spicetools/overlay/windows/iopanel.cpp

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2024-08-28 15:10:34 +00:00
#include "iopanel.h"
#include "cfg/api.h"
#include "launcher/launcher.h"
#include "games/io.h"
#include "misc/eamuse.h"
namespace overlay::windows {
IOPanel::IOPanel(SpiceOverlay *overlay) : Window(overlay) {
this->title = "Operator";
this->flags = ImGuiWindowFlags_AlwaysAutoResize;
this->init_size = ImVec2(
80,
ImGui::GetFrameHeight() +
ImGui::GetStyle().WindowPadding.y * 2 +
ImGui::GetFrameHeightWithSpacing() * 3 +
ImGui::GetFrameHeight()); // title + windows padding + 4 buttons
this->init_pos =ImVec2(10, ImGui::GetIO().DisplaySize.y - this->init_size.y - 10);
this->toggle_button = games::OverlayButtons::ToggleIOPanel;
this->find_buttons();
}
void IOPanel::find_buttons() {
const auto buttons = games::get_buttons(eamuse_get_game());
for (auto &button : *buttons) {
// since the array indices are different for each game, use string match instead
if (button.getName() == "Service") {
this->service_button = &button;
} else if (button.getName() == "Test") {
this->test_button = &button;
}
}
}
float IOPanel::get_suggested_height() {
// height of 4 buttons stacked vertically
// (coin, unlock, service, test, plus spacing between them)
return ImGui::GetFrameHeightWithSpacing() * 3 + ImGui::GetFrameHeight();
}
void IOPanel::build_content() {
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.2f, 0.1f, 0.1f, 1.f));
ImGui::PushID(this);
ImGui::BeginGroup();
this->build_operator_menu();
ImGui::EndGroup();
ImGui::SameLine();
this->build_io_panel();
ImGui::PopID();
ImGui::PopStyleColor();
}
void IOPanel::build_io_panel() {}
void IOPanel::build_operator_menu() {
const ImVec2 wide(60, 0);
const float spacing_x = ImGui::GetStyle().ItemSpacing.y;
const ImVec2 tall(
ImGui::GetFrameHeight(),
ImGui::GetFrameHeightWithSpacing() + ImGui::GetFrameHeight());
if (ImGui::Button("COIN", ImVec2(wide.x + spacing_x + tall.x, wide.y))) {
eamuse_coin_add();
}
ImGui::Checkbox("unlock", &operator_unlocked);
ImGui::BeginDisabled(!operator_unlocked);
this->build_button("SERVICE", wide, this->service_button);
this->build_button("TEST", wide, this->test_button);
// service + test button (for test menu navigation)
ImGui::SameLine(0, spacing_x);
ImGui::BeginGroup();
{
ImGui::SetCursorPosY(ImGui::GetCursorPosY() - ImGui::GetFrameHeightWithSpacing());
this->build_button("+", tall, this->test_button, this->service_button);
}
ImGui::EndGroup();
ImGui::EndDisabled();
}
void IOPanel::build_button(
const char *label, const ImVec2 &size, Button *button, Button *button_alt, Light *light) {
ImGui::BeginDisabled(button == nullptr);
int pushed = 0;
if (light && 0.5f < GameAPI::Lights::readLight(RI_MGR, *light)) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.72f, 0.15f, 0.00f, 0.9f));
pushed += 1;
}
ImGui::Button(label, size);
if (ImGui::IsItemActivated()) {
button->override_state = GameAPI::Buttons::BUTTON_PRESSED;
button->override_velocity = 1.f;
button->override_enabled = true;
if (button_alt) {
button_alt->override_state = GameAPI::Buttons::BUTTON_PRESSED;
button_alt->override_velocity = 1.f;
button_alt->override_enabled = true;
}
} else if (ImGui::IsItemDeactivated()) {
button->override_enabled = false;
if (button_alt) {
button_alt->override_enabled = false;
}
}
ImGui::PopStyleColor(pushed);
ImGui::EndDisabled();
}
}