## Link to GitHub Issue, if one exists
n/a
## Description of change
Some people have weird DLLs that keep calling
`AddVectoredExceptionHandler` which ends up spamming the log.
## Testing
Tested IIDX with error + signaldisable to confirm the warning message
being shown, ran Polaris Chord once to check "hook hit" message.
The old pages UI was not intuitive and often led to questions like:
* How do I bind multiple controllers to a single input?? (failure to
discover)
* I have a ghost input that won't go away, how do I fix this? Is this a
bug? (non-intuitive UI - there are too many pages and finding out where
each binding is potentially requires scrolling through 100 pages)
* Potential perf issue - user binds too many by accident, or puts
bindings all the way in page 99, requiring us to walk each element in
the vector, wasting precious CPU cycles during an input poll.
This PR removes the multiple pages, and puts everything on a single
page, showing multiple binds in a tree structure.
It also puts a hard limit on how many alternate bindings can be made (8
for buttons, 16 for lights), though if the user has configured more in
older version they will be respected.
## Link to GitHub Issue, if one exists
#0
## Description of change
Occasionally we would read a bad "vKey" for an analog axis and end up
accessing invalid memory (beyond the size of a vector) and potentially
crash or read junk values.
## Testing
Fixed based on minidump, this was a rare repro though.
* 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
Three bugs:
* Some keys are IME-dependent. Right Alt can be IME mode switch for
Japanese / Korean, and Right Ctrl is often the Kanji button.
* If you press modifiers like Ctrl during bind-many-naive, it will skip
over a button, because of broken for loop logic that ends up calling
`inc_buttons_many_index` too many times
* trying to cancel out of bind-many-naive with left and right mouse
buttons swap doesn't work
## Testing
Validating various IME. I don't have a keyboard in another language
though..
Doing dumb things and building inside a path that contains spaces.
Quoted the relevant bits in the build script (and a couple more
shellcheck brought up that realistically won't ever be an issue, but the
squigglies annoy me.
## 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
Improper bounds check resulting in crash when binding mouse buttons
beyond Mouse 5.
## Testing
Tested with `Edit` function.
## Link to GitHub Issue, if one exists
n/a
## Description of change
For buttons and lights, it's possible to have multiple alternatives.
When you create alternatives and then clear then, the config files
continue to have stale entries. This is because alternatives are stored
in a vector and elements are never deleted when unbound; they get
written out to the XML on modification.
These stale XML entries live forever, and get loaded on next startup of
spice.
This PR fixes that by deleting stale entries - basically, XML nodes will
be kept only until the last valid node (properly bound button or light),
trimming the trailing invalid entries.
## Testing
Manual testing, validating XML.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Disable all window options that change dimensions or position as they
cause problems with touch overlay in windowed mode. Always On Top is the
only thing that's still possible.
## Testing
## Link to GitHub Issue, if one exists
n/a
## Description of change
Before this PR, drums were in the order they appear in test menu.
This is really confusing. Change it so that they appear in the order
they do in default drummania layout.
## Testing
validated manually in gw
## Link to GitHub Issue, if one exists
n/a
## Description of change
Need to filter out system-created windows (such as `CicMarshalWnd`) when
looking up which window to mess with when user interacts with F11 menu.
While I'm here, clean up the hack for gfdm arena model that remembers
the main window.
## Testing
Tested:
DDR
gfdm arena 4 / 1 window modes
iidx (windowed mode, with/without nosub option)
sdvx with sub windows
Need to check:
full screen games
## Link to GitHub Issue, if one exists
n/a
## Description of change
Gitadora (pre-Delta) tends to soft lock, have graphical issues (menu bg
render as black), or take a long time (minutes) between scene
transitions when window is resized.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Adds an option to pick from four algorithms for guitar picking input.
The default behavior is being switched from legacy (rising edge only,
always 1 frame of input) to SOCD "prefer recent" algorithm. This makes
it slightly easier to navigate the menu with the guitar.
## Testing
Validated gw, gwdelta, and sdvx just in case.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Before this change, if user changes `dest`/`spec`/`rev`, then the "auto
enable patches" settings doesn't get loaded. This is because the patch
manager config file relies on having an exact match of
`model+dest+spec+rev+ext`.
This causes a lot of confusion for:
* people who edit prop files - e.g., to switch between sdvx nemsys/valk
cab modes - and forget to re-enable patches
* people who use batch scripts to change xml files on launch - e.g., for
gitadora, omnimix, etc - even if they checked auto-apply in spicecfg,
when they use the batch script to launch the game, the setting won't be
loaded
This PR solves this by just ignoring the `dest`/`spec`/`rev` fields when
checking if patches should be auto applied on launch. Yes, this may
cause false positive cases, but probably very unlikely, and it's pretty
harmless anyway.
For future consideration: should we fix up gitadora XG disparity (K32 vs
K33 etc)?
## Testing
Manually validated
## Link to GitHub Issue, if one exists
n/a
## Description of change
Add plug&play hooks for RGB camera in DRS.
## Testing
Seems to work with my crappy Logitech C270
Camera options (brightness etc) seem to work in test menu as well).
Tested by another user with realsense camera + logitech camera, both
cams were detected correctly.
## Link to GitHub Issue, if one exists
similar issue as #499
## Description of change
Fix broken bi2x_hook implementations that did not properly allocate I/O
buffers with correct sizes.
People keep copy-pasting other implementation that allocate 0 bytes of
memory, but we run the risk of memory corruption or/or game crashes if
we keep doing this.
We've seen some mystery crashes with CCJ for example, maybe this will
fix that.
While I'm here, implement SOCD cleaner for Polaris Chord.
## Testing
Tested I/O menu with CCJ, play through tutorial (didn't test matches)
Tested GWDelta (test menu and a few songs in guitar)
Tested PC (played a credit)
Tested QKS (still can't get past the title screen)
## Link to GitHub Issue, if one exists
Fixes#341
## Description of change
fix monitor auto-rotate for reflec beat
## Testing
Tested KBR, LBR, MBR (volzza2), MBR (reflesia)
## Link to GitHub Issue, if one exists
#477
## Description of change
Just like the old `sys_code_get_cmdline`, override command line
parameters in `app-config*` so that we can control windowed mode / full
screen.
## Testing
Tested both GF and DM.
Technically both games can boot into the correct mode using `-d -DM` but
we'll try to use the right one just in case.
## 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)
## Description of change
Add coin handling to SDVX BI2X. I also tried to populate the structs as
best I could.
## Testing
Tested via running spice2x on EG final, using F1 to insert coins.
## Link to GitHub Issue, if one exists
Fixes#512
## Description of change
Fix digital wailing not being recognized consistently.
Also address the fact that wailing was completely broken when lefty mode
was on. This requires a new option that the user needs to check off in
the configurator since we can't magically guess if the user is holding
the guitar in lefty mode.
- [x] fix downward wail
- [x] digital lefty mode
- [x] implement all of this for arena model i/o
- [x] test dx cab 2p
- [x] lefty toggle in overlay
- [x] fix analog not working for 2p guitar
- [ ] analog lefty mode?
## Testing
Checked GW and GW Delta
## Link to GitHub Issue, if one exists
Fixes#509
## Description of change
Implement `WrappedIAudioClient3`.
For now, we have only seen SDVX use it (EG final) and only when the
shared mode patch is enabled. Exclusive still goes through version 1.
This means that for V3 we can forego implementing backend conversion
logic (for now).
Only significant addition is `InitializeSharedAudioStream` and this IS
called by SDVX when shared mode patch is enabled.
## Testing
Tested EG final, tested year 1 data, also IIDX shared/exclusive wasapi.
## Description of change
Add an option that forces requested refresh rate value for the second
monitor; i.e., instead of 60Hz allow the user to override the adapter to
be 70Hz.
Useful for people who have a touch screen that can't do 60Hz.
I don't know if this would cause any timing issues in IIDX or SDVX, but
it seems to boot and monitor check is unaffected.
## Testing
Tested TDJ And UFC mode with a submonitor that can only do 61Hz.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Use fmt library for formatting time
Round down sub-second units so that the FPS counter only updates once
per second (instead of Time and Uptime ticking independently)
clean up usage of `localtime` in `logging.cpp`
## Link to GitHub Issue, if one exists
Regressed by #401
## Description of change
Two things from testing SDVX Live2D -
1. ColorFill is almost always too expensive and will lead to drops
1. Scale factor of 0.5 causes GPU to sync and causes drops
(ARGB/XRGB doesn't matter, linear filtering doesn't matter)
1 is fixed by removing ColorFill calls on every frame - instead only do
this once when the user changes the duplicate option (on the next frame)
2 is fixed by updating the UI (limit the slider) though people can
ctrl+click to override these slider limits.
The warning label will be kept with slightly reworded text.
## Testing
tested in sdvx eg final (sudden death) - on my RTX 4070, my FPS is rock
solid 120 fps even with image resize on now.
## Link to GitHub Issue, if one exists
#345
## Description of change
Turn existing warnings for DDR codec issues into deferred error
messages.
## Testing
Tested DDR World with faked codec issues.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Turning on Image Resize feature completely tanks performance of Live2D
in some SDVX songs. Add a giant warning next to the UI.
On my system with RTX 4070, Sudden Death is normally a rock solid
120FPS, but drops to 30-40FPS when resizing is on.
* linear filter does not affect this at all
* window resize options also have no effect
It's really just rendering on a larger surface + calling `StretchRect`
that does this.
Additionally, hide the resolution swap option since it sees very low
usage & has potential gotchas likes this.