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https://github.com/spice2x/spice2x.github.io.git
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cfg: d3d9 standalone configurator (#720)
## Description of change **Configurator (spicecfg.exe)** - Attempts to create a D3D9 device on startup and uses the hardware ImGui DX9 path when successful; falls back to the existing software rasterizer automatically if D3D9 init fails. - Rewrites the configurator window loop: refresh-rate-aware render timer, minimize/resize/`WM_DISPLAYCHANGE` handling, direct Win32 -> ImGui input (keyboard, mouse, wheel), and optimized software painting via `SetDIBitsToDevice` instead of per-frame GDI `HBITMAP` allocation. **Overlay / input (scoped to standalone configurator)** - Skips expensive per-frame rawinput polling in `ImGui_ImplSpice_NewFrame` when `CONFIGURATOR_STANDALONE` is set (Win32 messages drive input instead). - Adds software-renderer idle-frame detection (`sw_pixels_dirty` + draw-data hash) so spicecfg only repaints when pixels actually change. - Adds `ImGuiWindowFlags_NoScrollWithMouse` on the configurator root window to prevent scroll jolt on non-scrollable child widgets.
This commit is contained in:
@@ -369,6 +369,14 @@ void ImGui_ImplSpice_NewFrame() {
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const auto overlay_visible = overlay::OVERLAY && overlay::OVERLAY->get_active();
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const auto accept_new_input = superexit::has_focus() && !rawinput::OS_WINDOW_ACTIVE && overlay_visible;
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// when running as standalone spicecfg.exe the configurator window proc feeds
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// ImGui directly via WM_KEY*/WM_MOUSE*/WM_MOUSEWHEEL messages. The per-frame
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// rawinput device walk and the 256-VK scan below are pure CPU waste in that
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// case (and the dominant per-frame cost on low-end PCs), so short-circuit
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// them entirely. Rebind dialogs that explicitly need fresh device state call
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// RI_MGR->devices_get_updated() themselves; see overlay/windows/config.cpp.
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const bool drive_input_from_rawinput = !cfg::CONFIGURATOR_STANDALONE;
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// remember old state
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std::array<BYTE, VKEY_MAX> KeysDownOld;
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for (size_t i = 0; i < VKEY_MAX; i++) {
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@@ -378,11 +386,13 @@ void ImGui_ImplSpice_NewFrame() {
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const auto MouseDownOld = g_MouseDown;
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// reset keys state
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g_MouseDown.fill(false);
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g_KeysDown.fill(false);
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if (drive_input_from_rawinput) {
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g_MouseDown.fill(false);
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g_KeysDown.fill(false);
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}
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// apply windows mouse buttons
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if (accept_new_input) {
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if (accept_new_input && drive_input_from_rawinput) {
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g_MouseDown[ImGuiMouseButton_Left] |= get_async_primary_mouse();
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g_MouseDown[ImGuiMouseButton_Right] |= get_async_secondary_mouse();
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g_MouseDown[ImGuiMouseButton_Middle] |= (GetAsyncKeyState(VK_MBUTTON) & 0x8000) != 0;
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@@ -391,7 +401,7 @@ void ImGui_ImplSpice_NewFrame() {
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// read new keys state
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static long mouse_wheel_last = 0;
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long mouse_wheel = 0;
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if (RI_MGR != nullptr) {
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if (drive_input_from_rawinput && RI_MGR != nullptr) {
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auto devices = RI_MGR->devices_get();
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for (auto &device : devices) {
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switch (device.type) {
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@@ -447,41 +457,45 @@ void ImGui_ImplSpice_NewFrame() {
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}
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}
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// process keyboard input from all keyboard collapsed into one state (g_KeysDown)
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for (size_t vKey = 0; vKey < VKEY_MAX; vKey++) {
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const bool state = g_KeysDown[vKey];
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const auto imgui_key = get_imgui_key(vKey);
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const auto changed =
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(state && !KeysDownOld[vKey]) ||
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(!state && KeysDownOld[vKey]);
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// process keyboard input from all keyboards collapsed into one state (g_KeysDown).
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// Skipped entirely in standalone configurator mode where Win32 messages already
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// drive io.AddKeyEvent / io.AddInputCharacter directly.
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if (drive_input_from_rawinput) {
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for (size_t vKey = 0; vKey < VKEY_MAX; vKey++) {
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const bool state = g_KeysDown[vKey];
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const auto imgui_key = get_imgui_key(vKey);
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const auto changed =
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(state && !KeysDownOld[vKey]) ||
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(!state && KeysDownOld[vKey]);
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if (imgui_key != ImGuiKey_None && changed) {
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io.AddKeyEvent(imgui_key, state);
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log_debug("imgui_impl_spice", "vkey {:#x} added as navigation event, state: {}", static_cast<uint64_t>(vKey), state);
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if (imgui_key != ImGuiKey_None && changed) {
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io.AddKeyEvent(imgui_key, state);
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log_debug("imgui_impl_spice", "vkey {:#x} added as navigation event, state: {}", static_cast<uint64_t>(vKey), state);
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// mod key must also be processed separately
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const auto imgui_mod_key = get_imgui_mod_key(vKey);
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if (imgui_mod_key != ImGuiMod_None) {
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io.AddKeyEvent(imgui_mod_key, state);
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// mod key must also be processed separately
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const auto imgui_mod_key = get_imgui_mod_key(vKey);
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if (imgui_mod_key != ImGuiMod_None) {
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io.AddKeyEvent(imgui_mod_key, state);
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}
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}
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}
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// generate character input, but only if WM_CHAR didn't take over the functionality
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// only detecting rising edges here - this means holding a key won't work
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// (it's better than repeating a character input every frame - cost we pay for providing input
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// on top of rawinput instead of WM_CHAR)
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if (!overlay::USE_WM_CHAR_FOR_IMGUI_CHAR_INPUT && !KeysDownOld[vKey] && state) {
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UCHAR buf[2];
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auto ret = ToAscii(
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static_cast<UINT>(vKey),
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0,
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static_cast<const BYTE *>(KeysDownOld.data()),
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reinterpret_cast<LPWORD>(buf),
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0);
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if (ret > 0) {
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for (int i = 0; i < ret; i++) {
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overlay::OVERLAY->input_char(buf[i]);
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log_debug("imgui_impl_spice", "vkey {:#x} inputted as character", vKey);
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// generate character input, but only if WM_CHAR didn't take over the functionality
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// only detecting rising edges here - this means holding a key won't work
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// (it's better than repeating a character input every frame - cost we pay for providing input
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// on top of rawinput instead of WM_CHAR)
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if (!overlay::USE_WM_CHAR_FOR_IMGUI_CHAR_INPUT && !KeysDownOld[vKey] && state) {
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UCHAR buf[2];
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auto ret = ToAscii(
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static_cast<UINT>(vKey),
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0,
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static_cast<const BYTE *>(KeysDownOld.data()),
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reinterpret_cast<LPWORD>(buf),
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0);
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if (ret > 0) {
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for (int i = 0; i < ret; i++) {
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overlay::OVERLAY->input_char(buf[i]);
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log_debug("imgui_impl_spice", "vkey {:#x} inputted as character", vKey);
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}
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}
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}
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}
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@@ -490,23 +504,26 @@ void ImGui_ImplSpice_NewFrame() {
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// set mouse wheel
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long wheel_diff = mouse_wheel - mouse_wheel_last;
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mouse_wheel_last = mouse_wheel;
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if (wheel_diff != 0 && accept_new_input) {
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if (wheel_diff != 0 && accept_new_input && drive_input_from_rawinput) {
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io.AddMouseWheelEvent(0, wheel_diff);
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}
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// update OS mouse position
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// update OS mouse position. The standalone configurator gets mouse position
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// straight from WM_MOUSEMOVE, so skip the per-frame cursor poll there.
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const auto old_mouse_pos = io.MousePos;
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if (accept_new_input) {
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if (accept_new_input && drive_input_from_rawinput) {
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ImGui_ImplSpice_UpdateMousePos();
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}
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const auto new_mouse_pos = io.MousePos;
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// update mouse buttons
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// doing this after ImGui_ImplSpice_UpdateMousePos since it can set g_MouseDown for touch input
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for (size_t i = 0; i < g_MouseDown.size(); i++) {
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if (MouseDownOld[i] != g_MouseDown[i]) {
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io.AddMouseButtonEvent(i, g_MouseDown[i]);
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log_debug("imgui_impl_spice", "mouse button {} event", g_MouseDown[i]);
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if (drive_input_from_rawinput) {
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for (size_t i = 0; i < g_MouseDown.size(); i++) {
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if (MouseDownOld[i] != g_MouseDown[i]) {
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io.AddMouseButtonEvent(i, g_MouseDown[i]);
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log_debug("imgui_impl_spice", "mouse button {} event", g_MouseDown[i]);
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}
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}
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}
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