## Link to GitHub Issue or related Pull Request, if one exists
continuation of #677
## Description of change
When overlay was hidden, when mouse buttons were clicked, they were
queued up and replayed when overlay became visible again.
This is due to improper usage of `GetAsyncKeyState`, per documentation.
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#675
Yet another regression from #604
## Description of change
When overlay was hidden (not visible) it was still accepting keyboard
input, so when it became visible again the queued up keystrokes got
processed all at once.
Also, fix a bug with monitor settings update kicking in when in windowed
mode - this really should have been only for full screen.
## Testing
Tested DDR windowed / full screen, TDJ with subscreen overlay windowed /
fullscreen.
## Link to GitHub Issue or related Pull Request, if one exists
Regression caused by #604, probably
## Description of change
When spicecfg or the game loses focus and regains it, scroll bar jumps
around. This was because we weren't keeping proper track of mouse wheel
position while not in focus, so when we gain it back, it's as if the
scroll bar was moved a huge distance.
## Testing
Tested spicecfg and in overlay.
## Link to GitHub Issue or related Pull Request, if one exists
#286
## Description of change
When we migrated to event-based I/O for ImGui, it introduced an issue
where a button would be held down even when the window is not in focus,
because we didn't notify ImGui that the button was released (after the
window lost focus).
Fix the ImGui custom I/O handler so that it immediately releases all
buttons when the window focus is lost.
## Testing
tested on 32-bit windowed mode
## Link to GitHub Issue or related Pull Request, if one exists
#618
## Description of change
Get windowed mode to work.
## Testing
tbd... i/o doesn't work right now but it launches two windows at
least...
## Link to GitHub Issue or related Pull Request, if one exists
#287
## Description of change
Switch over to new event-based I/O system in ImGui so that we can keep
up with ImGui updates.
Unlike #287, this change does not modify how mouse position is handled.
That continues to be supported by newer versions of ImGui.
## Testing
wip
## 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.
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Hide the ImGui-rendered cursor in the overlay when the mouse is idle for
more than 2 seconds.
## Testing
Tested windowed and fullscreen.
## Link to GitHub Issue or related Pull Request, if one exists
## Description of change
Introduce a new modal dialog for picking out some of the options to
improve UX.
Implemented a few for now:
1. UI for picking ASIO drivers from a list (for -iidxasio, -sdvxasio,
-asioconvert, etc)
2. Button to generate card numbers for -card0 and card1
3. Processor Affinity selector (very similar to what's in Windows Task
Manager, list of checkboxes)
4. file selector (file open dialog for various file path overrides like
log file)
5. folder selector (folder override)
I wrote a selector for COM ports as well but how we use the value was
inconsistent (\\\\.\\COMx vs. COMx) and didn't see a huge point in it so
I didn't check it in.
## Testing
* Make a custom widget for truncated text that shows a tooltip only when
truncated
* Use the above widget more consistently in various places
* Ensure tooltips still show even when the preceding widget is disabled
## Description of change
* Add a red `x` button to replace `Clear` button in binding tabs
(Buttons/Analog/Lights).
* Add a gray `x` button to replace `Clear` button in options tabs next
to input widgets
* Add helper for truncating text and adding ellipsis (...) to deal with
text overflow in tables.
* Reword some UI text for clarity
## Link to GitHub Issue, if one exists
n/a
## Description of change
No one uses this, remove them to reduce clutter. This is in preparation
to migrate from deprecated ImGui IO model to new one, and this is part
of that.
## Compiling
👍
## Testing
## 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.
## 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.
## Link to GitHub Issue, if one exists
Fixes#27
## Description of change
In standalone configurator mode, when a mouse cursor moves outside the
window and comes back, it may get stuck in the wrong cursor type (e.g.,
get stuck in horizontal resize mode). This is a side effect of software
rendering we do that doesn't deal nicely with mouse events (i.e., not at
all).
## Compiling
Should be fine.
## Testing
Testing spicecfg, spice -cfg, spice64 -cfg, and in-game overlay.
## Link to GitHub Issue, if one exists
#0
## Description of change
When patcher URL returns an invalid response (as in, cannot be parsed as
JSON), show an error message to user.
Add a "copy text" button to copy the error message.
Fix WarnTooltip so that can handle the case where description is an
empty string for a patch - previously this was just showing as multiple
lines of empty space and then the warning.
## Compiling
It's fine except Docker build currently fails due to cmake version
issue.
## Testing
Tested valid / invalid datecodes and checked against responses.
## Link to GitHub Issue, if one exists
n/a
## Description of change
In Options (and in Advanced/API/Search tabs), remove the help marker
`(?)` and instead add a tooltip to the option name label and the control
widgets like the checkbox, text input, and combo. This is to help with
discoverability as many users failed to discover the `(?)` widget.
Similarly, update the Patches tab to remove `(?)` and add tooltips to
widgets. Patches with warnings `(!)` will continue to show it to
distinguish it from other patches.
Update styling for the tooltip (dark red background -> dark gray) so
that it stands out from other widgets.
Remove the purple option text used for game-specific options.
## Compiling
👍
## Testing
Tested in spicecfg, and in-game overlay.