overlay: toast notifications (#704)

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

## Description of change
Adds toast notifications to the overlay.

Toast notifications are transient windows (shown for about 4 seconds).
These are drawn on top of the game even when the overlay is inactive
(i.e., when no window is open), and does not cause any input sink
behavior.

Add toasts for some common user-driven actions that could use a
notification, such as:

* screenshot
* card insert
* PIN macro
* API client connect/disconnect
* virtual printer
* screen resize toggle / scene switch

Add an option to change where the toasts are displayed, or to turn it
off entirely.

Add SDK function for it, and add it to the samples.

## Testing
Tested DDR (shown at bottom right, as is for most games) and RB (shown
top right by default).
This commit is contained in:
bicarus
2026-05-27 00:45:27 -07:00
committed by GitHub
parent d929cdf7c8
commit 311404f56b
20 changed files with 574 additions and 43 deletions
+29 -10
View File
@@ -17,6 +17,7 @@
#include "external/imgui/backends/imgui_impl_dx9.h"
#include "overlay/imgui/impl_spice.h"
#include "overlay/imgui/impl_sw.h"
#include "overlay/notifications.h"
#include "window.h"
#ifdef SPICE64
@@ -465,8 +466,16 @@ void overlay::SpiceOverlay::new_frame() {
ImGui_ImplSpice_NewFrame();
this->total_elapsed += ImGui::GetIO().DeltaTime;
// check if inactive
if (!this->active) {
// notifications draw on top of the game without flipping `active`, so the input gates
// (see touch/touch.cpp WndProc, touch_get_points/events, graphics.cpp WM_CHAR) stay
// disabled and input continues to flow to the game.
// SOFTWARE renderer (spicecfg / configurator) never gets notifications - no room.
const bool draw_notifications = this->renderer != OverlayRenderer::SOFTWARE
&& overlay::notifications::has_pending();
// check if there is nothing to draw
this->has_pending_frame = false;
if (!this->active && !draw_notifications) {
return;
}
@@ -480,14 +489,22 @@ void overlay::SpiceOverlay::new_frame() {
break;
}
ImGui::NewFrame();
this->has_pending_frame = true;
// build windows
for (auto &window : this->windows) {
window->build();
// build windows only when the overlay itself is active
if (this->active) {
for (auto &window : this->windows) {
window->build();
}
if (SHOW_DEBUG_LOG_WINDOW) {
ImGui::ShowDebugLogWindow(&SHOW_DEBUG_LOG_WINDOW);
}
}
if (SHOW_DEBUG_LOG_WINDOW) {
ImGui::ShowDebugLogWindow(&SHOW_DEBUG_LOG_WINDOW);
// draw notifications last so they paint on top of any overlay windows
if (draw_notifications) {
overlay::notifications::draw();
}
// end frame
@@ -496,8 +513,8 @@ void overlay::SpiceOverlay::new_frame() {
void overlay::SpiceOverlay::render() {
// check if inactive
if (!this->active) {
// skip if new_frame() didn't begin a frame this tick
if (!this->has_pending_frame) {
return;
}
@@ -541,6 +558,8 @@ void overlay::SpiceOverlay::render() {
for (auto &window : this->windows) {
window->after_render();
}
this->has_pending_frame = false;
}
void overlay::SpiceOverlay::update() {
@@ -700,7 +719,7 @@ void overlay::SpiceOverlay::input_char(unsigned int c) {
uint32_t *overlay::SpiceOverlay::sw_get_pixel_data(int *width, int *height) {
// check if active
// check if active (notifications never draw in software renderer, so no extra gate here)
if (!this->active) {
*width = 0;
*height = 0;