## 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
n/a
## Description of change
`ImGui::Columns` is a deprecated component with many issues. Migrate
Buttons/Analog/Overlay/Lights/Options... tabs to the new table API.
Clean up some UI elements around it to reduce clutter.
Note: there are still other usages of Columns API (MIDI debug output,
ACIO viewer, window manager) but no one hardly ever sees those.
Eventually they will need to be migrated if ImGui ever drops support for
them.
## Compiling
👍
## Testing
Testing all games in spicecfg and overlay.
## 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.
## Link to GitHub Issue, if one exists
Fixes#276
## Description of change
Note: this change is not compatible with previous screen resize config;
i.e., if you had the zoom setting dialed into a certain view, after this
change it won't be the same area, so you'll have to set up a scene
again. I think this is a worthwhile cost since the old logic is just
broken in weird ways, and preserving old settings is really tedious math
(for a feature that not many people use). Besides, this change will only
use the new Scenes values from the JSON.
Rewrite the DX9 image scaler logic.
* Previously, the rendering surface was fixed at `4096*4096 px`. Now,
this is relative to the backbuffer dimensions, which depends on the game
& respects user provided `-forceres`.
* Remove "center" option, make it the default.
Above two changes fix the aspect ratio issue (scaling in portrait games
not respecting screen ratio) and things breaking at higher res (1080p
when zoomed out far enough, or when forced to run at 4k resolution for
example)
* Use `scenes` leaf of screen resize JSON config for Scene 1 as well,
completely removing ourselves from being compatible with older spice2x
versions for these values.
* Add additional bounds check before calling `StretchRect` to avoid
users getting stuck with a bad layout, which can kill performance.
## Compiling
🦾
## Testing
Tested 32 bit (popn / ddr), 64 bit (ldj), portrait and landscape modes
(kfc)
## Link to GitHub Issue, if one exists
n/a
## Description of change
Add `SDVX Landscape Mode` option, allowing you to play SDVX in landscape
monitor orientation, with black borders on left and right - similar to
how EAC does it. This is meant to be an alternative to what people do
today, which is launching in windowed mode.
By default, with just `-sdvxlandscape` enabled, EG will launch at
1920x1080 (transposed from the original 1080x1920 resolution).
It is possible to combine with `-forceres` to launch at higher
resolutions. At some point though, when rendering at large resolutions
past 1440p, at some point scaling may break due to #276.
Disabled on 32-bit SDVX since dx9 `CreateDeviceEx` call is required;
`CreateDevice` won't work. For the same reason this isn't being made a
generic option for museca/rb/etc. In theory you can supply
`-sdvxlandscape` to games like IIDX and play landscape games in portrait
mode, although again, scaling my break due to #276.
Also, add new options (bottomleft/right) for subscreen overlay position
so that they don't overlap with the main screen in landscape mode.
## Compiling
🙂
## Testing
Tested a couple versions of VW and EG.
## Link to GitHub Issue, if one exists
Fixes#263
## Description of change
Add "scenes" to screen resize.
* UI changes - F11 menu now has a "scene switcher" for `Scene 1/2/3/4`.
Clean up other UI bits.
* Add hotkeys for `Screen Resize Scene 1`, `Screen Resize 2`, and so on.
* Detect hot key and trigger resizes.
* Add additional objects to screen_resize.json for saving and loading
the new scene settings.
* Existing screen resize data is backwards compatible (can be
loaded/saved to JSON), and is treated as `Scene 1`.
* Add API endpoint for `Resize`, allow toggling resize on/off, switching
active scene
* Add Python wrapper. Did not bother with the other wrappers (Dart, C++,
etc)...
## Compiling
🥇
## Testing
Still testing, but seems to work fine for TDJ.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Previously, F11 menu just provided text-based hint on how to enable
-windowscale option.
Instead, show a disabled checkbox that correctly reflects the current
state, nudging the user to read the tooltip.
Elaborate the option tooltip for -windowscale as well for consistency &
explain *why* you might want to enable this.
## Compiling
💯
## Testing
Tested 32/64 bit.
## Link to GitHub Issue, if one exists
n/a, user reported
## Description of change
When copying text to clipboard, the last character was being dropped due
to incorrect string buffer size calculation.
Also, clean up callers to just pass std:string by reference instead of
going back and forth between C-style strings.
Lastly, fix `git archive` in `build_all.sh` which broke after github
migration.
## Compiling
Yes
## Testing
Tested all three callers - IIDX cam hook, scard reader in Cards tab, and
patch manager datecode.