Commit Graph

28 Commits

Author SHA1 Message Date
bicarus 0b24e703a1 overlay: re-enable keyboard navigation (#802)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #800 

## Description of change
Restores keyboard navigation by default in spicecfg, and add an option
to optionally enable it in the overlay.

## Testing
2026-07-14 00:18:21 -07:00
bicarus 1a1be7a393 rb: touch debug overlay, tweak scaling (#801)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Similar to #797, draw an overlay to debug touch issues for reflec beat.

For rb, we draw on the ImGui surface. Draw horizontal and vertical line
for triggered sensors, and also a bounding box if scaling is in use.

Make small tweaks to how scaling works.

## Testing
Verified volzza 2 / reflesia / 1st game (landscape KBR)
2026-07-13 23:30:41 -07:00
bicarus 451cbec0b9 overlay: OBS control window via WebSocket API (#773)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Adds an overlay window widget for controlling OBS over WebSocket.

Add new lines to the FPS widget that shows recording / streaming timers.

Show notifications for major state changes (stream started/stopped,
recording started/paused/resumed/stopped)

## Testing
2026-06-24 02:44:36 -07:00
bicarus 6280ac3b0a imgui: update imgui to head of docking branch (v1.92.8) (#756)
## Tested:

- [x] LDJ with sub
- [x] sdvx
- [x] dx11 game
2026-06-15 10:40:38 -07:00
bicarus 6fec169347 overlay: toggle main menu independently (#759)
Recently there was a change to make the main menu also toggle the
overlay; revert that.
2026-06-15 01:45:02 -07:00
bicarus 4879a35eb8 overlay: remove keyboard / gamepad tab navigation (#755)
Tired of constantly fighting unintentional keyboard navigation behavior.

Also, remove `ImGuiConfigFlags_IsTouchScreen` which literally does
nothing.
2026-06-12 21:28:34 -07:00
bicarus fd7e850789 ccj: fix mouse wheel input in overlay (#754)
## Link to GitHub Issue or related Pull Request, if one exists
#251 

## Description of change
CCJ registers for rawinput mouse. We allowed the rawinput registration
to go through to the OS, which prevents spice's rawinput stack from
using the mouse. This caused the overlay to not accept mouse input. Fix
it by not letting the rawinput registration through. Luckily, mouse
input continues to work properly in CCJ (for touch).

Also, fix a bug in DX11 overlay when toggling the main menu.

## Testing
2026-06-12 03:42:59 -07:00
bicarus 9651051990 overlay: make overlay toggle behavior more consistent (#743)
Clean up how various overlay toggle shortcuts work with the main menu
visible.
2026-06-07 21:56:06 -07:00
bicarus 100caa0f5c 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
2026-06-07 17:23:08 -07:00
drmext 4c73200f58 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.
2026-05-30 12:52:35 -07:00
bicarus b3d8d0aea9 overlay: implement dx11 backend (#707)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #134 

## Description of change
Add ImGui DX11 backend implementation, and integrate into the spice
overlay.

The tricky part is that some of the Unity games:

1. Launch multiple windows, and
2. Can be resized (even full screen games launch at a certain resolution
and then expand to fit desktop resolution)
3. lazy load DX11 DLLs

This PR also adds screenshot functionality, but screen resize is not
implemented.

## Testing

Seems to be working for most games. Need to do final tests for:

- [x] CCJ (attract movie plays as well)
- [x] Busou Shinki (title movie plays)
- [x] MFG
- [x] QuizKnock
- [x] Polaris Chord
- [x] check dx9 for regression
2026-05-29 00:47:28 -07:00
bicarus 311404f56b 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).
2026-05-27 00:45:27 -07:00
bicarus f69e40fa26 gitadora: (arena model) booting fullscreen with one monitor (#696)
## Link to GitHub Issue or related Pull Request, if one exists
#477 

## Description of change
By default the game needs 4 monitors.

With the new option to disable subscreens, you can now boot fullscreen
with a single 4K monitor, with subscreen overlay enabled. Side monitors
are not shown in the overlay; only the touch screen is emulated.

## Future work

- [ ] custom resolution (-forceres) doesn't work properly (hooking
ResetEx does allow the game to boot but will render incorrectly;
probably needs hex edits)
- [x] enable this automatically if the user has fewer than 4 monitors
- [ ] ability to boot with a 4k main screen + small subscreen (with no
side screens which do nothing gameplay wise), but this whole display
emulation is a nightmare to work with & test thoroughly so it'll have to
be in the future.


## Testing
Checklist:

- [x] fs on 1 monitor with option set
- [x] fs on 2 monitor with option set
- [x] windowed - default (4 windows, no overlay)
- [x] windowed - with option set (1 window, overlay)
- [x] fs with 4 monitors?
- [x] check popn hc for regression
2026-05-18 15:28:12 -07:00
Will 37218e7fe0 Try and preserve the wideness of std::filesystem::path more (#660)
As noted in #567, a filesystem path that contains non-ascii will break a
lot if using a clang toolchain.

Luckily, fmtlib has a lossy utf8 convert when you use it to print a path
(after including `fmt/std.h`). The vast majority of this diff is just
removing `.string()` from paths inside loggings calls.

There are some callsites I _didn't_ touch, mainly the options, because
it would be an ABI break to change those to be wide strings and I cbf
looking into settings upgrades. There are also some spots (avs mountpath
remapping, for example) where the path is guaranteed to be ascii, so I
didn't modify them.

ImGui doesn't appear to easily support wide strings (I mean, surely it
does, but I'm not gonna look too far into it) so I mostly just left
those alone too, with a few spots modified to re-use fmtlib's lossy
utf8.

Some of the changes are basically never gonna be hit IRL, like who would
put a file with a non-ascii _extension_ along with their modules? But
the diff is (I hope) pretty easy to validate as OK.

Testing has been somewhat minimal, I fired up the GCC build of spice2x
in a dodgy folder name, got mojibake (running via wine in linux so take
that as you will), ran the unmodified clang spice and crashed the same
way the reporter did. After modification, I get the exact same mojibake
so I assume if the terminal enjoys utf8 it'll display OK.

Claude (only used for review) thinks the commit is fine but is annoyed
that I use `fmt::detail` in the appdata censoring, which is part of the
private API; personally I don't care because it's pretty stable.
2026-04-27 20:07:15 -07:00
bicarus 9936088286 popn: subscreen overlay (#631)
## Link to GitHub Issue or related Pull Request, if one exists
#618 

## Description of change

Add overlay for subscreen.

Add an option for no subscreen window.

Use the same "force redraw subscreen" logic we used in SDVX to fix the
same issue.

Known issues:

* still crashing when running windowed if there is only one monitor
* having only one monitor causes sunscreen overlay to not work
(NumberOfAdaptersInGroup issue?)

## Testing
2026-04-12 02:11:24 -07:00
Will e452734bc1 Build a WinXP compatible version of Spice (#611)
This was a lot more background work than expected, but that is the
nature of unnecessary hobbies I guess. Most things in here are obvious,
so here's the non-obvious thoughts and notes:

1. All the XP stuff is optional, if the toolchain isn't available it
won't even try
2. The docker build is the "known good" build and now has all the
required tools for XP and checking binaries
a. If you're OK with it, can add the XP_MUST_BUILD flag to
build_docker.sh
4. New `SPICE_XP` flag to comment out blocks
5. We could technically build using the Docker image I've made for my XP
compatible LLVM toolchain, but combining the binaries into a single zip
at the end of it is somewhat tedious, so I've chosen to grab the
binaries from my release
6. I also wrote a DLL checker to make sure the final binaries are
_actually_ XP compatible, which found some issues on x86_64 (I don't
know a single game that runs on 64 bit XP, but it wasn't too much effort
so whatever). This also won't run if missing, just to save the trouble.
7. The build script is still pretty shit, I've made some minor
improvements
  a. `/usr/bin/env bash` instead of `/bin/bash` as it's more correct
  b. Adding `-it` to the docker build, so Ctrl+C actually halts it
c. Main issue is that failures don't halt, because of the custom error
catching function. This has caused a lot of frustration, maybe we can
change that

## Testing
It runs on 32 and 64 bit installs of XP. My jubeat cab is on Win10 these
days and I haven't got around to testing an actual game, but I've
distributed test builds of this to people who *have* confirmed it works
as expected.
2026-04-06 01:14:29 -07:00
bicarus 1ad6a9412e imgui: update imgui to v1.92.7, update dx9 backend to latest (#605) 2026-04-03 01:51:08 -07:00
bicarus d66af8e16b overlay: options tab(s) clean up (#598)
## Description of change
Merge option name and command line parameter columns.
Expand the size of widget column.
In Search tab, add a new column to display the category.
Add a highlight effect to rows when hovered over - apply this to all
tables in the configurator UI.
2026-03-28 18:21:53 -07:00
bicarus 1bb612f3c9 overlay: tweak imgui theme (#590)
## Link to GitHub Issue or related Pull Request, if one exists
#589
2026-03-24 08:57:58 -07:00
bicarus e886ab77af overlay: update imgui theme (#589)
Switch to CrimsonVesuvius theme from
`https://github.com/ocornut/imgui/issues/707#issuecomment-4107169777`
2026-03-24 01:59:13 -07:00
bicarus 821a705a7d 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)
2026-01-17 02:17:33 -08:00
bicarus 6ffaa77f58 overlay: UI scaling option (#495)
## Link to GitHub Issue, if one exists
#477 

## Description of change
Add a new option for scaling the overlay.

Gitadora Arena will receive 250% by default.

Various overlay windows have been updated to scale properly, not perfect
but they are at least usable.
2026-01-02 21:54:25 -08:00
bicarus-dev bdff33a420 overlay: fix font loading (#406)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Fix font loading - when the code was refactored in #286 I used the wrong
file extension for couple of them.
2025-10-20 00:53:28 -07:00
bicarus-dev d530bfcd65 overlay: tweak imgui colors (#359)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Change the dark brown colors used in widget backgrounds to dark gray.

Decrease the in-game overlay transparency (more opaque): 80% -> 96%.

## Testing
Tested cfg and in-game overlay.
2025-09-14 02:29:14 -07:00
bicarus-dev ae06652148 touch: avoid calling is_touch_available too early (#289)
## Link to GitHub Issue, if one exists
Fixes #120 

## Description of change
Don't call `is_touch_available` in launcher before RawInput stack is
initialized. This causes us to incorrectly fall back to the Win7/Win8
touch handler.

The desired behavior is to use rawinput touch by default for all games,
unless overridden by the user via `-wintouch`.

Add a bunch of logging so we can spot who's calling
`is_touch_available`.

As a side effect, a handful of games that previously used Win7/8 touch
will now use RawInput touch instead. If this causes any issues, they can
turn `-wintouch` on to force Win7/8 touch logic again.

## Compiling
👍 

## Testing
Test:

* RB
* -wintouch
* TDJ, UFC subscreen and native touch
* overlay, especially in multi-mon
2025-04-04 21:31:18 -07:00
bicarus-dev 6de8b529d2 imgui: update to v1.91.4, make various fixes to overlay (#286)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Update ImGui to `v1.91.4`. We can't update to `v1.91.5` or newer just
yet because impl_spice depends on the old IO model of ImGui which got
removed in `v1.91.5`.

We also can't update the DX9 renderer right now, because at some point
overlay breaks in TDJ (and only in TDJ...)

Enable the new debug logging functionality in ImGui. Add a button in
overlay to toggle debug log window.

Fix some minor bugs spotted by the new ImGui debug log: mismatched API
calls, font loading issues.

## Compiling
👍 

## Testing
In progress.
2025-04-03 19:14:48 -07:00
bicarus-dev 7301cdaa6c imgui: reorganize imgui library files to mirror what's in the imgui releases (#285)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Functionally, no change.

Move ImGui library files around so that they mirror how they are
structured in imgui releases. This will make it easier to migrate to a
future version of ImGui.

Add a handful of static asserts to check that we have the necessary
features enabled / disabled in imgui header.

## Compiling
👍 

## Testing
Tested 32-bit overlay, 64-bit overlay, TDJ, and UFC overlays, and
spicecfg.

Interesting finds during ImGui testing (not part of this PR, but for
future reference when upgrading imgui version):
* Updating dx9 backend to the newest causes TDJ to stop rendering the
overlay completely (fine in UFC or any other game)
* Omitting `IMGUI_USE_BGRA_PACKED_COLOR` causes spicecfg software
renderer to use the wrong color (RGB format parsing error probably)
* At some point - v1.90? the `About` and `Licenses` buttons in spicecfg
stop responding after an upgrade, maybe our improper usage of MenuItem?
* Using the docking branch of ImGui is not required but we should just
stick to it for multi-viewport functionality which we may want to use
later.
2025-04-02 22:56:52 -07:00
sp2xdev ed8c72852f Initial commit for GitHub migration based on spice2x-25-03-03 2025-03-10 19:16:49 -07:00