spicetools/overlay/windows/generic_sub.cpp

229 lines
8.8 KiB
C++

#undef CINTERFACE
#include "generic_sub.h"
#include <fmt/format.h>
#include "games/io.h"
#include "cfg/screen_resize.h"
#include "hooks/graphics/backends/d3d9/d3d9_backend.h"
#include "hooks/graphics/backends/d3d9/d3d9_device.h"
#include "hooks/graphics/graphics.h"
#include "util/logging.h"
#include "util/utils.h"
#include "touch/touch.h"
int GENERIC_SUB_WINDOW_X = 0;
int GENERIC_SUB_WINDOW_Y = 0;
int GENERIC_SUB_WINDOW_WIDTH = 0;
int GENERIC_SUB_WINDOW_HEIGHT = 0;
bool GENERIC_SUB_WINDOW_FULLSIZE = false;
// #define OVERLAYDBG 1
namespace overlay::windows {
const ImVec4 YELLOW(1.f, 1.f, 0.f, 1.f);
const ImVec4 WHITE(1.f, 1.f, 1.f, 1.f);
GenericSubScreen::GenericSubScreen(SpiceOverlay *overlay) : Window(overlay), device(overlay->get_device()) {
this->remove_window_padding = true;
// ImGuiWindowFlags_NoBackground is needed as the background is drawn on top of the subscreen image
this->flags = ImGuiWindowFlags_NoScrollbar |
ImGuiWindowFlags_NoCollapse |
ImGuiWindowFlags_NoBackground |
ImGuiWindowFlags_NoDocking;
this->size_max = ImVec2(ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y);
this->size_min = ImVec2(240, 135 + ImGui::GetFrameHeight());
this->init_size = size_min;
this->resize_callback = keep_16_by_9;
this->toggle_button = games::OverlayButtons::ToggleSubScreen;
this->texture_width = 0;
this->texture_height = 0;
overlay->set_subscreen_mouse_handler([this](LONG *x, LONG *y) -> bool {
// convert to normalized form (relative window coordinates 0.f-1.f)
ImVec2 xy;
// log_misc("sub::overlay", "mouse handler {} {}", to_string(*x), to_string(*y));
// log_misc("sub::overlay", "spicetouch coords {} {} {} {}", to_string(SPICETOUCH_TOUCH_X), to_string(SPICETOUCH_TOUCH_Y), to_string(SPICETOUCH_TOUCH_WIDTH), to_string(SPICETOUCH_TOUCH_HEIGHT));
float ratio_x, ratio_y;
if (GRAPHICS_WINDOWED) {
// input coords are relative to spicetouch wnd
ratio_x = (float)*x / SPICETOUCH_TOUCH_WIDTH;
ratio_y = (float)*y / SPICETOUCH_TOUCH_HEIGHT;
} else {
// inputs coords are relative to (0,0) for non-windowed mode
ratio_x = (float)*x / ImGui::GetIO().DisplaySize.x;
ratio_y = (float)*y / ImGui::GetIO().DisplaySize.y;
}
// log_misc("sub::overlay", "game coords {} {}", to_string(ratio_x), to_string(ratio_y));
// transform to subscreen overlay coords
if (!GENERIC_SUB_WINDOW_FULLSIZE) {
ratio_x = (ratio_x * ImGui::GetIO().DisplaySize.x - GENERIC_SUB_WINDOW_X) / GENERIC_SUB_WINDOW_WIDTH;
ratio_y = (ratio_y * ImGui::GetIO().DisplaySize.y - GENERIC_SUB_WINDOW_Y) / GENERIC_SUB_WINDOW_HEIGHT;
// log_misc("sub::overlay", "overlay coords {} {} {} {}", to_string(GENERIC_SUB_WINDOW_X), to_string(GENERIC_SUB_WINDOW_Y), to_string(GENERIC_SUB_WINDOW_WIDTH), to_string(GENERIC_SUB_WINDOW_HEIGHT));
}
xy.x = ratio_x;
xy.y = ratio_y;
// log_misc("sub::overlay", "ratio {} {}", to_string(xy.x), to_string(xy.y));
// x/y can be outside of window
if (xy.x < 0.f || 1.f < xy.x || xy.y < 0.f || 1.f < xy.y) {
return false;
}
// call into child
this->touch_transform(xy, x, y);
return true;
});
}
void GenericSubScreen::touch_transform(const ImVec2 xy_in, LONG *x_out, LONG *y_out) {}
void GenericSubScreen::build_content() {
if (this->disabled_message.has_value()) {
this->flags &= ~ImGuiWindowFlags_NoBackground;
ImGui::TextColored(YELLOW, "%s", this->disabled_message.value().c_str());
return;
}
this->draw_texture();
#if OVERLAYDBG
if (this->status_message.has_value()) {
log_warning("sub::overlay", "{}", this->status_message.value().c_str());
}
if (this->status_message.has_value()) {
ImGui::TextColored(YELLOW, "%s", this->status_message.value().c_str());
} else if (this->texture) {
ImGui::TextColored(WHITE, "Successfully acquired surface texture");
} else {
ImGui::TextColored(YELLOW, "Failed to acquire surface texture");
}
#endif
}
bool GenericSubScreen::build_texture(IDirect3DSurface9 *surface, UINT width, UINT height) {
HRESULT hr;
D3DSURFACE_DESC desc {};
hr = surface->GetDesc(&desc);
if (FAILED(hr)) {
this->status_message = fmt::format("Failed to get surface descriptor, hr={}", FMT_HRESULT(hr));
return false;
}
hr = this->device->CreateTexture(width, height, 0, desc.Usage, desc.Format,
desc.Pool, &this->texture, nullptr);
if (FAILED(hr)) {
this->status_message = fmt::format("Failed to create render target, hr={}", FMT_HRESULT(hr));
return false;
}
this->texture_width = width;
this->texture_height = height;
return true;
}
void GenericSubScreen::draw_texture() {
HRESULT hr;
auto surface = graphics_d3d9_ldj_get_sub_screen();
if (surface == nullptr) {
return;
}
if (this->draws_window) {
// calculate the **content** location and size.
// GetContentRegionAvail returns the correct dimension, up to (and including) the resize handle
// don't be tempted to change it to some other ImGui routine that accomplishes similar things!
overlay_content_top_left = ImGui::GetCursorScreenPos();
overlay_content_size = ImGui::GetContentRegionAvail();
} else {
// no window, full screen
overlay_content_top_left = ImVec2(0, 0);
overlay_content_size = ImGui::GetIO().DisplaySize;
}
GENERIC_SUB_WINDOW_X = overlay_content_top_left.x;
GENERIC_SUB_WINDOW_Y = overlay_content_top_left.y;
GENERIC_SUB_WINDOW_WIDTH = overlay_content_size.x;
GENERIC_SUB_WINDOW_HEIGHT = overlay_content_size.y;
if (this->draws_window &&
this->texture &&
((UINT)overlay_content_size.x != this->texture_width)) {
#if OVERLAYDBG
log_info("sub::overlay", "resize {} != {} ", overlay_content_size.x, this->texture_width);
#endif
// hack needed for SDVX; resizing the texture results in darker image, so allocate texture
// again with the new size when the window is resized
this->texture->Release();
this->texture = nullptr;
this->texture_width = 0;
this->texture_height = 0;
}
if (this->texture == nullptr) {
if (!this->build_texture(surface, overlay_content_size.x, overlay_content_size.y)) {
this->texture = nullptr;
this->texture_width = 0;
this->texture_height = 0;
surface->Release();
return;
}
}
IDirect3DSurface9 *texture_surface = nullptr;
hr = this->texture->GetSurfaceLevel(0, &texture_surface);
if (FAILED(hr)) {
this->status_message = fmt::format("Failed to get texture surface, hr={}", FMT_HRESULT(hr));
surface->Release();
return;
}
hr = this->device->StretchRect(surface, nullptr, texture_surface, nullptr, D3DTEXF_LINEAR);
if (FAILED(hr)) {
this->status_message = fmt::format("Failed to copy back buffer contents, hr={}", FMT_HRESULT(hr));
surface->Release();
texture_surface->Release();
return;
}
surface->Release();
texture_surface->Release();
// draw the subscreen (this draws *under* ImGui windows, over the game surface)
auto bottom_right = overlay_content_size;
bottom_right.x += overlay_content_top_left.x;
bottom_right.y += overlay_content_top_left.y;
ImGui::GetBackgroundDrawList()->AddImage(
reinterpret_cast<void *>(this->texture),
overlay_content_top_left,
bottom_right);
if (this->draws_window) {
// draw an invisible button so that it swallows mouse input
// this is needed to prevent the window from being dragged around
// (alternatively io.ConfigWindowsMoveFromTitleBarOnly can be set but that is global)
ImGui::InvisibleButton(
(this->title + "__InvisibleButton").c_str(),
overlay_content_size,
ImGuiButtonFlags_None);
}
#if OVERLAYDBG
log_info("sub::overlay", "{} / {} = {}", overlay_content_size.x, overlay_content_size.y, overlay_content_size.x / overlay_content_size.y);
#endif
}
}