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@alice@mk.nyaa.place

Post #3434552

2026-03-18 16:17 UTC

looks like it's another block when it comes to this UI, so switching gears for now. I switched the app to 50 SDK, since nightly is rather unstable right now (GTK switched to GtkSvg for all icons and is rather crashy rn, it will take time before it's usable) unfortunately, both vala and blueprint missed gnome 50 release window, so I had to revert a bunch of stuff (nothing user-visible, things like GtkPopoverBin instead of a homegrown one) other than that I made a few minor changes to the CRT filter, e.g. I switched the mask back to green/magenta - yeah, it's weird on my monitor, but RGB just doesn't look particularly good - the phosphor stripes are so wide that it often looks like a grid with progressive video. Also fixed an overflow - white areas in the corners could overflow and render incorrectly

Replies (1)

  • @alice@mk.nyaa.place 2026-03-20 01:26

    Hooked up the new UI for gamepads as well, now there's another problem. It's hard to tell at a glance which device it is when multiple gamepads are connected. Like with the old UI (screenshots 3 and 4) it was more obvious I'm really torn between the 2 approaches here. For keyboard the new one is 100% better, nothing to say here. For gamepad both approaches have big tradeoffs, and I don't like either of them Old gnome-games mockups by @KekunPlazas@mamot.fr showed both controllers at once, but with that layout it's impossible to also show controls, that was just gamepad assignment

    Open ##3434551