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gitadora: (arena model) single window mode + subscreen overlay (#486)
## Link to GitHub Issue, if one exists #477 ## Description of change This is a work in progress. What works: - [x] subscreen overlay shows the touch screen image (in windowed mode) - [x] touch works in the overlay - [x] only the main window is shown, other windows are not launched What doesn't: - [ ] game occasionally crashes when entering test menu? - [ ] full screen mode is not tested at all due to monitor requirements - [ ] need more polish (various options to control the behavior)
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@@ -3,6 +3,7 @@
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#include "misc/eamuse.h"
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#include "util/logging.h"
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#include "games/iidx/iidx.h"
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#include "games/gitadora/gitadora.h"
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namespace overlay::windows {
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@@ -69,6 +70,8 @@ namespace overlay::windows {
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sub = "Show Valkyrie Subscreen";
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} else if (avs::game::is_model("REC")) {
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sub = "Show DRS Dance Floor";
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} else if (games::gitadora::is_arena_model() && games::gitadora::ARENA_SINGLE_WINDOW) {
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sub = "Show GITADORA Subscreen";
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}
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build_button(this->overlay->window_sub, sub, size, NextItem::NEW_LINE, false);
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@@ -0,0 +1,54 @@
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#include "avs/game.h"
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#include "gfdm_sub.h"
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#include "games/gitadora/gitadora.h"
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#include "hooks/graphics/graphics.h"
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#include "touch/touch.h"
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namespace overlay::windows {
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GitaDoraSubScreen::GitaDoraSubScreen(SpiceOverlay *overlay) : GenericSubScreen(overlay) {
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this->title = "GITADORA Subscreen";
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if (!games::gitadora::is_arena_model()) {
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this->disabled_message = "Requires Arena Model!";
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}
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this->resize_callback = keep_10_by_16;
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// medium size - perfect for "layout B" in GW Delta, though in drums it covers the pacemaker
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float size = 0.64f;
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if (games::gitadora::SUBSCREEN_OVERLAY_SIZE.has_value()) {
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if (games::gitadora::SUBSCREEN_OVERLAY_SIZE.value() == "large") {
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// enough to not cover the FPS overlay
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size = 0.88f;
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} else if (games::gitadora::SUBSCREEN_OVERLAY_SIZE.value() == "small") {
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size = 0.48f;
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}
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}
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const float height = ImGui::GetIO().DisplaySize.y * size;
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const float width = height * 10 / 16;
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this->init_size = ImVec2(width, height + ImGui::GetFrameHeight());
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// bottom right
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this->init_pos = ImVec2(
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ImGui::GetIO().DisplaySize.x - ImGui::GetFrameHeight() / 4 - this->init_size.x,
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ImGui::GetIO().DisplaySize.y - this->init_size.y - (ImGui::GetFrameHeight() / 4));
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}
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void GitaDoraSubScreen::touch_transform(const ImVec2 xy_in, LONG *x_out, LONG *y_out) {
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if (!this->get_active()) {
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return;
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}
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if (GRAPHICS_WINDOWED) {
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// Touch needs to be registered on global coords
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*x_out = SPICETOUCH_TOUCH_X + xy_in.x * SPICETOUCH_TOUCH_WIDTH;
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*y_out = SPICETOUCH_TOUCH_Y + xy_in.y * SPICETOUCH_TOUCH_HEIGHT;
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} else {
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// Fullscreen mode, scale to game coords
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*x_out = xy_in.x * ImGui::GetIO().DisplaySize.x;
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*y_out = xy_in.y * ImGui::GetIO().DisplaySize.y;
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}
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}
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}
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@@ -0,0 +1,20 @@
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#pragma once
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#include "overlay/window.h"
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#include "overlay/windows/generic_sub.h"
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namespace overlay::windows {
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class GitaDoraSubScreen : public GenericSubScreen {
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public:
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GitaDoraSubScreen(SpiceOverlay *overlay);
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protected:
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void touch_transform(const ImVec2 xy_in, LONG *x_out, LONG *y_out) override;
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private:
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static void keep_10_by_16(ImGuiSizeCallbackData* data) {
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data->DesiredSize.y = (data->DesiredSize.x * 16.f / 10.f) + ImGui::GetFrameHeight();
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}
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};
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}
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