spicetools/overlay/overlay.cpp

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2024-08-28 15:10:34 +00:00
#include "overlay.h"
#include "avs/game.h"
#include "cfg/configurator.h"
#include "games/io.h"
#include "games/iidx/iidx.h"
#include "hooks/graphics/graphics.h"
#include "misc/eamuse.h"
#include "touch/touch.h"
#include "util/logging.h"
#include "util/resutils.h"
#include "build/resource.h"
#include "imgui/impl_dx9.h"
#include "imgui/impl_spice.h"
#include "imgui/impl_sw.h"
#include "overlay/imgui/impl_dx9.h"
#include "overlay/imgui/impl_spice.h"
#include "overlay/imgui/impl_sw.h"
#include "window.h"
#ifdef SPICE64
#include "windows/camera_control.h"
#endif
#include "windows/card_manager.h"
#include "windows/screen_resize.h"
#include "windows/config.h"
#include "windows/control.h"
#include "windows/fps.h"
#include "windows/generic_sub.h"
#include "windows/iidx_seg.h"
#include "windows/iidx_sub.h"
#include "windows/iopanel.h"
#include "windows/iopanel_ddr.h"
#include "windows/iopanel_gfdm.h"
#include "windows/iopanel_iidx.h"
#include "windows/sdvx_sub.h"
#include "windows/keypad.h"
#include "windows/kfcontrol.h"
#include "windows/log.h"
#include "windows/patch_manager.h"
#include "windows/vr.h"
static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) \
{ return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
namespace overlay {
// settings
bool ENABLED = true;
bool AUTO_SHOW_FPS = false;
bool AUTO_SHOW_SUBSCREEN = false;
bool AUTO_SHOW_IOPANEL = false;
bool AUTO_SHOW_KEYPAD_P1 = false;
bool AUTO_SHOW_KEYPAD_P2 = false;
bool USE_WM_CHAR_FOR_IMGUI_CHAR_INPUT = false;
// global
std::mutex OVERLAY_MUTEX;
std::unique_ptr<overlay::SpiceOverlay> OVERLAY = nullptr;
ImFont* DSEG_FONT = nullptr;
}
static void *ImGui_Alloc(size_t sz, void *user_data) {
void *data = malloc(sz);
if (!data) {
return nullptr;
}
memset(data, 0, sz);
return data;
}
static void ImGui_Free(void *data, void *user_data) {
free(data);
}
void overlay::create_d3d9(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device) {
if (!overlay::ENABLED) {
return;
}
const std::lock_guard<std::mutex> lock(OVERLAY_MUTEX);
if (!overlay::OVERLAY) {
overlay::OVERLAY = std::make_unique<overlay::SpiceOverlay>(hWnd, d3d, device);
}
}
void overlay::create_software(HWND hWnd) {
if (!overlay::ENABLED) {
return;
}
const std::lock_guard<std::mutex> lock(OVERLAY_MUTEX);
if (!overlay::OVERLAY) {
overlay::OVERLAY = std::make_unique<overlay::SpiceOverlay>(hWnd);
}
}
void overlay::destroy(HWND hWnd) {
if (!overlay::ENABLED) {
return;
}
const std::lock_guard<std::mutex> lock(OVERLAY_MUTEX);
if (overlay::OVERLAY && (hWnd == nullptr || overlay::OVERLAY->uses_window(hWnd))) {
overlay::OVERLAY.reset();
}
}
overlay::SpiceOverlay::SpiceOverlay(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device)
: renderer(OverlayRenderer::D3D9), hWnd(hWnd), d3d(d3d), device(device) {
log_info("overlay", "initializing (D3D9)");
// increment reference counts
this->d3d->AddRef();
this->device->AddRef();
// get creation parameters
HRESULT ret;
ret = this->device->GetCreationParameters(&this->creation_parameters);
if (FAILED(ret)) {
log_fatal("overlay", "GetCreationParameters failed, hr={}", FMT_HRESULT(ret));
}
// get adapter identifier
ret = this->d3d->GetAdapterIdentifier(
creation_parameters.AdapterOrdinal,
0,
&this->adapter_identifier);
if (FAILED(ret)) {
log_fatal("overlay", "GetAdapterIdentifier failed, hr={}", FMT_HRESULT(ret));
}
// init
this->init();
}
overlay::SpiceOverlay::SpiceOverlay(HWND hWnd)
: renderer(OverlayRenderer::SOFTWARE), hWnd(hWnd) {
log_info("overlay", "initializing (SOFTWARE)");
// init
this->init();
}
void overlay::SpiceOverlay::init() {
// init imgui
IMGUI_CHECKVERSION();
ImGui::SetAllocatorFunctions(ImGui_Alloc, ImGui_Free, nullptr);
ImGui::CreateContext();
ImGui::GetIO();
// set style
ImGui::StyleColorsDark();
if (this->renderer == OverlayRenderer::SOFTWARE) {
imgui_sw::make_style_fast();
ImVec4* colors = ImGui::GetStyle().Colors;
colors[ImGuiCol_Border].w = 0;
colors[ImGuiCol_Separator].w = 0.25f;
} else {
auto &style = ImGui::GetStyle();
style.WindowRounding = 0;
}
// red theme based on:
// https://github.com/ocornut/imgui/issues/707#issuecomment-760220280
// r, g, b, a
ImVec4* colors = ImGui::GetStyle().Colors;
// colors[ImGuiCol_Text] = ImVec4(0.75f, 0.75f, 0.75f, 1.00f);
// colors[ImGuiCol_TextDisabled] = ImVec4(0.35f, 0.35f, 0.35f, 1.00f);
// colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.94f);
// colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.f, 0.f, 0.94f);
colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.50f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.37f, 0.14f, 0.00f, 0.54f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.37f, 0.14f, 0.14f, 0.67f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.39f, 0.20f, 0.20f, 0.67f);
colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.48f, 0.16f, 0.16f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.48f, 0.16f, 0.16f, 1.00f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.56f, 0.10f, 0.10f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 0.19f, 0.19f, 0.40f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.89f, 0.00f, 0.19f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(1.00f, 0.19f, 0.19f, 0.40f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.80f, 0.17f, 0.00f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.89f, 0.00f, 0.19f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.33f, 0.35f, 0.36f, 0.53f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.76f, 0.28f, 0.44f, 0.67f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.47f, 0.47f, 0.47f, 0.67f);
colors[ImGuiCol_Separator] = ImVec4(0.32f, 0.32f, 0.32f, 1.00f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.32f, 0.32f, 0.32f, 1.00f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.32f, 0.32f, 0.32f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.85f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(1.00f, 1.00f, 1.00f, 0.60f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(1.00f, 1.00f, 1.00f, 0.90f);
colors[ImGuiCol_Tab] = colors[ImGuiCol_Button];
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_ButtonHovered];
colors[ImGuiCol_TabActive] = colors[ImGuiCol_ButtonActive];
colors[ImGuiCol_TabUnfocused] = colors[ImGuiCol_Tab] * ImVec4(1.0f, 1.0f, 1.0f, 0.6f);
colors[ImGuiCol_TabUnfocusedActive] = colors[ImGuiCol_TabActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.6f);
colors[ImGuiCol_DockingPreview] = ImVec4(0.47f, 0.47f, 0.47f, 0.47f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f);
colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f);
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.04f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
// configure IO
auto &io = ImGui::GetIO();
io.UserData = this;
io.ConfigFlags = ImGuiConfigFlags_NavEnableKeyboard
| ImGuiConfigFlags_NavEnableGamepad
| ImGuiConfigFlags_NavEnableSetMousePos
| ImGuiConfigFlags_DockingEnable
| ImGuiConfigFlags_ViewportsEnable;
if (is_touch_available()) {
io.ConfigFlags |= ImGuiConfigFlags_IsTouchScreen;
}
io.MouseDrawCursor = !GRAPHICS_SHOW_CURSOR;
// disable config
io.IniFilename = nullptr;
// allow CTRL+WHEEL scaling
io.FontAllowUserScaling = true;
// add default font
io.Fonts->AddFontDefault();
// add fallback fonts for missing glyph ranges
ImFontConfig config {};
config.MergeMode = true;
io.Fonts->AddFontFromFileTTF(R"(C:\Windows\Fonts\simsun.ttc)",
13.0f, &config, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
io.Fonts->AddFontFromFileTTF(R"(C:\Windows\Fonts\arial.ttf)",
13.0f, &config, io.Fonts->GetGlyphRangesCyrillic());
io.Fonts->AddFontFromFileTTF(R"(C:\Windows\Fonts\meiryu.ttc)",
13.0f, &config, io.Fonts->GetGlyphRangesJapanese());
io.Fonts->AddFontFromFileTTF(R"(C:\Windows\Fonts\meiryo.ttc)",
13.0f, &config, io.Fonts->GetGlyphRangesJapanese());
io.Fonts->AddFontFromFileTTF(R"(C:\Windows\Fonts\gulim.ttc)",
13.0f, &config, io.Fonts->GetGlyphRangesKorean());
io.Fonts->AddFontFromFileTTF(R"(C:\Windows\Fonts\cordia.ttf)",
13.0f, &config, io.Fonts->GetGlyphRangesThai());
io.Fonts->AddFontFromFileTTF(R"(C:\Windows\Fonts\arial.ttf)",
13.0f, &config, io.Fonts->GetGlyphRangesVietnamese());
// add special font
if (avs::game::is_model("LDJ")) {
DWORD size;
ImFontConfig config {};
config.FontDataOwnedByAtlas = false;
auto buffer = resutil::load_file(IDR_DSEGFONT, &size);
DSEG_FONT = io.Fonts->AddFontFromMemoryTTF((void *)buffer, size,
overlay::windows::IIDX_SEGMENT_FONT_SIZE);
}
// init implementation
ImGui_ImplSpice_Init(this->hWnd);
switch (this->renderer) {
case OverlayRenderer::D3D9:
ImGui_ImplDX9_Init(this->device);
break;
case OverlayRenderer::SOFTWARE:
imgui_sw::bind_imgui_painting();
break;
}
// create empty frame
switch (this->renderer) {
case OverlayRenderer::D3D9:
ImGui_ImplDX9_NewFrame();
break;
case OverlayRenderer::SOFTWARE:
break;
}
ImGui_ImplSpice_NewFrame();
ImGui::NewFrame();
ImGui::EndFrame();
// fix navigation buttons causing crash on overlay activation
ImGui::Begin("Temp");
ImGui::End();
bool set_overlay_active = false;
// referenced windows
this->window_add(window_fps = new overlay::windows::FPS(this));
if (!cfg::CONFIGURATOR_STANDALONE && AUTO_SHOW_FPS) {
window_fps->set_active(true);
set_overlay_active = true;
}
// add default windows
this->window_add(new overlay::windows::Config(this));
this->window_add(new overlay::windows::Control(this));
this->window_add(new overlay::windows::Log(this));
#ifdef SPICE64
this->window_add(new overlay::windows::CameraControl(this));
#endif
this->window_add(new overlay::windows::CardManager(this));
if (!cfg::CONFIGURATOR_STANDALONE) {
this->window_add(new overlay::windows::ScreenResize(this));
}
this->window_add(new overlay::windows::PatchManager(this));
this->window_add(new overlay::windows::KFControl(this));
this->window_add(new overlay::windows::VRWindow(this));
{
const auto keypad_p1 = new overlay::windows::Keypad(this, 0);
this->window_add(keypad_p1);
if (!cfg::CONFIGURATOR_STANDALONE && AUTO_SHOW_KEYPAD_P1) {
keypad_p1->set_active(true);
set_overlay_active = true;
}
}
if (eamuse_get_game_keypads() > 1) {
const auto keypad_p2 = new overlay::windows::Keypad(this, 1);
this->window_add(keypad_p2);
if (!cfg::CONFIGURATOR_STANDALONE && AUTO_SHOW_KEYPAD_P2) {
keypad_p2->set_active(true);
set_overlay_active = true;
}
}
// IO panel needs to know what game is running
if (!cfg::CONFIGURATOR_STANDALONE) {
overlay::Window *iopanel = nullptr;
if (avs::game::is_model("LDJ")) {
iopanel = new overlay::windows::IIDXIOPanel(this);
} else if (avs::game::is_model("MDX")) {
iopanel = new overlay::windows::DDRIOPanel(this);
} else if (avs::game::is_model({"J32", "J33", "K32", "K33", "L32", "L33", "M32"})) {
iopanel = new overlay::windows::GitadoraIOPanel(this);
} else {
iopanel = new overlay::windows::IOPanel(this);
}
if (iopanel) {
this->window_add(iopanel);
if (AUTO_SHOW_IOPANEL) {
iopanel->set_active(true);
set_overlay_active = true;
}
}
}
// subscreens need DirectX, so don't try to initialize them in standalone
if (!cfg::CONFIGURATOR_STANDALONE) {
overlay::Window *subscreen = nullptr;
if (avs::game::is_model("LDJ")) {
if (games::iidx::TDJ_MODE) {
subscreen = new overlay::windows::IIDXSubScreen(this);
} else {
subscreen = new overlay::windows::IIDXSegmentDisplay(this);
}
} else if (avs::game::is_model("KFC")) {
subscreen = new overlay::windows::SDVXSubScreen(this);
}
if (subscreen) {
this->window_add(subscreen);
if (AUTO_SHOW_SUBSCREEN) {
subscreen->set_active(true);
set_overlay_active = true;
}
}
}
if (set_overlay_active) {
this->set_active(true);
}
}
overlay::SpiceOverlay::~SpiceOverlay() {
// imgui shutdown
ImGui_ImplSpice_Shutdown();
switch (this->renderer) {
case OverlayRenderer::D3D9:
ImGui_ImplDX9_Shutdown();
// drop references
this->device->Release();
this->d3d->Release();
break;
case OverlayRenderer::SOFTWARE:
imgui_sw::unbind_imgui_painting();
break;
}
ImGui::DestroyContext();
}
void overlay::SpiceOverlay::window_add(Window *wnd) {
this->windows.emplace_back(std::unique_ptr<Window>(wnd));
}
void overlay::SpiceOverlay::new_frame() {
// update implementation
ImGui_ImplSpice_NewFrame();
this->total_elapsed += ImGui::GetIO().DeltaTime;
// check if inactive
if (!this->active) {
return;
}
// init frame
switch (this->renderer) {
case OverlayRenderer::D3D9:
ImGui_ImplDX9_NewFrame();
break;
case OverlayRenderer::SOFTWARE:
ImGui_ImplSpice_UpdateDisplaySize();
break;
}
ImGui::NewFrame();
// build windows
for (auto &window : this->windows) {
window->build();
}
// end frame
ImGui::EndFrame();
}
void overlay::SpiceOverlay::render() {
// check if inactive
if (!this->active) {
return;
}
// imgui render
ImGui::Render();
// implementation render
switch (this->renderer) {
case OverlayRenderer::D3D9:
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
break;
case OverlayRenderer::SOFTWARE: {
// get display metrics
auto &io = ImGui::GetIO();
auto width = static_cast<size_t>(std::ceil(io.DisplaySize.x));
auto height = static_cast<size_t>(std::ceil(io.DisplaySize.y));
auto pixels = width * height;
// make sure buffer is big enough
if (this->pixel_data.size() < pixels) {
this->pixel_data.resize(pixels, 0);
}
// reset buffer
memset(&this->pixel_data[0], 0, width * height * sizeof(uint32_t));
// render to pixel data
imgui_sw::SwOptions options {
.optimize_text = true,
.optimize_rectangles = true,
};
imgui_sw::paint_imgui(&this->pixel_data[0], width, height, options);
pixel_data_width = width;
pixel_data_height = height;
break;
}
}
for (auto &window : this->windows) {
window->after_render();
}
}
void overlay::SpiceOverlay::update() {
// check overlay toggle
auto overlay_buttons = games::get_buttons_overlay(eamuse_get_game());
bool toggle_down_new = overlay_buttons
&& this->hotkeys_triggered()
&& GameAPI::Buttons::getState(RI_MGR, overlay_buttons->at(games::OverlayButtons::ToggleOverlay));
if (toggle_down_new && !this->toggle_down) {
toggle_active(true);
}
this->toggle_down = toggle_down_new;
// update windows
for (auto &window : this->windows) {
window->update();
}
// deactivate if no windows are shown
bool window_active = false;
for (auto &window : this->windows) {
if (window->get_active()) {
window_active = true;
break;
}
}
if (!window_active) {
this->set_active(false);
}
}
bool overlay::SpiceOverlay::update_cursor() {
return ImGui_ImplSpice_UpdateMouseCursor();
}
void overlay::SpiceOverlay::toggle_active(bool overlay_key) {
// invert active state
this->active = !this->active;
// show FPS window if toggled with overlay key
if (overlay_key) {
this->window_fps->set_active(this->active);
}
}
void overlay::SpiceOverlay::set_active(bool new_active) {
// toggle if different
if (this->active != new_active) {
this->toggle_active();
}
}
bool overlay::SpiceOverlay::get_active() {
return this->active;
}
bool overlay::SpiceOverlay::has_focus() {
return this->get_active() && ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow);
}
bool overlay::SpiceOverlay::hotkeys_triggered() {
// check if disabled first
if (!this->hotkeys_enable) {
return false;
}
// get buttons
auto buttons = games::get_buttons_overlay(eamuse_get_game());
if (!buttons) {
return false;
}
auto &hotkey1 = buttons->at(games::OverlayButtons::HotkeyEnable1);
auto &hotkey2 = buttons->at(games::OverlayButtons::HotkeyEnable2);
auto &toggle = buttons->at(games::OverlayButtons::HotkeyToggle);
// check hotkey toggle
auto toggle_state = GameAPI::Buttons::getState(RI_MGR, toggle);
if (toggle_state) {
if (!this->hotkey_toggle_last) {
this->hotkey_toggle_last = true;
this->hotkey_toggle = !this->hotkey_toggle;
}
} else {
this->hotkey_toggle_last = false;
}
// hotkey toggle overrides hotkey enable button states
if (hotkey_toggle) {
return true;
}
// check hotkey enable buttons
bool triggered = true;
if (hotkey1.isSet() && !GameAPI::Buttons::getState(RI_MGR, hotkey1)) {
triggered = false;
}
if (hotkey2.isSet() && !GameAPI::Buttons::getState(RI_MGR, hotkey2)) {
triggered = false;
}
return triggered;
}
void overlay::SpiceOverlay::reset_invalidate() {
ImGui_ImplDX9_InvalidateDeviceObjects();
}
void overlay::SpiceOverlay::reset_recreate() {
ImGui_ImplDX9_CreateDeviceObjects();
}
void overlay::SpiceOverlay::input_char(unsigned int c) {
// add character to ImGui
ImGui::GetIO().AddInputCharacter(c);
}
uint32_t *overlay::SpiceOverlay::sw_get_pixel_data(int *width, int *height) {
// check if active
if (!this->active) {
*width = 0;
*height = 0;
return nullptr;
}
// ensure buffer has the right size
const size_t total_size = this->pixel_data_width * this->pixel_data_height;
if (this->pixel_data.size() < total_size) {
this->pixel_data.resize(total_size, 0);
}
// check for empty surface
if (this->pixel_data.empty()) {
*width = 0;
*height = 0;
return nullptr;
}
// copy and return pointer to data
*width = this->pixel_data_width;
*height = this->pixel_data_height;
return &this->pixel_data[0];
}