overlay: refactor overlay layering (#739)

## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change

Create three distinct layers for the overlay:

1. Bottommost persistent layer - non-interactable layer that is always
on. This was only for notifications, but now the FPS widget lives here
as well.
2. Overlay windows layer - most interactable windows go here.
3. Topmost main menu - this is reserved for the main menu (escape key)
and this is a modal dialog that occludes the layers below.

Why? 

- `toggle overlay` behavior with FPS widget *also* toggling on/off was a
bit confusing (now they're two separate keys)
- FPS widget is popular, but it caused the entire overlay to be active,
which affects how input is handled
- the main menu being a standalone window was a little awkward (now it's
a modal)

## Testing
This commit is contained in:
bicarus
2026-06-07 17:23:08 -07:00
committed by GitHub
parent bb87aa2944
commit 100caa0f5c
16 changed files with 348 additions and 102 deletions
+11 -17
View File
@@ -324,20 +324,12 @@ namespace overlay::windows {
}
if (ImGui::BeginTabItem("Overlay")) {
tab_selected_new = ConfigTab::CONFIG_TAB_OVERLAY;
const auto offset = cfg::CONFIGURATOR_STANDALONE ? page_offset : page_offset2;
ImGui::BeginChild("Overlay", ImVec2(
0, ImGui::GetWindowContentRegionMax().y - offset), false);
0, ImGui::GetWindowContentRegionMax().y - page_offset2), false);
// overlay buttons
this->build_buttons("Overlay", games::get_buttons_overlay(this->games_selected_name));
ImGui::EndChild();
// standalone configurator extras
if (cfg::CONFIGURATOR_STANDALONE) {
ImGui::Checkbox("Enable Overlay in Config", &OVERLAY->hotkeys_enable);
}
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Lights")) {
@@ -4316,7 +4308,7 @@ namespace overlay::windows {
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
ImGui::TextColored(ImVec4(1, 0.7f, 0, 1), "NFC card reader status");
ImGui::TextColored(ImVec4(1, 0.7f, 0, 1), "NFC / API card reader status");
ImGui::Spacing();
if (cfg::CONFIGURATOR_STANDALONE) {
@@ -4379,14 +4371,16 @@ namespace overlay::windows {
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
ImGui::TextColored(ImVec4(1, 0.7f, 0, 1), "More tips");
ImGui::TextColored(ImVec4(1, 0.7f, 0, 1), "Card Manager");
ImGui::Spacing();
ImGui::BeginDisabled();
ImGui::TextWrapped("To debug card reader issues, run spice.exe -cfg in command line and check the log.");
ImGui::TextWrapped(
"If you have multiple players, try opening Card Manager window in the game. "
"Check the key bind in Overlay tab for Toggle Card Manager.");
ImGui::EndDisabled();
if (ImGui::Button("Open Card Manager")) {
if (this->overlay->window_cards != nullptr) {
this->overlay->window_cards->set_active(true);
this->overlay->window_cards->bring_to_front();
}
}
ImGui::TextUnformatted("");
ImGui::TextUnformatted("");
}
bool Config::validate_ea_card(char card_number[16]) {
+58 -15
View File
@@ -1,5 +1,6 @@
#include "exitprompt.h"
#include "avs/game.h"
#include "build/defs.h"
#include "misc/eamuse.h"
#include "util/logging.h"
#include "games/iidx/iidx.h"
@@ -9,7 +10,7 @@
namespace overlay::windows {
ExitPrompt::ExitPrompt(SpiceOverlay *overlay) : Window(overlay) {
this->title = "spice2x";
this->title = "spice2x (" + to_string(VERSION_STRING_CFG) + ")";
this->init_size = ImVec2(
(ImGui::GetFontSize() * 14) + (ImGui::GetStyle().ItemSpacing.x * 2),
overlay::apply_scaling(120));
@@ -20,22 +21,35 @@ namespace overlay::windows {
this->flags = ImGuiWindowFlags_NoResize
| ImGuiWindowFlags_NoCollapse
| ImGuiWindowFlags_AlwaysAutoResize
| ImGuiWindowFlags_NoDocking;
| ImGuiWindowFlags_NoDocking
| ImGuiWindowFlags_NoMove;
// the menu renders itself as a popup, not a normal overlay window
this->draws_window = false;
}
void ExitPrompt::update() {
Window::update();
// allow the popup to be reopened the next time the menu is shown
if (!this->active) {
this->popup_opened = false;
}
}
void ExitPrompt::build_button(
Window *window, std::string label, const ImVec2 &size, NextItem next, bool is_toggle) {
Window *window, std::string label, const ImVec2 &size, NextItem next) {
if (window == nullptr) {
return;
}
if (ImGui::Button(label.c_str(), size)) {
if (is_toggle) {
window->toggle_active();
} else {
window->set_active(true);
this->set_active(false);
window->toggle_active();
// raise to the top when the user toggled it visible from the menu
if (window->get_active()) {
window->bring_to_front();
}
}
if (next == NextItem::NEW_LINE) {
@@ -46,6 +60,31 @@ namespace overlay::windows {
}
void ExitPrompt::build_content() {
// use ### so the visible label is the full title (with version) while the
// popup keeps a stable identifier regardless of the title text
const std::string popup_id_str = this->title + "###mainmenu";
const char *popup_id = popup_id_str.c_str();
// open the popup once when the menu becomes active; popup_opened is reset
// in update() while inactive so it reopens the next time it is shown
if (!this->popup_opened) {
ImGui::OpenPopup(popup_id);
this->popup_opened = true;
}
// position at the top center of the screen
const ImVec2 menu_pos(
ImGui::GetIO().DisplaySize.x / 2 - this->init_size.x / 2,
overlay::apply_scaling(10));
ImGui::SetNextWindowPos(menu_pos, ImGuiCond_Appearing);
bool open = true;
if (!ImGui::BeginPopupModal(popup_id, &open, this->flags)) {
// dismissed via escape - close the menu
this->set_active(false);
return;
}
const ImVec2 size(ImGui::GetFontSize() * 14, ImGui::GetFontSize() * 1.9f);
const ImVec2 size_half(
(size.x - ImGui::GetStyle().ItemSpacing.x) / 2,
@@ -54,11 +93,7 @@ namespace overlay::windows {
(size.x - (ImGui::GetStyle().ItemSpacing.x * 2)) / 3,
ImGui::GetFontSize() * 2.5f);
if (ImGui::Button("Hide overlay", size)) {
overlay::OVERLAY->set_active(false);
}
ImGui::Spacing();
build_button(this->overlay->window_config, "Show Config", size, NextItem::NEW_LINE, false);
build_button(this->overlay->window_config, "Options", size, NextItem::NEW_LINE);
std::string sub = "Show Subscreen";
if (avs::game::is_model("LDJ")) {
@@ -77,11 +112,12 @@ namespace overlay::windows {
sub = "Show Pop'n Subscreen";
}
build_button(this->overlay->window_sub, sub, size, NextItem::NEW_LINE, false);
build_button(this->overlay->window_sub, sub, size, NextItem::NEW_LINE);
ImGui::TextDisabled("Graphics");
build_button(this->overlay->window_camera, "Camera control", size, NextItem::NEW_LINE);
build_button(this->overlay->window_fps, "FPS", size_half, NextItem::SAME_LINE);
build_button(this->overlay->window_fps.get(), "FPS", size_half, NextItem::SAME_LINE);
build_button(this->overlay->window_resize, "Resize", size_half, NextItem::NEW_LINE);
ImGui::TextDisabled("I/O");
@@ -157,5 +193,12 @@ namespace overlay::windows {
ImGui::EndPopup();
}
ImGui::Spacing();
ImGui::EndPopup();
// title-bar X was clicked - close the menu
if (!open) {
this->set_active(false);
}
}
}
+6 -1
View File
@@ -14,8 +14,13 @@ namespace overlay::windows {
public:
ExitPrompt(SpiceOverlay *overlay);
void build_content() override;
void update() override;
private:
void build_button(Window *window, std::string label, const ImVec2 &size, NextItem next, bool is_toggle=true);
void build_button(Window *window, std::string label, const ImVec2 &size, NextItem next);
// latch so the popup is opened once per activation; reset in update()
// whenever the menu is inactive
bool popup_opened = false;
};
}
+89 -23
View File
@@ -1,58 +1,124 @@
#include <iomanip>
#include <sstream>
#include <algorithm>
#include "external/fmt/include/fmt/chrono.h"
#include "fps.h"
namespace overlay::windows {
// tighter internal cell padding than the imgui default (4, 2)
static const ImVec2 FPS_CELL_PADDING(4.0f, 1.0f);
// tighter window padding than the imgui default (8, 8)
static const ImVec2 FPS_WINDOW_PADDING(6.0f, 4.0f);
FPS::FPS(SpiceOverlay *overlay) : Window(overlay) {
this->title = "Stats";
this->flags = ImGuiWindowFlags_NoTitleBar
| ImGuiWindowFlags_NoResize
| ImGuiWindowFlags_NoCollapse
| ImGuiWindowFlags_AlwaysAutoResize
| ImGuiWindowFlags_NoFocusOnAppearing
| ImGuiWindowFlags_NoBringToFrontOnFocus
| ImGuiWindowFlags_NoNavFocus
| ImGuiWindowFlags_NoNavInputs
| ImGuiWindowFlags_NoNav
| ImGuiWindowFlags_NoMove
| ImGuiWindowFlags_NoInputs
| ImGuiWindowFlags_NoDocking;
this->bg_alpha = 0.5f;
this->window_padding = FPS_WINDOW_PADDING;
this->start_time =
std::chrono::floor<std::chrono::seconds>(std::chrono::system_clock::now());
}
void FPS::calculate_initial_window() {
// width is 114x82 px with window decoration, 98x47 for the content
int pos_x =
overlay::FPS_SHOULD_FLIP ?
overlay::apply_scaling(8) :
ImGui::GetIO().DisplaySize.x - overlay::apply_scaling(122);
this->init_pos = ImVec2(pos_x, overlay::apply_scaling(8));
// size the window explicitly (no AlwaysAutoResize) so the corner anchoring
// below is exact; the footprint mirrors the fixed-fit table in build_content()
const float line_h = ImGui::GetTextLineHeight();
const int rows = 3;
// widest label and widest value drive the two fixed-fit columns
const float label_w = (std::max)(
ImGui::CalcTextSize("Time").x,
ImGui::CalcTextSize("Game").x);
const float value_w = ImGui::CalcTextSize("00:00:00").x;
const float win_w = label_w + value_w
+ FPS_CELL_PADDING.x * 2
+ FPS_WINDOW_PADDING.x * 2;
const float win_h = (line_h + FPS_CELL_PADDING.y * 2) * rows
+ FPS_WINDOW_PADDING.y * 2;
this->init_size = ImVec2(win_w, win_h);
// bottom-anchored windows use a larger edge margin (matching notification
// toasts) since they overlap the same on-screen UI; other edges hug closer
const float edge_margin = overlay::apply_scaling(4);
const float bottom_margin = overlay::apply_scaling(20);
const ImVec2 &display = ImGui::GetIO().DisplaySize;
const bool right =
overlay::FPS_LOCATION == overlay::FpsLocation::TopRight ||
overlay::FPS_LOCATION == overlay::FpsLocation::BottomRight;
const bool bottom =
overlay::FPS_LOCATION == overlay::FpsLocation::BottomLeft ||
overlay::FPS_LOCATION == overlay::FpsLocation::BottomRight;
const float pos_x = right ? display.x - win_w - edge_margin : edge_margin;
const float pos_y = bottom ? display.y - win_h - bottom_margin : edge_margin;
this->init_pos = ImVec2(pos_x, pos_y);
}
void FPS::build_content() {
// frame timers
ImGuiIO &io = ImGui::GetIO();
ImGui::Text("FPS: %.1f", io.Framerate);
// ImGui::Text("FT: %.2fms", 1000 / io.Framerate);
const auto now = std::chrono::system_clock::now();
const auto now_s = std::chrono::floor<std::chrono::seconds>(now);
// current time
{
const std::time_t tt = std::chrono::system_clock::to_time_t(now_s);
std::tm local_tm{};
localtime_s(&local_tm, &tt);
ImGui::TextUnformatted(fmt::format("Time: {:%H:%M:%S}", local_tm).c_str());
}
const std::time_t tt = std::chrono::system_clock::to_time_t(now_s);
std::tm local_tm{};
localtime_s(&local_tm, &tt);
// elapsed time
{
const auto uptime = now_s - this->start_time;
const auto uptime = now_s - this->start_time;
// right-align a label within the current cell so the label column reads
// flush against the value column instead of looking ragged. the label is
// only slightly dimmer than normal text (not the much darker "disabled" tone)
const ImGuiStyle &style = ImGui::GetStyle();
ImVec4 label_col = style.Colors[ImGuiCol_Text];
label_col.w *= 0.7f;
const auto label = [&label_col](const char *text) {
const float avail = ImGui::GetContentRegionAvail().x;
const float text_w = ImGui::CalcTextSize(text).x;
if (avail > text_w) {
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (avail - text_w));
}
ImGui::TextColored(label_col, "%s", text);
};
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, FPS_CELL_PADDING);
if (ImGui::BeginTable("##fps_stats", 2, ImGuiTableFlags_SizingFixedFit)) {
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
label("FPS");
ImGui::TableSetColumnIndex(1);
ImGui::Text("%.2f", io.Framerate);
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
label("Time");
ImGui::TableSetColumnIndex(1);
ImGui::TextUnformatted(fmt::format("{:%H:%M:%S}", local_tm).c_str());
ImGui::TableNextRow();
ImGui::TableSetColumnIndex(0);
label("Game");
ImGui::TableSetColumnIndex(1);
ImGui::TextUnformatted(
fmt::format("Up: {:%H:%M:%S}",
fmt::format("{:%H:%M:%S}",
std::chrono::floor<std::chrono::seconds>(uptime)).c_str());
ImGui::EndTable();
}
ImGui::PopStyleVar();
}
}
-2
View File
@@ -15,7 +15,5 @@ namespace overlay::windows {
void calculate_initial_window() override;
void build_content() override;
bool should_flip = false;
};
}