spicetools/overlay/windows/iopanel_iidx.cpp

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2024-08-28 15:10:34 +00:00
#include <map>
#include "iopanel_iidx.h"
#include "games/io.h"
#include "games/iidx/iidx.h"
#include "games/iidx/io.h"
#include "misc/eamuse.h"
#include "util/logging.h"
namespace overlay::windows {
IIDXIOPanel::IIDXIOPanel(SpiceOverlay *overlay) : IOPanel(overlay) {
this->title = "IIDX IO Panel";
find_iidx_buttons();
}
void IIDXIOPanel::find_iidx_buttons() {
const auto buttons = games::get_buttons(eamuse_get_game());
const auto lights = games::get_lights(eamuse_get_game());
this->start_1p = &(*buttons)[games::iidx::Buttons::P1_Start];
this->start_1p_light = &(*lights)[games::iidx::Lights::P1_Start];
this->start_2p = &(*buttons)[games::iidx::Buttons::P2_Start];
this->start_2p_light = &(*lights)[games::iidx::Lights::P2_Start];
this->vefx = &(*buttons)[games::iidx::Buttons::VEFX];
this->vefx_light = &(*lights)[games::iidx::Lights::VEFX];
this->effect_on = &(*buttons)[games::iidx::Buttons::Effect];
this->effect_on_light = &(*lights)[games::iidx::Lights::Effect];
}
void IIDXIOPanel::build_io_panel() {
ImGui::Dummy(ImVec2(12, 0));
ImGui::SameLine();
this->draw_buttons();
if (!games::iidx::TDJ_MODE) {
ImGui::SameLine();
ImGui::Dummy(ImVec2(12, 0));
ImGui::SameLine();
this->draw_sliders();
}
}
void IIDXIOPanel::draw_buttons() {
const auto big_button_size = ImVec2(get_suggested_height(), get_suggested_height());
// width = same as above,
// height = 2 rows of buttons
const auto mid_button_size = ImVec2(
big_button_size.x,
ImGui::GetFrameHeight() * 2 + ImGui::GetStyle().ItemSpacing.y
);
// width = half of above,
// height = 4 rows of buttons
const auto tall_button_size = ImVec2(
big_button_size.x / 2,
big_button_size.y
);
this->build_button(
" 1 P\n"
"Start",
big_button_size,
this->start_1p, nullptr,
this->start_1p_light);
ImGui::SameLine();
ImGui::BeginGroup();
this->build_button(
"EFFECT",
mid_button_size,
this->effect_on, nullptr,
this->effect_on_light);
this->build_button(
"VEFX",
mid_button_size,
this->vefx, nullptr,
this->vefx_light);
ImGui::EndGroup();
ImGui::SameLine();
this->build_button(
"EFF\n"
" +\n"
"VFX",
tall_button_size,
this->effect_on,
this->vefx);
ImGui::SameLine();
this->build_button(
" 2 P\n"
"Start",
big_button_size,
this->start_2p, nullptr,
this->start_2p_light);
}
void IIDXIOPanel::draw_sliders() {
// effector analog entries
static const std::map<size_t, const char *> ANALOG_ENTRIES {
{ games::iidx::Analogs::VEFX, "VEFX" },
{ games::iidx::Analogs::LowEQ, "LoEQ" },
{ games::iidx::Analogs::HiEQ, "HiEQ" },
{ games::iidx::Analogs::Filter, "Fltr" },
{ games::iidx::Analogs::PlayVolume, "Vol." },
};
const ImVec2 slider_size(32, get_suggested_height());
const auto reset_button_size = ImVec2(16, get_suggested_height());
// iterate analogs
bool overridden = false;
const auto analogs = games::get_analogs(eamuse_get_game());
for (auto &[index, name] : ANALOG_ENTRIES) {
// safety check
if (index >= analogs->size()) {
continue;
}
// get analog
auto &analog = (*analogs)[index];
overridden |= analog.override_enabled;
// push id and style
ImGui::PushID((void *) name);
// vertical slider
auto new_state = analog.override_enabled ? analog.override_state
: GameAPI::Analogs::getState(RI_MGR, analog);
if (0 < index) {
ImGui::SameLine();
}
ImGui::VSliderFloat(
"##v",
slider_size,
&new_state,
0.f, 1.f,
name,
ImGuiSliderFlags_AlwaysClamp);
if (new_state != analog.override_state) {
analog.override_state = new_state;
analog.override_enabled = true;
}
// pop id and style
ImGui::PopID();
}
// reset button
ImGui::SameLine();
if (ImGui::Button("r\ne\ns\ne\nt", reset_button_size)) {
for (auto &[index, name] : ANALOG_ENTRIES) {
if (index < analogs->size()) {
(*analogs)[index].override_enabled = false;
}
}
}
}
}