## Link to GitHub Issue or related Pull Request, if one exists
#618
## Description of change
The game expects the main display to be *not* HDMI, and at port 2.
Hooking DisplayConfigGetDeviceInfo allows us to boot the game on any
monitor.
Add basic I/O hook. It gets stuck in `USB I/O Checking...` for a couple
minutes but it'll eventually skip and boot to title screen.
## Testing
ugh.
## 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...
- Include order and forward decls were breaking button.h because a
declared but not defined struct can't be initiated (honestly this file
was cooked, crazy include order).
- `MAXINT` is GCC specific, `INT_MAX` is portable.
- InterlockedDecrement takes a LONG, not ULONG
- an imgui printf-style call using a direct string instead of %s (let's
ignore the fact that it's actually safe based on how the str is
constructed)
- missing `override` on a virtual subclass
- `CALLBACK` on a lambda threw me for a loop, but I believe moving it
after the arg list is the correct approach (see if it builds on gcc I
guess)
- `std::result_of` was removed in C++20, which the project is built with
## 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)
## 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
#399
## Description of change
Add image duplication option to screen resize, allowing overflow images
to wrap around the other side.
## Testing
Tested with DDR, IIDX (windowed and full screen TDJ), SDVX (orientation
swap)
## 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.