWN ICON_PF_ARROW_LEFT ICON_PF_ARROW_RIGHT,
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FSUI_VSTR("Select State")),
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std::make_pair(ICON_PF_F1, FSUI_VSTR("Delete State")), std::make_pair(ICON_PF_ENTER, FSUI_VSTR("Load State")),
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std::make_pair(ICON_PF_ESC, FSUI_VSTR("Cancel"))});
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}
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SetFullscreenFooterText(std::array{
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std::make_pair(ICON_PF_ARROW_UP ICON_PF_ARROW_DOWN ICON_PF_ARROW_LEFT ICON_PF_ARROW_RIGHT,
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FSUI_VSTR("Select State")),
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std::make_pair(ICON_PF_F1, FSUI_VSTR("Delete State")), std::make_pair(ICON_PF_ENTER, FSUI_VSTR("Load State")),
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std::make_pair(ICON_PF_ESC, FSUI_VSTR("Cancel"))});
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}
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if (WantsToCloseMenu() || closed)
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{
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CloseSaveStateSelector();
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if (was_close_not_back)
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ReturnToMainWindow();
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else if (s_current_main_window != MainWindowType::GameList)
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ReturnToPreviousWindow();
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}
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}
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@ -5971,6 +5965,7 @@ bool FullscreenUI::OpenLoadStateSelectorForGameResume(const GameList::Entry* ent
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s_save_state_selector_loading = true;
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s_save_state_selector_open = true;
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s_save_state_selector_resuming = true;
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QueueResetFocus(FocusResetType::PopupOpened);
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return true;
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}
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@ -6313,6 +6308,9 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
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const GameList::Entry* selected_entry = nullptr;
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PopulateGameListEntryList();
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if (IsFocusResetFromWindowChange())
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ImGui::SetNextWindowScroll(ImVec2(0.0f, 0.0f));
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if (BeginFullscreenColumnWindow(0.0f, -530.0f, "game_list_entries"))
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{
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const ImVec2 image_size(LayoutScale(LAYOUT_MENU_BUTTON_HEIGHT, LAYOUT_MENU_BUTTON_HEIGHT));
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@ -6509,6 +6507,9 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
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void FullscreenUI::DrawGameGrid(const ImVec2& heading_size)
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{
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if (IsFocusResetFromWindowChange())
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ImGui::SetNextWindowScroll(ImVec2(0.0f, 0.0f));
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ImGuiIO& io = ImGui::GetIO();
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if (!BeginFullscreenWindow(
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ImVec2(0.0f, heading_size.y),
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