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206 Commits

Author SHA1 Message Date
bicarus 5f94ef4478 overlay: fix scroll bar jumping around when regaining focus (#673)
## 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.
2026-05-03 03:49:52 -07:00
bicarus c4193eddc5 iidx: millisecond-based delay option (#672)
## Link to GitHub Issue or related Pull Request, if one exists
#181 

## Description of change
Use millisecond-based calculation to add artificial delay to the TT
input.

## Testing
Tested 64 bit TDJ and LDJ.
2026-05-03 01:23:45 -07:00
bicarus c8962a0e77 overlay: setting button as always-on (#671)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change

Add a checkbox to the buttons edit dialog that lets you set a device as
"always on", accomplished by setting the device to `Naive`, vkey to
`0xff` (invalid), and `Invert`.

No backend rawinput changes.

## Testing
2026-05-02 22:42:36 -07:00
din b6a749e5db add snek to lights match map (#670)
## Description of change
add snek board to lights mapping

## Testing
with a snek board


<img width="490" height="477"
alt="DeepinScreenshot_select-area_20260502164249"
src="https://github.com/user-attachments/assets/a86affff-74c6-4d5d-b657-fab12c40aaa4"
/>
2026-05-02 15:49:19 -07:00
bicarus-dev 7dbbe9809e update iidx tt delay option text 2026-05-02 02:50:29 -07:00
bicarus 79a3e32d5d iidx: delay logic for iidx tt (#669)
## Link to GitHub Issue or related Pull Request, if one exists
Re-implements fix for #181 as it was removed by #668

## Description of change
Add two options to add artificial delay to turntable input. These
operate directly on the input logic (`get_tt`) which is called by I/O
emulation code.

Functionally, it's **identical** to the `Delay (experimental)` option we
had in the analog tab, just moved to Options tab.

## Testing
64 bit tdj: ok
64 bit ldj bi2a: ok
32 bit ldj ezusb: ok

Worth noting that TDJ bi2x_hook polls at 120Hz, bi2a at ~500Hz, and
ezusb at ~170Hz
2026-05-02 02:17:51 -07:00
bicarus c5a4e954f9 rawinput: remove experimental analog features (delay and relative axis mode) (#668)
## Link to GitHub Issue or related Pull Request, if one exists
Related to #181 

## Description of change
This PR removes two features marked as "experimental" for analog axis -
`Delay` and `Relative Axis`.

They have been in spice as experimental option for almost 2 years.. but
they have a fundamental problem of being tied to how often the analog is
polled. Not just how often the game's I/O emulation code polls it, but
literally any source (spice API, overlay, etc).

For `Delay`, the only real usage I'm aware of is for #181 which is
delaying IIDX turntable input. For this, I will follow up with a
separate PR that adds back the delay option specifically for IIDX.

For `Relative Axis` - I'm not quite sure if any one actually uses this.
This could be implemented per-game if some game demands it. Polaris
Chord already has one, for example.

## Testing
2026-05-02 00:51:21 -07:00
bicarus 7b862768b0 overlay: show name of analog control in popup title (#667) 2026-05-02 00:01:33 -07:00
bicarus af8d8dae9f rawinput: distinguish between circular and linear analog input (#665)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Currently, all analogs are treated as circular values that wrap around.
This works for knobs and turntables, but can get weird for linear values
(like tilt sensors and sliders) especially once analog options are
enabled, such as sensitivity.

This PR groups analogs into 3 buckets: circular, linear (centered), and
linear (positive). Linear types get different algorithms applied to it
when options are set (e.g., sensitivity caps out at 0, 1 instead of
wrapping around).

In linear mode:
* Sensitivity value applies an exponential response curve (power curve)
to the original value.
* Multiplier/divisor serves as a linear cut-off.
* Relative mode works as you expect, but of course, values don't wrap
around.
* Invert and deadzone work as you expect (since they applied to the
controller input anyway)
* Smoothing is removed from the UI and has no effect.
* Delay is unaffected.

Also, fix a small bug with -/+ button not working for analog `Delay`
option.

## Testing
WIP
2026-05-01 19:02:32 -07:00
llm96 d9d5823fdb rawinput: add missing nullptr check (#666)
## Link to GitHub Issue or related Pull Request, if one exists
N/A

## Description of change

Fixes a crash when opening the properties modal on a Naive button bind.


https://github.com/spice2x/spice2x.github.io/blob/82dda3380039bbaa995ee99e2d3effebbcb58082/src/spice2x/overlay/windows/config.cpp#L2081

Binds:
<img width="800" height="600" alt="image"
src="https://github.com/user-attachments/assets/18d1fcfb-085f-4a2b-8fce-36809a4bbb5a"
/>

Stack trace from Debug build:
```
overlay::windows::Config::edit_button_popup(const std::string &, const std::string &, Button *, float, int) config.cpp:2081
overlay::windows::Config::build_button(const std::string &, Button &, Button *, int, int, int) config.cpp:1050
overlay::windows::Config::build_buttons(const std::string &, std::vector<…> *, int, int) config.cpp:718
overlay::windows::Config::build_content() config.cpp:283
overlay::Window::build() window.cpp:96
overlay::SpiceOverlay::new_frame() overlay.cpp:486
graphics_d3d9_on_present(HWND__ *, IDirect3DDevice9 *, IDirect3DDevice9 *) d3d9_backend.cpp:1447
__ZN23WrappedIDirect3DDevice97PresentEPK7tagRECTS2_P6HWND__PK8_RGNDATA@20 d3d9_device.cpp:396
main_implementation(int, char **) launcher.cpp:2453
main launcher.cpp:2671
```

Relevant snippet from error log:
```
[2026/05/01 18:50:17] M:config: tab selection changed from 0 to 1
[2026/05/01 18:50:48] W:signal: exception raised: EXCEPTION_ACCESS_VIOLATION
[2026/05/01 18:50:48] W:troubleshooter: 

/-------------------------- spice2x auto-troubleshooter -----------------------\

  spice2x version: 2026-04-23
  game version: LDJ:J:A:A:2013090900

  the game has crashed
    * share this entire log file with someone for troubleshooting (log.txt)
    * spice will also attempt to create a minidump (minidump.dmp)
        minidump should only be shared with people you trust as it may contain
        sensitive data (PCBID, card ID, etc)

  log level is set to `disable` (either in avs-config.xml or using -loglevel)
      this log file may have omitted important error messages from the game
      if you are troubleshooting crashes or failures, it is recommended that you
      set AVS Log Level (-loglevel) option to `all`

  unsure what to do next?
    * update to the latest version:
        https://github.com/spice2x/spice2x.github.io/releases
    * check the FAQ:
        https://github.com/spice2x/spice2x.github.io/wiki/Known-issues

\------------------------- spice2x auto-troubleshooter ------------------------/

[2026/05/01 18:50:48] I:signal: printing callstack
[2026/05/01 18:50:48] I:stackwalker: 006A7001 (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 0068DF8C (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 0069A7C1 (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 0069B857 (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 0066461F (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 00663B7A (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 0045B548 (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 004FE1CE (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 1008AD13 (bm2dx): (unknown): dll_entry_main
[2026/05/01 18:50:48] I:stackwalker: 100934A7 (bm2dx): (unknown): dll_entry_main
[2026/05/01 18:50:48] I:stackwalker: 10088D24 (bm2dx): (unknown): dll_entry_main
[2026/05/01 18:50:48] I:stackwalker: 0044B8A6 (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 77290CB7 (ntdll): (unknown): RtlGetSystemTimeAndBias
[2026/05/01 18:50:53] F:signal: end
[2026/05/01 18:50:53] I:launcher: stopping subsystems
[2026/05/01 18:50:53] I:logger: stop
[2026/05/01 18:50:53] I:audio: stopping
[2026/05/01 18:50:54] I:rawinput: disposing devices
[2026/05/01 18:50:54] I:xinput: destroyed
```

## Testing
Replicated on upstream build from `spice2x-26-04-23-full.zip`
2026-05-01 14:42:45 -07:00
bicarus 82dda33800 graphics: restore monitor settings when fullscreen is lost then restored (#664)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #663 

## Description of change
Apply monitor rotation and refresh rate again when fullscreen focus is
regained.

## Testing
Tested with sdvx7
2026-04-28 16:04:52 -07:00
bicarus 3876e38636 xinput: small fixes (#661)
## Link to GitHub Issue or related Pull Request, if one exists
#616 

## Description of change
Fix UI labels being wrong for analog stick up/down (they were reversed).

Adjust deadzone so that when sticks are bound as digital buttons, they
are not as sensitive.

Small refactoring of code.

## Testing
Tested via spicecfg using my xbox one controller.
2026-04-27 22:19:23 -07:00
bicarus 6bc1357d6a ddr: add support for analog axis-only pads and handle left+right / up+down input (#659)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Some crappy DDR soft mats (either USB-based or console pads with crappy
adapters that lack a dedicated "DDR pad mode") use X and Y analog axis
for arrows, which means they cannot cleanly report Up+Down or Left+Right
input.

According to some ancient Stepmania code, a lot of these report a middle
value (value between center and right, for example, for left+right).
Borrow this hack from Stepmania and implement it in spice as analog
input for DDR.

Also, for rawinput/xinput automatic bind scenario, update the logic so
that face buttons are always detected before analog axis / dpads for
consistency. This would help with binding any DDR pads that
simultaneously input face buttons / dpad / analog axis, so that we can
prefer face buttons when detected.

## Testing
I don't have any soft mats that have this, but it was tested with an
xbox controller.
2026-04-27 20:17:54 -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 678e11eade rawinput: fix up devices that report invalid max values (#658)
## Link to GitHub Issue or related Pull Request, if one exists
regression caused by #653

## Description of change
Some controllers - like the Xbox One controller I have - reports
0xffffffff as the max range value for analog, despite reporting 16-bit
width. This causes us to consider 0xffffffff as -1 so the range became
[0, -1] which is invalid.

Our automatic calibration does eventually fix this (-1 will fix itself
to become the highest actual value reported, which would be 0xffff).

This seems to be a common issue with XInput-based controllers in
general: see `Correct_Axis_Max` in
https://github.com/argonlefou/DemulShooter/blob/master/DsCore/RawInput/RawInputController.cs

#653 removed the fix that was masking this issue. Put in a new fix that
fixes these up.

## Testing
Tested with Xbox One controller.
2026-04-27 01:41:44 -07:00
bicarus f72313fe45 sdvx: work around bad logger configuration (#657)
## Link to GitHub Issue or related Pull Request, if one exists
#345 

## Description of change
SDVX4 data from certain private forum has bad logger configuration and
crashes on boot. Add an explicit workaround to fix up that broken
`avs-config.xml` file, scoped to `soundvoltex.dll` + 32-bit.

## Testing
Tested HH.
2026-04-23 01:33:49 -07:00
bicarus-dev 06374ef78a cosmetic fix to build script 2026-04-22 23:14:03 -07:00
bicarus-dev bdde1ec6b8 update ifs_hook missing warning message 2026-04-22 22:56:55 -07:00
bicarus-dev d2176fe4f0 clear out button properties when switching devices in edit dialog 2026-04-22 22:48:29 -07:00
bicarus fb9eef904a popn: block keypad overlay window in new cab i/o (#656)
Redirect users to the subscreen overlay when keypad window is open.
2026-04-22 22:21:18 -07:00
bicarus 48903998a5 ea3: fix boot failure when -e is specified to override ea3-config path (#655)
## Link to GitHub Issue or related Pull Request, if one exists
Regression introduced by #595 

## Description of change
`avs::core::file_exists` fails if you use `\` as path separator... what
I meant to use was `fileutils::file_exists`.

This would have caused failures - mostly for gitadora players - if they
used `prop\ea3-config2.xml` for example.

## Testing
2026-04-22 01:55:13 -07:00
bicarus f2dca0265f rawinput: custom threshold for BAT (button-analog type) (#654)
## Link to GitHub Issue or related Pull Request, if one exists
#653 

## Description of change
By default, BAT Positive / Negative binds trigger when the stick is
tilted 10% off the center.

This needs a bit more customization since:

1. User may want to customize the center point (e.g., guitar controller
neutral position)
2. User may want to adjust the sensitivity (e.g., guitar controller tilt
angle to trigger wailing).

## Testing
WIP
2026-04-22 01:14:15 -07:00
bicarus 1147ed9858 rawinput: fix signed range values (#653)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Official GuitarFreaks controller has the motion sensor values with
`valuemin=-127` to `valuemax=127` and we don't deal with negative values
correctly.

## Testing
tbd
2026-04-21 22:56:27 -07:00
bicarus 19d93f4ffd audio: deal with missing DirectSoundI3DL2ReverbDMO better (#652)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
On some Win11 systems,
`CoCreateInstance(CLSID_DirectSoundI3DL2ReverbDMO)` started to fail with
`ERROR_MOD_NOT_FOUND` instead of `REGDB_E_CLASSNOTREG` for some reason.

## Testing
User tested.
2026-04-21 18:42:21 -07:00
bicarus-dev 15bfffa1d3 Merge branch 'main' of https://github.com/spice2x/spice2x.github.io 2026-04-18 23:07:10 -07:00
bicarus-dev 18a9a47c33 remove dead code 2026-04-18 23:07:05 -07:00
bicarus 6838e69ebe popn: rest of the new cab lights (#651)
## Link to GitHub Issue or related Pull Request, if one exists
#618 

## Description of change
Add rest of the LED strip lights.

## Testing
Tested U region.
2026-04-18 22:17:20 -07:00
bicarus 26b3b64794 rawinput, touch: discard invalid touch points from device in hybrid mode (#649)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #648

## Description of change
Deal with devices in hybrid packet mode that send garbage data in second
packet when it's out of bounds (outside the number of contact points).
MSDN says they're supposed to be (0, 0), but some devices don't follow
the spec.

## Testing
I don't have a device that reports garbage values but this should fix it
in theory.

I tested on my Dell touch monitor which is in hybrid mode & sends 5
touches at a time, but can split across two packets to send up to 10
touches. It sends (0, 0) for the remaining slots when there are 6-9
touch points, but confirmed that there was no regression.
2026-04-18 16:22:00 -07:00
bicarus aadd2bdd59 cfg: deprecate -sdvx720, add new category for camera/printer options (#650) 2026-04-18 15:56:15 -07:00
Emma d0e24e31ca ftt: allow windowed mode resize options, add title (#646)
## Description of change
This code adds a window title to FutureTomTom when running in windowed
mode and allows the windowed graphics hooks to take effect.

## Testing
I ran the game and made sure fullscreen mode still worked as well as all
window move/resize functionality.
2026-04-16 14:32:06 -07:00
bicarus 4fb7f20c7b iidx: fix crash when ASIO compatibility fix patching fails (#645)
Logging method was crashing when the patching failed.
2026-04-16 00:42:40 -07:00
bicarus 6ddae70c5a util: fix dangling pointer issues with improper std::stringstream usage (#644)
## Description of change
`std::ostringstream.str()` returns a temporary string so it's invalid to
obtain c_str from it and pass it around.

## Testing
wip
2026-04-15 23:25:38 -07:00
bicarus b38160d6c2 popn: native touch option, keypad warning (#640)
#639 

the usual
2026-04-15 19:31:26 -07:00
Emma 231c998cc0 acio: implement ICCA slotted reader emulation for iidx18 (#642)
## Link to GitHub Issue or related Pull Request, if one exists
#121

## Description of change
This implements a seperate ICCA card workflow for the slotted readers
acting how Resort Anthem expects, enabling cards to be inserted.
Additionally this fixes a bug where both card units would be treated the
same (for keypad reads) under Resort Anthem.

The slotted reader workflow was implemented as a seperate function for
two reasons - it would be nice to not mess with any existing code to
avoid breaking all the functional games, and the way the slotted readers
are handled by RA seemed different enough to how everything was already
designed to where it didn't make sense to keep adding special edge cases
for RA.

## Testing
IIDX18 was tested and cards could be inserted on both P1 and P2 side.
IIDX19 through 22 was tested to make sure nothing had broken for
wavepass emulation.

## Known Issues
In IIDX18, when a card isn't set but the insert key is pressed, after
the card timeout the game will error out with an invalid state error.
2026-04-15 18:53:21 -07:00
Emma 127d31a85c graphics: add option to disable win11 rounded corners on windows (#641)
## Description of change
This adds a toggleable option to remove the rounded window corners when
running a game, or a subscreen, in a window on Windows 11 and upwards.

## Testing
On Windows 11: Resort Anthem, MÚSECA and EPOLIS were tested and the
window corners were removed from both main windows and the TDJ subscreen
when running in windowed mode, with no change in fullscreen mode.

On Windows 7: IIDX18 was tested with no change, the call to
`DwmSetWindowAttribute` is ignored as `DWMWA_WINDOW_CORNER_PREFERENCE`
doesn't exist.

For XP builds, the call is compiled out to avoid linking against dwmapi
and windows_dll_compat_checker returns successfully when testing against
the XP Embedded image. I can't test it on XP, but it ran on Vista.
2026-04-15 18:51:53 -07:00
bicarus a8419bbaa0 grpahics: fix borderless for ddr/gitadora (#638)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Allow DDR to be launched in borderless window (honor the spicecfg
option).

Prevent Gitadora arena model from changing the window decoration once
launched as it hangs the game.

## Testing
Tested 32/64bit ddr, gitadora arena.
2026-04-14 18:11:42 -07:00
bicarus 0fc430ceb3 popn: add io emulation for more lights and coin (#637)
## Link to GitHub Issue or related Pull Request, if one exists
#618 

## Description of change
Wire up coin and more lights to bi3a_hook.

## Testing
Tested on U region
2026-04-14 09:46:13 -07:00
bicarus e59a50b64c popn: boot with 3 monitors (#636)
## Link to GitHub Issue or related Pull Request, if one exists
#618 

## Description of change
Take the monitor hooks added for IIDX/SDVX #612 and apply it to popn as
well now that popn has a subscreen.

There is a debug option in game that actually uses three monitors, which
can be activated via hex edits. This will prevent that from working.

## Testing
Tested with 3 monitors, fs and windowed.
2026-04-13 23:02:56 -07:00
bicarus 2042b629e9 popn: allow game to launch on PCs with only one monitor (#633)
## Link to GitHub Issue or related Pull Request, if one exists
#618 

## Description of change
The game insists on having two monitors. Hook various DX9 and Win32
monitor APIs to fake a monitor if the user only has one. This correctly
convinces the game that it needs to draw two screens instead of just
one.

## Testing
WIP
2026-04-13 03:00:47 -07:00
bicarus 440b9ed749 overlay: fix how input is handled when window loses focus (#632)
## 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
2026-04-12 04:44:46 -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
bicarus 4d8a6c1952 graphics: fix window position if out of bounds (#630)
## Link to GitHub Issue or related Pull Request, if one exists
#618 

## Description of change
Before calling `CreateWindowEx[A/W]`, check dimensions of the window
about to be created, and check if it will be out of bounds (completely
or partially).

If it's completely out of bounds, move it to `(0, 0)` to prevent crashes
or rendering issues.

## Testing
Tested popn and sdvx.
2026-04-11 20:12:43 -07:00
bicarus af69cf9251 popn: new cab lights (#629)
## Link to GitHub Issue or related Pull Request, if one exists
#618 

## Description of change
Basic support for lights - subwoofer RGB and button lights.

## Testing
Tested on title screen and in-game.

Tested beat pop as well since that lights up the colors in white/blue.
2026-04-11 18:08:45 -07:00
bicarus 1d5550b1e8 popn: implement bi3a-hook (bio3) (#626)
## Link to GitHub Issue or related Pull Request, if one exists
#618 

## Description of change
Turns out running this with bi2x doesn't process buttons properly, so we
have to use bi3a.

## Testing
Seems playable now.
2026-04-11 14:43:45 -07:00
bicarus ec3f6639b7 ccj: fix locale issues with carding in (#628)
## Link to GitHub Issue or related Pull Request, if one exists
#624 

## Description of change
See bug. Add locale hooks specifically for CCJ.

also, fix y axis direction for XInput, it was flipped because XInput
uses opposite values from what RawInput does

## Testing
Tested card in / play one round with Windows regional format set to
French (France) and other language set to English.
2026-04-11 14:42:51 -07:00
bicarus 727b99effd rawinput: fix ID for rawinput devices (#627)
## Link to GitHub Issue or related Pull Request, if one exists
#616 

## Description of change
The IDs don't really get used anywhere if it's not a real HID or MIDI
device, but putting them for completeness since they show up in Controls
overlay menu.

## Testing
2026-04-11 12:04:12 -07:00
bicarus 8afff3aaca popn: implement bi2x hook (#623)
## Link to GitHub Issue or related Pull Request, if one exists
#618 

## Description of change
Implement BI2X hook I/O for service/test/coin/headphones and the deka
pop-kuns.
2026-04-10 17:46:12 -07:00
bicarus b281517429 popn: hook DisplayConfigGetDeviceInfo to allow for any GPU port to be used for monitor, get past I/O check (#622)
## 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.
2026-04-10 02:56:32 -07:00
bicarus 54ec9f272e popn: new cab windowed mode (#621)
## 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...
2026-04-10 01:05:44 -07:00
bicarus a159691097 xinput: bind UI, vibration, hotplug (#620)
## Link to GitHub Issue or related Pull Request, if one exists
#616 

## Description of change
`Naive` button is now called `Naive/XInput` and detects XInput
controllers

Add vibration output as "Lights"

Add proper hotplug support and multiple controllers

Fix misc bugs on x86

## Testing
I tested with two xbox controllers.
2026-04-10 01:04:20 -07:00
bicarus ca70f7b19c popn: distinguish between hpm and new popn (#619)
## Link to GitHub Issue or related Pull Request, if one exists
#618

## Description of change
Enhance game detection logic.

Fix heap size.
2026-04-09 19:54:27 -07:00
bicarus 7b4227d2a9 rawinput: add basic support for xinput (#617)
## Link to GitHub Issue or related Pull Request, if one exists
#616 

## Description of change
Adds preliminary support for XInput controllers. Enough to manually bind
buttons and map analogs.
2026-04-09 02:49:20 -07:00
bicarus f89efa2558 build: flatten file structure in release archives (#615)
Before:

```
.\spice2x\spice.exe
.\spice2x\spicecfg.exe
.\spice2x\spice64.exe
.\spice2x\stubs\..
.\spice2x\extras\..
```

after:

```
.\spice.exe
.\spicecfg.exe
.\spice64.exe
.\stubs\..
.\extras\..
```
2026-04-07 16:48:31 -07:00
bicarus 6f4824b648 misc: improve monitor logging (#614) 2026-04-06 22:22:34 -07:00
bicarus 45debeb5c9 iidx, sdvx: booting fullscreen with three or more monitors (#612)
## Link to GitHub Issue or related Pull Request, if one exists
#345 

Hoping that #180 is also addressed by this change, but I can't test it.

## Description of change

IIDX (TDJ) and SDVX (Valk) will now be able to boot in full screen even
with 3 or more monitors attached.

spice will "hide" from the game any monitors other than the primary
monitor and one other monitor for subscreen, allowing it to boot without
crashing - accomplished by clearing `DISPLAY_DEVICE_ATTACHED_TO_DESKTOP`
flag when monitors are enumerated over `EnumDisplayDevicesA`, and
fortunately both games seem to respect that flag.

Add options (one for IIDX, another for SDVX) that lets you specify the
monitor ID of the second monitor.

When the option is set, user-specified monitor will be used as the
subscreen. When the option is not set, spice will just pick the
lowest-indexed monitor as the subscreen, not counting the primary one of
course.

## Testing
Tested both games with three monitors. Should probably work for four or
more.
2026-04-06 02:59:12 -07:00
bicarus-dev a01f452eba fix build script 2026-04-06 02:37:40 -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 d1779b93fa overlay: remove tab stop from invisible selectable used in options tab (#613)
#598 added extra tab stops to the invisible Selectable widgets, which is
only used for detecting mouse hover
2026-04-06 01:02:56 -07:00
bicarus fe9aac7e29 overlay: fix cosmetic issue in options tab when there are no options for the game (#610)
Number of columns was modified in #598 but it didn't correctly account
for the case where a game doesn't have any game-specific options.
2026-04-05 19:01:09 -07:00
bicarus-dev f3d887ebcf update strings 2026-04-05 17:03:23 -07:00
bicarus 336500c8ae ccj: fix D3D10Warp.dll_unloaded issue (#609)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Fix random crashes with CCJ.

This should remove the need to add `d3d10warp.dll` to `
preload_libraries` in `ee-config.xml`.

## Testing
Tried a couple games and didn't run into the crash..
2026-04-05 16:18:19 -07:00
bicarus ee3fa58bfa graphics: option to change primary monitor before launching game (#608)
## Description of change

Adds `-mainmonitor` option which changes the monitor layout before
launching the game. This is much more reliable than the old `-monitor`
option which operated at DX9 level. This works for TDJ/UFC subscreens,
for example.

Rename `-monitor` option to `-dx9mainadapter` to discourage use.
`-monitor` will continue to work, of course.

Changing of primary monitor happens first before any orientation changes
/ refresh rate changes, which means those options will result in the
logically correct configuration.

Create a new option category for `Monitor` (rotate, refresh rate, etc).

Add a monitor selection widget for `-mainmonitor` option in the
configurator.

Improve how we log names of monitors in the log during boot - should be
less of "Generic PnP Monitor" after this.
2026-04-04 23:26:38 -07:00
bicarus a4c3eddc2f graphics: rewrite auto-rotate and refresh rate options to be more reliable (#607)
## Description of change

Rotate monitor & change the refresh rate **well before** the game is
launched.

This is much faster and more reliable compared to what we do now, which
is trying to do monitor changes during CreateWindow hooks. For example,
SDVX makes a bunch of OS / NVAPI calls to figure out monitor geometry
while it's booting, and by the time CreateWindow is called, the game
already made up its mind, which leads to weird graphical issues.

This affects both windowed mode and full screen.

In addition, add options for normal orientation (landscape) and upside
down (landscape, flipped) options. This can be used if the monitor is
normally rotated to portrait, but the game needs to be in landscape.
2026-04-04 03:23:28 -07:00
bicarus e0f6cb2cbd api: dump key binding strings (#606)
Print out human readable text for vKey when dumping bindings.
2026-04-03 20:22:24 -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 5af3e0d494 imgui: migrate to new event-based IO (#604)
## 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
2026-04-02 21:00:42 -07:00
bicarus-dev b1ee828457 add some logging to device reload 2026-04-01 02:51:03 -07:00
bicarus 0d60649715 overlay: small tweaks to cards tab (#602)
## Link to GitHub Issue or related Pull Request, if one exists
#593 

## Description of change
* Display a confirmation dialog when clicking on `Generate` for the
first time (to prevent accidental loss of card number)
* If `cardN.txt` contents are read back successfully, show card number
in green to indicate success, and red in case of failure.
2026-03-31 00:07:34 -07:00
bicarus 220b27159b ea3: don't treat failure from dll_entry_init as fatal (#601)
## Link to GitHub Issue or related Pull Request, if one exists
fixes #600
2026-03-30 02:31:08 -07:00
bicarus b06a0a7d47 overlay: card override input should be disabled when overridden with cmd line (#599) 2026-03-29 20:36:42 -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-dev ad366ecdd0 update fatal crash message 2026-03-27 18:46:08 -07:00
llm96 22cb4d689c utils: print DLL info for early hooks (#597)
## Link to GitHub Issue or related Pull Request, if one exists
#596

## Description of change
Adds call to `libutils::print_dll_info` for early hooks too.

## Testing
```
[2026/03/27 09:51:16] I:launcher: SpiceTools Bootstrap (x64) (spice2x)
[2026/03/27 09:51:16] I:launcher: 1.0-V-2026-03-27T07:46:10
[2026/03/27 09:51:16] I:launcher: spice2x is free & open source; if you paid money for it, you got scammed
[2026/03/27 09:51:16] I:launcher: visit https://spice2x.github.io to download the latest version for free
[2026/03/27 09:51:16] I:launcher: arguments:
                                      [...]
                                      -z C:\Users\Noe\AppData\Local\Programs\SpiceTools\hooks\64\mempatcher64.dll
                                      [...]
[2026/03/27 09:51:16] I:launcher: loading early hook DLL C:\Users\Noe\AppData\Local\Programs\SpiceTools\hooks\64\mempatcher64.dll
[2026/03/27 09:51:16] I:superexit: enabled
[2026/03/27 09:51:16] I:libutils: DLL info for mempatcher64.dll: CompanyName = aixxe, ProductName = mempatcher, Version = 4975386c637a86e8daa89d479a0c67ab28d792ec
```
2026-03-27 12:19:32 -07:00
bicarus b38ea463aa utils: print out DLL metadata (#596)
## Link to GitHub Issue or related Pull Request, if one exists
#592 

## Description of change
* when custom DLLs are detected (`d3d9.dll`) print out some basic data
from the PE header
* for our own NVIDIA DLL stubs, add manifest files to identify ourselves
* as a bonus, when DLL hooks are loaded from `-k`, print DLL info there
as well

This is mainly to detect when DXVK is in use.
2026-03-27 02:34:56 -07:00
bicarus 056d1b2d90 ea3: warn about missing ea3 config (#595)
Show better warning message when `ea3-config.xml` / `eamuse-config.xml`
is missing. Right now we just say `failed to load prop/eamuseconfig.xml`
which is really confusing when people look for `eamuse-config.xml` that
never existed in the first place.
2026-03-27 01:56:32 -07:00
bicarus 37693916d9 overlay: show warning when binding analog axis as a button for TT/knobs (#594)
## Link to GitHub Issue or related Pull Request, if one exists
#345 

## Description of change
When X or Y axis is being bound to any button labeled `TT` or `Knob` or
`VOL-`, show a warning and ask if the user really meant to do that,
encouraging them to use the Analog tab instead.
2026-03-26 21:17:51 -07:00
bicarus 889e8b43eb overlay: redesign Cards tab (#593)
* add `-card0` `-card1` options at the top of Cards tab to clearly
indicate that they take precedence over card files
* reorganize UI / clean up
* remove ability to directly edit the contents of `card0.txt` /
`card1.txt` as that wasn't very intuitive; instead, encourage users to
use overrides directly or use an external text editor (`Edit` button
opens notepad)
2026-03-26 01:32:48 -07:00
bicarus 9db2db2340 presets: clear out applied status when switching profiles (#591)
## Link to GitHub Issue or related Pull Request, if one exists
#581 

## Description of change
Ensure "applied" status is not persisted through.
2026-03-24 22:46:38 -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-dev fbb3c1d4c3 fix option 2026-03-24 00:42:50 -07:00
bicarus 73a69b2e8f touch: native touch hooks to honor Invert Touch option (#588)
## Link to GitHub Issue or related Pull Request, if one exists
For #587 

## Description of change
`Invert Touch` option is now honored by the IIDX/SDVX touch handler.
2026-03-23 20:42:55 -07:00
bicarus 63a0acac24 presets: minor UI fixes, add new controller profiles (#584)
## Link to GitHub Issue or related Pull Request, if one exists
#579 

## Description of change

* Fix profiles being loaded twice on tab switch
* Add more default profiles for some controllers
* Remove borders from tables since they look broken in software renderer
* Add check boxes to import/export only certain parts of of a profile
* Show device identifier string in drop down when applying profiles
since some controllers have multiple identically named interfaces
* Show completion message when action buttons are clicked (`Apply`
button, `Clear all bindings` button both become disabled & shows `done`
message)
2026-03-21 19:43:17 -07:00
ichijyo-hotaru 75ba49ff4a fix qma directory create CreateFileW_Hook to prevent recursive calls (#585)
## Link to GitHub Issue or related Pull Request, if one exists

N/A

## Description of change

Move `dirs_created` flag assignment before `dir_create_recursive` calls
in `CreateFileW_Hook` to prevent stack overflow. `dir_create_recursive`
calls `_wstat64` (ucrtbase), which internally calls `CreateFileW`,
re-entering the hook before the flag is set. GCC 13 preserved the source
order, but GCC 15 reorders the flag store after the function calls,
causing infinite recursion.

Note: I'm not fully confident the root cause is specific to GCC version
differences. Also, I cannot determine whether this directory creation
hook is truly necessary. Without these directories the game boots but
quizzes won't load, making gameplay impossible. It may be worth removing
this hook entirely, but for now this fix is needed to prevent the crash.

## Testing

Verified title screen transition on LMA-2019022700. Crashes on the
latest build without this fix.
2026-03-21 14:23:49 -07:00
ichijyo-hotaru b31ddb1ffc Add controller presets management (#581)
## Link to GitHub Issue or related Pull Request, if one exists
Implements #579.

## Description of change

### Controller Presets

Add a new "Presets" tab to spicecfg that allows users to save, load, and
manage controller binding presets.

#### Save Presets
- Capture all current button, analog, and light bindings as a preset
- "Assign Labels" dialog prompts the user to name each source device
(e.g. "Player 1", "Player 2") before saving
- Device IDs are replaced with these labels, making presets portable
across different machines
- Presets are stored in `%APPDATA%/spice2x/spicetools_presets.xml`

#### Load / Apply Presets
- Preset list shows name, type (Built-in / User), and binding counts
- Apply dialog maps each preset source label to a connected device or
keyboard
- Bindings are applied per-source, supporting multi-device setups (e.g.
two PHOENIXWAN controllers)

#### Edit / Delete Presets
- Rename source labels in saved presets (propagates to all bindings)
- Delete user presets

#### Built-in Presets
- PHOENIXWAN preset for Beatmania IIDX: P1/P2 buttons (1-7, Start,
EFFECT, VEFX), turntable analogs, and button lights

## Testing

* [x] Open spicecfg, go to Buttons tab, verify Presets section loads
* [x] Verify PHOENIXWAN builtin preset appears for Beatmania IIDX
* [x] Save a new preset: confirm "Assign Labels" dialog appears with
device descriptions as defaults
* [x] Apply a preset: confirm source column shows labels, popup does not
shrink
* [x] Edit labels on a saved preset: confirm rename propagates to all
bindings
* [x] Hover over a device source tooltip: confirm vKey shows as number
2026-03-20 16:46:17 -07:00
skogaby 458a1495c8 Fix stale frame returned by capture API on rapid successive calls (#583)
Fix stale frame returned by capture API on rapid successive calls

> [!NOTE]
> Before submitting code changes... 
> * Please do note that this is a GPL v3.0 open source project.
> * Please read the
[CONTRIBUTING](https://github.com/spice2x/spice2x.github.io/blob/main/CONTRIBUTING.md)
guide.
> * Maintainers reserve the right to reject or modify your submission
without reason.
> * No new compiler warnings must be introduced. Check the CI build
results.
> 
> Feel free to remove this section after you have read it.

## Link to GitHub Issue or related Pull Request, if one exists
https://github.com/spice2x/spice2x.github.io/issues/582

## Description of change
When using the SpiceAPI `capture` endpoint for taking screenshots, if
you call multiple times in a row in a short period, there's a good
chance for duplicate / stale data to be returned, and you end up with
multiple identical screenshots. This is due to a race condition in the
graphics capture pipeline because the capture data is never reset to
null between invocations.

`graphics_capture_receive_jpeg()` never resets the capture buffer's data
pointer to `nullptr` after consuming it. The condition variable wait
predicate checks `data != nullptr`, so subsequent calls find the
predicate already satisfied and return immediately with the previous
frame instead of waiting for the render thread to produce a fresh one.

Fix: null out `capture.data` after copying the shared_ptr (which keeps
the pixel data alive via refcount) but before releasing the lock.

## Testing
Tested this locally and invoked the capture API 10+ times in a row
without any duplicates. Previously, every other invocation would be a
duplicate, basically.
2026-03-20 14:43:20 -07:00
bicarus eb029faf2e Update CONTRIBUTING.md 2026-03-19 02:59:55 -07:00
bicarus d65eb6ed4f Update CONTRIBUTING.md 2026-03-19 02:59:23 -07:00
bicarus 97ec2e5d37 overlay: minor UI fixes for clear all / reset all (#580)
## Link to GitHub Issue or related Pull Request, if one exists
#578 

## Description of change
Use `Clear All` when there are no defaults, and `Reset All` when there
are defaults.

Clearing analogs should reset values to 0.5, not 0.
2026-03-18 02:51:02 -07:00
bicarus 97d65b137a overlay: "reset all" buttons for buttons/overlay/analog tabs (#578)
## Link to GitHub Issue or related Pull Request, if one exists
#576 

## Description of change
Add `Reset All` buttons to these tabs which clears out bindings to none
/ default.

For keypads, introduce a special `Use Preset` button which lets users
pick between numpad and top row number keys.

Update UI-visible string used for vKeys, especially the numpad ones
(e.g., `.` is now `Numpad .` to distinguish from the regular `.`
period).

Breaking change: if the user never had `P1 Keypad 00` set, the default
will change from `Enter` to `Numpad -` since both enter keys trigger the
same. This will affect a small number of popn/ddr players. They can just
change it back.

## Testing
*how was the code tested?*
2026-03-17 18:47:54 -07:00
bicarus a9f0e86aa3 overlay: categorize lights for different cab types (#576)
## Link to GitHub Issue or related Pull Request, if one exists
#574 

## Description of change
Refactor so that grouping of lights are in common I/O code. Add this to
IIDX/SDVX/DDR/GitaDora.

## Testing
2026-03-17 02:14:48 -07:00
bicarus 88679b7cb2 sdvx, troubleshooter: detect layer missing error (#577)
Detect `W:BM2D: CreateLayer() 指定したレイヤーは存在しません` and add to deferred log.
2026-03-16 11:22:08 -07:00
bicarus 9ec62a61ac overlay: small tweaks to auto light matching (#575)
## Link to GitHub Issue or related Pull Request, if one exists
#574 

## Description of change

* Add binds for Nostroller
* Update matching logic to ignore common device-side output names like
"Button" "Light" and "LED" (e.g., `Button 1` from a device now matches
on `P1 1`)
* For RGB matching, in addition to `Light R` on the device also try
`LightR` (Nostroller needs this)
* Add a confirmation dialog for `Clear All`
* Address minor bugs

## Testing
Seems to work on arcin, and Nostroller. Still need to retest Faucetwo.
Hopefully I didn't break Phoenixwan.
2026-03-15 19:04:36 -07:00
Horo 44befb7e9a cfg: auto light binding, sdvx light formatting, all light test/clear binds (#574)
<img width="784" height="561" alt="image"
src="https://github.com/user-attachments/assets/3ac6bf6d-2ca8-40e5-80ea-b0fd9e080d7b"
/>

## Link to GitHub Issue or related Pull Request, if one exists

n/a

## Description of change

I've always been annoyed with how long it takes to bind controller
lights, made a few improvements

1) added a button+window for automatically matching device lights to
game lights with the same name
2) added button(s) to cycle through all bound lights to visually confirm
location/function
3) added button to clear all bound lights
4) split SDVX lights into sections (Buttons, Valkyrie, Nemsys, Other)
with formatting, sorted based on current game spec

## Testing
Tested with multiple games and controllers (Faucetwo, custom con) and
matching always works if the descriptor strings are labeled correctly.

Not every controller labels their LEDs the same was as spice, but for
those that do this saves a ton of time clicking every box and testing
one by one.

The SDVX table split/formatting is important because myself (and several
friends) have tried binding to Wing/Controller lights and wondered why
they weren't working in game, when they are legacy Nemsys lights instead
of the strip lights handled by Valk/bi2x. I separated the sections
visually, with tooltips, plus sort the two sections based on active spec
to further minimize the chance of someone trying to use the wrong lights
for their game.
2026-03-15 02:19:24 -07:00
bicarus be388f7b49 otoca: add cam hook, fix printer rotation (#573)
## Link to GitHub Issue or related Pull Request, if one exists
related to #154 though this PR doesn't fix it

## Description of change

1. Add an option for cam hook so that the game can be launched without
any camera
1. Rotate image printed out by print-to-file so that it's right side up
(portrait orientation)

## Testing
Able to boot the game without any cameras, and tested printing in test
menu.

"Holo" printing remains broken.
2026-03-09 02:54:04 -07:00
bicarus 34ef034345 overlay: automatically hide mouse cursor when idle (#571)
## 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.
2026-03-08 20:06:18 -07:00
bicarus ba4623b009 patchmanager: various UI fixes (#572)
## Description of change
* Show more descriptive error when connection fails (for
`ERROR_WINHTTP_NAME_NOT_RESOLVED`)
* ensure patches are reloaded even if importing fails, since existing
checkboxes get reset
2026-03-08 19:43:15 -07:00
Will a0a7b86508 ddr p3io: fix neon pulse mapping (#566)
Logic was wrong; caught by compiling with a newer clang and it raising a
warning about the useless expression (since the second clause always
eval'd as true).

Changed to the intended functionality, but I have no ddr3 with p3io so I
can't test it. But it seems nobody ever really noticed this.
2026-03-06 19:05:44 -08:00
Will 6d7927927c Final changes for clang (#570)
- Allow overriding the toolchains so I can avoid changes in my working
tree
- Squash warnings that the deps use, can't just add them as PRIVATE
compile flags because it's in the headers :(
- Squash those d3d9 warnings with a suppression instead of trying to
rewrite 400 lines of code
2026-03-06 15:18:38 -08:00
Will 837c8a46d6 add some more _WIN32_WINNT defines to hook Win vista+ APIs when compiler is targeting XP (#568)
There's already a bunch of these in the codebase, this just catches a
few locations where they were missed when the compiler is targeting XP.
2026-03-06 14:21:55 -08:00
Will 22aeb64ff9 fix various minor issues causing compilation failure with clang (#567)
- 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
2026-03-06 14:21:10 -08:00
bicarus e4b08064b7 rawinput: fix incorrect usage of HidP_GetUsages when descriptor is not range (#565)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #563 

## Description of change
When buttons are presented as NotRange and instead an array of single
buttons, we are calling `HidP_GetUsages` expecting at most one result
back, but in reality we need to expect all possible buttons on that
usage page since `HidP_GetUsages` returns all buttons in the usage page
+ link collection which would be the entire array of buttons - see
documentation for `HidP_GetUsages` on MSDN.

## Testing
Tested with my own controller modifying USB descriptors... more
controller testing is needed.
2026-03-05 20:41:47 -08:00
bicarus-dev 1e6b4c16cc asio bit difference message 2026-03-04 03:59:03 -08:00
bicarus-dev d6eb8f7125 fix duplicated text 2026-03-04 02:50:02 -08:00
bicarus dc6850e479 overlay: helper modal dialog for picking option values (#561)
## 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
2026-03-02 12:08:20 -08:00
bicarus 2d623e179b audio: simplify ASIO backend conversion (#560)
## Link to GitHub Issue or related Pull Request, if one exists

## Description of change
Deprecate backend conversion options and replace with one unified option
for enabling WASAPI exclusive conversion to ASIO.

The new option takes in a string (ASIO driver name) and when filled out,
it automatically enables the ASIO backend.

This is to avoid confusion that was caused by the previous option - the
fact that it was split into two (one to enable the conversion, another
to optionally pick which ASIO driver to use) and that user needed to
specify an integer as opposed to the driver name.

## Testing
Tested on IIDX33. Old options should continue to work.
2026-03-01 13:06:18 -08:00
bicarus 884d665c1c sdvx, touch: account for 270 degree monitor rotation in wintouchemu (#559)
## Link to GitHub Issue or related Pull Request, if one exists
#558 

## Description of change
Same as #558 but this PR fixes the non-native touch cases (when
wintouchemu is active).

## Testing
Tested 90 and 270 degree rotation, 1080p and 1440p.
2026-02-27 17:17:00 -08:00
bicarus 2842fe7ec6 Update pull_request_template.md 2026-02-27 16:56:03 -08:00
bicarus 954e6022d9 sdvx, touch: hook Windows touch API when main monitor is rotated 270 degrees (portrait flipped) (#558)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Game expects primary monitor to be in 90 deg rotation, and does the
touch calculation accordingly.

If the user does 270 deg rotation ("portrait, flipped") then the game's
touch calculation is flipped upside down. Detect this and provide the
fixed up values in the touch hook.

## Testing
Tested with SDVX in 90 deg, 270 deg rotation, and 1080p, forced 1440p.
2026-02-27 14:22:56 -08:00
Emma 955c50a9f3 api: fix for setting drs touch state (#557)
## Link to GitHub Issue, if one exists
N/A

## Description of change
Changes the array size used for collecting touch inputs from the API to
be dynamic according to the size of the input data, rather than fixed.
This fixes a crash.

## Testing
An API client was made sending touch states, both valid and invalid
(oversized). The valid states are handled identically in the test menu
while the oversized states no longer crash.
2026-02-26 10:47:08 -08:00
bicarus dc82c980b1 iidx: show error message for emulated I/O mismatch in LDJ/TDJ sub overlay (#555)
## Link to GitHub Issue, if one exists
#345 

## Description of change
When DLL is configured to use TDJ I/O but spice is in LDJ mode, show an
error in LED ticker suggesting the user to turn on `-iidxtdj`.

When DLL is configured to use LDJ I/O but spice is in TDJ mode, show an
error in TDJ overaly suggesting the user to fix the DLL.

Fix a small bug that caused a white window to be created when `-w` is
enabled even when `-iidxtdj` is not, but DLL is using TDJ I/O.
2026-02-15 19:49:07 -08:00
bicarus 408ed17521 cfg: turn a handful of parameter parsing errors into fatal (#554)
For parameters that require two values (`width, height` or `x, y`), if
the string fails to parse, turn into runtime failure.
2026-02-13 03:22:20 -08:00
bicarus f4050e9adb graphics: custom resolution for subscreen (#553)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Allow user to specify a custom resolution for the sub monitor, in
addition to the existing refresh rate option

This would allow practically any touch monitor (including ones with
weird resolution / aspect ratio / refresh rate) to be used with
IIDX/SDVX.

## Testing
Tested with various resolution / refresh rate combinations on IIDX /
SDVX.
2026-02-12 17:51:38 -08:00
din badae01357 bt5api fix (#552)
## Description of change
use case: user with two ICCA readers in a daisy chain configuration (as
is wired in og IIDX/DDR) wanted to play DDR using their existing
equipment.

Existing `reader/` implementation is only designed for a single reader
per com port vs two readers on one daisy chained com port. This can be
implemented and improved at a future date.

Due to time constraints `eamio-icca.dll` from btools did support both
wavepass and slotted in a daisy chain configuration, and spice does
support bt5api calls.

However, the implementation was not sufficient to allow use of both
modules correctly, often stalling, not did it allow the ability to eject
the card.

I have cleaned up the implementation such that it matches the btools
`eamiotest` implementation and allows the user to use decimal to eject
the card as desired.

As well as properly staging the requests for state of the two individual
readers, like `eamio-icca` expects.

## Testing
Tested with both wavepass and slotted (ICCA and ICCB) modules and in
combination with released `eamio-icca.dll` binaries from btools 5.49 as
released by their github using `MDX` as a test subject.

Works as expected and allows end users to use real readers (if they have
them) as virtual readers in spice's emulation layer.
2026-02-04 19:34:25 -08:00
bicarus 38d9939eb7 cfg: fix early game detection for Polaris Chord and MFG (#551)
## Link to GitHub Issue, if one exists


## Description of change
Some parts of the UI (e.g., Card tab) rely on early auto detection of
the game, which relies on file hints and not the game code. Two games
(PC and MFG) rely on directory presence and not file presence.
2026-02-04 11:40:07 -08:00
bicarus f5a3caf536 signal: avoid spamming log with hook hit messages (#550)
## 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.
2026-02-03 20:08:15 -08:00
bicarus 027445afb1 overlay: add context menu for overflow operations (#547)
Remove the green + button, remove the bottom checkbox row, and instead
put extra operations like `Add alternate` and `Bind many` to a context
menu.
2026-01-31 23:57:08 -08:00
bicarus 63a3900b79 overlay: add skip button to bind many (#546) 2026-01-31 20:58:15 -08:00
bicarus f542a78347 overlay: add hover delay to tooltip (#545)
Clean up flags used for tooltip display, which adds a tiny delay by
default.
2026-01-31 15:47:23 -08:00
bicarus 4d32dde83e overlay: remove multiple pages from Buttons/Overlay/Lights tabs, replace with tree layout (#541)
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.
2026-01-31 15:16:19 -08:00
bicarus 927170ce73 api: fix unbounded access in getting analog state (#544)
## 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.
2026-01-30 20:53:13 -08:00
bicarus 875a0f0765 overlay: address small polish issues (#543)
* 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
2026-01-30 19:17:44 -08:00
bicarus 3ad88ef15c overlay: fixes for naive binding (#542)
## 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..
2026-01-30 13:16:14 -08:00
bicarus 7a6cadb176 overlay: refactor code for lights (#539)
No functional change.
2026-01-29 16:13:56 -08:00
Will 4feca23240 Build scripts: support paths with spaces (#540)
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.
2026-01-29 16:12:23 -08:00
bicarus 2e52bebd3d overlay: bring back "-" placeholder for unbound io, clean up code (#538) 2026-01-29 11:53:16 -08:00
bicarus aa218d5be7 overlay: fix colors of new extension widgets (#537) 2026-01-29 01:58:43 -08:00
bicarus 94f009991a overlay: simplify various input controls by introducing new custom ImGUI widgets (#536)
## 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
2026-01-28 02:17:40 -08:00
bicarus c3b9ce3fdc cfg: fix mouse names out of bounds (#535)
## 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.
2026-01-26 23:42:12 -08:00
bicarus 1517cf9a7c overlay: refactor UI code for I/O binding tabs (#533)
No functional changes, refactor of code only.
2026-01-26 22:24:14 -08:00
bicarus f0f46296f2 cfg: clean up stale buttons and lights alt bindings on save (#534)
## 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.
2026-01-26 22:12:04 -08:00
bicarus 1d1981fcde rb: prevent window moves and resizes in windowed mode (#532)
## 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
2026-01-24 18:49:16 -08:00
bicarus 2f538fe2e4 gitadora: fix order of drums in Buttons tab (#531)
## 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
2026-01-23 10:22:24 -08:00
bicarus-dev 8e01b2e5c8 update gitadora help text 2026-01-23 03:03:18 -08:00
bicarus cd14ca800e graphics: fix window resize not working properly in some games (#530)
## 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
2026-01-22 19:06:31 -08:00
bicarus cb59fe14e9 gitadora: prevent window resize (#529)
## 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.
2026-01-22 00:51:12 -08:00
bicarus 9fd9290cd3 gitadora: option for guitar picking algorithm (#528)
## 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.
2026-01-21 21:14:28 -08:00
bicarus-dev 1dd99aac74 update error message for module auto detection failure 2026-01-20 18:04:54 -08:00
bicarus 9e376f373e patcher: load auto-enable settings even if dest/spec/rev don't match (#527)
## 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
2026-01-20 04:00:15 -08:00
bicarus d4e51b77d1 overlay: options tab tooltip formatting consistency (#526) 2026-01-20 00:24:40 -08:00
bicarus 61181836b0 nvapi: set refresh rate / framerate settings (#525) 2026-01-20 00:23:14 -08:00
bicarus 4e26c8afa5 drs: rgb camera hook (#524)
## 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.
2026-01-19 02:54:01 -08:00
bicarus 7684028f99 io: fix bi2x_hook implementation in various games (#522)
## 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)
2026-01-18 18:06:15 -08:00
bicarus-dev 1d6be8fe4b fix print message 2026-01-17 20:24:18 -08:00
bicarus c70cf40af3 graphics: fix monitor auto-rotate for reflec beat (#521)
## 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)
2026-01-17 19:57:47 -08:00
bicarus 5715d4e605 gitadora: (arena model) override app-config (#520)
## 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.
2026-01-17 17:49:50 -08:00
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-dev 86f2a1fd39 remove asio failure message 2026-01-14 10:05:54 -08:00
bicarus-dev 86f218329a fix typo 2026-01-14 01:07:46 -08:00
Isaac Drew 66094de38a Add coin support for SDVX BI2X (#518)
## 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.
2026-01-13 09:59:49 -08:00
bicarus c00cff2afd patcher: print patch identifier for each DLL (#517) 2026-01-13 04:21:22 -08:00
bicarus b2cc8d404c gitadora: digital wailing sensitivity (#516)
## Link to GitHub Issue, if one exists
#512 

## Description of change
Add an option to adjust the hold period for digital wailing.
2026-01-13 04:19:55 -08:00
bicarus a0a04ab62f gitadora: various fixes for wailing (#513)
## 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
2026-01-12 21:52:48 -08:00
bicarus a3a59e689e ftt: clean up i/o (#515)
No functional change, just a code clean up.
2026-01-12 19:32:24 -08:00
bicarus a6f29d6a5a audio: implement wrapped IAudioClient3 (#511)
## 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.
2026-01-10 17:41:10 -08:00
bicarus 9be618d791 utils: log primary display adapter (#508)
## Description of change
Log a message so you can tell which display adapter is primary.
2026-01-10 03:03:08 -08:00
bicarus 6bf7ae9074 graphics: submonitor refresh rate option (#507)
## 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.
2026-01-09 19:50:07 -08:00
bicarus e3d63c65c1 overlay: fps window clean up (#506)
## 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`
2026-01-08 21:52:13 -08:00
bicarus 5d2a9fa1cf audio: update logging for low latency option (#505)
## Description of change
Spit out an error if the minimum latency is not any lower than the
default.
2026-01-08 13:56:10 -08:00
bicarus 0078b72b03 graphics: address performance regression with Image Resize (#504)
## 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.
2026-01-07 16:35:08 -08:00
bicarus b1ee37a066 troubleshooter: diagnose ddr codec issues (#503)
## 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.
2026-01-06 23:20:05 -08:00
bicarus ebf6382e7f sdvx: add warning about Image Resize feature affecting Live2D performance (#502)
## 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.
2026-01-06 16:40:54 -08:00
bicarus 8e23ef224a Update CONTRIBUTING.md 2026-01-05 18:59:06 -08:00
bicarus 6706ffc321 Fix wording in CONTRIBUTING.md for clarity 2026-01-05 17:26:29 -08:00
bicarus e755b06e35 Update CONTRIBUTING.md 2026-01-05 17:25:10 -08:00
bicarus 9ef22712c0 Update CONTRIBUTING.md 2026-01-05 17:24:13 -08:00
bicarus 7b903d35e2 iidx, sdvx: SOCD cleaner for knobs and turntables (#497)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Apply SOCD cleaner algorithm to deal with the case where both
counter-clockwise and clockwise buttons are pressed at the same time.

In SDVX, default algorithm is to prefer the most recently pressed
direction. This is better for dealing with slams in rapid succession,
for example, as you don't have to completely let go of one direction to
hit the other now.

In IIDX, default algorithm is neutral (same behavior as before). Using
last or first algorithm results in double scratches which means you'll
likely end up with an excessive poor after hitting a scratch, so neutral
is actually beneficial. Besides, if you are serious about playing on the
keyboard, you should be using `TT +/-` and `TT +/- Alternate`.

## Testing
Tested SDVX 3, EG (old cab), EG valk cab modes, IIDX 24, 27, 33
(tdj/ldj)
2026-01-04 19:50:11 -08:00
bicarus 7f281a50c5 sdvx: clean up valk cab check (#498) 2026-01-04 19:49:55 -08:00
bicarus 1354d63b85 iidx, sdvx: bi2x hook fix (attempt 2) (#499)
## Link to GitHub Issue, if one exists
see my previous attempt #496, which has been reverted by #500

## Description of change
Two issues:

1. the original implementation of bi2x_hook for iidx misunderstood what
`aioNMgrIob2_Create` does. In the original I/O code it returns a pointer
to a C++ class instance, which would also have a vptr (pointer to a
vtable) in the beginning. The original author of this code of the hook
in spice thought that `aioNMgrIob2_Create` returns a pointer to a
pointer. This may happen to work but it's not 100% accurate, so this has
been fixed by separating out the class and the vtable allocation.
Without this, the game could have accessed memory outside this buffer.

2. And then the SDVX implementation blindly copy-pasted the IIDX
`bi2x_hook`. Along with the issue above, they also forgot to check the
I/O DLLs to see how much memory needs to be allocated and change that.
Instead, they kept the same value as IIDX, which was too small. Fix that
as well.

## Testing
Doing some extensive testing with IIDX (27-33) and SDVX versions (EG).
2026-01-04 19:10:50 -08:00
bicarus e745cdcac8 Revert "iidx, sdvx: bi2x hook fix" (#500)
Reverts spice2x/spice2x.github.io#496
2026-01-04 17:50:21 -08:00
bicarus bf7666939a iidx, sdvx: bi2x hook fix (#496)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Both games take the address returned by `aioNMgrIob2_Create` and reads
values offset from that address as part of the I/O routine. This means
that the I/O routines of these games have been accessing random
variables in data/bss segments for years, they just happened to get a
value that doesn't lead to a crash.

Stumbled upon this while trying to add a new feature that required
adding more globals, but suddenly the game stopped polling I/O when I
changed a value of my global. Scary.

## Testing
Tested both games I/O
2026-01-03 19:27:53 -08:00
bicarus-dev 7e89037db3 update github download url 2026-01-03 05:30:50 -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 7a1f46d1be gitadora: (arena model) fix window settings not working (#494)
## Link to GitHub Issue, if one exists
#477 

## Description of change
F11 menu (window settings) did not work for arena model because the game
engine races to create many windows, so our logic of grabbing the first
window created doesn't always get the main window.

## Testing
2026-01-02 15:07:32 -08:00
bicarus cf59ae5f89 gitadora: (arena model) lights (#492)
## Link to GitHub Issue, if one exists
#477 

## Description of change
Add lights for J region cab. I can't figure out how the extra lights on
U region cab are wired up.

## Testing
Tested guitar and drums, J and U regions.
2026-01-02 03:49:01 -08:00
bicarus 9c06dd36a0 graphics: tone down adapter mode removal logging (#493)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Get rid of log messages when adapter modes are removed, since these have
never been all that useful.
2026-01-02 03:48:28 -08:00
bicarus d5d082ec37 troubleshooter: deferred message for fatal errors (#491)
## Description of change
When the game logs a fatal error message, queue up a deferred message
for the troubleshooter.
2025-12-31 05:44:55 -08:00
bicarus 17723d290a troubleshooter: update formatting (#490)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Make the text color cyan to make the messages stand out.

## Testing
Verified in terminal.
2025-12-31 01:15:19 -08:00
bicarus 8de7e5a9e4 sdvx: prevent the game from trying a random ASIO driver (#488)
## Link to GitHub Issue, if one exists
n/a

## Description of change
SDVX EG final started to pick an ASIO driver at random and tries to open
it, which causes crashes / hangs if the driver is not compatible
(ASIO4ALL in particular)

Only allow the game to access `HKLM\SOFTWARE\ASIO` if the user has a
Xonar AE, or if ASIO was configured using -sdvxasio.

## Testing
Tested year 1 data and EG final.
2025-12-30 17:58:28 -08:00
bicarus b8e99e75e5 gitadora: (arena model) prevent the small subscreen from being closed (#487)
## Link to GitHub Issue, if one exists
#477 

## Description of change
Ensure the small subscreen can't be resized or closed by accident.
2025-12-30 14:30:59 -08:00
bicarus 46dc22dd63 gitadora: (arena model) headphones i/o (#485)
## Link to GitHub Issue, if one exists
#477 

## Description of change
Plumb through headphone jack detection. Touch screen menu for headphone
volume lights up.

## Testing
Tested guitar.
2025-12-30 14:30:33 -08:00
oleg238948234 69d78e0a87 gitadora: (arena model) fix j32d encoding & use velocity (#483)
## Link to GitHub Issue, if one exists
N/A

## Description of change
in current implementation j32d analog values are not encoded properly,
values are supposed to go up to 1023, but they show up as 771 in game

## Testing
tested with M32-007-2025092400, used DM PAD CALIBRATION menu
2025-12-30 00:29:43 -08:00
oleg238948234 ab3d41432a gitadora: (arena model) F: drive fix (#484)
## Link to GitHub Issue, if one exists
N/A

## Description of change
prevents the game from creating folders on F: drive

## Testing
tested with M32-007-2025092400
2025-12-30 00:26:47 -08:00
bicarus 73e10cac0c gitadora: (arena model) text encoding hook (#482)
## Link to GitHub Issue, if one exists
#477 

## Description of change
Fix Japanese text broken in the game UI when system ACP is not
SHIFT-JIS.

## Testing
Checked song select and in-game title display.
2025-12-29 23:27:15 -08:00
bicarus c6242233a7 gitadora: (arena model) implement wailing, improve picking (#481)
## Link to GitHub Issue, if one exists
#477 

## Description of change
Add analog and digital wail for the arena model guitar.

Fix the picking code to be the same algorithm as extdev - detect rising
edges and insert 1 frame of input.

## Testing
Tested x/y/z and digital y up/down. Only Y gets used in game though.
2025-12-29 23:26:44 -08:00
bicarus 6b8335780f ddr: fix up init code when using old I/O with gold cab mode (#480)
## Link to GitHub Issue, if one exists
Fixes #479 

## Description of change
When p3io / p4io is in use with Gold Cab spec, use the old init code.

## Testing
Verified p3io / p4io / bio2 booting with 2024040200.
2025-12-29 16:26:30 -08:00
bicarus-dev 21f469b260 gitadora: arena cab volume change prevention (#478)
## Link to GitHub Issue, if one exists
#477 

## Description of change
Arena cab has two sound cards and it uses `WrappedIMMDeviceCollection`
to set the volume to 100% on boot on both, instead of the typical
`GetDefaultAudioEndpoint`.

## Testing
Testing Delta, testing other games as well as they are affected.
2025-12-29 03:23:58 -08:00
zxcwdta 07a0df5fdc gitadora: Added support for GITADORA Delta (#476)
## Link to GitHub Issue, if one exists
None

## Description of change
- Added bi2x_hook
- Added J32D (drum) and J33I (guitar) emulations
- AMI2000 card reader (this game uses this instead of ICCA)

## Testing
Played through a 15-minute session on Drummania.
Guitar mode works with keyboard input.
2025-12-28 16:17:06 -08:00
zxcwdta d4f1768bbd avs: Increased heap size for later gitadora games (#475)
## Link to GitHub Issue, if one exists
None

## Description of change
Increase the heap size for GITADORA games.

Later releases of GITADORA attempt to allocate a block of memory (size
of 0x7ECF78) for notes_info.xml but fail due to heap size being too
small, leading to HDD ERROR 5-1502-0008.

## Testing
Tested with current and previous GITADORA releases.
2025-12-26 23:00:57 -08:00
bicarus-dev 96e7e4949f iidx, linux: cache lstat result for movie thumbnails (#474)
## Link to GitHub Issue, if one exists
https://codeberg.org/nixac/spicetools/issues/4

## Description of change
Inspired by the Linux issue above in the fork, cache lstat calls for
thumbnail. IIDX 32 and 33 make a call for this every frame which can
cause significant overhead on Linux.

This is being enabled for all versions and not just the Linux variant of
the executables since it provides some marginal performance gain on
Windows.

## Testing
Tested IIDX 32/33, with the option on/off, and with AVS verbose logging
on/off.

Tested with ifs_layeredfs hook as well just to verify functionality.
2025-12-26 20:17:20 -08:00
bicarus-dev 24d3062c66 update superstep audio error troubleshooter message 2025-12-24 21:10:26 -08:00
bicarus-dev 6cd212aac2 iidx,sdvx: disable subscreen overlay if -monitor is in use (#471)
## Link to GitHub Issue, if one exists
#345 

## Description of change
If TDJ / VM mode is active AND user is enabled `-monitor` option (and
the value isn't 0, the primary monitor)

then disable the subscreen overlay, show an error message instead.

We're doing this because both games cannot accept emulated touch input
if `-monitor` option is in use. There is not much point in displaying
the second screen's image, other than to REALLY confuse people when
nothing happens when they click on it.

## Testing
Tested both games with `-monitor`.
2025-12-24 17:35:15 -08:00
bicarus-dev 064031bc12 Update CONTRIBUTING.md 2025-12-22 19:20:47 -08:00
bicarus-dev 4c8d4ebab6 iidx: detect ldj/tdj I/O mismatch (#470)
## Link to GitHub Issue, if one exists
#345 

## Description of change
For IIDX31+, detect if BI2A or BI2X I/O emulation becomes active, and
see if there is a mismatch between the -iidxtdj setting.

Right now a mismatch results in warning in log + deferred error log, but
in the future we could turn this into a fatal error and crash the game
to make it more obvious.

## Testing
Tested 4 combinations:

1. DLL in LDJ mode + -iidxtdj off (pass)
2. DLL in LDJ mode + -iidxtdj on (error)
3. DLL in TDJ mode + -iidxtdj off (error)
4. DLL in TDJ mode + -iidxtdj on (pass)
2025-12-22 18:52:37 -08:00
bicarus-dev 462a07680b Update CONTRIBUTING.md 2025-12-22 18:51:15 -08:00
bicarus-dev 081def30db overlay: clarify subscreen types (#469)
## Link to GitHub Issue, if one exists
#345 

## Description of change
In the main menu (Esc key), instead of just saying `Show subscreen`,
detect game and say `Show TDJ Subscreen` `Show LDJ LED Ticker` etc.

For the LED ticker window, show the title bar by default, and add an
option to hide it back.

This is to help with cases where people get stuck with being in LDJ mode
when they meant to turn on TDJ.

## Testing
Tested all configurations (IIDX LDJ/TDJ, SDVX UFC, DRS)
2025-12-22 15:59:31 -08:00
cchike 6776b08bce MDX: Refactored p4io.cpp (#467)
## Link to GitHub Issue, if one exists
#452 

## Description of change
Added `Sleep(4)` call to regulate how fast the `device_io` function will
call `getState` for each button. The panel buttons were commented out
because those are handled by the MDXF Control Status Buffer functions
anyways, so the work was redundant. It's also why the timing precision
from this function doesn't matter, so it can afford a longer sleep

## Testing
- Verified IO still functions properly
- Verified decrease in overall CPU usage
2025-12-21 20:49:39 -08:00
bicarus-dev 6cb507f4fa Update CONTRIBUTING.md 2025-12-21 18:57:42 -08:00
bicarus-dev de05af052f build: turn warnings into errors for gcc (#466)
for CI
2025-12-21 03:52:30 -08:00
bicarus-dev c767918729 nost: avoid pass-by-value in PANB I/O (#465) 2025-12-20 02:33:25 -08:00
bicarus-dev fbc8bc2502 ddr: tweaks to mdxf i/o (#464)
## Link to GitHub Issue, if one exists
#452

## Description of change
* Split the MDXF I/O option into three: auto, thread, and backfill.
`auto` is the same as what `thread` used to be before this change (based
on I/O poll rate), but `thread` now always forces thread poll mode.
`auto` is the default (behavior wise, same as before)
* For the poll rate measurement, start polling after 20s mark to avoid
frame drops during game boot
* Minor code clean up

## Testing
manual test in windowed + full screen
2025-12-20 01:37:56 -08:00
bicarus-dev c38f42cb19 update options text 2025-12-19 02:15:56 -08:00
cchike 42d8bbc92f MDX: Exposed P4IO Buffer Filling Mode to Spicecfg (#463)
## Description of change
Extension of #460 
An option was exposed to `spicecfg` (`P4IOBufferMode`) for toggling
between the Thread and Backfill buffer fill implementations from the
prior PR.

## Testing
- Verified the option properly toggled between the two implementations
2025-12-19 02:14:10 -08:00
bicarus-dev a09905792d iidx: workaround for touch monitors that report contact area (#462)
## Link to GitHub Issue, if one exists
n/a

## Description of change
When touch monitors send touch area size information
(`TOUCHEVENTFMASK_CONTACTAREA` flag and `cxContact` / `cyContact` fields
of `TOUCHINPUT` struct) from `GetTouchInputInfo`, IIDX gets confused and
does some unexpected things when interacting with the subscreen.

As a workaround, hook `GetTouchInputInfo` and clear out the flag &
values.

This is only done for IIDX AND when -iidxnativetouch is on.

## Testing
Tested on a Dell touch monitor, simulating "bad" values.
2025-12-18 15:19:09 -08:00
cchike f113eb4f52 MDX: Merged Thread and Backfill Implementations (P4IO Timing Fix) (#460)
## Link to GitHub Issue, if one exists
#452 

## Description of change
(Another extension of #450)
Merged the old threading implementation into the current backfill
implementation because it was showing signs of having slightly better
timing performance. The following description is taken from the
strikethrough text from the referenced PR above:
>When the module is booted, it counts how many times
ac_io_mdxf_update_control_status_buffer was called in the first three
seconds, then calculates the approximate refresh rate of the current
game instance. If the refresh rate is under THRESHOLD_REFRESH_RATE
(120Hz), a low-priority thread dedicated to inserting polls into the
ring buffers is started and run at THREAD_REFRESH_RATE_HZ (125Hz).
Combined with the polls inserted by the main arkmdxp4 thread and
rawinput real-time events, the 125Hz update cadence is enough to bring
the span of poll history represented by the ring buffers closer to
parity with what arkmdxp4 expects.

The default mode is `THREAD_MODE` but can be switched to `BACKFILL_MODE`
(which could possibly be made as a `spicecfg` option).

There was also a fixed bug in the `ac_io_mdxf_get_control_status_buffer`
function, which should not have been writing to the `head` pointer. This
was allowing for an edge case situation where the `head` pointer was
advanced in another thread then rewound back to the previous `head` in
this thread. The real implementation only reads the pointer and returns
it.

## Testing
- Logged the ring buffer states after many iterations and verified
regular structure
- Same playtesting as the prior PRs
2025-12-18 09:27:33 -08:00
bicarus-dev f726748ebe build: fix debug build (#461)
Fix build break of DEBUG build after updating FMT lib
2025-12-18 02:48:26 -08:00
231 changed files with 31382 additions and 12035 deletions
+13 -3
View File
@@ -1,8 +1,7 @@
## Contributing ## Contributing
Baseline rules for patch submissions are as follows. Any patches violating the rules below will not be accepted. Baseline rules for patch submissions are as follows. Any patches violating the rules below will not be accepted.
### New as of March 2025 To contribute, fork the repo (just the main branch), make changes in your fork, and contribute to upstream by opening a pull request to the main repo.
Pull requests in GitHub are open. You don't need to bother with patch file submissions anymore. To contribute, fork the repo (just the main branch), make changes in your fork, and contribute to upstream by opening a pull request to the main repo.
### Adding support for games ### Adding support for games
@@ -12,6 +11,14 @@ Pull requests in GitHub are open. You don't need to bother with patch file submi
* For a new game that was never supported (not a new version of a game, but rather a new series): please wait 1 year after official AC release in Japan. * For a new game that was never supported (not a new version of a game, but rather a new series): please wait 1 year after official AC release in Japan.
* For new version of an already supported game: proceed with caution and use generally-accepted community guidelines. * For new version of an already supported game: proceed with caution and use generally-accepted community guidelines.
### Forbidden "features" that will never be accepted
* Performing decryption of encrypted files
* Including (bundling), distributing, or linking to game data, or making it easier to find/download game data
* Any features that [phone home](https://en.wikipedia.org/wiki/Phoning_home)
* This includes automatic updaters.
* Exception: we have allowed the "patch import from URL" feature, but this has only been done under very careful considerations and plenty of warnings to the user.
### Avoiding regressions ### Avoiding regressions
The biggest risk in making code changes to spice is the risk of regressions. There is a **lot** of shared code used by many different games, reaching back game versions that are more than a decade old. It is practically impossible to test all supported games and versions. The biggest risk in making code changes to spice is the risk of regressions. There is a **lot** of shared code used by many different games, reaching back game versions that are more than a decade old. It is practically impossible to test all supported games and versions.
@@ -22,7 +29,7 @@ Therefore, when making code changes, please be extremely careful about containin
#### Config file compatibility #### Config file compatibility
Do not change the names of options, buttons binds, analogs, etc - since they are used as unique identifiers in config files. If they are changed, you will introduce an incompatibility with previous versions of config file. Do not change the names of buttons binds, analogs, strings for command line parameters, etc - since they are used as unique identifiers in config files. If they are changed, you will introduce an incompatibility with previous versions of config file.
### Code quality requirements ### Code quality requirements
@@ -49,6 +56,9 @@ Watch out for legacy OS compatibility. Currently, the minimum support floor is W
### Code style requirements ### Code style requirements
* Indents are four spaces. * Indents are four spaces.
* Try to keep under 100 characters per line. This includes comments and string literals.
* Avoid making unnecessary formatting or whitespace changes in a PR; e.g., watch out for text editor automatically stripping trailing whitespace. It pollutes the diff and slows down code review.
* For signed/unsigned integer types, prefer `cstdint` types; e.g., use `int32_t`, `uint64_t` and not `int` and `unsigned long long`.
* Always use \{ curly braces \} when appropriate; do not omit them even when it's optional; such as `for` `if` `else`, etc. * Always use \{ curly braces \} when appropriate; do not omit them even when it's optional; such as `for` `if` `else`, etc.
OK: OK:
+1 -1
View File
@@ -7,7 +7,7 @@
> >
> Feel free to remove this section after you have read it. > Feel free to remove this section after you have read it.
## Link to GitHub Issue, if one exists ## Link to GitHub Issue or related Pull Request, if one exists
#0 #0
## Description of change ## Description of change
+37 -6
View File
@@ -109,6 +109,12 @@ elseif(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
# RapidJSON does this # RapidJSON does this
add_compile_definitions(_SILENCE_CXX17_ITERATOR_BASE_CLASS_DEPRECATION_WARNING) add_compile_definitions(_SILENCE_CXX17_ITERATOR_BASE_CLASS_DEPRECATION_WARNING)
add_compile_options("-Wno-nontrivial-memcall") # imgui, rapidjson
add_compile_options("-Wno-deprecated-builtins") # robin_hood
add_compile_options("-Wno-deprecated-declarations") # rapidjson
add_compile_options("-Wno-inconsistent-missing-override") # headsocket
add_compile_options("-Wno-microsoft-exception-spec") # gcc/clang have different noexcept specifiers on d3d9 COM interfaces
# warnings # warnings
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wunknown-warning-option") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wunknown-warning-option")
@@ -118,6 +124,9 @@ elseif(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -static") set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -static")
else() else()
# warnings as errors
set(CMAKE_COMPILE_WARNING_AS_ERROR ON)
# warnings # warnings
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra") # enable stuff set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra") # enable stuff
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-pointer-arith") # but we love pointer arithmetic :) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-pointer-arith") # but we love pointer arithmetic :)
@@ -167,8 +176,8 @@ else()
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -DNDEBUG") set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -DNDEBUG")
# file prefix map for relative working directory # file prefix map for relative working directory
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -ffile-prefix-map=${CMAKE_SOURCE_DIR}=.") set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -ffile-prefix-map=\"${CMAKE_SOURCE_DIR}=.\"")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -ffile-prefix-map=${CMAKE_SOURCE_DIR}=.") set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -ffile-prefix-map=\"${CMAKE_SOURCE_DIR}=.\"")
endif() endif()
# release with debug info flags # release with debug info flags
@@ -257,6 +266,7 @@ set_source_files_properties(cfg/manifest.rc PROPERTIES LANGUAGE RC)
set_source_files_properties(cfg/icon.rc PROPERTIES LANGUAGE RC) set_source_files_properties(cfg/icon.rc PROPERTIES LANGUAGE RC)
set_source_files_properties(cfg/Win32D.rc PROPERTIES LANGUAGE RC) set_source_files_properties(cfg/Win32D.rc PROPERTIES LANGUAGE RC)
set_source_files_properties(build/manifest64.rc PROPERTIES LANGUAGE RC) set_source_files_properties(build/manifest64.rc PROPERTIES LANGUAGE RC)
set_source_files_properties(stubs/manifest.rc PROPERTIES LANGUAGE RC)
# sources # sources
######### #########
@@ -343,6 +353,7 @@ set(SOURCE_FILES ${SOURCE_FILES}
cfg/configurator.cpp cfg/configurator.cpp
cfg/configurator_wnd.cpp cfg/configurator_wnd.cpp
cfg/screen_resize.cpp cfg/screen_resize.cpp
cfg/controller_presets.cpp
# easrv # easrv
easrv/easrv.cpp easrv/easrv.cpp
@@ -372,6 +383,7 @@ set(SOURCE_FILES ${SOURCE_FILES}
games/shared/twtouch.cpp games/shared/twtouch.cpp
games/popn/popn.cpp games/popn/popn.cpp
games/popn/io.cpp games/popn/io.cpp
games/popn/bi3a_hook.cpp
games/bbc/bbc.cpp games/bbc/bbc.cpp
games/bbc/io.cpp games/bbc/io.cpp
games/hpm/hpm.cpp games/hpm/hpm.cpp
@@ -398,6 +410,10 @@ set(SOURCE_FILES ${SOURCE_FILES}
games/nost/poke.cpp games/nost/poke.cpp
games/gitadora/gitadora.cpp games/gitadora/gitadora.cpp
games/gitadora/io.cpp games/gitadora/io.cpp
games/gitadora/handle.cpp
games/gitadora/j32d.cpp
games/gitadora/j33i.cpp
games/gitadora/bi2x_hook.cpp
games/mga/mga.cpp games/mga/mga.cpp
games/mga/io.cpp games/mga/io.cpp
games/mga/gunio.cpp games/mga/gunio.cpp
@@ -434,6 +450,7 @@ set(SOURCE_FILES ${SOURCE_FILES}
games/scotto/io.cpp games/scotto/io.cpp
games/drs/drs.cpp games/drs/drs.cpp
games/drs/io.cpp games/drs/io.cpp
games/drs/rgb_cam.cpp
games/we/we.cpp games/we/we.cpp
games/we/io.cpp games/we/io.cpp
games/we/touchpanel.cpp games/we/touchpanel.cpp
@@ -470,10 +487,12 @@ set(SOURCE_FILES ${SOURCE_FILES}
hooks/audio/acm.cpp hooks/audio/acm.cpp
hooks/audio/audio.cpp hooks/audio/audio.cpp
hooks/audio/buffer.cpp hooks/audio/buffer.cpp
hooks/audio/mme.cpp
hooks/audio/util.cpp hooks/audio/util.cpp
hooks/audio/backends/dsound/dsound_backend.cpp hooks/audio/backends/dsound/dsound_backend.cpp
hooks/audio/backends/mmdevice/audio_endpoint_volume.cpp hooks/audio/backends/mmdevice/audio_endpoint_volume.cpp
hooks/audio/backends/mmdevice/device.cpp hooks/audio/backends/mmdevice/device.cpp
hooks/audio/backends/mmdevice/device_collection.cpp
hooks/audio/backends/mmdevice/device_enumerator.cpp hooks/audio/backends/mmdevice/device_enumerator.cpp
hooks/audio/backends/wasapi/audio_client.cpp hooks/audio/backends/wasapi/audio_client.cpp
hooks/audio/backends/wasapi/audio_render_client.cpp hooks/audio/backends/wasapi/audio_render_client.cpp
@@ -526,9 +545,11 @@ set(SOURCE_FILES ${SOURCE_FILES}
misc/device.cpp misc/device.cpp
misc/eamuse.cpp misc/eamuse.cpp
misc/extdev.cpp misc/extdev.cpp
misc/nativetouchhook.cpp
misc/sciunit.cpp misc/sciunit.cpp
misc/sde.cpp misc/sde.cpp
misc/wintouchemu.cpp misc/wintouchemu.cpp
misc/ami2000.cpp
# nvapi # nvapi
nvapi/nvapi.cpp nvapi/nvapi.cpp
@@ -543,9 +564,11 @@ set(SOURCE_FILES ${SOURCE_FILES}
overlay/windows/camera_control.cpp overlay/windows/camera_control.cpp
overlay/windows/card_manager.cpp overlay/windows/card_manager.cpp
overlay/windows/drs_dancefloor.cpp overlay/windows/drs_dancefloor.cpp
overlay/windows/gfdm_sub.cpp
overlay/windows/screen_resize.cpp overlay/windows/screen_resize.cpp
overlay/windows/sdvx_sub.cpp overlay/windows/sdvx_sub.cpp
overlay/windows/config.cpp overlay/windows/config.cpp
overlay/windows/controller_presets.cpp
overlay/windows/control.cpp overlay/windows/control.cpp
overlay/windows/eadev.cpp overlay/windows/eadev.cpp
overlay/windows/fps.cpp overlay/windows/fps.cpp
@@ -560,6 +583,7 @@ set(SOURCE_FILES ${SOURCE_FILES}
overlay/windows/log.cpp overlay/windows/log.cpp
overlay/windows/midi.cpp overlay/windows/midi.cpp
overlay/windows/patch_manager.cpp overlay/windows/patch_manager.cpp
overlay/windows/popn_sub.cpp
overlay/windows/wnd_manager.cpp overlay/windows/wnd_manager.cpp
# rawinput # rawinput
@@ -574,6 +598,8 @@ set(SOURCE_FILES ${SOURCE_FILES}
rawinput/smxstage.h rawinput/smxstage.h
rawinput/smxdedicab.cpp rawinput/smxdedicab.cpp
rawinput/smxdedicab.h rawinput/smxdedicab.h
rawinput/xinput.cpp
rawinput/xinput.h
# reader # reader
reader/reader.cpp reader/reader.cpp
@@ -613,6 +639,7 @@ set(SOURCE_FILES ${SOURCE_FILES}
util/execexe.cpp util/execexe.cpp
util/dependencies.cpp util/dependencies.cpp
util/deferlog.cpp util/deferlog.cpp
util/socd_cleaner.cpp
) )
source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} PREFIX "Source Files" FILES ${SOURCE_FILES}) source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} PREFIX "Source Files" FILES ${SOURCE_FILES})
@@ -791,7 +818,8 @@ endif()
# nvcuda.dll # nvcuda.dll
set(SOURCE_FILES stubs/nvcuda.cpp) set(SOURCE_FILES stubs/nvcuda.cpp)
add_library(spicetools_stubs_nvcuda SHARED ${SOURCE_FILES} stubs/nvcuda.def) set(RESOURCE_FILES stubs/manifest.rc)
add_library(spicetools_stubs_nvcuda SHARED ${SOURCE_FILES} ${RESOURCE_FILES} stubs/nvcuda.def)
set_target_properties(spicetools_stubs_nvcuda PROPERTIES PREFIX "") set_target_properties(spicetools_stubs_nvcuda PROPERTIES PREFIX "")
set_target_properties(spicetools_stubs_nvcuda PROPERTIES OUTPUT_NAME "nvcuda") set_target_properties(spicetools_stubs_nvcuda PROPERTIES OUTPUT_NAME "nvcuda")
@@ -801,7 +829,8 @@ endif()
# nvcuvid.dll # nvcuvid.dll
set(SOURCE_FILES stubs/nvcuvid.cpp) set(SOURCE_FILES stubs/nvcuvid.cpp)
add_library(spicetools_stubs_nvcuvid SHARED ${SOURCE_FILES} stubs/nvcuvid.def) set(RESOURCE_FILES stubs/manifest.rc)
add_library(spicetools_stubs_nvcuvid SHARED ${SOURCE_FILES} ${RESOURCE_FILES} stubs/nvcuvid.def)
set_target_properties(spicetools_stubs_nvcuvid PROPERTIES PREFIX "") set_target_properties(spicetools_stubs_nvcuvid PROPERTIES PREFIX "")
set_target_properties(spicetools_stubs_nvcuvid PROPERTIES OUTPUT_NAME "nvcuvid") set_target_properties(spicetools_stubs_nvcuvid PROPERTIES OUTPUT_NAME "nvcuvid")
@@ -811,7 +840,8 @@ endif()
# nvEncodeAPI64.dll # nvEncodeAPI64.dll
set(SOURCE_FILES stubs/nvEncodeAPI64.cpp) set(SOURCE_FILES stubs/nvEncodeAPI64.cpp)
add_library(spicetools_stubs_nvEncodeAPI64 SHARED ${SOURCE_FILES} stubs/nvEncodeAPI64.def) set(RESOURCE_FILES stubs/manifest.rc)
add_library(spicetools_stubs_nvEncodeAPI64 SHARED ${SOURCE_FILES} ${RESOURCE_FILES} stubs/nvEncodeAPI64.def)
set_target_properties(spicetools_stubs_nvEncodeAPI64 PROPERTIES PREFIX "") set_target_properties(spicetools_stubs_nvEncodeAPI64 PROPERTIES PREFIX "")
set_target_properties(spicetools_stubs_nvEncodeAPI64 PROPERTIES OUTPUT_NAME "nvEncodeAPI64") set_target_properties(spicetools_stubs_nvEncodeAPI64 PROPERTIES OUTPUT_NAME "nvEncodeAPI64")
@@ -821,7 +851,8 @@ endif()
# cpusbxpkm.dll (32 bit) # cpusbxpkm.dll (32 bit)
set(SOURCE_FILES stubs/cpusbxpkm.cpp) set(SOURCE_FILES stubs/cpusbxpkm.cpp)
add_library(spicetools_stubs_cpusbxpkm SHARED ${SOURCE_FILES} stubs/cpusbxpkm.def) set(RESOURCE_FILES stubs/manifest.rc)
add_library(spicetools_stubs_cpusbxpkm SHARED ${SOURCE_FILES} ${RESOURCE_FILES} stubs/cpusbxpkm.def)
set_target_properties(spicetools_stubs_cpusbxpkm PROPERTIES PREFIX "") set_target_properties(spicetools_stubs_cpusbxpkm PROPERTIES PREFIX "")
set_target_properties(spicetools_stubs_cpusbxpkm PROPERTIES OUTPUT_NAME "cpusbxpkm") set_target_properties(spicetools_stubs_cpusbxpkm PROPERTIES OUTPUT_NAME "cpusbxpkm")
+30 -6
View File
@@ -9,11 +9,22 @@
#include "games/drs/drs.h" #include "games/drs/drs.h"
#include "misc/eamuse.h" #include "misc/eamuse.h"
#include "util/logging.h" #include "util/logging.h"
#include "util/socd_cleaner.h"
#include "util/time.h"
#include "util/utils.h" #include "util/utils.h"
#include "util/tapeled.h" #include "util/tapeled.h"
using namespace GameAPI; using namespace GameAPI;
#define DEBUG_VERBOSE 0
#if DEBUG_VERBOSE
#define log_debug(module, format_str, ...) logger::push( \
LOG_FORMAT("M", module, format_str, ## __VA_ARGS__), logger::Style::GREY)
#else
#define log_debug(module, format_str, ...)
#endif
// state // state
static uint8_t STATUS_BUFFER[272] {}; static uint8_t STATUS_BUFFER[272] {};
static bool STATUS_BUFFER_FREEZE = false; static bool STATUS_BUFFER_FREEZE = false;
@@ -94,18 +105,25 @@ static bool __cdecl ac_io_bi2a_update_control_status_buffer() {
} }
// volume left // volume left
if (Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_L_Left))) { const auto now = get_performance_milliseconds();
const auto vol_l_state = socd::socd_clean(0,
Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_L_Left)),
Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_L_Right)),
now);
if (vol_l_state == socd::SocdCCW) {
BI2A_VOLL = (BI2A_VOLL - games::sdvx::DIGITAL_KNOB_SENS) & 1023; BI2A_VOLL = (BI2A_VOLL - games::sdvx::DIGITAL_KNOB_SENS) & 1023;
} } else if (vol_l_state == socd::SocdCW) {
if (Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_L_Right))) {
BI2A_VOLL = (BI2A_VOLL + games::sdvx::DIGITAL_KNOB_SENS) & 1023; BI2A_VOLL = (BI2A_VOLL + games::sdvx::DIGITAL_KNOB_SENS) & 1023;
} }
// volume right // volume right
if (Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_R_Left))) { const auto vol_r_state = socd::socd_clean(1,
Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_R_Left)),
Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_R_Right)),
now);
if (vol_r_state == socd::SocdCCW) {
BI2A_VOLR = (BI2A_VOLR - games::sdvx::DIGITAL_KNOB_SENS) & 1023; BI2A_VOLR = (BI2A_VOLR - games::sdvx::DIGITAL_KNOB_SENS) & 1023;
} } else if (vol_r_state == socd::SocdCW) {
if (Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_R_Right))) {
BI2A_VOLR = (BI2A_VOLR + games::sdvx::DIGITAL_KNOB_SENS) & 1023; BI2A_VOLR = (BI2A_VOLR + games::sdvx::DIGITAL_KNOB_SENS) & 1023;
} }
@@ -127,6 +145,12 @@ static bool __cdecl ac_io_bi2a_update_control_status_buffer() {
// save volumes in buffer // save volumes in buffer
*((uint16_t*) &STATUS_BUFFER[17]) = (uint16_t) ((vol_left) << 2); *((uint16_t*) &STATUS_BUFFER[17]) = (uint16_t) ((vol_left) << 2);
*((uint16_t*) &STATUS_BUFFER[19]) = (uint16_t) ((vol_right) << 2); *((uint16_t*) &STATUS_BUFFER[19]) = (uint16_t) ((vol_right) << 2);
log_debug(
"bi2a",
"knobs = {} {}",
*((uint16_t*) &STATUS_BUFFER[17]),
*((uint16_t*) &STATUS_BUFFER[19]));
} }
// DanceDanceRevolution // DanceDanceRevolution
+122 -20
View File
@@ -35,24 +35,33 @@ struct ICCA_STATUS_LA9 {
static_assert(sizeof(struct ICCA_STATUS) == 24, "ICCA_STATUS must be 24 bytes"); static_assert(sizeof(struct ICCA_STATUS) == 24, "ICCA_STATUS must be 24 bytes");
enum ICCA_WORKFLOW { enum ICCA_WORKFLOW {
STEP, STEP = 0,
SLEEP, SLEEP = 1,
START, START = 2,
INIT, INIT = 3,
READY, READY = 4,
GET_USERID, GET_USERID = 5,
ACTIVE, ACTIVE = 6,
EJECT, EJECT = 7,
EJECT_CHECK, EJECT_CHECK = 8,
END, END = 9,
CLOSE_EJECT, CLOSE_EJECT = 10,
CLOSE_E_CHK, CLOSE_E_CHK = 11,
CLOSE_END, CLOSE_END = 12,
ERR_GETUID = -2 ERR_GETUID = -2,
ERR_REMOVED = -11
}; };
// used by RA as the status_code
enum ICCA_STATUS_CODE {
EMPTY = 1,
ENGAGED = 2
};
struct ICCA_UNIT { struct ICCA_UNIT {
struct ICCA_STATUS status {}; struct ICCA_STATUS status {};
enum ICCA_WORKFLOW state = STEP; enum ICCA_WORKFLOW state = STEP;
enum ICCA_WORKFLOW state_jdz = SLEEP;
bool card_cmd_pressed = false; bool card_cmd_pressed = false;
bool card_in = false; bool card_in = false;
double card_in_time = 0.0; double card_in_time = 0.0;
@@ -75,6 +84,11 @@ static inline int icca_get_active_count() {
} }
static inline int icca_get_unit_id(int unit_id) { static inline int icca_get_unit_id(int unit_id) {
// on RA the unit_id is zero-indexed
if (avs::game::is_model("JDZ")) {
return unit_id;
}
if (icca_get_active_count() < 2) if (icca_get_active_count() < 2)
return 1; return 1;
else { else {
@@ -122,9 +136,15 @@ static inline void update_card(int unit_id) {
IS_LAST_CARD_FELICA = is_card_uid_felica(unit->status.uid); IS_LAST_CARD_FELICA = is_card_uid_felica(unit->status.uid);
unit->state = acio::ICCA_COMPAT_ACTIVE ? START : ACTIVE; unit->state = acio::ICCA_COMPAT_ACTIVE ? START : ACTIVE;
unit->state_jdz = ACTIVE;
unit->status.error = 0; unit->status.error = 0;
unit->status.front_sensor = 1;
unit->status.rear_sensor = 1;
} else { } else {
unit->state = ERR_GETUID; unit->state = ERR_GETUID;
unit->state_jdz = ERR_GETUID;
unit->status.front_sensor = 1;
unit->status.rear_sensor = 1;
memset(unit->status.uid, 0, 8); memset(unit->status.uid, 0, 8);
} }
unit->card_in = true; unit->card_in = true;
@@ -132,10 +152,25 @@ static inline void update_card(int unit_id) {
} else if (unit->state == EJECT_CHECK) { } else if (unit->state == EJECT_CHECK) {
unit->state = SLEEP; unit->state = SLEEP;
unit->card_in = false; unit->card_in = false;
unit->status.front_sensor = 0;
unit->status.rear_sensor = 0;
} else if (unit->state_jdz == READY) {
unit->state = GET_USERID;
unit->state_jdz = GET_USERID;
unit->status.error = 0;
unit->status.front_sensor = 1;
unit->status.rear_sensor = 1;
unit->card_in = true;
unit->card_in_time = get_performance_seconds();
} }
} else { } else {
unit->state = acio::ICCA_COMPAT_ACTIVE ? START : ACTIVE; unit->state = acio::ICCA_COMPAT_ACTIVE ? START : ACTIVE;
if (unit->state_jdz == READY) {
unit->state_jdz = GET_USERID;
}
unit->status.error = 0; unit->status.error = 0;
unit->status.front_sensor = 1;
unit->status.rear_sensor = 1;
unit->card_in = true; unit->card_in = true;
unit->card_in_time = get_performance_seconds(); unit->card_in_time = get_performance_seconds();
} }
@@ -144,6 +179,12 @@ static inline void update_card(int unit_id) {
unit->state = CLOSE_EJECT; unit->state = CLOSE_EJECT;
if (fabs(get_performance_seconds() - unit->card_in_time) > CARD_TIMEOUT) { if (fabs(get_performance_seconds() - unit->card_in_time) > CARD_TIMEOUT) {
unit->card_in = false; unit->card_in = false;
memset(unit->status.uid, 0, 8);
if (unit->state_jdz == ACTIVE || unit->state_jdz == GET_USERID) {
unit->state_jdz = ERR_REMOVED;
}
unit->status.front_sensor = 0;
unit->status.rear_sensor = 0;
} }
} }
@@ -302,7 +343,11 @@ static char __cdecl ac_io_icca_get_status(void *a1, void *a2) {
// copy state to output buffer // copy state to output buffer
ICCA_UNIT *unit = &ICCA_UNITS[unit_id]; ICCA_UNIT *unit = &ICCA_UNITS[unit_id];
unit->status.status_code = unit->state; if (avs::game::is_model("JDZ")) {
unit->status.status_code = unit->card_in ? ENGAGED : EMPTY;
} else {
unit->status.status_code = unit->state;
}
memcpy(status, &unit->status, sizeof(struct ICCA_STATUS)); memcpy(status, &unit->status, sizeof(struct ICCA_STATUS));
// funny workaround // funny workaround
@@ -387,6 +432,11 @@ static char __cdecl ac_io_icca_req_uid(int unit_id) {
static int __cdecl ac_io_icca_req_uid_isfinished(int unit_id, DWORD *read_state) { static int __cdecl ac_io_icca_req_uid_isfinished(int unit_id, DWORD *read_state) {
unit_id = icca_get_unit_id(unit_id); unit_id = icca_get_unit_id(unit_id);
ICCA_UNIT *unit = &ICCA_UNITS[unit_id]; ICCA_UNIT *unit = &ICCA_UNITS[unit_id];
if (avs::game::is_model("JDZ")) {
// hack for RA - only ever seen it as this
*read_state = 8;
return 1;
}
if (unit->card_in) { if (unit->card_in) {
if (fabs(get_performance_seconds() - unit->card_in_time) < CARD_TIMEOUT) { if (fabs(get_performance_seconds() - unit->card_in_time) < CARD_TIMEOUT) {
unit->state = END; unit->state = END;
@@ -403,16 +453,61 @@ static int __cdecl ac_io_icca_send_keep_alive_packet(int a1, int a2, int a3) {
return 0; return 0;
} }
static int __cdecl ac_io_icca_workflow_jdz(int workflow, int unit_id) {
unit_id = icca_get_unit_id(unit_id);
ICCA_UNIT *unit = &ICCA_UNITS[unit_id];
switch (workflow) {
// RA uses "STEP" as more of a polling thing it seems
case STEP:
switch (unit->state_jdz) {
case CLOSE_EJECT:
unit->state_jdz = CLOSE_E_CHK;
break;
case CLOSE_E_CHK:
unit->state_jdz = CLOSE_END;
break;
case CLOSE_END:
unit->state_jdz = SLEEP;
break;
default:
break;
}
break;
case SLEEP:
unit->state = SLEEP;
break;
case START:
unit->state_jdz = INIT;
break;
case INIT:
case READY:
unit->state_jdz = READY;
break;
case CLOSE_EJECT:
unit->state_jdz = CLOSE_EJECT;
return CLOSE_E_CHK;
case CLOSE_END:
unit->state_jdz = SLEEP;
break;
default:
// should probably log a warning here
break;
}
return unit->state_jdz;
}
static int __cdecl ac_io_icca_workflow(int workflow, int unit_id) { static int __cdecl ac_io_icca_workflow(int workflow, int unit_id) {
// RA uses a different workflow process for the slotted readers; treat it differently
if (avs::game::is_model("JDZ")) {
return ac_io_icca_workflow_jdz(workflow, unit_id);
}
unit_id = icca_get_unit_id(unit_id); unit_id = icca_get_unit_id(unit_id);
ICCA_UNIT *unit = &ICCA_UNITS[unit_id]; ICCA_UNIT *unit = &ICCA_UNITS[unit_id];
switch (workflow) { switch (workflow) {
case STEP: case STEP:
if (avs::game::is_model("JDZ")) unit->state = STEP;
unit->state = SLEEP;
else
unit->state = STEP;
break; break;
case SLEEP: case SLEEP:
unit->state = SLEEP; unit->state = SLEEP;
@@ -441,7 +536,6 @@ static int __cdecl ac_io_icca_workflow(int workflow, int unit_id) {
default: default:
break; break;
} }
return unit->state; return unit->state;
} }
@@ -467,6 +561,14 @@ acio::ICCAModule::ICCAModule(HMODULE module, acio::HookMode hookMode) : ACIOModu
void acio::ICCAModule::attach() { void acio::ICCAModule::attach() {
ACIOModule::attach(); ACIOModule::attach();
// workaround for RA; ac_io_icca_cardunit_init is never called so treat like both are initialized
if (avs::game::is_model("JDZ")) {
ICCA_UNITS[0].initialized = true;
ICCA_UNITS[1].initialized = true;
CARD_TIMEOUT = 10.0; // keep the card in the slot for longer
}
// hooks // hooks
ACIO_MODULE_HOOK(ac_io_icca_cardunit_init); ACIO_MODULE_HOOK(ac_io_icca_cardunit_init);
ACIO_MODULE_HOOK(ac_io_icca_cardunit_init_isfinished); ACIO_MODULE_HOOK(ac_io_icca_cardunit_init_isfinished);
+5 -5
View File
@@ -52,7 +52,7 @@ static bool __cdecl ac_io_j32d_update_control_status_buffer(size_t a1) {
float pad3_vel = Buttons::getVelocity(RI_MGR, buttons.at(games::ftt::Buttons::Pad3)); float pad3_vel = Buttons::getVelocity(RI_MGR, buttons.at(games::ftt::Buttons::Pad3));
float pad4_vel = Buttons::getVelocity(RI_MGR, buttons.at(games::ftt::Buttons::Pad4)); float pad4_vel = Buttons::getVelocity(RI_MGR, buttons.at(games::ftt::Buttons::Pad4));
// FIXME(felix): this logic seems wrong for analog handling but correct for digital inputs // FIXME(felix): this logic seems wrong for analog handling but correct for digital inputs
if (pad1_vel > 0.f) { if (Buttons::getState(RI_MGR, buttons.at(games::ftt::Buttons::Pad1))) {
STATUS_BUFFER[6] = (int) (51.f * pad1_vel + 0.5f); STATUS_BUFFER[6] = (int) (51.f * pad1_vel + 0.5f);
} }
if (Buttons::getState(RI_MGR, buttons.at(games::ftt::Buttons::Pad2))) { if (Buttons::getState(RI_MGR, buttons.at(games::ftt::Buttons::Pad2))) {
@@ -67,10 +67,10 @@ static bool __cdecl ac_io_j32d_update_control_status_buffer(size_t a1) {
// process analogs // process analogs
auto &analogs = games::ftt::get_analogs(); auto &analogs = games::ftt::get_analogs();
auto pad1_analog = analogs.at(games::ftt::Analogs::Pad1); auto &pad1_analog = analogs.at(games::ftt::Analogs::Pad1);
auto pad2_analog = analogs.at(games::ftt::Analogs::Pad2); auto &pad2_analog = analogs.at(games::ftt::Analogs::Pad2);
auto pad3_analog = analogs.at(games::ftt::Analogs::Pad3); auto &pad3_analog = analogs.at(games::ftt::Analogs::Pad3);
auto pad4_analog = analogs.at(games::ftt::Analogs::Pad4); auto &pad4_analog = analogs.at(games::ftt::Analogs::Pad4);
if (pad1_analog.isSet()) { if (pad1_analog.isSet()) {
auto val = (uint32_t) (51.f * Analogs::getState(RI_MGR, pad1_analog) + 0.5f); auto val = (uint32_t) (51.f * Analogs::getState(RI_MGR, pad1_analog) + 0.5f);
STATUS_BUFFER[6] = MAX(STATUS_BUFFER[6], val); STATUS_BUFFER[6] = MAX(STATUS_BUFFER[6], val);
+26 -6
View File
@@ -8,10 +8,21 @@
#include "games/sdvx/io.h" #include "games/sdvx/io.h"
#include "misc/eamuse.h" #include "misc/eamuse.h"
#include "rawinput/rawinput.h" #include "rawinput/rawinput.h"
#include "util/socd_cleaner.h"
#include "util/time.h"
#include "util/utils.h" #include "util/utils.h"
using namespace GameAPI; using namespace GameAPI;
#define DEBUG_VERBOSE 0
#if DEBUG_VERBOSE
#define log_debug(module, format_str, ...) logger::push( \
LOG_FORMAT("M", module, format_str, ## __VA_ARGS__), logger::Style::GREY)
#else
#define log_debug(module, format_str, ...)
#endif
// globals // globals
uint8_t KFCA_VOL_SOUND = 96; uint8_t KFCA_VOL_SOUND = 96;
uint8_t KFCA_VOL_HEADPHONE = 96; uint8_t KFCA_VOL_HEADPHONE = 96;
@@ -342,18 +353,25 @@ static char __cdecl ac_io_kfca_update_control_status_buffer() {
} }
// volume left // volume left
if (Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_L_Left))) { const auto now = get_performance_milliseconds();
const auto vol_l_state = socd::socd_clean(0,
Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_L_Left)),
Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_L_Right)),
now);
if (vol_l_state == socd::SocdCCW) {
KFCA_VOLL = (KFCA_VOLL - games::sdvx::DIGITAL_KNOB_SENS) & 1023; KFCA_VOLL = (KFCA_VOLL - games::sdvx::DIGITAL_KNOB_SENS) & 1023;
} } else if (vol_l_state == socd::SocdCW) {
if (Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_L_Right))) {
KFCA_VOLL = (KFCA_VOLL + games::sdvx::DIGITAL_KNOB_SENS) & 1023; KFCA_VOLL = (KFCA_VOLL + games::sdvx::DIGITAL_KNOB_SENS) & 1023;
} }
// volume right // volume right
if (Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_R_Left))) { const auto vol_r_state = socd::socd_clean(1,
Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_R_Left)),
Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_R_Right)),
now);
if (vol_r_state == socd::SocdCCW) {
KFCA_VOLR = (KFCA_VOLR - games::sdvx::DIGITAL_KNOB_SENS) & 1023; KFCA_VOLR = (KFCA_VOLR - games::sdvx::DIGITAL_KNOB_SENS) & 1023;
} } else if (vol_r_state == socd::SocdCW) {
if (Buttons::getState(RI_MGR, buttons.at(games::sdvx::Buttons::VOL_R_Right))) {
KFCA_VOLR = (KFCA_VOLR + games::sdvx::DIGITAL_KNOB_SENS) & 1023; KFCA_VOLR = (KFCA_VOLR + games::sdvx::DIGITAL_KNOB_SENS) & 1023;
} }
@@ -371,6 +389,8 @@ static char __cdecl ac_io_kfca_update_control_status_buffer() {
// proper loops // proper loops
vol_left %= 1024; vol_left %= 1024;
vol_right %= 1024; vol_right %= 1024;
log_debug("kfca", "knobs = {} {}", vol_left, vol_right);
// save volumes in buffer // save volumes in buffer
STATUS_BUFFER[input_offset + 16 + 0] |= (unsigned char) ((vol_left << 6) & 0xFF); STATUS_BUFFER[input_offset + 16 + 0] |= (unsigned char) ((vol_left << 6) & 0xFF);
+185 -21
View File
@@ -2,6 +2,7 @@
#include "mdxf_poll.h" #include "mdxf_poll.h"
#include "avs/game.h" #include "avs/game.h"
#include "games/ddr/ddr.h"
#include "games/ddr/io.h" #include "games/ddr/io.h"
#include "launcher/launcher.h" #include "launcher/launcher.h"
#include "rawinput/rawinput.h" #include "rawinput/rawinput.h"
@@ -9,6 +10,15 @@
#include "util/utils.h" #include "util/utils.h"
#include <mutex> #include <mutex>
#define MDFX_DEBUG_VERBOSE 0
#if MDFX_DEBUG_VERBOSE
#define log_debug(module, format_str, ...) logger::push( \
LOG_FORMAT("M", module, format_str, ## __VA_ARGS__), logger::Style::GREY)
#else
#define log_debug(module, format_str, ...)
#endif
// constants // constants
const size_t STATUS_BUFFER_SIZE = 32; const size_t STATUS_BUFFER_SIZE = 32;
const size_t STATUS_BUFFER_NUM_ENTRIES = 16; const size_t STATUS_BUFFER_NUM_ENTRIES = 16;
@@ -30,6 +40,21 @@ static bool IS_MDXF_ACTIVE = false;
static const uint8_t BACKFILL_INTERVAL_MS = 4; static const uint8_t BACKFILL_INTERVAL_MS = 4;
static const uint8_t BACKFILL_PADDING_MS = 2; static const uint8_t BACKFILL_PADDING_MS = 2;
// These are used to determine if a thread needs to be spun up to keep pad state ring buffers populated with enough recent polls
static uint64_t START_TIME = 0;
static int CALL_COUNT = 0;
static const int THRESHOLD_REFRESH_RATE = 120;
static std::atomic<bool> IS_REFRESH_RATE_MEASUREMENT_STARTED{false};
static std::atomic<bool> IS_REFRESH_RATE_DETERMINED{false};
static std::atomic<bool> IS_THREAD_NEEDED{false};
static std::atomic<bool> MDXF_THREAD_RUNNING{false};
static std::thread MDXF_THREAD;
static constexpr int THREAD_REFRESH_RATE_HZ = 125;
static constexpr auto THREAD_PERIOD = std::chrono::milliseconds(1000 / THREAD_REFRESH_RATE_HZ);
// buffers // buffers
#pragma pack(push, 1) #pragma pack(push, 1)
static struct { static struct {
@@ -40,9 +65,20 @@ static struct {
static bool STATUS_BUFFER_FREEZE = false; static bool STATUS_BUFFER_FREEZE = false;
// Decides which method to use for populating ring buffer entries for "padding".
// Overwritten in spicecfg using P4IO Buffer Algorithm option.
// THREAD_MODE: Spins a thread running at THREAD_REFRESH_RATE_HZ which periodically fills the ring
// buffer with auxiliary entries. Falls back on BACKFILL_MODE
// BACKFILL_MODE: On every update cycle, fill the ring buffer with entries for the last known state
// BACKFILL_INTERVAL_MS apart from each other from the time of the last entry to the
// current time before adding the entry for the current state.
// AUTO_MODE: thread mode if <120Hz, backfill if >=120Hz
acio::MDXFBufferFillMode acio::MDXF_BUFFER_FILL_MODE = acio::MDXFBufferFillMode::AUTO_MODE;
typedef enum { typedef enum {
ARKMDXP4_POLL = 0, ARKMDXP4_POLL = 0,
EXTERNAL_POLL = 1 INTERNAL_POLL = 1,
EXTERNAL_POLL = 2
} MDXFPollSource; } MDXFPollSource;
typedef uint64_t (__cdecl *ARK_GET_TICK_TIME64_T)(); typedef uint64_t (__cdecl *ARK_GET_TICK_TIME64_T)();
@@ -61,6 +97,106 @@ static uint64_t arkGetTickTime64() {
return getTickTime64 ? getTickTime64() : timeGetTime(); return getTickTime64 ? getTickTime64() : timeGetTime();
} }
// Used to keep the ring buffer populated with steady updates. 60Hz interval is too slow
static void mdxf_thread_start() {
bool expected = false;
if (!MDXF_THREAD_RUNNING.compare_exchange_strong(expected, true)) {
return;
}
log_info("mdxf", "starting poll thread");
MDXF_THREAD = std::thread([] {
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_BELOW_NORMAL);
while (MDXF_THREAD_RUNNING.load(std::memory_order_acquire)) {
mdxf_poll(false);
std::this_thread::sleep_for(THREAD_PERIOD);
}
});
}
static void mdxf_thread_stop() {
if (!MDXF_THREAD_RUNNING.exchange(false)) {
return;
}
if (MDXF_THREAD.joinable()) {
MDXF_THREAD.join();
}
}
// Snaps measured refresh rate to best fit
static int snap_refresh_rate(int measured_hz) {
static constexpr std::array<int, 6> rates = {
60, 120, 144, 165, 180, 240
};
int best = rates[0];
int best_err = std::fabs(measured_hz - best);
for (int r : rates) {
int err = std::fabs(measured_hz - r);
if (err < best_err) {
best = r;
best_err = err;
}
}
return best;
}
// Increments the number of times the update function was called,
// then calculates the current refresh rate of the game
// (20 seconds after the game starts, until 25 seconds)
static void count_calls_from_game() {
if (IS_REFRESH_RATE_DETERMINED) {
return;
}
const uint64_t current_time = arkGetTickTime64();
if (!IS_REFRESH_RATE_MEASUREMENT_STARTED) {
if (START_TIME == 0) {
START_TIME = current_time;
}
// boot screen takes about 10 seconds, so let's wait for double that
if ((current_time - START_TIME) < 20000) {
// too early, do nothing
return;
} else {
// 20s has passed for the first time, start measuring on next call
IS_REFRESH_RATE_MEASUREMENT_STARTED = true;
START_TIME = current_time;
log_debug("mdxf", "measurement begin");
return;
}
}
const uint64_t elapsed_time = current_time - START_TIME;
CALL_COUNT++;
if (elapsed_time >= 5000) {
double measured_hz = static_cast<double>(CALL_COUNT) * 1000.0 / static_cast<double>(elapsed_time);
// Account for the main loop calling this twice per iteration
measured_hz *= 0.5;
const int snapped_hz = snap_refresh_rate(static_cast<int>(measured_hz));
IS_REFRESH_RATE_DETERMINED = true;
IS_THREAD_NEEDED = (snapped_hz < THRESHOLD_REFRESH_RATE);
log_info(
"mdxf",
"detected: {} Hz, best fit: {} Hz",
static_cast<int>(measured_hz),
snapped_hz);
if (IS_THREAD_NEEDED) {
mdxf_thread_start();
}
}
}
/* /*
* Implementations * Implementations
*/ */
@@ -92,22 +228,20 @@ static uint64_t __cdecl ac_io_mdxf_get_control_status_buffer(int node, void *out
} }
std::lock_guard<std::mutex> lock(*mutex); std::lock_guard<std::mutex> lock(*mutex);
const uint8_t start_index = (head_in == 0xFF) ? *head : head_in;
if (head_in != 0xFF) { // Compute ring index: walk backwards from start_index as index increases
*head = head_in;
}
// Compute ring index: walk backwards from head as index increases
// Assumes ring buffer size is a power of two // Assumes ring buffer size is a power of two
const size_t mask = size - 1; const size_t mask = size - 1;
const size_t offset = static_cast<size_t>(index) & mask; const size_t offset = static_cast<size_t>(index) & mask;
const size_t i = (static_cast<size_t>(*head) - offset + size) & mask; const size_t i = (static_cast<size_t>(start_index) - offset + size) & mask;
// Copy the chosen entry // Copy the chosen entry
memcpy(out, buffer[i], STATUS_BUFFER_SIZE); memcpy(out, buffer[i], STATUS_BUFFER_SIZE);
// Return the head value actually used // Return the start value actually used
return static_cast<uint64_t>(*head); return static_cast<uint64_t>(start_index);
} }
return error_ret; return error_ret;
@@ -162,8 +296,18 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer_impl(int node, MDXFP
// Dance Dance Revolution // Dance Dance Revolution
if (avs::game::is_model("MDX")) { if (avs::game::is_model("MDX")) {
// Marks this module as actively being used, allowing this function to be called from other sources // Marks this module as actively being used, allowing this function to be called from other sources
if (!IS_MDXF_ACTIVE && source == ARKMDXP4_POLL) { if (source == ARKMDXP4_POLL) {
IS_MDXF_ACTIVE = true; if (!IS_MDXF_ACTIVE) {
log_debug("mdxf", "initializing mdxf I/O support");
IS_MDXF_ACTIVE = true;
if (acio::MDXF_BUFFER_FILL_MODE == acio::MDXFBufferFillMode::THREAD_MODE) {
IS_THREAD_NEEDED = true;
mdxf_thread_start();
}
}
if (acio::MDXF_BUFFER_FILL_MODE == acio::MDXFBufferFillMode::AUTO_MODE) {
count_calls_from_game();
}
} }
uint8_t (*buffer)[STATUS_BUFFER_SIZE]; uint8_t (*buffer)[STATUS_BUFFER_SIZE];
@@ -214,34 +358,47 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer_impl(int node, MDXFP
// decide on button map // decide on button map
const size_t *button_map = nullptr; const size_t *button_map = nullptr;
int player = 0;
switch (node) { switch (node) {
case 17: case 17:
case 25: case 25:
button_map = &buttons_p1[0]; button_map = &buttons_p1[0];
player = 1;
break; break;
case 18: case 18:
case 26: case 26:
button_map = &buttons_p2[0]; button_map = &buttons_p2[0];
player = 2;
break; break;
} }
uint16_t current_state; uint16_t current_state;
// Only call getState() if called externally when actual input events happen, otherwise use previous known state
if (source == EXTERNAL_POLL) { if (source == EXTERNAL_POLL) {
// get buttons // get buttons
auto &buttons = games::ddr::get_buttons(); auto &buttons = games::ddr::get_buttons();
// get analogs
bool analog_left = false;
bool analog_right = false;
games::ddr::get_analog_x_axis(player, analog_left, analog_right);
bool analog_up = false;
bool analog_down = false;
games::ddr::get_analog_y_axis(player, analog_up, analog_down);
uint8_t up_down = 0; uint8_t up_down = 0;
uint8_t left_right = 0; uint8_t left_right = 0;
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[0])) || analog_up) {
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[0]))) {
up_down |= 0xF0; up_down |= 0xF0;
} }
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[1]))) { if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[1])) || analog_down) {
up_down |= 0x0F; up_down |= 0x0F;
} }
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[2]))) { if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[2])) || analog_left) {
left_right |= 0xF0; left_right |= 0xF0;
} }
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[3]))) { if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[3])) || analog_right) {
left_right |= 0x0F; left_right |= 0x0F;
} }
current_state = (uint16_t(up_down) << 8) | left_right; current_state = (uint16_t(up_down) << 8) | left_right;
@@ -276,8 +433,8 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer_impl(int node, MDXFP
start_time = min_time; start_time = min_time;
} }
// Only write one entry if called externally // Don't backfill entries if called externally or if a separate thread is being used to fill auxiliary entries
if (source == EXTERNAL_POLL) { if (source == EXTERNAL_POLL || IS_THREAD_NEEDED) {
start_time = stop_time - 1; start_time = stop_time - 1;
} }
@@ -323,11 +480,12 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer(int node) {
} }
// Used for triggering updates of the controller states from outside arkmdxp4.dll main refresh loop (i.e. within rawinput.cpp on controller events) // Used for triggering updates of the controller states from outside arkmdxp4.dll main refresh loop (i.e. within rawinput.cpp on controller events)
void mdxf_poll() { void mdxf_poll(bool isExternal) {
if (IS_MDXF_ACTIVE) { if (IS_MDXF_ACTIVE) {
const MDXFPollSource source = isExternal ? EXTERNAL_POLL : INTERNAL_POLL;
const uint64_t call_time_ms = arkGetTickTime64(); const uint64_t call_time_ms = arkGetTickTime64();
ac_io_mdxf_update_control_status_buffer_impl(17, EXTERNAL_POLL, call_time_ms); ac_io_mdxf_update_control_status_buffer_impl(17, source, call_time_ms);
ac_io_mdxf_update_control_status_buffer_impl(18, EXTERNAL_POLL, call_time_ms); ac_io_mdxf_update_control_status_buffer_impl(18, source, call_time_ms);
} }
} }
@@ -348,4 +506,10 @@ void acio::MDXFModule::attach() {
ACIO_MODULE_HOOK(ac_io_mdxf_get_control_status_buffer); ACIO_MODULE_HOOK(ac_io_mdxf_get_control_status_buffer);
ACIO_MODULE_HOOK(ac_io_mdxf_set_output_level); ACIO_MODULE_HOOK(ac_io_mdxf_set_output_level);
ACIO_MODULE_HOOK(ac_io_mdxf_update_control_status_buffer); ACIO_MODULE_HOOK(ac_io_mdxf_update_control_status_buffer);
}
acio::MDXFModule::~MDXFModule() {
if (IS_THREAD_NEEDED) {
mdxf_thread_stop();
}
} }
+14
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@@ -4,10 +4,24 @@
namespace acio { namespace acio {
enum class MDXFBufferFillMode {
// backfill mode, but if <120Hz, enable poll thread
AUTO_MODE,
// forces poll thread
THREAD_MODE,
// forces backfill mode (no poll thread)
BACKFILL_MODE
};
extern MDXFBufferFillMode MDXF_BUFFER_FILL_MODE;
class MDXFModule : public ACIOModule { class MDXFModule : public ACIOModule {
public: public:
MDXFModule(HMODULE module, HookMode hookMode); MDXFModule(HMODULE module, HookMode hookMode);
virtual void attach() override; virtual void attach() override;
~MDXFModule() override;
}; };
} }
+1 -1
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@@ -2,4 +2,4 @@
#pragma once #pragma once
// Called from rawinput thread whenever inputs have just been updated // Called from rawinput thread whenever inputs have just been updated
void mdxf_poll(); void mdxf_poll(bool isExternal);
+1 -1
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@@ -84,7 +84,7 @@ static bool __cdecl ac_io_panb_start_auto_input() {
return true; return true;
} }
static uint8_t panb_get_button_velocity(Button button, Button button_soft, Button button_medium, Button button_hard) { static uint8_t panb_get_button_velocity(Button& button, Button& button_soft, Button& button_medium, Button& button_hard) {
const auto velocity = Buttons::getVelocity(RI_MGR, button); const auto velocity = Buttons::getVelocity(RI_MGR, button);
const auto velocity_soft = Buttons::getVelocity(RI_MGR, button_soft); const auto velocity_soft = Buttons::getVelocity(RI_MGR, button_soft);
const auto velocity_medium = Buttons::getVelocity(RI_MGR, button_medium); const auto velocity_medium = Buttons::getVelocity(RI_MGR, button_medium);
+9 -2
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@@ -95,12 +95,19 @@ namespace acio2emu {
break; break;
default: default:
log_fatal("acio2emu", "cannot set step: unknown value: {}", s); log_fatal(
"acio2emu",
"cannot set step: unknown value: {}",
static_cast<uint32_t>(s));
break; break;
} }
if (!valid) { if (!valid) {
log_fatal("acio2emu", "illegal transition detected: {} -> {}", step_, s); log_fatal(
"acio2emu",
"illegal transition detected: {} -> {}",
static_cast<uint32_t>(step_),
static_cast<uint32_t>(s));
} }
#endif #endif
step_ = s; step_ = s;
+5 -11
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@@ -2,6 +2,7 @@
#include "acio/icca/icca.h" #include "acio/icca/icca.h"
#include "avs/game.h" #include "avs/game.h"
#include "games/sdvx/sdvx.h"
#include "misc/eamuse.h" #include "misc/eamuse.h"
#include "util/logging.h" #include "util/logging.h"
#include "util/utils.h" #include "util/utils.h"
@@ -101,13 +102,10 @@ bool ICCADevice::parse_msg(MessageData *msg_in,
// send version data // send version data
auto msg = this->create_msg(msg_in, MSG_VERSION_SIZE); auto msg = this->create_msg(msg_in, MSG_VERSION_SIZE);
if ( if (avs::game::is_model({"LDJ", "TBS", "UJK", "XIF"}) ||
avs::game::is_model({"LDJ", "TBS", "UJK", "XIF"}) || games::sdvx::is_valkyrie_model()) {
// SDVX Valkyrie cabinet mode
(avs::game::is_model("KFC") && (avs::game::SPEC[0] == 'G' || avs::game::SPEC[0] == 'H'))
) {
this->set_version(msg, 0x3, 0, 1, 7, 0, "ICCA"); this->set_version(msg, 0x3, 0, 1, 7, 0, "ICCA");
} else if (avs::game::is_model({"VFG"})) { } else if (avs::game::is_model("VFG")) {
this->set_version(msg, 0x3, 0, 1, 7, 0, "ICCB"); this->set_version(msg, 0x3, 0, 1, 7, 0, "ICCB");
} else { } else {
this->set_version(msg, 0x3, 0, 1, 6, 0, "ICCA"); this->set_version(msg, 0x3, 0, 1, 6, 0, "ICCA");
@@ -520,11 +518,7 @@ void ICCADevice::update_status(int unit) {
buffer[1] = felica ? 0x01 : 0x00; buffer[1] = felica ? 0x01 : 0x00;
buffer[10] = felica ? 0x01 : 0x00; buffer[10] = felica ? 0x01 : 0x00;
} else if ( } else if (avs::game::is_model({"LDJ", "TBS", "XIF"}) || games::sdvx::is_valkyrie_model()) {
avs::game::is_model({"LDJ", "TBS", "XIF"}) ||
// SDVX Valkyrie cabinet mode
(avs::game::is_model("KFC") && (avs::game::SPEC[0] == 'G' || avs::game::SPEC[0] == 'H'))) {
// set status to 0 otherwise reader power on fails // set status to 0 otherwise reader power on fails
buffer[0] = 0x00; buffer[0] = 0x00;
} else { } else {
+2 -2
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@@ -34,7 +34,7 @@ namespace api::modules {
void DRS::touch_set(Request &req, Response &res) { void DRS::touch_set(Request &req, Response &res) {
// get all touch points // get all touch points
games::drs::drs_touch_t touches[16]; auto touches = std::make_unique<games::drs::drs_touch_t[]>(req.params.Size());
size_t i = 0; size_t i = 0;
for (Value &param : req.params.GetArray()) { for (Value &param : req.params.GetArray()) {
@@ -86,6 +86,6 @@ namespace api::modules {
} }
// apply touch points // apply touch points
games::drs::fire_touches(touches, i); games::drs::fire_touches(touches.get(), i);
} }
} }
+3 -3
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@@ -58,7 +58,7 @@ namespace api::modules {
// check if file exists in modules // check if file exists in modules
if (!fileutils::file_exists(dll_path)) { if (!fileutils::file_exists(dll_path)) {
return error(res, "Couldn't find " + dll_path.string()); return error(res, fmt::format("Couldn't find {}", dll_path));
} }
// get module // get module
@@ -118,7 +118,7 @@ namespace api::modules {
// check if file exists in modules // check if file exists in modules
if (!fileutils::file_exists(dll_path)) { if (!fileutils::file_exists(dll_path)) {
return error(res, "Couldn't find " + dll_path.string()); return error(res, fmt::format("Couldn't find {}", dll_path));
} }
// get module // get module
@@ -196,7 +196,7 @@ namespace api::modules {
// check if file exists in modules // check if file exists in modules
if (!fileutils::file_exists(dll_path)) { if (!fileutils::file_exists(dll_path)) {
return error(res, "Couldn't find " + dll_path.string()); return error(res, fmt::format("Couldn't find {}", dll_path));
} }
// get module // get module
+30 -7
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@@ -7,6 +7,7 @@
#include <stdint.h> #include <stdint.h>
#include "external/robin_hood.h" #include "external/robin_hood.h"
#include "games/popn/popn.h"
#include "launcher/logger.h" #include "launcher/logger.h"
#include "launcher/signal.h" #include "launcher/signal.h"
#include "util/deferlog.h" #include "util/deferlog.h"
@@ -1108,6 +1109,8 @@ namespace avs {
// SOUND VOLTEX // SOUND VOLTEX
{"soundvoltex.dll", 0x10000000}, {"soundvoltex.dll", 0x10000000},
// GITADORA
{"gdxg.dll", 0x2000000},
#endif #endif
// jubeat // jubeat
{"jubeat.dll", 0x2000000}, {"jubeat.dll", 0x2000000},
@@ -1165,7 +1168,7 @@ namespace avs {
// Ongaku Paradise // Ongaku Paradise
{"arkjc9.dll", 0xA00000}, {"arkjc9.dll", 0xA00000},
// KAMUNITY // KAMUNITY
{"kamunity.dll", 33554432}, {"kamunity.dll", 33554432},
}; };
@@ -1177,6 +1180,15 @@ namespace avs {
return; return;
} }
// hack, both hello! popn and popn hc using popn.dll
if (games::popn::is_pikapika_model()) {
auto old_size = HEAP_SIZE;
HEAP_SIZE = 0x20000000;
DEFAULT_HEAP_SIZE_SET = true;
log_info("avs-core", "updated heap size: {} -> {}", old_size, avs::core::HEAP_SIZE);
return;
}
if (HEAP_SIZE_DEFAULTS.find(dll_name) != HEAP_SIZE_DEFAULTS.end()) { if (HEAP_SIZE_DEFAULTS.find(dll_name) != HEAP_SIZE_DEFAULTS.end()) {
auto old_size = HEAP_SIZE; auto old_size = HEAP_SIZE;
@@ -1232,6 +1244,7 @@ namespace avs {
break; break;
case 'F': case 'F':
new_style = logger::Style::RED; new_style = logger::Style::RED;
deferredlogs::report_fatal_message();
break; break;
default: default:
position = 0; position = 0;
@@ -1300,6 +1313,7 @@ namespace avs {
break; break;
case 'F': case 'F':
style = logger::Style::RED; style = logger::Style::RED;
deferredlogs::report_fatal_message();
break; break;
case 'W': case 'W':
style = logger::Style::YELLOW; style = logger::Style::YELLOW;
@@ -1502,7 +1516,7 @@ namespace avs {
" * It's also possible that you have incomplete game data\n" " * It's also possible that you have incomplete game data\n"
" * Do NOT copy over random DLLs from another game installation; DLL must match game version\n" " * Do NOT copy over random DLLs from another game installation; DLL must match game version\n"
"\n" "\n"
, DLL_NAME, MODULE_PATH.string()) }; , DLL_NAME, MODULE_PATH) };
log_warning("avs-ea3", "{}", info_str); log_warning("avs-ea3", "{}", info_str);
log_fatal("avs-ea3", "Failed to find critical avs DLL on disk (avs2-core.dll OR {})", DLL_NAME); log_fatal("avs-ea3", "Failed to find critical avs DLL on disk (avs2-core.dll OR {})", DLL_NAME);
} }
@@ -1743,9 +1757,9 @@ namespace avs {
{ {
deferredlogs::defer_error_messages({ deferredlogs::defer_error_messages({
"AVS filesystem initialization failure was previously detected during boot!", "AVS filesystem initialization failure was previously detected during boot!",
fmt::format(" ERROR: directory could not be created: {}", src_path.string().c_str()), fmt::format(" ERROR: directory could not be created: {}", src_path),
fmt::format(" if you see a crash, it may have been caused by bad <mounttable> contents in {}", avs::core::CFG_PATH.c_str()), fmt::format(" if you see a crash, it may have been caused by bad <mounttable> contents in {}", avs::core::CFG_PATH),
" fix the XML file and try again" " fix the XML file and try again"
}); });
} }
@@ -1766,14 +1780,14 @@ namespace avs {
auto created = std::filesystem::create_directories(real_path, err); auto created = std::filesystem::create_directories(real_path, err);
if (created) { if (created) {
log_info("avs-core", "created '{}' at '{}'", avs_path, real_path.string()); log_info("avs-core", "created '{}' at '{}'", avs_path, real_path);
} }
if (err) { if (err) {
avs_dir_err(real_path); avs_dir_err(real_path);
log_warning("avs-core", "failed to create '{}' folder at '{}': {}", log_warning("avs-core", "failed to create '{}' folder at '{}': {}",
avs_path, avs_path,
real_path.string(), real_path,
err.message()); err.message());
} }
} }
@@ -1907,6 +1921,15 @@ namespace avs {
// create nvram and raw directories if possible for mounttable configurations // create nvram and raw directories if possible for mounttable configurations
create_avs_config_fs_table(config, config_node); create_avs_config_fs_table(config, config_node);
#if !SPICE64
// sdvx4 bad log config fix
if (avs::game::DLL_NAME == "soundvoltex.dll" && // it's too early for avs::game::is_model
property_search_safe(config, config_node, "/log/enable_console")) {
log_info("avs-core", "applying SDVX4 avs-config.xml fix for <log><enable_console>");
property_search_remove_safe(config, config_node, "/log/enable_console");
}
#endif
// set log level // set log level
if (!LOG_LEVEL_CUSTOM.empty()) { if (!LOG_LEVEL_CUSTOM.empty()) {
property_search_remove_safe(config, config_node, "/log/level"); property_search_remove_safe(config, config_node, "/log/level");
+58 -7
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@@ -5,8 +5,9 @@
#include "build/defs.h" #include "build/defs.h"
#include "easrv/easrv.h" #include "easrv/easrv.h"
#include "easrv/smartea.h" #include "easrv/smartea.h"
#include "games/mfc/mfc.h" #include "games/gitadora/gitadora.h"
#include "hooks/avshook.h" #include "hooks/avshook.h"
#include "hooks/graphics/graphics.h"
#include "util/detour.h" #include "util/detour.h"
#include "util/deferlog.h" #include "util/deferlog.h"
#include "util/fileutils.h" #include "util/fileutils.h"
@@ -150,8 +151,8 @@ namespace avs {
" * It's also possible that you have incomplete game data\n" " * It's also possible that you have incomplete game data\n"
" * Do NOT copy over random DLLs from another game installation; DLL must match game version\n" " * Do NOT copy over random DLLs from another game installation; DLL must match game version\n"
"\n" "\n"
, DLL_NAME, MODULE_PATH.string()) }; , DLL_NAME, MODULE_PATH) };
log_warning("avs-ea3", "{}", info_str); log_warning("avs-ea3", "{}", info_str);
log_fatal("avs-ea3", "Failed to find critical ea3 DLL on disk (avs2-ea3.dll OR {})", DLL_NAME); log_fatal("avs-ea3", "Failed to find critical ea3 DLL on disk (avs2-ea3.dll OR {})", DLL_NAME);
} }
@@ -216,7 +217,25 @@ namespace avs {
ea3_config_name = "prop/eamuse-config.xml"; ea3_config_name = "prop/eamuse-config.xml";
} }
log_info("avs-ea3", "booting (using {})", ea3_config_name); if (fileutils::file_exists(ea3_config_name)) {
log_info("avs-ea3", "found {} on disk", ea3_config_name);
} else if (CFG_PATH.size()) {
log_fatal("avs-ea3", "user-specified ea3 config file is missing: {}", ea3_config_name);
} else {
log_warning("avs-ea3", "looked for the following files in order:");
log_warning("avs-ea3", " * prop/ea3-config.xml");
log_warning("avs-ea3", " * prop/ea3-cfg.xml");
if (avs::game::DLL_NAME == "beatstream1.dll") {
log_warning("avs-ea3", " * prop/ea3-config-1.xml");
}
if (avs::game::DLL_NAME == "beatstream2.dll") {
log_warning("avs-ea3", " * prop/ea3-config-2.xml");
}
log_warning("avs-ea3", " * prop/eamuse-config.xml");
log_warning("avs-ea3", "none of the files above were found, game will fail to boot");
log_warning("avs-ea3", "usually, this means your game data is incomplete");
log_fatal("avs-ea3", "no ea3 config file found in prop directory; check log messages");
}
// remember new config path // remember new config path
CFG_PATH = ea3_config_name; CFG_PATH = ea3_config_name;
@@ -494,7 +513,9 @@ namespace avs {
std::ostringstream init_code; std::ostringstream init_code;
init_code << EA3_MODEL; init_code << EA3_MODEL;
init_code << EA3_DEST; init_code << EA3_DEST;
if (strcmp(EA3_MODEL, "MDX") == 0 && strcmp(EA3_SPEC, "I") == 0) { if (avs::game::DLL_NAME == "arkmdxbio2.dll" &&
strcmp(EA3_MODEL, "MDX") == 0 && strcmp(EA3_SPEC, "I") == 0) {
// ddr gold cab
init_code << "G"; init_code << "G";
init_code << "B"; init_code << "B";
} else { } else {
@@ -526,12 +547,42 @@ namespace avs {
} }
} }
// update -WINDOW in app-config
if (games::gitadora::is_arena_model()) {
avs::core::property_search_remove_safe(app_config, nullptr, "/param/cmdline");
std::string cmdline{};
if (games::gitadora::is_drum()) {
if (GRAPHICS_WINDOWED) {
cmdline = "-d -DM -WINDOW";
} else {
cmdline = "-d -DM";
}
} else {
if (GRAPHICS_WINDOWED) {
cmdline = "-g -GF -WINDOW";
} else {
cmdline = "-g -GF";
}
}
log_info("avs-ea3", "using cmdline: `{}`", cmdline);
avs::core::property_node_create(app_config, nullptr,
avs::core::NODE_TYPE_str, "/param/cmdline", cmdline.c_str());
}
auto app_param = avs::core::property_search_safe(app_config, nullptr, "/param"); auto app_param = avs::core::property_search_safe(app_config, nullptr, "/param");
// call the game init // call the game init
log_info("avs-ea3", "calling entry init"); log_info("avs-ea3", "calling dll_entry_init (init code = {})", init_code_str);
if (!avs::game::entry_init(init_code_str.data(), app_param)) { if (!avs::game::entry_init(init_code_str.data(), app_param)) {
log_fatal("avs-ea3", "entry init failed :("); for (size_t i = 0; i < 255; i++) {
log_warning("avs-ea3", "dll_entry_init failed :(");
}
deferredlogs::defer_error_messages({
"dll_entry_init failed",
" init code: " + init_code_str,
" this is a fatal error that causes boot failure",
" most likely, your prop files have errors"
});
} }
// accommodate changes to soft id code // accommodate changes to soft id code
+4 -5
View File
@@ -73,11 +73,10 @@ namespace avs {
// load game instance // load game instance
const auto dll_path = MODULE_PATH / DLL_NAME; const auto dll_path = MODULE_PATH / DLL_NAME;
const auto dll_path_s = dll_path.string(); log_info("avs-game", "DLL path: {}", dll_path);
log_info("avs-game", "DLL path: {}", dll_path_s.c_str());
// MAX_PATH is 260 // MAX_PATH is 260
if (130 <= dll_path_s.length()) { if (const auto dll_path_len = dll_path.wstring().length(); 130 <= dll_path_len) {
log_warning( log_warning(
"avs-game", "avs-game",
"PATH TOO LONG WARNING\n\n" "PATH TOO LONG WARNING\n\n"
@@ -93,7 +92,7 @@ namespace avs {
"long, often resulting in random crashes. Move the game contents to\n" "long, often resulting in random crashes. Move the game contents to\n"
"a directory with shorter path.\n" "a directory with shorter path.\n"
"-------------------------------------------------------------------\n\n", "-------------------------------------------------------------------\n\n",
dll_path_s, dll_path_s.length()); dll_path, dll_path_len);
} }
// ddr gamemdx.dll user error // ddr gamemdx.dll user error
@@ -112,7 +111,7 @@ namespace avs {
// file not found on disk // file not found on disk
if (!fileutils::file_exists(dll_path)) { if (!fileutils::file_exists(dll_path)) {
log_warning("avs-game", "game DLL could not be found on disk: {}", dll_path.string().c_str()); log_warning("avs-game", "game DLL could not be found on disk: {}", dll_path);
log_warning("avs-game", "double check -exec and -modules parameters; unless you know what you're doing, leave them blank"); log_warning("avs-game", "double check -exec and -modules parameters; unless you know what you're doing, leave them blank");
} }
+327
View File
@@ -0,0 +1,327 @@
<?xml version="1.0" encoding="UTF-8"?>
<templates>
<!-- PHOENIXWAN controller preset for Beatmania IIDX
Button indices 0-6: keys 1-7
Button indices 8-11: E1 (Start for Deluxe Model Style), E2 (Effect), E3 (VEFX), E4 (P1 Start for Lightning Model Style)
P1 Side P2 Side
8 9 10 11 8 9 10 11
2 4 6 2 4 6
TT 1 3 5 7 1 3 5 7 TT -->
<template name="DJ DAO PHOENIXWAN" game="Beatmania IIDX">
<buttons>
<button name="P1 1" vkey="0" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 2" vkey="1" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 3" vkey="2" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 4" vkey="3" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 5" vkey="4" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 6" vkey="5" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 7" vkey="6" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 1" vkey="0" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 2" vkey="1" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 3" vkey="2" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 4" vkey="3" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 5" vkey="4" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 6" vkey="5" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 7" vkey="6" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<!-- P1 Start: E1 primary (index 8), E4 alternative (index 11) -->
<button name="P1 Start" vkey="8" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 Start" vkey="11" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<!-- P2 Start: E1 primary (index 8), E4 alternative (index 11) -->
<button name="P2 Start" vkey="8" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 Start" vkey="11" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<!-- EFFECT: E2 (index 9), primary P2 side, alternative P1 side -->
<button name="EFFECT" vkey="9" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="EFFECT" vkey="9" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<!-- VEFX: E3 (index 10), primary P2 side, alternative P1 side -->
<button name="VEFX" vkey="10" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="VEFX" vkey="10" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
</buttons>
<analogs>
<analog name="Turntable P1" devid="Player 1" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Turntable P2" devid="Player 2" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
</analogs>
<lights>
<light name="P1 1" devid="Player 1" index="0"/>
<light name="P1 2" devid="Player 1" index="1"/>
<light name="P1 3" devid="Player 1" index="2"/>
<light name="P1 4" devid="Player 1" index="3"/>
<light name="P1 5" devid="Player 1" index="4"/>
<light name="P1 6" devid="Player 1" index="5"/>
<light name="P1 7" devid="Player 1" index="6"/>
<light name="P2 1" devid="Player 2" index="0"/>
<light name="P2 2" devid="Player 2" index="1"/>
<light name="P2 3" devid="Player 2" index="2"/>
<light name="P2 4" devid="Player 2" index="3"/>
<light name="P2 5" devid="Player 2" index="4"/>
<light name="P2 6" devid="Player 2" index="5"/>
<light name="P2 7" devid="Player 2" index="6"/>
<!-- Start buttons bind both E1 (index 8) and E4 (index 11), but lights use
Lightning Model style only (one per side) to avoid both lighting up at once -->
<light name="P1 Start" devid="Player 1" index="10"/>
<light name="P2 Start" devid="Player 2" index="7"/>
<light name="VEFX" devid="Player 1" index="8"/>
<light name="VEFX" devid="Player 2" index="8"/>
<light name="Effect" devid="Player 1" index="9"/>
<light name="Effect" devid="Player 2" index="9"/>
</lights>
</template>
<!-- Common "double scratch" BMS playstyle: LSHIFT A S D SPACE L ; ' RSHIFT -->
<!-- Uses Up/Down arrows for turntable navigation -->
<template name="Keyboard (linear, double scratch, QWERTY)" game="Beatmania IIDX">
<buttons>
<button name="P1 1" vkey="65" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 2" vkey="83" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 3" vkey="68" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 4" vkey="32" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 5" vkey="76" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 6" vkey="186" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 7" vkey="222" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 TT+" vkey="40" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 TT-" vkey="38" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 TT+/-" vkey="160" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 TT+/- Alternate" vkey="161" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 Start" vkey="13" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 Start" vkey="69" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="EFFECT" vkey="81" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="VEFX" vkey="87" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
</buttons>
<keypad_buttons/>
<analogs/>
<lights/>
</template>
<template name="arcin (arcin-infinitas)" game="Beatmania IIDX">
<buttons>
<button name="P1 1" vkey="0" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 2" vkey="1" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 3" vkey="2" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 4" vkey="3" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 5" vkey="4" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 6" vkey="5" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 7" vkey="6" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P1 Start" vkey="9" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 1" vkey="0" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 2" vkey="1" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 3" vkey="2" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 4" vkey="3" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 5" vkey="4" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 6" vkey="5" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 7" vkey="6" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="P2 Start" vkey="9" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="EFFECT" vkey="11" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="EFFECT" vkey="11" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="VEFX" vkey="10" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="VEFX" vkey="10" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
</buttons>
<keypad_buttons/>
<!-- Assumes analog mode. Need to invert direction since this FW is designed for INF. -->
<analogs>
<analog name="Turntable P1" devid="arcin (1p)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="true" smoothing="false" multiplier="1"/>
<analog name="Turntable P2" devid="arcin (2p)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="true" smoothing="false" multiplier="1"/>
</analogs>
<lights>
<light name="P1 1" devid="arcin (1p)" index="0"/>
<light name="P1 2" devid="arcin (1p)" index="1"/>
<light name="P1 3" devid="arcin (1p)" index="2"/>
<light name="P1 4" devid="arcin (1p)" index="3"/>
<light name="P1 5" devid="arcin (1p)" index="4"/>
<light name="P1 6" devid="arcin (1p)" index="5"/>
<light name="P1 7" devid="arcin (1p)" index="6"/>
<light name="P2 1" devid="arcin (2p)" index="0"/>
<light name="P2 2" devid="arcin (2p)" index="1"/>
<light name="P2 3" devid="arcin (2p)" index="2"/>
<light name="P2 4" devid="arcin (2p)" index="3"/>
<light name="P2 5" devid="arcin (2p)" index="4"/>
<light name="P2 6" devid="arcin (2p)" index="5"/>
<light name="P2 7" devid="arcin (2p)" index="6"/>
<light name="P1 Start" devid="arcin (1p)" index="9"/>
<light name="P2 Start" devid="arcin (2p)" index="9"/>
</lights>
</template>
<!-- This controller has many modes; here, we use HID Analog mode which is meant for data -->
<template name="DJ DAO Nostroller (Analog mode)" game="Nostalgia">
<buttons/>
<keypad_buttons/>
<analogs>
<analog name="Key 1" devid="Analogs key 01-28" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 2" devid="Analogs key 01-28" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 3" devid="Analogs key 01-28" index="6" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 4" devid="Analogs key 01-28" index="7" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 5" devid="Analogs key 01-28" index="8" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 6" devid="Analogs key 01-28" index="9" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 7" devid="Analogs key 01-28" index="10" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 8" devid="Analogs key 01-28" index="11" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 9" devid="Analogs key 01-28" index="12" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 10" devid="Analogs key 01-28" index="13" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 11" devid="Analogs key 01-28" index="14" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 12" devid="Analogs key 01-28" index="15" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 13" devid="Analogs key 01-28" index="16" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 14" devid="Analogs key 01-28" index="17" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 15" devid="Analogs key 01-28" index="18" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 16" devid="Analogs key 01-28" index="19" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 17" devid="Analogs key 01-28" index="20" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 18" devid="Analogs key 01-28" index="21" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 19" devid="Analogs key 01-28" index="22" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 20" devid="Analogs key 01-28" index="23" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 21" devid="Analogs key 01-28" index="24" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 22" devid="Analogs key 01-28" index="25" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 23" devid="Analogs key 01-28" index="26" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 24" devid="Analogs key 01-28" index="27" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 25" devid="Analogs key 01-28" index="28" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 26" devid="Analogs key 01-28" index="29" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 27" devid="Analogs key 01-28" index="30" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 28" devid="Analogs key 01-28" index="31" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
</analogs>
<lights>
<light name="Key 1 R" devid="Lights 01-14" index="0"/>
<light name="Key 1 G" devid="Lights 01-14" index="1"/>
<light name="Key 1 B" devid="Lights 01-14" index="2"/>
<light name="Key 2 R" devid="Lights 01-14" index="3"/>
<light name="Key 2 G" devid="Lights 01-14" index="4"/>
<light name="Key 2 B" devid="Lights 01-14" index="5"/>
<light name="Key 3 R" devid="Lights 01-14" index="6"/>
<light name="Key 3 G" devid="Lights 01-14" index="7"/>
<light name="Key 3 B" devid="Lights 01-14" index="8"/>
<light name="Key 4 R" devid="Lights 01-14" index="9"/>
<light name="Key 4 G" devid="Lights 01-14" index="10"/>
<light name="Key 4 B" devid="Lights 01-14" index="11"/>
<light name="Key 5 R" devid="Lights 01-14" index="12"/>
<light name="Key 5 G" devid="Lights 01-14" index="13"/>
<light name="Key 5 B" devid="Lights 01-14" index="14"/>
<light name="Key 6 R" devid="Lights 01-14" index="15"/>
<light name="Key 6 G" devid="Lights 01-14" index="16"/>
<light name="Key 6 B" devid="Lights 01-14" index="17"/>
<light name="Key 7 R" devid="Lights 01-14" index="18"/>
<light name="Key 7 G" devid="Lights 01-14" index="19"/>
<light name="Key 7 B" devid="Lights 01-14" index="20"/>
<light name="Key 8 R" devid="Lights 01-14" index="21"/>
<light name="Key 8 G" devid="Lights 01-14" index="22"/>
<light name="Key 8 B" devid="Lights 01-14" index="23"/>
<light name="Key 9 R" devid="Lights 01-14" index="24"/>
<light name="Key 9 G" devid="Lights 01-14" index="25"/>
<light name="Key 9 B" devid="Lights 01-14" index="26"/>
<light name="Key 10 R" devid="Lights 01-14" index="27"/>
<light name="Key 10 G" devid="Lights 01-14" index="28"/>
<light name="Key 10 B" devid="Lights 01-14" index="29"/>
<light name="Key 11 R" devid="Lights 01-14" index="30"/>
<light name="Key 11 G" devid="Lights 01-14" index="31"/>
<light name="Key 11 B" devid="Lights 01-14" index="32"/>
<light name="Key 12 R" devid="Lights 01-14" index="33"/>
<light name="Key 12 G" devid="Lights 01-14" index="34"/>
<light name="Key 12 B" devid="Lights 01-14" index="35"/>
<light name="Key 13 R" devid="Lights 01-14" index="36"/>
<light name="Key 13 G" devid="Lights 01-14" index="37"/>
<light name="Key 13 B" devid="Lights 01-14" index="38"/>
<light name="Key 14 R" devid="Lights 01-14" index="39"/>
<light name="Key 14 G" devid="Lights 01-14" index="40"/>
<light name="Key 14 B" devid="Lights 01-14" index="41"/>
<light name="Key 15 R" devid="Lights 15-28" index="0"/>
<light name="Key 15 G" devid="Lights 15-28" index="1"/>
<light name="Key 15 B" devid="Lights 15-28" index="2"/>
<light name="Key 16 R" devid="Lights 15-28" index="3"/>
<light name="Key 16 G" devid="Lights 15-28" index="4"/>
<light name="Key 16 B" devid="Lights 15-28" index="5"/>
<light name="Key 17 R" devid="Lights 15-28" index="6"/>
<light name="Key 17 G" devid="Lights 15-28" index="7"/>
<light name="Key 17 B" devid="Lights 15-28" index="8"/>
<light name="Key 18 R" devid="Lights 15-28" index="9"/>
<light name="Key 18 G" devid="Lights 15-28" index="10"/>
<light name="Key 18 B" devid="Lights 15-28" index="11"/>
<light name="Key 19 R" devid="Lights 15-28" index="12"/>
<light name="Key 19 G" devid="Lights 15-28" index="13"/>
<light name="Key 19 B" devid="Lights 15-28" index="14"/>
<light name="Key 20 R" devid="Lights 15-28" index="15"/>
<light name="Key 20 G" devid="Lights 15-28" index="16"/>
<light name="Key 20 B" devid="Lights 15-28" index="17"/>
<light name="Key 21 R" devid="Lights 15-28" index="18"/>
<light name="Key 21 G" devid="Lights 15-28" index="19"/>
<light name="Key 21 B" devid="Lights 15-28" index="20"/>
<light name="Key 22 R" devid="Lights 15-28" index="21"/>
<light name="Key 22 G" devid="Lights 15-28" index="22"/>
<light name="Key 22 B" devid="Lights 15-28" index="23"/>
<light name="Key 23 R" devid="Lights 15-28" index="24"/>
<light name="Key 23 G" devid="Lights 15-28" index="25"/>
<light name="Key 23 B" devid="Lights 15-28" index="26"/>
<light name="Key 24 R" devid="Lights 15-28" index="27"/>
<light name="Key 24 G" devid="Lights 15-28" index="28"/>
<light name="Key 24 B" devid="Lights 15-28" index="29"/>
<light name="Key 25 R" devid="Lights 15-28" index="30"/>
<light name="Key 25 G" devid="Lights 15-28" index="31"/>
<light name="Key 25 B" devid="Lights 15-28" index="32"/>
<light name="Key 26 R" devid="Lights 15-28" index="33"/>
<light name="Key 26 G" devid="Lights 15-28" index="34"/>
<light name="Key 26 B" devid="Lights 15-28" index="35"/>
<light name="Key 27 R" devid="Lights 15-28" index="36"/>
<light name="Key 27 G" devid="Lights 15-28" index="37"/>
<light name="Key 27 B" devid="Lights 15-28" index="38"/>
<light name="Key 28 R" devid="Lights 15-28" index="39"/>
<light name="Key 28 G" devid="Lights 15-28" index="40"/>
<light name="Key 28 B" devid="Lights 15-28" index="41"/>
</lights>
</template>
<!-- Gitaller has two modes - digital tilt and analog axis. This binds both of them at the same time. -->
<template name="DJ DAO Gitaller" game="GitaDora">
<buttons>
<button name="Guitar P1 Start" vkey="9" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="Guitar P1 Help" vkey="8" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="Guitar P1 Pick Up" vkey="5" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="Guitar P1 Pick Down" vkey="6" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="Guitar P1 R" vkey="0" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="Guitar P1 G" vkey="1" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="Guitar P1 B" vkey="2" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="Guitar P1 Y" vkey="3" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="Guitar P1 P" vkey="4" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="Guitar P1 Wail Up" vkey="10" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="Guitar P1 Wail Down" vkey="11" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
</buttons>
<keypad_buttons/>
<analogs>
<analog name="Guitar P1 Wail X" devid="Gitaller P1" index="1" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Guitar P1 Wail Y" devid="Gitaller P1" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Guitar P1 Wail Z" devid="Gitaller P1" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
</analogs>
<lights/>
<!-- Gen 1 FAUCETWO in HID mode; should also work for later gens -->
</template>
<template name="DJ DAO FAUCETWO" game="Sound Voltex">
<buttons>
<button name="BT-A" vkey="1" analogtype="0" devid="Buttons (MI_01)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="BT-B" vkey="2" analogtype="0" devid="Buttons (MI_01)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="BT-C" vkey="3" analogtype="0" devid="Buttons (MI_01)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="BT-D" vkey="4" analogtype="0" devid="Buttons (MI_01)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="FX-L" vkey="5" analogtype="0" devid="Buttons (MI_01)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="FX-R" vkey="6" analogtype="0" devid="Buttons (MI_01)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
<button name="Start" vkey="0" analogtype="0" devid="Buttons (MI_01)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
</buttons>
<keypad_buttons/>
<analogs>
<analog name="VOL-L" devid="Buttons (MI_01)" index="1" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="VOL-R" devid="Buttons (MI_01)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
</analogs>
<lights>
<light name="BT-A" devid="Lights (MI_02)" index="24"/>
<light name="BT-B" devid="Lights (MI_02)" index="25"/>
<light name="BT-C" devid="Lights (MI_02)" index="26"/>
<light name="BT-D" devid="Lights (MI_02)" index="27"/>
<light name="FX-L" devid="Lights (MI_02)" index="28"/>
<light name="FX-R" devid="Lights (MI_02)" index="29"/>
<light name="Start" devid="Lights (MI_02)" index="30"/>
<light name="Upper Left Speaker Avg R" devid="Lights (MI_02)" index="0"/>
<light name="Upper Left Speaker Avg G" devid="Lights (MI_02)" index="1"/>
<light name="Upper Left Speaker Avg B" devid="Lights (MI_02)" index="2"/>
<light name="Upper Right Speaker Avg R" devid="Lights (MI_02)" index="9"/>
<light name="Upper Right Speaker Avg G" devid="Lights (MI_02)" index="10"/>
<light name="Upper Right Speaker Avg B" devid="Lights (MI_02)" index="11"/>
<light name="Lower Left Speaker Avg R" devid="Lights (MI_02)" index="3"/>
<light name="Lower Left Speaker Avg G" devid="Lights (MI_02)" index="4"/>
<light name="Lower Left Speaker Avg B" devid="Lights (MI_02)" index="5"/>
<light name="Lower Right Speaker Avg R" devid="Lights (MI_02)" index="6"/>
<light name="Lower Right Speaker Avg G" devid="Lights (MI_02)" index="7"/>
<light name="Lower Right Speaker Avg B" devid="Lights (MI_02)" index="8"/>
<light name="Control Panel Avg R" devid="Lights (MI_02)" index="15"/>
<light name="Control Panel Avg G" devid="Lights (MI_02)" index="16"/>
<light name="Control Panel Avg B" devid="Lights (MI_02)" index="17"/>
</lights>
</template>
</templates>
+99 -11
View File
@@ -1,4 +1,4 @@
#!/bin/bash #!/usr/bin/env bash
# set to EN-US for consistency # set to EN-US for consistency
LANG=en_us_8859_1 LANG=en_us_8859_1
@@ -41,12 +41,18 @@ done
# settings # settings
GIT_BRANCH=$(git rev-parse --abbrev-ref HEAD 2> /dev/null || echo "none") GIT_BRANCH=$(git rev-parse --abbrev-ref HEAD 2> /dev/null || echo "none")
GIT_HEAD=$(git rev-parse HEAD || echo "none") GIT_HEAD=$(git rev-parse HEAD || echo "none")
TOOLCHAIN_32="/usr/share/mingw/toolchain-i686-w64-mingw32.cmake" TOOLCHAIN_32="${TOOLCHAIN_32:-"/usr/share/mingw/toolchain-i686-w64-mingw32.cmake"}"
TOOLCHAIN_64="/usr/share/mingw/toolchain-x86_64-w64-mingw32.cmake" TOOLCHAIN_64="${TOOLCHAIN_64:-"/usr/share/mingw/toolchain-x86_64-w64-mingw32.cmake"}"
TOOLCHAIN_WINXP_32="${TOOLCHAIN_WINXP_32:-"/opt/llvm-mingw-xp/toolchain-files/cmake/i686-mingw32-clang.cmake"}"
TOOLCHAIN_WINXP_64="${TOOLCHAIN_WINXP_64:-"/opt/llvm-mingw-xp/toolchain-files/cmake/x86_64-mingw32-clang.cmake"}"
BUILDDIR_32_RELEASE="./cmake-build-release-32" BUILDDIR_32_RELEASE="./cmake-build-release-32"
BUILDDIR_32_DEBUG="./cmake-build-debug-32" BUILDDIR_32_DEBUG="./cmake-build-debug-32"
BUILDDIR_64_RELEASE="./cmake-build-release-64" BUILDDIR_64_RELEASE="./cmake-build-release-64"
BUILDDIR_64_DEBUG="./cmake-build-debug-64" BUILDDIR_64_DEBUG="./cmake-build-debug-64"
BUILDDIR_WINXP_32_RELEASE="./cmake-build-release-winxp-32"
BUILDDIR_WINXP_32_DEBUG="./cmake-build-debug-winxp-32"
BUILDDIR_WINXP_64_RELEASE="./cmake-build-release-winxp-64"
BUILDDIR_WINXP_64_DEBUG="./cmake-build-debug-winxp-64"
DEBUG=0 DEBUG=0
OUTDIR="./bin/spice2x" OUTDIR="./bin/spice2x"
OUTDIR_EXTRAS="./bin/spice2x/extras" OUTDIR_EXTRAS="./bin/spice2x/extras"
@@ -64,17 +70,34 @@ DIST_NAME_EXTRAS="spice2x-$(date +%y)-$(date +%m)-$(date +%d)-full.zip"
DIST_COMMENT=${DIST_NAME}$'\n'"$GIT_BRANCH - $GIT_HEAD"$'\nThank you for playing.' DIST_COMMENT=${DIST_NAME}$'\n'"$GIT_BRANCH - $GIT_HEAD"$'\nThank you for playing.'
TARGETS_32="spicetools_stubs_kbt spicetools_stubs_kld spicetools_cfg spicetools_cfg_linux spicetools_spice spicetools_spice_laa spicetools_spice_linux spicetools_stubs_cpusbxpkm" TARGETS_32="spicetools_stubs_kbt spicetools_stubs_kld spicetools_cfg spicetools_cfg_linux spicetools_spice spicetools_spice_laa spicetools_spice_linux spicetools_stubs_cpusbxpkm"
TARGETS_64="spicetools_stubs_kbt64 spicetools_stubs_kld64 spicetools_stubs_nvEncodeAPI64 spicetools_stubs_nvcuvid spicetools_stubs_nvcuda spicetools_spice64 spicetools_spice64_linux" TARGETS_64="spicetools_stubs_kbt64 spicetools_stubs_kld64 spicetools_stubs_nvEncodeAPI64 spicetools_stubs_nvcuvid spicetools_stubs_nvcuda spicetools_spice64 spicetools_spice64_linux"
TARGETS_XP32="spicetools_cfg spicetools_spice"
TARGETS_XP64="spicetools_spice64"
# determine build type # determine build type
BUILD_TYPE="Release" BUILD_TYPE="Release"
BUILDDIR_32=${BUILDDIR_32_RELEASE} BUILDDIR_32=${BUILDDIR_32_RELEASE}
BUILDDIR_64=${BUILDDIR_64_RELEASE} BUILDDIR_64=${BUILDDIR_64_RELEASE}
BUILDDIR_WINXP_32=${BUILDDIR_WINXP_32_RELEASE}
BUILDDIR_WINXP_64=${BUILDDIR_WINXP_64_RELEASE}
if ((DEBUG > 0)) if ((DEBUG > 0))
then then
BUILD_TYPE="Debug" BUILD_TYPE="Debug"
BUILDDIR_32=${BUILDDIR_32_DEBUG} BUILDDIR_32=${BUILDDIR_32_DEBUG}
BUILDDIR_64=${BUILDDIR_64_DEBUG} BUILDDIR_64=${BUILDDIR_64_DEBUG}
DIST_NAME=$(echo ${DIST_NAME} | sed 's/\.[^.]*$/-dbg&/') BUILDDIR_WINXP_32=${BUILDDIR_WINXP_32_DEBUG}
BUILDDIR_WINXP_64=${BUILDDIR_WINXP_64_DEBUG}
DIST_NAME=$(echo "${DIST_NAME}" | sed 's/\.[^.]*$/-dbg&/')
fi
# is the XP-compatible toolchain installed?
XP_MUST_BUILD=0
BUILD_XP=0
if [ -f "$TOOLCHAIN_WINXP_32" ] && [ -f "$TOOLCHAIN_WINXP_64" ]; then
BUILD_XP=1;
elif ((XP_MUST_BUILD > 0))
then
echo "WinXP toolchain not available, aborting"
exit 1
fi fi
# determine number of cores # determine number of cores
@@ -90,6 +113,13 @@ echo "Git Branch: $GIT_BRANCH"
echo "Git Head: $GIT_HEAD" echo "Git Head: $GIT_HEAD"
echo "Toolchain for 32bit targets: $TOOLCHAIN_32" echo "Toolchain for 32bit targets: $TOOLCHAIN_32"
echo "Toolchain for 64bit targets: $TOOLCHAIN_64" echo "Toolchain for 64bit targets: $TOOLCHAIN_64"
if ((BUILD_XP > 0))
then
echo "Toolchain for WinXP 32bit targets: $TOOLCHAIN_WINXP_32"
echo "Toolchain for WinXP 64bit targets: $TOOLCHAIN_WINXP_64"
else
echo "WinXP toolchain not available, skipping WinXP builds"
fi
echo "Distribution Name: $DIST_NAME" echo "Distribution Name: $DIST_NAME"
echo "Build Type: $BUILD_TYPE" echo "Build Type: $BUILD_TYPE"
echo "Cores: $CORES" echo "Cores: $CORES"
@@ -114,7 +144,7 @@ time (
fi fi
mkdir -p ${BUILDDIR_32} mkdir -p ${BUILDDIR_32}
pushd ${BUILDDIR_32} > /dev/null pushd ${BUILDDIR_32} > /dev/null
cmake -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_32} -DCMAKE_BUILD_TYPE=${BUILD_TYPE} $OLDPWD && ninja ${TARGETS_32} cmake -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_32} -DCMAKE_BUILD_TYPE=${BUILD_TYPE} "$OLDPWD" && ninja ${TARGETS_32}
popd > /dev/null popd > /dev/null
# 64 bit # 64 bit
@@ -127,14 +157,62 @@ time (
fi fi
mkdir -p ${BUILDDIR_64} mkdir -p ${BUILDDIR_64}
pushd ${BUILDDIR_64} > /dev/null pushd ${BUILDDIR_64} > /dev/null
cmake -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_64} -DCMAKE_BUILD_TYPE=${BUILD_TYPE} $OLDPWD && ninja ${TARGETS_64} cmake -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_64} -DCMAKE_BUILD_TYPE=${BUILD_TYPE} "$OLDPWD" && ninja ${TARGETS_64}
popd > /dev/null popd > /dev/null
if ((BUILD_XP > 0))
then
# 32 bit Windows XP
echo ""
echo "Building 32bit targets (WinXP toolchain)..."
echo "========================="
if ((CLEAN_BUILD > 0))
then
rm -rf ${BUILDDIR_WINXP_32}
fi
mkdir -p ${BUILDDIR_WINXP_32}
pushd ${BUILDDIR_WINXP_32} > /dev/null
CXXFLAGS="$CXXFLAGS -DSPICE_XP=1" cmake -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_WINXP_32} -DCMAKE_BUILD_TYPE=${BUILD_TYPE} "$OLDPWD" && ninja ${TARGETS_XP32}
popd > /dev/null
# 64 bit Windows XP
echo ""
echo "Building 64bit targets (WinXP toolchain)..."
echo "========================="
if ((CLEAN_BUILD > 0))
then
rm -rf ${BUILDDIR_WINXP_64}
fi
mkdir -p ${BUILDDIR_WINXP_64}
pushd ${BUILDDIR_WINXP_64} > /dev/null
CXXFLAGS="$CXXFLAGS -DSPICE_XP=1" cmake -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_WINXP_64} -DCMAKE_BUILD_TYPE=${BUILD_TYPE} "$OLDPWD" && ninja ${TARGETS_XP64}
popd > /dev/null
else
echo ""
echo "Skipping WinXP builds, toolchain not specified"
fi
echo "" echo ""
echo "Compilation process done :)" echo "Compilation process done :)"
echo "===========================" echo "==========================="
) )
if ((BUILD_XP > 0))
then
echo ""
echo "Checking XP compatibility..."
echo "============================="
if ! command -v windows_dll_compat_checker &> /dev/null; then
echo "WARNING: windows_dll_compat_checker not found, skipping XP compatibility check"
else
windows_dll_compat_checker -s PREMADE/winxp_x86_64.ini \
${BUILDDIR_WINXP_64}/spicetools/64/spice64.exe
windows_dll_compat_checker -s PREMADE/winxp_x86_64_32bit_dlls.ini \
${BUILDDIR_WINXP_32}/spicetools/spicecfg.exe \
${BUILDDIR_WINXP_32}/spicetools/32/spice.exe
fi
fi
# generate PDBs # generate PDBs
if false # ((DEBUG > 0)) if false # ((DEBUG > 0))
then then
@@ -191,6 +269,10 @@ rm -rf ${OUTDIR_EXTRAS}
mkdir -p ${OUTDIR_EXTRAS} mkdir -p ${OUTDIR_EXTRAS}
mkdir -p ${OUTDIR_EXTRAS}/largeaddressaware mkdir -p ${OUTDIR_EXTRAS}/largeaddressaware
mkdir -p ${OUTDIR_EXTRAS}/linux mkdir -p ${OUTDIR_EXTRAS}/linux
if ((BUILD_XP > 0))
then
mkdir -p ${OUTDIR_EXTRAS}/winxp
fi
if false # ((DEBUG > 0)) if false # ((DEBUG > 0))
then then
@@ -226,6 +308,12 @@ else
cp ${BUILDDIR_64}/spicetools/64/nvcuda.dll ${OUTDIR}/stubs/64 2>/dev/null cp ${BUILDDIR_64}/spicetools/64/nvcuda.dll ${OUTDIR}/stubs/64 2>/dev/null
cp ${BUILDDIR_64}/spicetools/64/nvcuvid.dll ${OUTDIR}/stubs/64 2>/dev/null cp ${BUILDDIR_64}/spicetools/64/nvcuvid.dll ${OUTDIR}/stubs/64 2>/dev/null
cp ${BUILDDIR_32}/spicetools/32/cpusbxpkm.dll ${OUTDIR}/stubs/32 2>/dev/null cp ${BUILDDIR_32}/spicetools/32/cpusbxpkm.dll ${OUTDIR}/stubs/32 2>/dev/null
if ((BUILD_XP > 0))
then
cp ${BUILDDIR_WINXP_32}/spicetools/spicecfg.exe ${OUTDIR_EXTRAS}/winxp 2>/dev/null
cp ${BUILDDIR_WINXP_32}/spicetools/32/spice.exe ${OUTDIR_EXTRAS}/winxp 2>/dev/null
cp ${BUILDDIR_WINXP_64}/spicetools/64/spice64.exe ${OUTDIR_EXTRAS}/winxp 2>/dev/null
fi
fi fi
# pack source files to output directory # pack source files to output directory
@@ -234,7 +322,7 @@ mkdir -p ${OUTDIR}/src
if ((INCLUDE_SRC > 0)) if ((INCLUDE_SRC > 0))
then then
echo "Generating source file archive..." echo "Generating source file archive..."
git archive --format tar.gz --prefix=spice2x/ HEAD ./ > ${OUTDIR}/src/spice2x-${GIT_BRANCH}.tar.gz 2>/dev/null || \ git archive --format tar.gz --prefix=spice2x/ HEAD ./ > "${OUTDIR}/src/spice2x-${GIT_BRANCH}.tar.gz" 2>/dev/null || \
echo "WARNING: Couldn't get git to create the archive. Is this a git repository?" echo "WARNING: Couldn't get git to create the archive. Is this a git repository?"
fi fi
@@ -249,11 +337,11 @@ if ((DIST_ENABLE > 0))
then then
echo "Building dist..." echo "Building dist..."
mkdir -p ${DIST_FOLDER} mkdir -p ${DIST_FOLDER}
rm -rf ${DIST_FOLDER}/${DIST_NAME} rm -rf "${DIST_FOLDER}/${DIST_NAME}"
pushd ${OUTDIR}/.. > /dev/null pushd ${OUTDIR} > /dev/null
zip -qrXT9 $OLDPWD/${DIST_FOLDER}/${DIST_NAME} spice2x -x "spice2x/extras/*" -z <<< "$DIST_COMMENT" zip -qrXT9 "$OLDPWD/${DIST_FOLDER}/${DIST_NAME}" . -x "extras/*" -z <<< "$DIST_COMMENT"
echo "Building extras..." echo "Building extras..."
zip -qrXT9 $OLDPWD/${DIST_FOLDER}/${DIST_NAME_EXTRAS} spice2x -z <<< "$DIST_COMMENT" zip -qrXT9 "$OLDPWD/${DIST_FOLDER}/${DIST_NAME_EXTRAS}" . -z <<< "$DIST_COMMENT"
popd > /dev/null popd > /dev/null
fi fi
+12 -4
View File
@@ -1,4 +1,12 @@
#!/bin/bash #!/usr/bin/env bash
docker build --pull $PWD/external/docker -t spicetools/deps --platform linux/x86_64
docker build --build-context gitroot=$PWD/../../.git . -t spicetools/spice:latest set -eu
docker run --rm -v $PWD/dist:/src/src/spice2x/dist -v $PWD/bin:/src/src/spice2x/bin -v $PWD/.ccache:/src/src/spice2x/.ccache spicetools/spice "$@"
docker build --pull "$PWD/external/docker" -t spicetools/deps --platform linux/x86_64
docker build --build-context gitroot="$PWD/../../.git" . -t spicetools/spice:latest
# Interactive TTY if available, so docker build can be Ctrl+C'd
DOCKER_FLAGS=""
[ -t 0 ] && DOCKER_FLAGS="-it"
docker run $DOCKER_FLAGS --rm -v "$PWD/dist:/src/src/spice2x/dist" -v "$PWD/bin:/src/src/spice2x/bin" -v "$PWD/.ccache:/src/src/spice2x/.ccache" spicetools/spice "$@"
+1
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@@ -13,5 +13,6 @@ IDR_LICENSES RCDATA "../licenses.txt"
IDR_PATCHES RCDATA "../build/patches.json" IDR_PATCHES RCDATA "../build/patches.json"
IDR_README RCDATA "../readme.txt" IDR_README RCDATA "../readme.txt"
IDR_DSEGFONT RCDATA "../external/dseg/DSEG14Classic-Italic.ttf" IDR_DSEGFONT RCDATA "../external/dseg/DSEG14Classic-Italic.ttf"
IDR_CONTROLLER_PRESETS_BUILTIN RCDATA "../build/controller_presets.xml"
#endif #endif
+33 -14
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@@ -90,6 +90,10 @@ std::string Analog::getDisplayString(rawinput::RawInputManager *manager) {
return "MIDI Unknown Index " + indexString + " (" + device->desc + ")"; return "MIDI Unknown Index " + indexString + " (" + device->desc + ")";
} }
} }
case rawinput::XINPUT_GAMEPAD:
return fmt::format("{} ({})",
xinput::get_analog_string(static_cast<xinput::XInputAnalogEnum>(index)),
device->desc);
case rawinput::DESTROYED: case rawinput::DESTROYED:
return "Device unplugged (" + indexString + ")"; return "Device unplugged (" + indexString + ")";
default: default:
@@ -203,22 +207,37 @@ float Analog::applyMultiplier(float value) {
} }
float Analog::normalizeAnalogValue(float value) { float Analog::normalizeAnalogValue(float value) {
// effectively the same as fmodf(value, 1.f) if (getType() == GameAPI::Analogs::AnalogType::Circular) {
// for small values, this is MUCH faster than fmodf. // effectively the same as fmodf(value, 1.f)
float new_value = value; // for small values, this is MUCH faster than fmodf.
while (new_value > 1.f) { float new_value = value;
new_value -= 1.f; while (new_value > 1.f) {
new_value -= 1.f;
}
while (new_value < 0.f) {
new_value += 1.f;
}
return new_value;
} else {
// clamp to [0, 1] range
return std::clamp(value, 0.f, 1.f);
} }
while (new_value < 0.f) {
new_value += 1.f;
}
return new_value;
} }
float Analog::applyDeadzone(float raw_value) { float Analog::applyDeadzone(float raw_value) {
float value = raw_value; float value = raw_value;
const auto deadzone = this->getDeadzone(); auto deadzone = this->getDeadzone();
if (deadzone > 0) {
// in the past, positive deadzone applied in the center, negative deadzone applied to 0
// after each analog value received a type (circular/linear) this has been simpliifed to
// positive values only since we can figure out where the rest value is
// for back compat, treat negative value as positive
if (deadzone < 0.f) {
deadzone = -deadzone;
}
if (getType() != GameAPI::Analogs::AnalogType::LinearPositive) {
// calculate values // calculate values
const auto delta = value - 0.5f; const auto delta = value - 0.5f;
@@ -251,7 +270,7 @@ float Analog::applyDeadzone(float raw_value) {
} }
} }
} else if (deadzone < 0) { } else {
// invert for mirror // invert for mirror
if (this->getDeadzoneMirror()) { if (this->getDeadzoneMirror()) {
@@ -259,8 +278,8 @@ float Analog::applyDeadzone(float raw_value) {
} }
// deadzone from minimum value // deadzone from minimum value
if (deadzone > -1 && value > -deadzone) { if (deadzone < 1.f && deadzone < value) {
value = std::min(1.f, (value + deadzone) / (1.f + deadzone)); value = std::max(0.f, (value - deadzone) / (1.f - deadzone));
} else { } else {
value = 0.f; value = 0.f;
} }
+24 -35
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@@ -13,6 +13,21 @@ namespace rawinput {
class RawInputManager; class RawInputManager;
} }
namespace GameAPI::Analogs {
enum class AnalogType {
// default; values wrap around (below 0 turns into 1, over 1 is 0)
// knobs, turntables
Circular = 0,
// typical joystick that rests at the center and caps at [0, 1]
LinearCentered = 1,
// one-directional value (sliders and instruments like piano/drum velocity)
// starts at 0 and goes up to 1
LinearPositive = 2,
};
}
struct AnalogMovingAverage { struct AnalogMovingAverage {
double time_in_ms; double time_in_ms;
float sine; float sine;
@@ -31,10 +46,11 @@ private:
float last_state = 0.5f; float last_state = 0.5f;
bool sensitivity_set = false; bool sensitivity_set = false;
bool deadzone_set = false; bool deadzone_set = false;
GameAPI::Analogs::AnalogType type = GameAPI::Analogs::AnalogType::Circular;
// smoothing function // smoothing function
bool smoothing = false; bool smoothing = false;
std::array<AnalogMovingAverage, ANALOG_HISTORY_CNT> vector_history; std::array<AnalogMovingAverage, ANALOG_HISTORY_CNT> vector_history = {};
int vector_history_index = 0; int vector_history_index = 0;
float smoothed_last_state = 0.f; float smoothed_last_state = 0.f;
@@ -47,14 +63,6 @@ private:
float divisor_previous_value = 0.5f; float divisor_previous_value = 0.5f;
unsigned short divisor_region = 0; unsigned short divisor_region = 0;
// relative input mode
float absolute_value_for_rel_mode = 0.5f;
bool relative_mode = false;
// circular buffer (delayed input)
int delay_buffer_depth = 0;
std::queue<float> delay_buffer;
float calculateAngularDifference(float old_rads, float new_rads); float calculateAngularDifference(float old_rads, float new_rads);
float normalizeAngle(float rads); float normalizeAngle(float rads);
float normalizeAnalogValue(float value); float normalizeAnalogValue(float value);
@@ -66,7 +74,8 @@ public:
float override_state = 0.5f; float override_state = 0.5f;
explicit Analog(std::string name) : name(std::move(name)) { explicit Analog(std::string name) : name(std::move(name)) {
vector_history.fill({0.0, 0.f, 0.f}); };
explicit Analog(std::string name, GameAPI::Analogs::AnalogType type) : name(std::move(name)), type(type) {
}; };
std::string getDisplayString(rawinput::RawInputManager* manager); std::string getDisplayString(rawinput::RawInputManager* manager);
@@ -89,8 +98,7 @@ public:
smoothing = false; smoothing = false;
deadzone_mirror = false; deadzone_mirror = false;
setMultiplier(1); setMultiplier(1);
setRelativeMode(false); setLastState(0.5f);
setDelayBufferDepth(0);
} }
inline void clearBindings() { inline void clearBindings() {
@@ -187,30 +195,11 @@ public:
this->last_state = last_state; this->last_state = last_state;
} }
inline bool isRelativeMode() const { inline GameAPI::Analogs::AnalogType getType() const {
return this->relative_mode; return this->type;
} }
inline void setRelativeMode(bool relative_mode) { inline void setType(GameAPI::Analogs::AnalogType type) {
this->relative_mode = relative_mode; this->type = type;
this->absolute_value_for_rel_mode = 0.5f;
}
inline float getAbsoluteValue(float relative_delta) {
this->absolute_value_for_rel_mode =
normalizeAnalogValue(this->absolute_value_for_rel_mode + relative_delta);
return this->absolute_value_for_rel_mode;
}
inline int getDelayBufferDepth() const {
return this->delay_buffer_depth;
}
inline void setDelayBufferDepth(int depth) {
this->delay_buffer_depth = depth;
}
inline std::queue<float> &getDelayBuffer() {
return this->delay_buffer;
} }
}; };
+182 -52
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@@ -1,5 +1,6 @@
#include "api.h" #include "api.h"
#include <cassert>
#include <optional> #include <optional>
#include "launcher/superexit.h" #include "launcher/superexit.h"
@@ -37,7 +38,11 @@ std::vector<Button> GameAPI::Buttons::sortButtons(
for (auto &bt : buttons) { for (auto &bt : buttons) {
if (name == bt.getName()) { if (name == bt.getName()) {
button_found = true; button_found = true;
sorted.push_back(bt); Button button_new = bt;
if (vkey_defaults) {
button_new.setVKeyDefault(vkey_defaults->at(index));
}
sorted.push_back(button_new);
break; break;
} }
} }
@@ -47,6 +52,7 @@ std::vector<Button> GameAPI::Buttons::sortButtons(
if (vkey_defaults) { if (vkey_defaults) {
button.setVKey(vkey_defaults->at(index)); button.setVKey(vkey_defaults->at(index));
button.setVKeyDefault(vkey_defaults->at(index));
} }
} }
@@ -193,9 +199,19 @@ GameAPI::Buttons::State GameAPI::Buttons::getState(rawinput::RawInputManager *ma
if (vKey < value_states->size()) { if (vKey < value_states->size()) {
auto value = value_states->at(vKey); auto value = value_states->at(vKey);
if (current_button->getAnalogType() == BAT_POSITIVE) { if (current_button->getAnalogType() == BAT_POSITIVE) {
state = value > 0.6f ? BUTTON_PRESSED : BUTTON_NOT_PRESSED; float threshold = 0.6f;
if (current_button->getBatThreshold() > 0) {
threshold = std::clamp(current_button->getBatThreshold() / 100.f, 0.01f, 0.99f);
}
state = value > threshold ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
} else if (current_button->getAnalogType() == BAT_NEGATIVE) { } else if (current_button->getAnalogType() == BAT_NEGATIVE) {
state = value < 0.4f ? BUTTON_PRESSED : BUTTON_NOT_PRESSED; float threshold = 0.4f;
if (current_button->getBatThreshold() > 0) {
threshold = std::clamp((100 - current_button->getBatThreshold()) / 100.f, 0.01f, 0.99f);
}
state = value < threshold ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
} else { } else {
state = value > 0.01f ? BUTTON_PRESSED : BUTTON_NOT_PRESSED; state = value > 0.01f ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
} }
@@ -384,6 +400,16 @@ GameAPI::Buttons::State GameAPI::Buttons::getState(rawinput::RawInputManager *ma
} }
case rawinput::PIUIO_DEVICE: { case rawinput::PIUIO_DEVICE: {
state = device->piuioDev->IsPressed(vKey) ? BUTTON_PRESSED : BUTTON_NOT_PRESSED; state = device->piuioDev->IsPressed(vKey) ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
break;
}
case rawinput::XINPUT_GAMEPAD: {
assert(reinterpret_cast<uintptr_t>(device->handle) < XUSER_MAX_COUNT);
const auto player = static_cast<uint8_t>(reinterpret_cast<uintptr_t>(device->handle));
state = manager->XINPUT_MGR->is_button_pressed(
player,
static_cast<xinput::XInputButtonEnum>(vKey)) ?
BUTTON_PRESSED : BUTTON_NOT_PRESSED;
break;
} }
default: default:
break; break;
@@ -581,7 +607,7 @@ float Buttons::getVelocity(std::unique_ptr<rawinput::RawInputManager> &manager,
} }
} }
float GameAPI::Analogs::getState(rawinput::Device *device, Analog &analog) { float GameAPI::Analogs::getState(rawinput::RawInputManager *manager, rawinput::Device *device, Analog &analog) {
float value = 0.5f; float value = 0.5f;
if (!device) { if (!device) {
return value; return value;
@@ -644,39 +670,21 @@ float GameAPI::Analogs::getState(rawinput::Device *device, Analog &analog) {
case rawinput::HID: { case rawinput::HID: {
// get value // get value
if (inverted) { if (index < device->hidInfo->value_states.size()) {
value = 1.f - device->hidInfo->value_states[index]; if (inverted) {
} else { value = 1.f - device->hidInfo->value_states[index];
value = device->hidInfo->value_states[index]; } else {
value = device->hidInfo->value_states[index];
}
} }
// deadzone // deadzone
if (analog.isDeadzoneSet()) { // do not apply deadzone to circular analogs since it doesn't make sense
if (analog.isDeadzoneSet() && analog.getType() != AnalogType::Circular) {
value = analog.applyDeadzone(value); value = analog.applyDeadzone(value);
} }
if (analog.isRelativeMode()) { if (analog.getType() == AnalogType::Circular) {
float relative_delta = value - 0.5f;
// built-in scaling to make values reasonable
relative_delta /= 80.f;
// integer multiplier/divisor
const auto mult = analog.getMultiplier();
if (mult < -1) {
relative_delta /= -mult;
} else if (1 < mult) {
relative_delta *= mult;
}
// sensitivity (ranges from 0.0 to 4.0)
if (analog.isSensitivitySet()) {
relative_delta *= analog.getSensitivity();
}
// translate relative movement to absolute value
value = analog.getAbsoluteValue(relative_delta);
} else {
// integer multiplier // integer multiplier
value = analog.applyMultiplier(value); value = analog.applyMultiplier(value);
@@ -704,30 +712,54 @@ float GameAPI::Analogs::getState(rawinput::Device *device, Analog &analog) {
// apply to value // apply to value
value = rads * (float) M_1_TAU; value = rads * (float) M_1_TAU;
} }
} } else {
// sensitivity
if (analog.isSensitivitySet()) {
// adjust curve
// values < 1.f : less sensitive around neutral
// values > 1.f : more sensitive around neutral
float curve = analog.getSensitivity();
if (curve <= 0.f) {
curve = 0.01f;
}
curve = 1.f / curve;
// delay if (analog.getType() == AnalogType::LinearCentered) {
if (0 < analog.getDelayBufferDepth()) { // convert 0.0..1.0 to -1.0..+1.0
auto& queue = analog.getDelayBuffer(); float signed_raw = (value - 0.5f) * 2.0f;
// apply curve
float sign = signed_raw < 0.0f ? -1.0f : 1.0f;
float magnitude = fabsf(signed_raw);
float curved = sign * powf(magnitude, curve);
// convert back to 0.0..1.0
value = curved * 0.5f + 0.5f;
} else {
value = powf(value, curve);
}
// ensure the queue isn't too long; drop old values value = std::clamp(value, 0.f, 1.f);
while (analog.getDelayBufferDepth() <= (int)queue.size()) {
queue.pop();
} }
// always push new value // multiplier / divisor
queue.push(value); if (analog.getMultiplier() < -1) {
if (analog.getType() == AnalogType::LinearCentered) {
value = (value - 0.5f) / (-analog.getMultiplier()) + 0.5f;
} else {
value /= -analog.getMultiplier();
}
// get a new value to return value = std::clamp(value, 0.f, 1.f);
if ((int)queue.size() < analog.getDelayBufferDepth()) {
// not enough in the queue, stall for now, shouldn't happen often } else if (analog.getMultiplier() > 1) {
value = analog.getLastState(); if (analog.getType() == AnalogType::LinearCentered) {
} else { value = (value - 0.5f) * analog.getMultiplier() + 0.5f;
value = queue.front(); } else {
queue.pop(); value *= analog.getMultiplier();
}
value = std::clamp(value, 0.f, 1.f);
} }
} }
break; break;
} }
case rawinput::MIDI: { case rawinput::MIDI: {
@@ -760,6 +792,18 @@ float GameAPI::Analogs::getState(rawinput::Device *device, Analog &analog) {
} }
break; break;
} }
case rawinput::XINPUT_GAMEPAD: {
assert(reinterpret_cast<uintptr_t>(device->handle) < XUSER_MAX_COUNT);
const auto player = static_cast<uint8_t>(reinterpret_cast<uintptr_t>(device->handle));
value = manager->XINPUT_MGR->get_analog_state(
player,
static_cast<xinput::XInputAnalogEnum>(index));
// invert value
if (inverted) {
value = 1.f - value;
}
break;
}
default: default:
break; break;
} }
@@ -799,6 +843,42 @@ std::vector<Analog> GameAPI::Analogs::sortAnalogs(
return sorted; return sorted;
} }
static std::vector<Analog> sortAnalogsWithTypeInternal(
std::vector<Analog> &analogs,
const std::initializer_list<GameAPI::Analogs::AnalogWithType> list) {
std::vector<Analog> sorted;
bool analog_found;
for (auto &a : list) {
analog_found = false;
for (auto &analog : analogs) {
if (a.name == analog.getName()) {
analog_found = true;
analog.setType(a.type);
sorted.push_back(analog);
break;
}
}
if (!analog_found) {
sorted.emplace_back(a.name, a.type);
}
}
return sorted;
}
void GameAPI::Analogs::sortAnalogsWithType(
std::vector<Analog> *analogs,
const std::initializer_list<AnalogWithType> list) {
if (analogs) {
*analogs = sortAnalogsWithTypeInternal(*analogs, list);
}
}
float GameAPI::Analogs::getState(rawinput::RawInputManager *manager, Analog &analog) { float GameAPI::Analogs::getState(rawinput::RawInputManager *manager, Analog &analog) {
// check override // check override
@@ -815,7 +895,7 @@ float GameAPI::Analogs::getState(rawinput::RawInputManager *manager, Analog &ana
return analog.getLastState(); return analog.getLastState();
} }
float state = getState(device, analog); float state = getState(manager, device, analog);
analog.setLastState(state); analog.setLastState(state);
return state; return state;
@@ -859,7 +939,45 @@ std::vector<Light> GameAPI::Lights::sortLights(
return sorted; return sorted;
} }
void GameAPI::Lights::writeLight(rawinput::Device *device, int index, float value) { static std::vector<Light> sortLightsWithCategoryInternal(
const std::vector<Light> &lights,
const std::initializer_list<GameAPI::Lights::LightAndCategory> list)
{
std::vector<Light> sorted;
bool light_found;
for (auto &name : list) {
light_found = false;
for (auto &light : lights) {
if (name.light_name == light.getName()) {
light_found = true;
Light light_new = light;
light_new.setCategory(name.category_name);
sorted.push_back(light_new);
break;
}
}
if (!light_found) {
sorted.emplace_back(name.light_name, name.category_name);
}
}
return sorted;
}
void GameAPI::Lights::sortLightsWithCategory(
std::vector<Light> *lights,
const std::initializer_list<LightAndCategory> list) {
if (lights) {
*lights = sortLightsWithCategoryInternal(*lights, list);
}
}
void GameAPI::Lights::writeLight(rawinput::RawInputManager *manager, rawinput::Device *device, int index, float value) {
// check device // check device
if (!device) { if (!device) {
@@ -946,6 +1064,18 @@ void GameAPI::Lights::writeLight(rawinput::Device *device, int index, float valu
} }
break; break;
} }
case rawinput::XINPUT_GAMEPAD: {
assert(reinterpret_cast<uintptr_t>(device->handle) < XUSER_MAX_COUNT);
const auto player = static_cast<uint8_t>(reinterpret_cast<uintptr_t>(device->handle));
if (index < static_cast<int>(xinput::XInputOutputEnum::COUNT)) {
manager->XINPUT_MGR->set_output_state(
player, static_cast<xinput::XInputOutputEnum>(index), value);
// no need to set output_pending; xinput output handled immediately
} else {
log_warning("api", "invalid xinput light index: {}", index);
}
break;
}
default: default:
break; break;
} }
@@ -971,9 +1101,9 @@ void GameAPI::Lights::writeLight(rawinput::RawInputManager *manager, Light &ligh
// write state // write state
if (light.override_enabled) { if (light.override_enabled) {
writeLight(device, light.getIndex(), light.override_state); writeLight(manager, device, light.getIndex(), light.override_state);
} else { } else {
writeLight(device, light.getIndex(), value); writeLight(manager, device, light.getIndex(), value);
} }
} }
+25 -30
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@@ -6,24 +6,20 @@
#include <windows.h> #include <windows.h>
#include "option.h" #include "option.h"
#include "button.h"
#include "analog.h"
#include "light.h"
namespace rawinput { namespace rawinput {
class RawInputManager; class RawInputManager;
struct Device; struct Device;
} }
class Button;
class Analog;
class Light;
class Game; class Game;
class Option; class Option;
namespace GameAPI { namespace GameAPI {
namespace Buttons { namespace Buttons {
enum State {
BUTTON_PRESSED = true,
BUTTON_NOT_PRESSED = false
};
/** /**
* Parses the config and returns the buttons set by the user. * Parses the config and returns the buttons set by the user.
* *
@@ -89,14 +85,15 @@ namespace GameAPI {
const std::vector<Analog> &analogs, const std::vector<Analog> &analogs,
const std::vector<std::string> &analog_names); const std::vector<std::string> &analog_names);
template<typename T> struct AnalogWithType {
void sortAnalogs(std::vector<Analog> *analogs, T t) { const std::string name;
const std::vector<std::string> analog_names { t }; const AnalogType type;
if (analogs) { AnalogWithType(std::string name, AnalogType type) :
*analogs = GameAPI::Analogs::sortAnalogs(*analogs, analog_names); name(std::move(name)), type(type) {}
} };
}
void sortAnalogsWithType(std::vector<Analog> *analogs, const std::initializer_list<AnalogWithType> list);
template<typename T, typename... Rest> template<typename T, typename... Rest>
void sortAnalogs(std::vector<Analog> *analogs, T t, Rest... rest) { void sortAnalogs(std::vector<Analog> *analogs, T t, Rest... rest) {
@@ -107,27 +104,19 @@ namespace GameAPI {
} }
} }
float getState(rawinput::Device *device, Analog &analog); float getState(rawinput::RawInputManager *manager, rawinput::Device *device, Analog &analog);
float getState(rawinput::RawInputManager *manager, Analog &analog); float getState(rawinput::RawInputManager *manager, Analog &analog);
float getState(std::unique_ptr<rawinput::RawInputManager> &manager, Analog &analog); float getState(std::unique_ptr<rawinput::RawInputManager> &manager, Analog &analog);
} }
namespace Lights { namespace Lights {
std::vector<Light> getLights(const std::string &game_name); std::vector<Light> getLights(const std::string &game_name);
std::vector<Light> sortLights( std::vector<Light> sortLights(
const std::vector<Light> &lights, const std::vector<Light> &lights,
const std::vector<std::string> &light_names); const std::vector<std::string> &light_names);
template<typename T>
void sortLights(std::vector<Light> *lights, T t) {
const std::vector<std::string> light_names { t };
if (lights) {
*lights = GameAPI::Lights::sortLights(*lights, light_names);
}
}
template<typename T, typename... Rest> template<typename T, typename... Rest>
void sortLights(std::vector<Light> *lights, T t, Rest... rest) { void sortLights(std::vector<Light> *lights, T t, Rest... rest) {
const std::vector<std::string> light_names { t, rest... }; const std::vector<std::string> light_names { t, rest... };
@@ -137,7 +126,17 @@ namespace GameAPI {
} }
} }
void writeLight(rawinput::Device *device, int index, float value); struct LightAndCategory {
const std::string category_name;
const std::string light_name;
LightAndCategory(std::string category_name, std::string light_name) :
category_name(std::move(category_name)), light_name(std::move(light_name)) {}
};
void sortLightsWithCategory(std::vector<Light> *lights, const std::initializer_list<LightAndCategory> list);
void writeLight(rawinput::RawInputManager *manager, rawinput::Device *device, int index, float value);
void writeLight(rawinput::RawInputManager *manager, Light &light, float value); void writeLight(rawinput::RawInputManager *manager, Light &light, float value);
void writeLight(std::unique_ptr<rawinput::RawInputManager> &manager, Light &light, float value); void writeLight(std::unique_ptr<rawinput::RawInputManager> &manager, Light &light, float value);
@@ -152,7 +151,3 @@ namespace GameAPI {
void sortOptions(std::vector<Option> &, const std::vector<OptionDefinition> &); void sortOptions(std::vector<Option> &, const std::vector<OptionDefinition> &);
} }
} }
#include "button.h"
#include "analog.h"
#include "light.h"
+60 -31
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@@ -44,7 +44,7 @@ std::string Button::getVKeyString() {
case 0x0C: case 0x0C:
return "Clear"; return "Clear";
case 0x0D: case 0x0D:
return "Enter"; return "Enter/Return";
case 0x10: case 0x10:
return "Shift"; return "Shift";
case 0x11: case 0x11:
@@ -58,8 +58,28 @@ std::string Button::getVKeyString() {
return "Pause"; return "Pause";
case 0x14: case 0x14:
return "Caps Lock"; return "Caps Lock";
case 0x15:
return "IME Kana/Hangul";
case 0x16:
return "IME On";
case 0x17:
return "IME Junja";
case 0x18:
return "IME Final";
case 0x19:
return "IME Hanja/Kanji";
case 0x1A:
return "IME Off";
case 0x1B: case 0x1B:
return "Escape"; return "Escape";
case 0x1C:
return "IME Convert";
case 0x1D:
return "IME Nonconvert";
case 0x1E:
return "IME Accept";
case 0x1F:
return "IME Mode Change";
case 0x20: case 0x20:
return "Space"; return "Space";
case 0x21: case 0x21:
@@ -163,37 +183,37 @@ std::string Button::getVKeyString() {
case 0x5D: case 0x5D:
return "Apps"; return "Apps";
case 0x60: case 0x60:
return "Num 0"; return "Numpad 0";
case 0x61: case 0x61:
return "Num 1"; return "Numpad 1";
case 0x62: case 0x62:
return "Num 2"; return "Numpad 2";
case 0x63: case 0x63:
return "Num 3"; return "Numpad 3";
case 0x64: case 0x64:
return "Num 4"; return "Numpad 4";
case 0x65: case 0x65:
return "Num 5"; return "Numpad 5";
case 0x66: case 0x66:
return "Num 6"; return "Numpad 6";
case 0x67: case 0x67:
return "Num 7"; return "Numpad 7";
case 0x68: case 0x68:
return "Num 8"; return "Numpad 8";
case 0x69: case 0x69:
return "Num 9"; return "Numpad 9";
case 0x6A: case 0x6A:
return "*"; return "Numpad *";
case 0x6B: case 0x6B:
return "+"; return "Numpad +";
case 0x6C: case 0x6C:
return "Seperator"; return "Numpad Seperator";
case 0x6D: case 0x6D:
return "-"; return "Numpad -";
case 0x6E: case 0x6E:
return "."; return "Numpad .";
case 0x6F: case 0x6F:
return "/"; return "Numpad /";
case 0x70: case 0x70:
return "F1"; return "F1";
case 0x71: case 0x71:
@@ -255,9 +275,11 @@ std::string Button::getVKeyString() {
case 0xA3: case 0xA3:
return "Right Control"; return "Right Control";
case 0xA4: case 0xA4:
return "Left Menu"; return "Left Alt";
case 0xA5: case 0xA5:
return "Right Menu"; return "Right Alt";
case INVALID_VKEY:
return "Invalid";
default: default:
// check win API // check win API
@@ -284,7 +306,10 @@ std::string Button::getDisplayString(rawinput::RawInputManager* manager) {
std::string vKeyString = fmt::format("{:#x}", vKey); std::string vKeyString = fmt::format("{:#x}", vKey);
// device must be existing // device must be existing
if (this->device_identifier.empty() && vKey == INVALID_VKEY) { if (this->isNaive() && vKey == INVALID_VKEY) {
if (this->getInvert()) {
return "(always on)";
}
return ""; return "";
} }
@@ -301,17 +326,17 @@ std::string Button::getDisplayString(rawinput::RawInputManager* manager) {
switch (device->type) { switch (device->type) {
case rawinput::MOUSE: { case rawinput::MOUSE: {
const char *btn = "Unknown"; const char *btn = "Unknown";
static const char *MOUSE_NAMES[] = { static const std::array<const char *, 8>MOUSE_NAMES = {
"Left Mouse", "Left Mouse",
"Right Mouse", "Right Mouse",
"Middle Mouse", "Middle Mouse",
"Mouse 1", "Mouse 1",
"Mouse 2", "Mouse 2",
"Mouse 3", "Mouse 3",
"Mouse 4", "Mouse 4",
"Mouse 5", "Mouse 5",
}; };
if (vKey < sizeof(MOUSE_NAMES)) { if (vKey < MOUSE_NAMES.size()) {
btn = MOUSE_NAMES[vKey]; btn = MOUSE_NAMES[vKey];
} }
return fmt::format("{} ({})", btn, device->desc); return fmt::format("{} ({})", btn, device->desc);
@@ -395,6 +420,10 @@ std::string Button::getDisplayString(rawinput::RawInputManager* manager) {
} }
case rawinput::PIUIO_DEVICE: case rawinput::PIUIO_DEVICE:
return "PIUIO " + vKeyString; return "PIUIO " + vKeyString;
case rawinput::XINPUT_GAMEPAD:
return fmt::format("{} ({})",
xinput::get_button_string(static_cast<xinput::XInputButtonEnum>(vKey)),
device->desc);
case rawinput::DESTROYED: case rawinput::DESTROYED:
return "Device unplugged (" + vKeyString + ")"; return "Device unplugged (" + vKeyString + ")";
default: default:
+65 -4
View File
@@ -1,15 +1,23 @@
#pragma once #pragma once
#include <cstdint>
#include <string> #include <string>
#include <utility> #include <utility>
#include <vector> #include <vector>
#include "api.h"
namespace rawinput { namespace rawinput {
class RawInputManager; class RawInputManager;
} }
namespace GameAPI {
namespace Buttons {
enum State {
BUTTON_PRESSED = true,
BUTTON_NOT_PRESSED = false
};
}
}
enum ButtonAnalogType { enum ButtonAnalogType {
BAT_NONE = 0, BAT_NONE = 0,
BAT_POSITIVE = 1, BAT_POSITIVE = 1,
@@ -41,19 +49,25 @@ private:
std::string name; std::string name;
std::string device_identifier = ""; std::string device_identifier = "";
unsigned short vKey = INVALID_VKEY; unsigned short vKey = INVALID_VKEY;
// default bindings are always naive
unsigned short vKey_default = INVALID_VKEY;
ButtonAnalogType analog_type = BAT_NONE; ButtonAnalogType analog_type = BAT_NONE;
double debounce_up = 0.0; double debounce_up = 0.0;
double debounce_down = 0.0; double debounce_down = 0.0;
int bat_threshold = 0; // for positive/negative only, value in percentage, zero is default
bool invert = false; bool invert = false;
bool is_temporary = false;
GameAPI::Buttons::State last_state = GameAPI::Buttons::BUTTON_NOT_PRESSED; GameAPI::Buttons::State last_state = GameAPI::Buttons::BUTTON_NOT_PRESSED;
float last_velocity = 0.f; float last_velocity = 0.f;
unsigned short velocity_threshold = 0; unsigned short velocity_threshold = 0;
std::string getVKeyString();
std::string getMidiNoteString(); std::string getMidiNoteString();
public: public:
std::string getVKeyString();
// overrides // overrides
bool override_enabled = false; bool override_enabled = false;
@@ -70,12 +84,20 @@ public:
if (this->override_enabled) { if (this->override_enabled) {
return true; return true;
} }
// has a device
if (!this->device_identifier.empty()) {
return true;
}
// naive, and has a valid vKey
if (this->vKey != INVALID_VKEY) { if (this->vKey != INVALID_VKEY) {
return true; return true;
} }
for (auto &alternative : this->alternatives) { for (auto &alternative : this->alternatives) {
if (alternative.vKey != INVALID_VKEY) { if (!alternative.getDeviceIdentifier().empty() ||
alternative.getVKey() != INVALID_VKEY) {
return true; return true;
} }
} }
@@ -88,6 +110,7 @@ public:
alternatives.clear(); alternatives.clear();
device_identifier = ""; device_identifier = "";
analog_type = BAT_NONE; analog_type = BAT_NONE;
bat_threshold = 0;
} }
std::string getDisplayString(rawinput::RawInputManager* manager); std::string getDisplayString(rawinput::RawInputManager* manager);
@@ -116,6 +139,14 @@ public:
this->vKey = vKey; this->vKey = vKey;
} }
inline unsigned short getVKeyDefault() const {
return this->vKey_default;
}
inline void setVKeyDefault(unsigned short vKey_default) {
this->vKey_default = vKey_default;
}
inline ButtonAnalogType getAnalogType() const { inline ButtonAnalogType getAnalogType() const {
return this->analog_type; return this->analog_type;
} }
@@ -140,6 +171,14 @@ public:
this->debounce_down = debounce_time_down; this->debounce_down = debounce_time_down;
} }
inline void setBatThreshold(int bat_threshold) {
this->bat_threshold = bat_threshold;
}
inline int getBatThreshold() const {
return this->bat_threshold;
}
inline bool getInvert() const { inline bool getInvert() const {
return this->invert; return this->invert;
} }
@@ -164,6 +203,14 @@ public:
this->last_velocity = last_velocity; this->last_velocity = last_velocity;
} }
inline bool isTemporary() const {
return this->is_temporary;
}
inline void setTemporary(bool is_temporary) {
this->is_temporary = is_temporary;
}
inline unsigned short getVelocityThreshold() const { inline unsigned short getVelocityThreshold() const {
return this->velocity_threshold; return this->velocity_threshold;
} }
@@ -172,6 +219,20 @@ public:
this->velocity_threshold = velocity_threshold; this->velocity_threshold = velocity_threshold;
} }
inline bool isValid() {
// temporarily created by UI
if (isTemporary()) {
return true;
}
// nothing is set
if (getDeviceIdentifier().empty() && getVKey() == INVALID_VKEY) {
return false;
}
return true;
}
void getMidiVKey(int& channel, int& index); void getMidiVKey(int& channel, int& index);
void setMidiVKey(rawinput::RawInputManager* manager, bool is_note, int channel, int index); void setMidiVKey(rawinput::RawInputManager* manager, bool is_note, int channel, int index);
+93 -28
View File
@@ -1,5 +1,6 @@
#include "config.h" #include "config.h"
#include "util/logging.h" #include "util/logging.h"
#include "cfg/button.h"
/* /*
* This code absolutely sucks. * This code absolutely sucks.
@@ -10,6 +11,14 @@
// settings // settings
std::string CONFIG_PATH_OVERRIDE = ""; std::string CONFIG_PATH_OVERRIDE = "";
#define CFG_DEBUG_VERBOSE 0
#if CFG_DEBUG_VERBOSE
#define log_debug(module, format_str, ...) logger::push( \
LOG_FORMAT("M", module, format_str, ## __VA_ARGS__), logger::Style::GREY)
#else
#define log_debug(module, format_str, ...)
#endif
/////////////////// ///////////////////
/// Constructor /// /// Constructor ///
@@ -19,7 +28,7 @@ Config::Config() {
this->status = false; this->status = false;
if (CONFIG_PATH_OVERRIDE.length() > 0) { if (CONFIG_PATH_OVERRIDE.length() > 0) {
this->configLocation = CONFIG_PATH_OVERRIDE; this->configLocation = CONFIG_PATH_OVERRIDE;
log_info("cfg", "using custom config file: {}", this->configLocation.string()); log_info("cfg", "using custom config file: {}", this->configLocation);
} else { } else {
this->configLocation = std::filesystem::path(_wgetenv(L"APPDATA")) / L"spicetools.xml"; this->configLocation = std::filesystem::path(_wgetenv(L"APPDATA")) / L"spicetools.xml";
// avoids logging the expanded appdata path as it contains user name // avoids logging the expanded appdata path as it contains user name
@@ -48,7 +57,7 @@ Config::Config() {
this->firstFillConfigFile(); this->firstFillConfigFile();
break; break;
case tinyxml2::XMLError::XML_ERROR_FILE_COULD_NOT_BE_OPENED: case tinyxml2::XMLError::XML_ERROR_FILE_COULD_NOT_BE_OPENED:
log_fatal("cfg", "could not open config file: {}", this->configLocation.string()); log_fatal("cfg", "could not open config file: {}", this->configLocation);
break; break;
case tinyxml2::XMLError::XML_ERROR_FILE_NOT_FOUND: case tinyxml2::XMLError::XML_ERROR_FILE_NOT_FOUND:
this->createConfigFile(); this->createConfigFile();
@@ -63,7 +72,7 @@ Config::Config() {
case tinyxml2::XMLError::XML_ERROR_PARSING_UNKNOWN: case tinyxml2::XMLError::XML_ERROR_PARSING_UNKNOWN:
case tinyxml2::XMLError::XML_ERROR_MISMATCHED_ELEMENT: case tinyxml2::XMLError::XML_ERROR_MISMATCHED_ELEMENT:
case tinyxml2::XMLError::XML_ERROR_PARSING: case tinyxml2::XMLError::XML_ERROR_PARSING:
log_warning("cfg", "Couldn't read config file: {}", this->configLocation.string()); log_warning("cfg", "Couldn't read config file: {}", this->configLocation);
this->createConfigFile(); this->createConfigFile();
this->firstFillConfigFile(); this->firstFillConfigFile();
break; break;
@@ -153,6 +162,7 @@ bool Config::addGame(Game &game) {
auto analogType = (int) BAT_NONE; auto analogType = (int) BAT_NONE;
double debounce_up = 0.0; double debounce_up = 0.0;
double debounce_down = 0.0; double debounce_down = 0.0;
int bat_threshold = 0;
int velocity_threshold = 0; int velocity_threshold = 0;
bool invert = false; bool invert = false;
tinyxml2::XMLError attrError = gameButtonNode->QueryIntAttribute("vkey", &vKey); tinyxml2::XMLError attrError = gameButtonNode->QueryIntAttribute("vkey", &vKey);
@@ -160,6 +170,7 @@ bool Config::addGame(Game &game) {
gameButtonNode->QueryIntAttribute("analogtype", &analogType); gameButtonNode->QueryIntAttribute("analogtype", &analogType);
gameButtonNode->QueryDoubleAttribute("debounce_up", &debounce_up); gameButtonNode->QueryDoubleAttribute("debounce_up", &debounce_up);
gameButtonNode->QueryDoubleAttribute("debounce_down", &debounce_down); gameButtonNode->QueryDoubleAttribute("debounce_down", &debounce_down);
gameButtonNode->QueryIntAttribute("bat_threshold", &bat_threshold);
gameButtonNode->QueryIntAttribute("velocity_threshold", &velocity_threshold); gameButtonNode->QueryIntAttribute("velocity_threshold", &velocity_threshold);
gameButtonNode->QueryBoolAttribute("invert", &invert); gameButtonNode->QueryBoolAttribute("invert", &invert);
if (attrError != tinyxml2::XMLError::XML_SUCCESS) { if (attrError != tinyxml2::XMLError::XML_SUCCESS) {
@@ -171,6 +182,7 @@ bool Config::addGame(Game &game) {
gameButtonNode->SetAttribute("devid", button->getDeviceIdentifier().c_str()); gameButtonNode->SetAttribute("devid", button->getDeviceIdentifier().c_str());
gameButtonNode->SetAttribute("debounce_up", debounce_up); gameButtonNode->SetAttribute("debounce_up", debounce_up);
gameButtonNode->SetAttribute("debounce_down", debounce_down); gameButtonNode->SetAttribute("debounce_down", debounce_down);
gameButtonNode->SetAttribute("bat_threshold", bat_threshold);
gameButtonNode->SetAttribute("velocity_threshold", velocity_threshold); gameButtonNode->SetAttribute("velocity_threshold", velocity_threshold);
gameButtonNode->SetAttribute("invert", invert); gameButtonNode->SetAttribute("invert", invert);
gameButtonsNode->InsertEndChild(gameButtonNode); gameButtonsNode->InsertEndChild(gameButtonNode);
@@ -179,6 +191,7 @@ bool Config::addGame(Game &game) {
button->setAnalogType((ButtonAnalogType) analogType); button->setAnalogType((ButtonAnalogType) analogType);
button->setDebounceUp(debounce_up); button->setDebounceUp(debounce_up);
button->setDebounceDown(debounce_down); button->setDebounceDown(debounce_down);
button->setBatThreshold(bat_threshold);
button->setVelocityThreshold(velocity_threshold); button->setVelocityThreshold(velocity_threshold);
button->setInvert(invert); button->setInvert(invert);
if (devid) { if (devid) {
@@ -198,6 +211,7 @@ bool Config::addGame(Game &game) {
gameButtonNode->SetAttribute("analogtype", (int) it.getAnalogType()); gameButtonNode->SetAttribute("analogtype", (int) it.getAnalogType());
gameButtonNode->SetAttribute("debounce_up", it.getDebounceUp()); gameButtonNode->SetAttribute("debounce_up", it.getDebounceUp());
gameButtonNode->SetAttribute("debounce_down", it.getDebounceDown()); gameButtonNode->SetAttribute("debounce_down", it.getDebounceDown());
gameButtonNode->SetAttribute("bat_threshold", it.getBatThreshold());
gameButtonNode->SetAttribute("velocity_threshold", it.getVelocityThreshold()); gameButtonNode->SetAttribute("velocity_threshold", it.getVelocityThreshold());
gameButtonNode->SetAttribute("invert", it.getInvert()); gameButtonNode->SetAttribute("invert", it.getInvert());
gameButtonNode->SetAttribute("devid", it.getDeviceIdentifier().c_str()); gameButtonNode->SetAttribute("devid", it.getDeviceIdentifier().c_str());
@@ -238,8 +252,6 @@ bool Config::addGame(Game &game) {
bool invert = false; bool invert = false;
bool smoothing = false; bool smoothing = false;
int multiplier = 1; int multiplier = 1;
bool relative_mode = false;
int delay_buffer_depth = 0;
tinyxml2::XMLError err1 = gameAnalogNode->QueryIntAttribute("index", &index); tinyxml2::XMLError err1 = gameAnalogNode->QueryIntAttribute("index", &index);
gameAnalogNode->QueryFloatAttribute("sensivity", &sensitivity); gameAnalogNode->QueryFloatAttribute("sensivity", &sensitivity);
gameAnalogNode->QueryFloatAttribute("deadzone", &deadzone); gameAnalogNode->QueryFloatAttribute("deadzone", &deadzone);
@@ -247,8 +259,6 @@ bool Config::addGame(Game &game) {
gameAnalogNode->QueryBoolAttribute("invert", &invert); gameAnalogNode->QueryBoolAttribute("invert", &invert);
gameAnalogNode->QueryBoolAttribute("smoothing", &smoothing); gameAnalogNode->QueryBoolAttribute("smoothing", &smoothing);
gameAnalogNode->QueryIntAttribute("multiplier", &multiplier); gameAnalogNode->QueryIntAttribute("multiplier", &multiplier);
gameAnalogNode->QueryBoolAttribute("relative", &relative_mode);
gameAnalogNode->QueryIntAttribute("delay", &delay_buffer_depth);
const char *devid = gameAnalogNode->Attribute("devid"); const char *devid = gameAnalogNode->Attribute("devid");
if (err1 != tinyxml2::XMLError::XML_SUCCESS || !devid) { if (err1 != tinyxml2::XMLError::XML_SUCCESS || !devid) {
@@ -263,8 +273,6 @@ bool Config::addGame(Game &game) {
gameAnalogNode->SetAttribute("invert", it.getInvert()); gameAnalogNode->SetAttribute("invert", it.getInvert());
gameAnalogNode->SetAttribute("smoothing", it.getSmoothing()); gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", it.getMultiplier()); gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
gameAnalogNode->SetAttribute("delay", it.getDelayBufferDepth());
gameAnalogsNode->InsertEndChild(gameAnalogNode); gameAnalogsNode->InsertEndChild(gameAnalogNode);
} else { } else {
it.setIndex(static_cast<unsigned short int>(index)); it.setIndex(static_cast<unsigned short int>(index));
@@ -275,8 +283,6 @@ bool Config::addGame(Game &game) {
it.setInvert(invert); it.setInvert(invert);
it.setSmoothing(smoothing); it.setSmoothing(smoothing);
it.setMultiplier(multiplier); it.setMultiplier(multiplier);
it.setRelativeMode(relative_mode);
it.setDelayBufferDepth(delay_buffer_depth);
} }
} else { } else {
gameAnalogNode = this->configFile.NewElement("analog"); gameAnalogNode = this->configFile.NewElement("analog");
@@ -288,8 +294,6 @@ bool Config::addGame(Game &game) {
gameAnalogNode->SetAttribute("invert", it.getInvert()); gameAnalogNode->SetAttribute("invert", it.getInvert());
gameAnalogNode->SetAttribute("smoothing", it.getSmoothing()); gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", it.getMultiplier()); gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
gameAnalogNode->SetAttribute("delay", it.getDelayBufferDepth());
gameAnalogNode->SetAttribute("devid", it.getDeviceIdentifier().c_str()); gameAnalogNode->SetAttribute("devid", it.getDeviceIdentifier().c_str());
gameAnalogsNode->InsertEndChild(gameAnalogNode); gameAnalogsNode->InsertEndChild(gameAnalogNode);
} }
@@ -423,6 +427,7 @@ bool Config::addGame(Game &game) {
gameButtonNode->SetAttribute("analogtype", it.getAnalogType()); gameButtonNode->SetAttribute("analogtype", it.getAnalogType());
gameButtonNode->SetAttribute("debounce_up", it.getDebounceUp()); gameButtonNode->SetAttribute("debounce_up", it.getDebounceUp());
gameButtonNode->SetAttribute("debounce_down", it.getDebounceDown()); gameButtonNode->SetAttribute("debounce_down", it.getDebounceDown());
gameButtonNode->SetAttribute("bat_threshold", it.getBatThreshold());
gameButtonNode->SetAttribute("velocity_threshold", it.getVelocityThreshold()); gameButtonNode->SetAttribute("velocity_threshold", it.getVelocityThreshold());
gameButtonNode->SetAttribute("invert", it.getInvert()); gameButtonNode->SetAttribute("invert", it.getInvert());
gameButtonNode->SetAttribute("devid", it.getDeviceIdentifier().c_str()); gameButtonNode->SetAttribute("devid", it.getDeviceIdentifier().c_str());
@@ -442,8 +447,6 @@ bool Config::addGame(Game &game) {
gameAnalogNode->SetAttribute("invert", it.getInvert()); gameAnalogNode->SetAttribute("invert", it.getInvert());
gameAnalogNode->SetAttribute("smoothing", it.getSmoothing()); gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", it.getMultiplier()); gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
gameAnalogNode->SetAttribute("delay", it.getDelayBufferDepth());
gameAnalogsNode->InsertEndChild(gameAnalogNode); gameAnalogsNode->InsertEndChild(gameAnalogNode);
} }
@@ -510,8 +513,10 @@ bool Config::updateBinding(const Game &game, const Button &button, int alternati
return false; return false;
} }
tinyxml2::XMLElement *gameButtonNode = nullptr;
// iterate button nodes // iterate button nodes
tinyxml2::XMLElement *gameButtonNode = gameButtonsNode->FirstChildElement("button"); gameButtonNode = gameButtonsNode->FirstChildElement("button");
int button_count = 0; int button_count = 0;
while (gameButtonNode != nullptr) { while (gameButtonNode != nullptr) {
const char *buttonNodeName = gameButtonNode->Attribute("name"); const char *buttonNodeName = gameButtonNode->Attribute("name");
@@ -524,6 +529,7 @@ bool Config::updateBinding(const Game &game, const Button &button, int alternati
gameButtonNode->SetAttribute("analogtype", (int) button.getAnalogType()); gameButtonNode->SetAttribute("analogtype", (int) button.getAnalogType());
gameButtonNode->SetAttribute("debounce_up", button.getDebounceUp()); gameButtonNode->SetAttribute("debounce_up", button.getDebounceUp());
gameButtonNode->SetAttribute("debounce_down", button.getDebounceDown()); gameButtonNode->SetAttribute("debounce_down", button.getDebounceDown());
gameButtonNode->SetAttribute("bat_threshold", button.getBatThreshold());
gameButtonNode->SetAttribute("velocity_threshold", button.getVelocityThreshold()); gameButtonNode->SetAttribute("velocity_threshold", button.getVelocityThreshold());
gameButtonNode->SetAttribute("invert", button.getInvert()); gameButtonNode->SetAttribute("invert", button.getInvert());
gameButtonNode->SetAttribute("devid", button.getDeviceIdentifier().c_str()); gameButtonNode->SetAttribute("devid", button.getDeviceIdentifier().c_str());
@@ -540,6 +546,7 @@ bool Config::updateBinding(const Game &game, const Button &button, int alternati
gameButtonNode->SetAttribute("analogtype", 0); gameButtonNode->SetAttribute("analogtype", 0);
gameButtonNode->SetAttribute("debounce_up", 0.0); gameButtonNode->SetAttribute("debounce_up", 0.0);
gameButtonNode->SetAttribute("debounce_down", 0.0); gameButtonNode->SetAttribute("debounce_down", 0.0);
gameButtonNode->SetAttribute("bat_threshold", 0);
gameButtonNode->SetAttribute("velocity_threshold", 0); gameButtonNode->SetAttribute("velocity_threshold", 0);
gameButtonNode->SetAttribute("invert", false); gameButtonNode->SetAttribute("invert", false);
gameButtonNode->SetAttribute("devid", ""); gameButtonNode->SetAttribute("devid", "");
@@ -574,6 +581,39 @@ bool Config::updateBinding(const Game &game, const Button &button, int alternati
} }
} }
// trim the trailing invalid (unbound) alternatives
tinyxml2::XMLElement *to_delete = nullptr;
gameButtonNode = gameButtonsNode->LastChildElement("button");
while (gameButtonNode != nullptr) {
const char *name = gameButtonNode->Attribute("name");
const char *devid = gameButtonNode->Attribute("devid");
int vkey = INVALID_VKEY;
gameButtonNode->QueryIntAttribute("vkey", &vkey);
// wrong button, ignore and keep iterating backwards
if (name == nullptr || std::string(name) != button.getName()) {
gameButtonNode = gameButtonNode->PreviousSiblingElement("button");
continue;
}
// found a node for this button, which means to_delete is not the first one
// delete the node for to_delete
if (to_delete != nullptr) {
log_debug("cfg", "deleting excessive button binding for {}", name);
gameButtonsNode->DeleteChild(to_delete);
to_delete = nullptr;
}
if ((devid == nullptr || strlen(devid) == 0) && vkey == INVALID_VKEY) {
// unbound button with no device ID, make a note of it so it can be deleted later
to_delete = gameButtonNode;
gameButtonNode = gameButtonNode->PreviousSiblingElement("button");
} else {
// valid binding found; stop iterating
break;
}
}
// check if button was not found // check if button was not found
if (button_count == 0) { if (button_count == 0) {
return false; return false;
@@ -639,8 +679,6 @@ bool Config::updateBinding(const Game &game, const Analog &analog) {
gameAnalogNode->SetAttribute("invert", analog.getInvert()); gameAnalogNode->SetAttribute("invert", analog.getInvert());
gameAnalogNode->SetAttribute("smoothing", analog.getSmoothing()); gameAnalogNode->SetAttribute("smoothing", analog.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", analog.getMultiplier()); gameAnalogNode->SetAttribute("multiplier", analog.getMultiplier());
gameAnalogNode->SetAttribute("relative", analog.isRelativeMode());
gameAnalogNode->SetAttribute("delay", analog.getDelayBufferDepth());
gameAnalogNode->SetAttribute("devid", analog.getDeviceIdentifier().c_str()); gameAnalogNode->SetAttribute("devid", analog.getDeviceIdentifier().c_str());
} else { } else {
gameAnalogNode = this->configFile.NewElement("analog"); gameAnalogNode = this->configFile.NewElement("analog");
@@ -651,8 +689,6 @@ bool Config::updateBinding(const Game &game, const Analog &analog) {
gameAnalogNode->SetAttribute("invert", analog.getInvert()); gameAnalogNode->SetAttribute("invert", analog.getInvert());
gameAnalogNode->SetAttribute("smoothing", analog.getSmoothing()); gameAnalogNode->SetAttribute("smoothing", analog.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", analog.getMultiplier()); gameAnalogNode->SetAttribute("multiplier", analog.getMultiplier());
gameAnalogNode->SetAttribute("relative", analog.isRelativeMode());
gameAnalogNode->SetAttribute("delay", analog.getDelayBufferDepth());
gameAnalogNode->SetAttribute("devid", analog.getDeviceIdentifier().c_str()); gameAnalogNode->SetAttribute("devid", analog.getDeviceIdentifier().c_str());
gameAnalogsNode->InsertEndChild(gameAnalogNode); gameAnalogsNode->InsertEndChild(gameAnalogNode);
} }
@@ -760,6 +796,37 @@ bool Config::updateBinding(const Game &game, const Light &light, int alternative
} }
} }
// trim the trailing invalid (unbound) alternatives
tinyxml2::XMLElement *to_delete = nullptr;
gameLightNode = gameLightsNode->LastChildElement("light");
while (gameLightNode != nullptr) {
const char *name = gameLightNode->Attribute("name");
const char *devid = gameLightNode->Attribute("devid");
// wrong light, ignore and keep iterating backwards
if (name == nullptr || std::string(name) != light.getName()) {
gameLightNode = gameLightNode->PreviousSiblingElement("light");
continue;
}
// found a node for this button, which means to_delete is not the first one
// delete the node for to_delete
if (to_delete != nullptr) {
log_debug("cfg", "deleting excessive light binding for {}", name);
gameLightsNode->DeleteChild(to_delete);
to_delete = nullptr;
}
if (devid == nullptr || strlen(devid) == 0) {
// unbound light, make a note of it so it can be deleted later
to_delete = gameLightNode;
gameLightNode = gameLightNode->PreviousSiblingElement("light");
} else {
// valid binding found; stop iterating
break;
}
}
// check if light was not found // check if light was not found
if (light_count == 0) { if (light_count == 0) {
return false; return false;
@@ -871,12 +938,14 @@ std::vector<Button> Config::getButtons(const std::string &gameName) {
auto analogType = (int) BAT_NONE; auto analogType = (int) BAT_NONE;
double debounce_up = 0.0; double debounce_up = 0.0;
double debounce_down = 0.0; double debounce_down = 0.0;
int bat_threshold = 0;
int velocity_threshold = 0; int velocity_threshold = 0;
bool invert = false; bool invert = false;
gameButtonNode->QueryIntAttribute("vkey", &vKey); gameButtonNode->QueryIntAttribute("vkey", &vKey);
gameButtonNode->QueryIntAttribute("analogtype", &analogType); gameButtonNode->QueryIntAttribute("analogtype", &analogType);
gameButtonNode->QueryDoubleAttribute("debounce_up", &debounce_up); gameButtonNode->QueryDoubleAttribute("debounce_up", &debounce_up);
gameButtonNode->QueryDoubleAttribute("debounce_down", &debounce_down); gameButtonNode->QueryDoubleAttribute("debounce_down", &debounce_down);
gameButtonNode->QueryIntAttribute("bat_threshold", &bat_threshold);
gameButtonNode->QueryIntAttribute("velocity_threshold", &velocity_threshold); gameButtonNode->QueryIntAttribute("velocity_threshold", &velocity_threshold);
gameButtonNode->QueryBoolAttribute("invert", &invert); gameButtonNode->QueryBoolAttribute("invert", &invert);
const char *devid = gameButtonNode->Attribute("devid"); const char *devid = gameButtonNode->Attribute("devid");
@@ -891,6 +960,7 @@ std::vector<Button> Config::getButtons(const std::string &gameName) {
alt.setAnalogType((ButtonAnalogType) analogType); alt.setAnalogType((ButtonAnalogType) analogType);
alt.setDebounceUp(debounce_up); alt.setDebounceUp(debounce_up);
alt.setDebounceDown(debounce_down); alt.setDebounceDown(debounce_down);
alt.setBatThreshold(bat_threshold);
alt.setVelocityThreshold(velocity_threshold); alt.setVelocityThreshold(velocity_threshold);
alt.setInvert(invert); alt.setInvert(invert);
if (devid) { if (devid) {
@@ -909,6 +979,7 @@ std::vector<Button> Config::getButtons(const std::string &gameName) {
button.setAnalogType((ButtonAnalogType) analogType); button.setAnalogType((ButtonAnalogType) analogType);
button.setDebounceUp(debounce_up); button.setDebounceUp(debounce_up);
button.setDebounceDown(debounce_down); button.setDebounceDown(debounce_down);
button.setBatThreshold(bat_threshold);
button.setVelocityThreshold(velocity_threshold); button.setVelocityThreshold(velocity_threshold);
button.setInvert(invert); button.setInvert(invert);
if (devid) { if (devid) {
@@ -1054,8 +1125,6 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
bool invert = false; bool invert = false;
bool smoothing = false; bool smoothing = false;
int multiplier = 1; int multiplier = 1;
bool relative_mode = false;
int delay_buffer_depth = 0;
gameAnalogNode->QueryIntAttribute("index", &index); gameAnalogNode->QueryIntAttribute("index", &index);
gameAnalogNode->QueryFloatAttribute("sensivity", &sensitivity); gameAnalogNode->QueryFloatAttribute("sensivity", &sensitivity);
gameAnalogNode->QueryFloatAttribute("deadzone", &deadzone); gameAnalogNode->QueryFloatAttribute("deadzone", &deadzone);
@@ -1063,8 +1132,6 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
gameAnalogNode->QueryBoolAttribute("invert", &invert); gameAnalogNode->QueryBoolAttribute("invert", &invert);
gameAnalogNode->QueryBoolAttribute("smoothing", &smoothing); gameAnalogNode->QueryBoolAttribute("smoothing", &smoothing);
gameAnalogNode->QueryIntAttribute("multiplier", &multiplier); gameAnalogNode->QueryIntAttribute("multiplier", &multiplier);
gameAnalogNode->QueryBoolAttribute("relative", &relative_mode);
gameAnalogNode->QueryIntAttribute("delay", &delay_buffer_depth);
const char *devid = gameAnalogNode->Attribute("devid"); const char *devid = gameAnalogNode->Attribute("devid");
// create analog and add to list // create analog and add to list
@@ -1076,8 +1143,6 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
analog.setInvert(invert); analog.setInvert(invert);
analog.setSmoothing(smoothing); analog.setSmoothing(smoothing);
analog.setMultiplier(multiplier); analog.setMultiplier(multiplier);
analog.setRelativeMode(relative_mode);
analog.setDelayBufferDepth(delay_buffer_depth);
if (devid) { if (devid) {
analog.setDeviceIdentifier(devid); analog.setDeviceIdentifier(devid);
} }
@@ -1240,7 +1305,7 @@ void Config::saveConfigFile() {
// create a .tmp file and write to it... // create a .tmp file and write to it...
const auto xml_result = this->configFile.SaveFile(this->configLocationTemp.c_str(), false); const auto xml_result = this->configFile.SaveFile(this->configLocationTemp.c_str(), false);
if (xml_result != tinyxml2::XMLError::XML_SUCCESS) { if (xml_result != tinyxml2::XMLError::XML_SUCCESS) {
log_info("cfg", "failed to write file: {}", this->configLocationTemp.string()); log_info("cfg", "failed to write file: {}", this->configLocationTemp);
return; return;
} }
// copy the .tmp file to the main file... // copy the .tmp file to the main file...
@@ -1250,4 +1315,4 @@ void Config::saveConfigFile() {
} }
// delete the .tmp file (not critical if this fails) // delete the .tmp file (not critical if this fails)
DeleteFileW(this->configLocationTemp.c_str()); DeleteFileW(this->configLocationTemp.c_str());
} }
+461
View File
@@ -0,0 +1,461 @@
#include "overlay/windows/controller_presets.h"
#include <filesystem>
#include "cfg/resource.h"
#include "external/tinyxml2/tinyxml2.h"
#include "util/fileutils.h"
#include "util/logging.h"
#include "util/resutils.h"
namespace overlay::windows {
static std::filesystem::path get_templates_path() {
return fileutils::get_config_file_path("ControllerPresets", "spicetools_presets.xml");
}
static void write_button_entry(tinyxml2::XMLDocument &doc, tinyxml2::XMLElement *parent,
const std::string &name, const TemplateButtonEntry &entry) {
auto *el = doc.NewElement("button");
el->SetAttribute("name", name.c_str());
el->SetAttribute("vkey", entry.vKey);
el->SetAttribute("analogtype", (int)entry.analog_type);
el->SetAttribute("devid", entry.device_identifier.c_str());
el->SetAttribute("invert", entry.invert);
el->SetAttribute("debounce_up", entry.debounce_up);
el->SetAttribute("debounce_down", entry.debounce_down);
el->SetAttribute("bat_threshold", entry.bat_threshold);
el->SetAttribute("velocity_threshold", entry.velocity_threshold);
parent->InsertEndChild(el);
}
static TemplateButtonEntry read_button_entry(tinyxml2::XMLElement *el) {
TemplateButtonEntry entry;
int vkey = INVALID_VKEY;
el->QueryIntAttribute("vkey", &vkey);
entry.vKey = (unsigned short)vkey;
int atype = 0;
el->QueryIntAttribute("analogtype", &atype);
entry.analog_type = (ButtonAnalogType)atype;
const char *devid = el->Attribute("devid");
entry.device_identifier = devid ? devid : "";
el->QueryBoolAttribute("invert", &entry.invert);
el->QueryDoubleAttribute("debounce_up", &entry.debounce_up);
el->QueryDoubleAttribute("debounce_down", &entry.debounce_down);
int vel = 0;
el->QueryIntAttribute("velocity_threshold", &vel);
entry.velocity_threshold = (unsigned short)vel;
int bat = 0;
el->QueryIntAttribute("bat_threshold", &bat);
entry.bat_threshold = bat;
return entry;
}
static void write_analog(tinyxml2::XMLDocument &doc, tinyxml2::XMLElement *parent,
const TemplateAnalogBinding &analog) {
auto *el = doc.NewElement("analog");
el->SetAttribute("name", analog.name.c_str());
el->SetAttribute("devid", analog.device_identifier.c_str());
el->SetAttribute("index", analog.index);
el->SetAttribute("sensivity", analog.sensitivity); // keep typo for compat
el->SetAttribute("deadzone", analog.deadzone);
el->SetAttribute("deadzone_mirror", analog.deadzone_mirror);
el->SetAttribute("invert", analog.invert);
el->SetAttribute("smoothing", analog.smoothing);
el->SetAttribute("multiplier", analog.multiplier);
parent->InsertEndChild(el);
}
static TemplateAnalogBinding read_analog(tinyxml2::XMLElement *el) {
TemplateAnalogBinding a;
const char *name = el->Attribute("name");
a.name = name ? name : "";
const char *devid = el->Attribute("devid");
a.device_identifier = devid ? devid : "";
int idx = 0xFF;
el->QueryIntAttribute("index", &idx);
a.index = (unsigned short)idx;
el->QueryFloatAttribute("sensivity", &a.sensitivity); // keep typo
el->QueryFloatAttribute("deadzone", &a.deadzone);
el->QueryBoolAttribute("deadzone_mirror", &a.deadzone_mirror);
el->QueryBoolAttribute("invert", &a.invert);
el->QueryBoolAttribute("smoothing", &a.smoothing);
el->QueryIntAttribute("multiplier", &a.multiplier);
return a;
}
static void write_light_entry(tinyxml2::XMLDocument &doc, tinyxml2::XMLElement *parent,
const std::string &name, const TemplateLightEntry &entry) {
auto *el = doc.NewElement("light");
el->SetAttribute("name", name.c_str());
el->SetAttribute("devid", entry.device_identifier.c_str());
el->SetAttribute("index", entry.index);
parent->InsertEndChild(el);
}
static TemplateLightEntry read_light_entry(tinyxml2::XMLElement *el) {
TemplateLightEntry entry;
const char *devid = el->Attribute("devid");
entry.device_identifier = devid ? devid : "";
int idx = 0;
el->QueryIntAttribute("index", &idx);
entry.index = (unsigned int)idx;
return entry;
}
// Parse all templates from an already-loaded XMLDocument.
// is_builtin controls the is_builtin flag on each returned template.
static std::vector<ControllerTemplate> load_templates_from_doc(
tinyxml2::XMLDocument &doc, bool is_builtin) {
std::vector<ControllerTemplate> templates;
auto *root = doc.RootElement();
if (!root) {
return templates;
}
auto *tmpl_el = root->FirstChildElement("template");
while (tmpl_el) {
ControllerTemplate tmpl;
const char *name = tmpl_el->Attribute("name");
const char *game = tmpl_el->Attribute("game");
tmpl.name = name ? name : "";
tmpl.game_name = game ? game : "";
tmpl.is_builtin = is_builtin;
// buttons
auto *buttons_el = tmpl_el->FirstChildElement("buttons");
if (buttons_el) {
auto *btn_el = buttons_el->FirstChildElement("button");
while (btn_el) {
const char *btn_name = btn_el->Attribute("name");
std::string btn_name_str = btn_name ? btn_name : "";
TemplateButtonBinding *binding = nullptr;
for (auto &b : tmpl.buttons) {
if (b.name == btn_name_str) { binding = &b; break; }
}
if (!binding) {
tmpl.buttons.push_back({btn_name_str, read_button_entry(btn_el), {}});
} else {
binding->alternatives.push_back(read_button_entry(btn_el));
}
btn_el = btn_el->NextSiblingElement("button");
}
}
// keypad buttons
auto *kp_el = tmpl_el->FirstChildElement("keypad_buttons");
if (kp_el) {
auto *btn_el = kp_el->FirstChildElement("button");
while (btn_el) {
const char *btn_name = btn_el->Attribute("name");
std::string btn_name_str = btn_name ? btn_name : "";
TemplateButtonBinding *binding = nullptr;
for (auto &b : tmpl.keypad_buttons) {
if (b.name == btn_name_str) { binding = &b; break; }
}
if (!binding) {
tmpl.keypad_buttons.push_back({btn_name_str, read_button_entry(btn_el), {}});
} else {
binding->alternatives.push_back(read_button_entry(btn_el));
}
btn_el = btn_el->NextSiblingElement("button");
}
}
// analogs
auto *analogs_el = tmpl_el->FirstChildElement("analogs");
if (analogs_el) {
auto *analog_el = analogs_el->FirstChildElement("analog");
while (analog_el) {
tmpl.analogs.push_back(read_analog(analog_el));
analog_el = analog_el->NextSiblingElement("analog");
}
}
// lights
auto *lights_el = tmpl_el->FirstChildElement("lights");
if (lights_el) {
auto *light_el = lights_el->FirstChildElement("light");
while (light_el) {
const char *light_name = light_el->Attribute("name");
std::string light_name_str = light_name ? light_name : "";
TemplateLightBinding *binding = nullptr;
for (auto &l : tmpl.lights) {
if (l.name == light_name_str) { binding = &l; break; }
}
if (!binding) {
tmpl.lights.push_back({light_name_str, read_light_entry(light_el), {}});
} else {
binding->alternatives.push_back(read_light_entry(light_el));
}
light_el = light_el->NextSiblingElement("light");
}
}
templates.push_back(std::move(tmpl));
tmpl_el = tmpl_el->NextSiblingElement("template");
}
return templates;
}
static std::vector<ControllerTemplate> load_builtin_templates() {
auto xml = resutil::load_file_string(IDR_CONTROLLER_PRESETS_BUILTIN);
tinyxml2::XMLDocument doc;
auto err = doc.Parse(xml.c_str());
if (err != tinyxml2::XML_SUCCESS) {
log_warning("templates", "failed to parse builtin templates XML: {}", (int)err);
return {};
}
return load_templates_from_doc(doc, true);
}
std::vector<ControllerTemplate> load_user_templates() {
std::vector<ControllerTemplate> templates;
auto path = get_templates_path();
tinyxml2::XMLDocument doc;
if (doc.LoadFile(path.c_str()) != tinyxml2::XML_SUCCESS) {
return templates;
}
return load_templates_from_doc(doc, false);
}
bool save_user_template(
const ControllerTemplate &tmpl,
const bool save_buttons,
const bool save_keypads,
const bool save_analogs,
const bool save_lights) {
auto path = get_templates_path();
auto path_tmp = path;
path_tmp.replace_extension(L"tmp");
tinyxml2::XMLDocument doc;
if (doc.LoadFile(path.c_str()) != tinyxml2::XML_SUCCESS) {
auto *decl = doc.NewDeclaration();
doc.InsertFirstChild(decl);
auto *root = doc.NewElement("templates");
doc.InsertEndChild(root);
}
auto *root = doc.RootElement();
if (!root) {
root = doc.NewElement("templates");
doc.InsertEndChild(root);
}
// remove existing template with same name and game
auto *existing = root->FirstChildElement("template");
while (existing) {
auto *next = existing->NextSiblingElement("template");
const char *ename = existing->Attribute("name");
const char *egame = existing->Attribute("game");
if (ename && egame &&
std::string(ename) == tmpl.name &&
std::string(egame) == tmpl.game_name) {
root->DeleteChild(existing);
}
existing = next;
}
auto *tmpl_el = doc.NewElement("template");
tmpl_el->SetAttribute("name", tmpl.name.c_str());
tmpl_el->SetAttribute("game", tmpl.game_name.c_str());
// buttons — skip unbound entries
auto *buttons_el = doc.NewElement("buttons");
if (save_buttons) {
for (auto &btn : tmpl.buttons) {
if (!btn.primary.is_unbound()) {
write_button_entry(doc, buttons_el, btn.name, btn.primary);
}
for (auto &alt : btn.alternatives) {
if (!alt.is_unbound()) {
write_button_entry(doc, buttons_el, btn.name, alt);
}
}
}
}
tmpl_el->InsertEndChild(buttons_el);
// keypad buttons — skip unbound entries
if (!tmpl.keypad_buttons.empty()) {
auto *kp_el = doc.NewElement("keypad_buttons");
if (save_keypads) {
for (auto &btn : tmpl.keypad_buttons) {
if (!btn.primary.is_unbound()) {
write_button_entry(doc, kp_el, btn.name, btn.primary);
}
for (auto &alt : btn.alternatives) {
if (!alt.is_unbound()) {
write_button_entry(doc, kp_el, btn.name, alt);
}
}
}
}
tmpl_el->InsertEndChild(kp_el);
}
// analogs — skip unbound entries
auto *analogs_el = doc.NewElement("analogs");
if (save_analogs) {
for (auto &a : tmpl.analogs) {
if (!a.is_unbound()) {
write_analog(doc, analogs_el, a);
}
}
}
tmpl_el->InsertEndChild(analogs_el);
// lights — skip unbound entries
auto *lights_el = doc.NewElement("lights");
if (save_lights) {
for (auto &l : tmpl.lights) {
if (!l.primary.is_unbound()) {
write_light_entry(doc, lights_el, l.name, l.primary);
}
for (auto &alt : l.alternatives) {
if (!alt.is_unbound()) {
write_light_entry(doc, lights_el, l.name, alt);
}
}
}
}
tmpl_el->InsertEndChild(lights_el);
root->InsertEndChild(tmpl_el);
// ensure directory exists
if (!path.parent_path().empty() && !std::filesystem::exists(path.parent_path())) {
fileutils::dir_create_recursive(path.parent_path());
}
// save atomically via temp file
auto save_err = doc.SaveFile(path_tmp.c_str());
if (save_err != tinyxml2::XML_SUCCESS) {
log_warning("templates", "failed to save templates file: {}", (int)save_err);
return false;
}
std::error_code ec;
std::filesystem::rename(path_tmp, path, ec);
if (ec) {
log_warning("templates", "failed to rename templates file: {}", ec.message());
return false;
}
return true;
}
bool delete_user_template(const std::string &game_name, const std::string &template_name) {
auto path = get_templates_path();
tinyxml2::XMLDocument doc;
if (doc.LoadFile(path.c_str()) != tinyxml2::XML_SUCCESS) return false;
auto *root = doc.RootElement();
if (!root) return false;
bool found = false;
auto *tmpl_el = root->FirstChildElement("template");
while (tmpl_el) {
auto *next = tmpl_el->NextSiblingElement("template");
const char *ename = tmpl_el->Attribute("name");
const char *egame = tmpl_el->Attribute("game");
if (ename && egame &&
std::string(ename) == template_name &&
std::string(egame) == game_name) {
root->DeleteChild(tmpl_el);
found = true;
}
tmpl_el = next;
}
if (found) {
auto path_tmp = path;
path_tmp.replace_extension(L"tmp");
if (doc.SaveFile(path_tmp.c_str()) == tinyxml2::XML_SUCCESS) {
std::error_code ec;
std::filesystem::rename(path_tmp, path, ec);
}
}
return found;
}
bool rename_user_template(const std::string &game_name,
const std::string &old_name, const std::string &new_name) {
auto path = get_templates_path();
tinyxml2::XMLDocument doc;
if (doc.LoadFile(path.c_str()) != tinyxml2::XML_SUCCESS) return false;
auto *root = doc.RootElement();
if (!root) return false;
bool found = false;
auto *tmpl_el = root->FirstChildElement("template");
while (tmpl_el) {
const char *ename = tmpl_el->Attribute("name");
const char *egame = tmpl_el->Attribute("game");
if (ename && egame &&
std::string(ename) == old_name &&
std::string(egame) == game_name) {
tmpl_el->SetAttribute("name", new_name.c_str());
found = true;
break;
}
tmpl_el = tmpl_el->NextSiblingElement("template");
}
if (found) {
auto path_tmp = path;
path_tmp.replace_extension(L"tmp");
if (doc.SaveFile(path_tmp.c_str()) == tinyxml2::XML_SUCCESS) {
std::error_code ec;
std::filesystem::rename(path_tmp, path, ec);
}
}
return found;
}
std::vector<ControllerTemplate> get_templates_for_game(const std::string &game_name) {
std::vector<ControllerTemplate> result;
log_misc("templates", "loading built-in templates for {}", game_name);
for (auto &t : load_builtin_templates()) {
if (t.game_name == game_name) {
result.push_back(std::move(t));
}
}
log_misc("templates", "loading user templates for {}", game_name);
for (auto &t : load_user_templates()) {
if (t.game_name == game_name) {
result.push_back(std::move(t));
}
}
return result;
}
}
+9
View File
@@ -85,6 +85,15 @@ std::string Light::getDisplayString(rawinput::RawInputManager* manager) {
return "Invalid SMX Dedicab Light (" + index_string + ")"; return "Invalid SMX Dedicab Light (" + index_string + ")";
} }
case rawinput::XINPUT_GAMEPAD: {
if (index < static_cast<size_t>(xinput::XInputOutputEnum::COUNT)) {
return fmt::format("{} ({})",
xinput::get_output_string(static_cast<xinput::XInputOutputEnum>(index)),
device->desc);
}
return "Invalid XInput Gamepad Light (" + index_string + ")";
}
case rawinput::DESTROYED: case rawinput::DESTROYED:
return "Unplugged device (" + index_string + ")"; return "Unplugged device (" + index_string + ")";
default: default:
+34
View File
@@ -11,8 +11,10 @@ class Light {
private: private:
std::vector<Light> alternatives; std::vector<Light> alternatives;
std::string lightName; std::string lightName;
std::string lightCategory;
std::string deviceIdentifier = ""; std::string deviceIdentifier = "";
unsigned int index = 0; unsigned int index = 0;
bool is_temporary = false;
public: public:
float last_state = 0.f; float last_state = 0.f;
@@ -22,6 +24,8 @@ public:
float override_state = 0.f; float override_state = 0.f;
explicit Light(std::string lightName) : lightName(std::move(lightName)) {}; explicit Light(std::string lightName) : lightName(std::move(lightName)) {};
explicit Light(std::string lightName, std::string lightCategory) :
lightName(std::move(lightName)), lightCategory(std::move(lightCategory)) {};
std::string getDisplayString(rawinput::RawInputManager* manager); std::string getDisplayString(rawinput::RawInputManager* manager);
@@ -50,6 +54,14 @@ public:
return this->lightName; return this->lightName;
} }
inline const std::string &getCategory() const {
return this->lightCategory;
}
inline void setCategory(std::string category) {
this->lightCategory = std::move(category);
}
inline const std::string &getDeviceIdentifier() const { inline const std::string &getDeviceIdentifier() const {
return this->deviceIdentifier; return this->deviceIdentifier;
} }
@@ -65,4 +77,26 @@ public:
inline void setIndex(unsigned int index) { inline void setIndex(unsigned int index) {
this->index = index; this->index = index;
} }
inline bool isTemporary() const {
return this->is_temporary;
}
inline void setTemporary(bool is_temporary) {
this->is_temporary = is_temporary;
}
inline bool isValid() {
// temporarily created by UI
if (isTemporary()) {
return true;
}
// nothing is set
if (getDeviceIdentifier().empty()) {
return false;
}
return true;
}
}; };
+14
View File
@@ -13,6 +13,16 @@ enum class OptionType {
Hex, Hex,
}; };
enum class OptionPickerType {
None,
AsioDriver,
EACard,
CpuAffinity,
FilePath,
DirectoryPath,
Monitor,
};
struct OptionDefinition { struct OptionDefinition {
std::string title; std::string title;
// unique identifier used for flag matching but also stored in config files // unique identifier used for flag matching but also stored in config files
@@ -32,6 +42,10 @@ struct OptionDefinition {
bool sensitive = false; bool sensitive = false;
std::vector<std::pair<std::string, std::string>> elements = {}; std::vector<std::pair<std::string, std::string>> elements = {};
bool disabled = false; bool disabled = false;
OptionPickerType picker = OptionPickerType::None;
// for OptionPickerType::FilePath
std::string file_extension = "";
}; };
class Option { class Option {
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@@ -4,3 +4,4 @@
#define IDR_PATCHES 132 #define IDR_PATCHES 132
#define IDR_README 133 #define IDR_README 133
#define IDR_DSEGFONT 134 #define IDR_DSEGFONT 134
#define IDR_CONTROLLER_PRESETS_BUILTIN 135
+9 -3
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@@ -1,9 +1,11 @@
#include "screen_resize.h" #include "screen_resize.h"
#include "avs/game.h"
#include "external/rapidjson/document.h" #include "external/rapidjson/document.h"
#include "external/rapidjson/pointer.h" #include "external/rapidjson/pointer.h"
#include "external/rapidjson/prettywriter.h" #include "external/rapidjson/prettywriter.h"
#include "misc/eamuse.h" #include "misc/eamuse.h"
#include "util/deferlog.h"
#include "util/utils.h" #include "util/utils.h"
#include "util/fileutils.h" #include "util/fileutils.h"
#include "hooks/graphics/graphics.h" #include "hooks/graphics/graphics.h"
@@ -19,7 +21,7 @@ namespace cfg {
if (SCREEN_RESIZE_CFG_PATH_OVERRIDE.has_value()) { if (SCREEN_RESIZE_CFG_PATH_OVERRIDE.has_value()) {
this->config_path = SCREEN_RESIZE_CFG_PATH_OVERRIDE.value(); this->config_path = SCREEN_RESIZE_CFG_PATH_OVERRIDE.value();
if (fileutils::file_exists(this->config_path)) { if (fileutils::file_exists(this->config_path)) {
log_info("ScreenResize", "loading config from: {}", this->config_path.string()); log_info("ScreenResize", "loading config from: {}", this->config_path);
file_exists = true; file_exists = true;
} }
} else { } else {
@@ -33,7 +35,7 @@ namespace cfg {
ScreenResize::~ScreenResize() { ScreenResize::~ScreenResize() {
} }
void ScreenResize::config_load() { void ScreenResize::config_load() {
std::string config = fileutils::text_read(this->config_path); std::string config = fileutils::text_read(this->config_path);
if (config.empty()) { if (config.empty()) {
@@ -76,8 +78,12 @@ namespace cfg {
eamuse_get_game(), eamuse_get_game(),
use_game_setting, use_game_setting,
root); root);
load_bool_value(doc, root + "enable_screen_resize", this->enable_screen_resize); load_bool_value(doc, root + "enable_screen_resize", this->enable_screen_resize);
if (this->enable_screen_resize) {
log_misc("ScreenResize", "enabled by config file");
}
load_bool_value(doc, root + "enable_linear_filter", this->enable_linear_filter); load_bool_value(doc, root + "enable_linear_filter", this->enable_linear_filter);
for (size_t i = 0; i < std::size(this->scene_settings); i++) { for (size_t i = 0; i < std::size(this->scene_settings); i++) {
auto& scene = this->scene_settings[i]; auto& scene = this->scene_settings[i];
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@@ -1,5 +1,6 @@
#pragma once #pragma once
#include <atomic>
#include <memory> #include <memory>
#include <string> #include <string>
#include <optional> #include <optional>
@@ -51,11 +52,15 @@ namespace cfg {
bool enable_linear_filter = true; bool enable_linear_filter = true;
fullscreen_setting scene_settings[4]; fullscreen_setting scene_settings[4];
// state
std::atomic<bool> need_surface_clean = false;
// windowed mode sizing // windowed mode sizing
// Windows terminology: // Windows terminology:
// window = rectangle including the frame // window = rectangle including the frame
// client = just the content area without frames. // client = just the content area without frames.
bool window_always_on_top = false; bool window_always_on_top = false;
bool window_disable_round_corners = false;
bool client_keep_aspect_ratio = true; bool client_keep_aspect_ratio = true;
bool enable_window_resize = false; bool enable_window_resize = false;
int window_decoration = 0; // enum type WindowDecorationMode int window_decoration = 0; // enum type WindowDecorationMode
@@ -69,6 +74,7 @@ namespace cfg {
uint32_t init_client_height = 0; uint32_t init_client_height = 0;
float init_client_aspect_ratio = 1.f; float init_client_aspect_ratio = 1.f;
uint32_t init_window_style = 0; uint32_t init_window_style = 0;
uint32_t init_window_style_ex = 0;
uint32_t window_deco_width = 0; uint32_t window_deco_width = 0;
uint32_t window_deco_height = 0; uint32_t window_deco_height = 0;
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@@ -15,3 +15,11 @@ RUN pacman --noconfirm -Syu git \
ccache ccache
RUN useradd user -m && echo "ALL ALL=(ALL) NOPASSWD: ALL" >> /etc/sudoers RUN useradd user -m && echo "ALL ALL=(ALL) NOPASSWD: ALL" >> /etc/sudoers
RUN su user -c "cd /tmp/ && git clone https://aur.archlinux.org/yay-bin.git --depth=1 && cd yay-bin && makepkg --noconfirm -si && yay --noconfirm -S mingw-w64-cmake" RUN su user -c "cd /tmp/ && git clone https://aur.archlinux.org/yay-bin.git --depth=1 && cd yay-bin && makepkg --noconfirm -si && yay --noconfirm -S mingw-w64-cmake"
RUN mkdir -p /opt/llvm-mingw-xp \
&& curl -fsSL "https://github.com/mon/llvm-mingw-xp/releases/download/llvm-mingw-xp-22.1.0/llvm-mingw-llvm-mingw-xp-22.1.0-msvcrt-ubuntu-22.04-x86_64.tar.xz" \
| tar -xJ --strip-components=1 -C /opt/llvm-mingw-xp
ENV PATH="$PATH:/opt/llvm-mingw-xp/bin"
RUN curl -fsSL "https://github.com/mon/windows-dll-compat-checker/releases/download/v1.3/windows_dll_compat_checker-linux-x86_64.tar.xz" \
| tar -xJ -C /usr/local/bin
+1 -1
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@@ -1,6 +1,6 @@
The MIT License (MIT) The MIT License (MIT)
Copyright (c) 2014-2023 Omar Cornut Copyright (c) 2014-2026 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal
+645 -269
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@@ -1,16 +1,37 @@
// dear imgui: Renderer for DirectX9 // dear imgui: Renderer Backend for DirectX9
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// https://github.com/ocornut/imgui // Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-03-19: Fixed issue in ImGui_ImplDX9_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
@@ -22,160 +43,154 @@
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
#include "imgui_impl_dx9.h"
#include <algorithm> #include <algorithm>
// DirectX
#include <d3d9.h>
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx9.h"
// allow std::min use // allow std::min use
#ifdef min #ifdef min
#undef min #undef min
#endif #endif
// DirectX data // DirectX
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; #include <d3d9.h>
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// DirectX data
struct ImGui_ImplDX9_Data
{
LPDIRECT3DDEVICE9 pd3dDevice;
LPDIRECT3DVERTEXBUFFER9 pVB;
LPDIRECT3DINDEXBUFFER9 pIB;
int VertexBufferSize;
int IndexBufferSize;
bool HasRgbaSupport;
ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct CUSTOMVERTEX
{
float pos[3];
D3DCOLOR col;
float uv[2];
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
// Render function. #ifdef IMGUI_USE_BGRA_PACKED_COLOR
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
void ImGui_ImplDX9_RenderDrawData(ImDrawData *draw_data) { #else
#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
#endif
// Avoid rendering when minimized // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
return; static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Create and grow buffers if needed // Forward Declarations
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) { static void ImGui_ImplDX9_InitMultiViewportSupport();
if (g_pVB) { static void ImGui_ImplDX9_ShutdownMultiViewportSupport();
g_pVB->Release(); static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
g_pVB = NULL; static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
}
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(ImDrawVert),
D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
return;
}
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) {
if (g_pIB) {
g_pIB->Release();
g_pIB = NULL;
}
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx),
D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY,
sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32,
D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
return;
}
// Backup the DX9 state struct render_state_t {
IDirect3DStateBlock9 *d3d9_state_block = NULL; IDirect3DSurface9 *back_buffer;
if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) IDirect3DSurface9 *depth_stencil;
return; IDirect3DSurface9 *render_targets[8];
D3DCAPS9 caps;
};
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) // Functions
D3DMATRIX last_world, last_view, last_projection; static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data, struct render_state_t *render_state)
g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); {
g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
// Copy all vertices into a single contiguous buffer
ImDrawVert *vtx_dst;
ImDrawIdx *idx_dst;
if (g_pVB->Lock(0, (UINT) (draw_data->TotalVtxCount * sizeof(ImDrawVert)), (void **) &vtx_dst,
D3DLOCK_DISCARD) < 0)
return;
if (g_pIB->Lock(0, (UINT) (draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void **) &idx_dst,
D3DLOCK_DISCARD) < 0)
return;
for (int n = 0; n < draw_data->CmdListsCount; n++) {
const ImDrawList *cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
g_pVB->Unlock();
g_pIB->Unlock();
g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(ImDrawVert));
g_pd3dDevice->SetIndices(g_pIB);
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup viewport // Setup viewport
D3DVIEWPORT9 vp; D3DVIEWPORT9 vp;
vp.X = vp.Y = 0; vp.X = vp.Y = 0;
vp.Width = (DWORD) draw_data->DisplaySize.x; vp.Width = (DWORD)draw_data->DisplaySize.x;
vp.Height = (DWORD) draw_data->DisplaySize.y; vp.Height = (DWORD)draw_data->DisplaySize.y;
vp.MinZ = 0.0f; vp.MinZ = 0.0f;
vp.MaxZ = 1.0f; vp.MaxZ = 1.0f;
g_pd3dDevice->SetViewport(&vp);
g_pd3dDevice->SetPixelShader(nullptr); LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
g_pd3dDevice->SetVertexShader(nullptr); device->SetViewport(&vp);
D3DCAPS9 caps {}; // spice ldj
if (FAILED(g_pd3dDevice->GetDeviceCaps(&caps))) { {
caps.NumSimultaneousRTs = 0UL; if (FAILED(device->GetDeviceCaps(&render_state->caps))) {
} render_state->caps.NumSimultaneousRTs = 0UL;
}
IDirect3DSurface9 *back_buffer = nullptr; // save all previous render target state
IDirect3DSurface9 *depth_stencil = nullptr; for (size_t target = 0; target < std::min(8UL, render_state->caps.NumSimultaneousRTs); target++) {
IDirect3DSurface9 *render_targets[8]; if (FAILED(device->GetRenderTarget(target, &render_state->render_targets[target]))) {
render_state->render_targets[target] = nullptr;
}
}
// save all previous render target state // get the previous depth stencil
for (size_t target = 0; target < std::min(8UL, caps.NumSimultaneousRTs); target++) { if (FAILED(device->GetDepthStencilSurface(&render_state->depth_stencil))) {
if (FAILED(g_pd3dDevice->GetRenderTarget(target, &render_targets[target]))) { render_state->depth_stencil = nullptr;
render_targets[target] = nullptr; }
// set the back buffer as the current render target
if (SUCCEEDED(device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &render_state->back_buffer))) {
device->SetRenderTarget(0, render_state->back_buffer);
device->SetDepthStencilSurface(nullptr);
for (size_t target = 1; target < std::min(8UL, render_state->caps.NumSimultaneousRTs); target++) {
device->SetRenderTarget(target, nullptr);
}
} else {
render_state->back_buffer = nullptr;
} }
} }
// get the previous depth stencil // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
if (FAILED(g_pd3dDevice->GetDepthStencilSurface(&depth_stencil))) { device->SetPixelShader(nullptr);
depth_stencil = nullptr; device->SetVertexShader(nullptr);
} device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
// set the back buffer as the current render target device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
if (SUCCEEDED(g_pd3dDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back_buffer))) { device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
g_pd3dDevice->SetRenderTarget(0, back_buffer); device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetDepthStencilSurface(nullptr); device->SetRenderState(D3DRS_ZENABLE, FALSE);
device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
for (size_t target = 1; target < std::min(8UL, caps.NumSimultaneousRTs); target++) { device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
g_pd3dDevice->SetRenderTarget(target, nullptr); device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
} device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
} else { device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
back_buffer = nullptr; device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
} device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) device->SetRenderState(D3DRS_FOGENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); device->SetRenderState(D3DRS_CLIPPING, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); device->SetRenderState(D3DRS_LIGHTING, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false); device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
// Setup orthographic projection matrix // Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
@@ -185,176 +200,537 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData *draw_data) {
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
float T = draw_data->DisplayPos.y + 0.5f; float T = draw_data->DisplayPos.y + 0.5f;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
D3DMATRIX mat_identity = {{{1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}}}; D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
D3DMATRIX mat_projection = D3DMATRIX mat_projection =
{{{ { { {
2.0f / (R - L), 0.0f, 0.0f, 0.0f, 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f / (T - B), 0.0f, 0.0f, 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f,
(L + R) / (L - R), (T + B) / (B - T), 0.5f, 1.0f (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
}}}; } } };
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); device->SetTransform(D3DTS_WORLD, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); device->SetTransform(D3DTS_VIEW, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); device->SetTransform(D3DTS_PROJECTION, &mat_projection);
} }
}
// Render function.
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplDX9_UpdateTexture(tex);
// Create and grow buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
return;
}
// Backup the DX9 state
IDirect3DStateBlock9* state_block = nullptr;
if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
return;
if (state_block->Capture() < 0)
{
state_block->Release();
return;
}
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
D3DMATRIX last_world, last_view, last_projection;
device->GetTransform(D3DTS_WORLD, &last_world);
device->GetTransform(D3DTS_VIEW, &last_view);
device->GetTransform(D3DTS_PROJECTION, &last_projection);
// Allocate buffers
CUSTOMVERTEX* vtx_dst;
ImDrawIdx* idx_dst;
if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
{
state_block->Release();
return;
}
if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
{
bd->pVB->Unlock();
state_block->Release();
return;
}
// Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
// FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
{
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
vtx_dst->pos[2] = 0.0f;
vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
vtx_dst->uv[0] = vtx_src->uv.x;
vtx_dst->uv[1] = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
idx_dst += draw_list->IdxBuffer.Size;
}
bd->pVB->Unlock();
bd->pIB->Unlock();
device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
device->SetIndices(bd->pIB);
device->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup desired DX state
struct render_state_t render_state = {};
ImGui_ImplDX9_SetupRenderState(draw_data, &render_state);
// Render command lists // Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them) // (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0; int global_vtx_offset = 0;
int global_idx_offset = 0; int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++) { for (const ImDrawList* draw_list : draw_data->CmdLists)
const ImDrawList *cmd_list = draw_data->CmdLists[n]; {
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
const ImDrawCmd *pcmd = &cmd_list->CmdBuffer[cmd_i]; {
if (pcmd->UserCallback != NULL) { const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
pcmd->UserCallback(cmd_list, pcmd); if (pcmd->UserCallback != nullptr)
} else { {
const RECT r = {(LONG) (pcmd->ClipRect.x - clip_off.x), (LONG) (pcmd->ClipRect.y - clip_off.y), // User callback, registered via ImDrawList::AddCallback()
(LONG) (pcmd->ClipRect.z - clip_off.x), (LONG) (pcmd->ClipRect.w - clip_off.y)}; // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
auto texture = reinterpret_cast<IDirect3DBaseTexture9 *>(pcmd->TextureId); if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
g_pd3dDevice->SetTexture(0, texture); ImGui_ImplDX9_SetupRenderState(draw_data, &render_state);
g_pd3dDevice->SetScissorRect(&r); else
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->UserCallback(draw_list, pcmd);
pcmd->VtxOffset + global_vtx_offset, 0, }
(UINT) cmd_list->VtxBuffer.Size, else
pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); {
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
device->SetScissorRect(&r);
// Bind texture, Draw
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
device->SetTexture(0, texture);
device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
} }
} }
global_idx_offset += cmd_list->IdxBuffer.Size; global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size;
} }
if (back_buffer) { // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
back_buffer->Release(); // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
back_buffer = nullptr; if (global_vtx_offset == 0)
} bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
// restore previous depth stencil // spice ldj
if (depth_stencil) { {
g_pd3dDevice->SetDepthStencilSurface(depth_stencil); if (render_state.back_buffer) {
depth_stencil->Release(); render_state.back_buffer->Release();
depth_stencil = nullptr; render_state.back_buffer = nullptr;
} }
// restore previous depth stencil
if (render_state.depth_stencil) {
device->SetDepthStencilSurface(render_state.depth_stencil);
render_state.depth_stencil->Release();
render_state.depth_stencil = nullptr;
}
// restore all render target state
for (size_t target = 0; target < std::min(8UL, render_state.caps.NumSimultaneousRTs); target++) {
auto render_target = render_state.render_targets[target];
// restore all render target state if (render_target) {
for (size_t target = 0; target < std::min(8UL, caps.NumSimultaneousRTs); target++) { device->SetRenderTarget(target, render_target);
auto render_target = render_targets[target]; render_target->Release();
}
if (render_target) {
g_pd3dDevice->SetRenderTarget(target, render_target);
render_target->Release();
} }
} }
// restore the DX9 transform // Restore the DX9 transform
g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); device->SetTransform(D3DTS_WORLD, &last_world);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); device->SetTransform(D3DTS_VIEW, &last_view);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); device->SetTransform(D3DTS_PROJECTION, &last_projection);
// restore the DX9 state // Restore the DX9 state
d3d9_state_block->Apply(); state_block->Apply();
d3d9_state_block->Release(); state_block->Release();
} }
bool ImGui_ImplDX9_Init(IDirect3DDevice9 *device) { static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
{
LPDIRECT3D9 pd3d = nullptr;
if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
return false;
D3DDEVICE_CREATION_PARAMETERS param = {};
D3DDISPLAYMODE mode = {};
if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
{
pd3d->Release();
return false;
}
// Font texture should support linear filter, color blend and write to render-target
bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
pd3d->Release();
return support;
}
// Setup back-end capabilities flags bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
auto &io = ImGui::GetIO(); {
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx9"; io.BackendRendererName = "imgui_impl_dx9";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
ImGui_ImplDX9_InitMultiViewportSupport();
g_pd3dDevice = device;
g_pd3dDevice->AddRef();
return true; return true;
} }
void ImGui_ImplDX9_Shutdown() { void ImGui_ImplDX9_Shutdown()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX9_ShutdownMultiViewportSupport();
ImGui_ImplDX9_InvalidateDeviceObjects(); ImGui_ImplDX9_InvalidateDeviceObjects();
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
if (g_pd3dDevice) { io.BackendRendererName = nullptr;
g_pd3dDevice->Release(); io.BackendRendererUserData = nullptr;
g_pd3dDevice = NULL; io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
{
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
#else
const bool convert_rgba_to_bgra = false;
IM_UNUSED(tex_use_colors);
#endif
for (int y = 0; y < h; y++)
{
const ImU32* src_p = (const ImU32*)(const void*)((const unsigned char*)src + src_pitch * y);
ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y);
if (convert_rgba_to_bgra)
for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
*dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
else
memcpy(dst_p, src_p, w * 4); // Raw copy
} }
} }
static bool ImGui_ImplDX9_CreateFontsTexture() { void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
// Build texture atlas {
ImGuiIO &io = ImGui::GetIO(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
unsigned char *pixels;
int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
// Upload texture to graphics system if (tex->Status == ImTextureStatus_WantCreate)
g_FontTexture = NULL; {
if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, // Create and upload new texture to graphics system
D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
return false; IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
D3DLOCKED_RECT tex_locked_rect; IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) LPDIRECT3DTEXTURE9 dx_tex = nullptr;
return false; HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr);
for (int y = 0; y < height; y++) if (hr < 0)
memcpy((unsigned char *) tex_locked_rect.pBits + tex_locked_rect.Pitch * y, {
pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); IM_ASSERT(hr >= 0 && "Backend failed to create texture!");
g_FontTexture->UnlockRect(0); return;
// Store our identifier
io.Fonts->TexID = (ImTextureID) g_FontTexture;
return true;
}
bool ImGui_ImplDX9_CreateDeviceObjects() {
if (!g_pd3dDevice) {
return false;
}
return ImGui_ImplDX9_CreateFontsTexture();
}
void ImGui_ImplDX9_InvalidateDeviceObjects() {
if (!g_pd3dDevice)
return;
if (g_pVB) {
g_pVB->Release();
g_pVB = NULL;
}
if (g_pIB) {
g_pIB->Release();
g_pIB = NULL;
}
if (g_FontTexture) {
g_FontTexture->Release();
g_FontTexture = NULL;
ImGui::GetIO().Fonts->TexID = 0;
} // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
}
void ImGui_ImplDX9_NewFrame() {
if (!g_FontTexture) {
ImGui_ImplDX9_CreateDeviceObjects();
}
IDirect3DSwapChain9 *swap_chain = nullptr;
if (SUCCEEDED(g_pd3dDevice->GetSwapChain(0, &swap_chain))) {
auto &io = ImGui::GetIO();
D3DPRESENT_PARAMETERS present_params {};
if (SUCCEEDED(swap_chain->GetPresentParameters(&present_params))) {
if (present_params.BackBufferWidth != 0 && present_params.BackBufferHeight != 0) {
io.DisplaySize.x = static_cast<float>(present_params.BackBufferWidth);
io.DisplaySize.y = static_cast<float>(present_params.BackBufferHeight);
} else {
RECT rect {};
GetClientRect(present_params.hDeviceWindow, &rect);
io.DisplaySize.x = static_cast<float>(rect.right - rect.left);
io.DisplaySize.y = static_cast<float>(rect.bottom - rect.top);
}
} }
swap_chain->Release(); D3DLOCKED_RECT locked_rect;
if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK)
{
ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixels(), tex->Width * 4, (ImU32*)locked_rect.pBits, (ImU32)locked_rect.Pitch, tex->Width, tex->Height);
dx_tex->UnlockRect(0);
}
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)dx_tex);
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantUpdates)
{
// Update selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID;
RECT update_rect = { (LONG)tex->UpdateRect.x, (LONG)tex->UpdateRect.y, (LONG)(tex->UpdateRect.x + tex->UpdateRect.w), (LONG)(tex->UpdateRect.y + tex->UpdateRect.h) };
D3DLOCKED_RECT locked_rect;
if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK)
for (ImTextureRect& r : tex->Updates)
ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(r.x, r.y), tex->Width * 4,
(ImU32*)locked_rect.pBits + (r.x - update_rect.left) + (r.y - update_rect.top) * (locked_rect.Pitch / 4), (int)locked_rect.Pitch, r.w, r.h);
backend_tex->UnlockRect(0);
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
if (tex->TexID != ImTextureID_Invalid)
if (LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID)
{
IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
backend_tex->Release();
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
}
tex->SetStatus(ImTextureStatus_Destroyed);
} }
} }
bool ImGui_ImplDX9_CreateDeviceObjects()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return false;
ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
return true;
}
void ImGui_ImplDX9_InvalidateDeviceObjects()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return;
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
{
tex->SetStatus(ImTextureStatus_WantDestroy);
ImGui_ImplDX9_UpdateTexture(tex);
}
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
}
void ImGui_ImplDX9_NewFrame()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
// IM_UNUSED(bd);
// spice ldj
{
IDirect3DSwapChain9 *swap_chain = nullptr;
if (SUCCEEDED(bd->pd3dDevice->GetSwapChain(0, &swap_chain))) {
auto &io = ImGui::GetIO();
D3DPRESENT_PARAMETERS present_params {};
if (SUCCEEDED(swap_chain->GetPresentParameters(&present_params))) {
if (present_params.BackBufferWidth != 0 && present_params.BackBufferHeight != 0) {
io.DisplaySize.x = static_cast<float>(present_params.BackBufferWidth);
io.DisplaySize.y = static_cast<float>(present_params.BackBufferHeight);
} else {
RECT rect {};
GetClientRect(present_params.hDeviceWindow, &rect);
io.DisplaySize.x = static_cast<float>(rect.right - rect.left);
io.DisplaySize.y = static_cast<float>(rect.bottom - rect.top);
}
}
swap_chain->Release();
}
}
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX9_ViewportData
{
IDirect3DSwapChain9* SwapChain;
D3DPRESENT_PARAMETERS d3dpp;
ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
};
static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
vd->d3dpp.Windowed = TRUE;
vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
vd->d3dpp.hDeviceWindow = hwnd;
vd->d3dpp.EnableAutoDepthStencil = FALSE;
vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
IM_ASSERT(vd->SwapChain != nullptr);
}
static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = nullptr;
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
if (vd->SwapChain)
{
vd->SwapChain->Release();
vd->SwapChain = nullptr;
vd->d3dpp.BackBufferWidth = (UINT)size.x;
vd->d3dpp.BackBufferHeight = (UINT)size.y;
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
}
}
static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
LPDIRECT3DSURFACE9 render_target = nullptr;
LPDIRECT3DSURFACE9 last_render_target = nullptr;
LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
bd->pd3dDevice->SetRenderTarget(0, render_target);
bd->pd3dDevice->SetDepthStencilSurface(nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
}
ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
// Restore render target
bd->pd3dDevice->SetRenderTarget(0, last_render_target);
bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
render_target->Release();
last_render_target->Release();
if (last_depth_stencil) last_depth_stencil->Release();
}
static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
// Let main application handle D3DERR_DEVICELOST by resetting the device.
IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
}
static void ImGui_ImplDX9_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
}
static void ImGui_ImplDX9_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (!platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
}
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE
+25 -12
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@@ -1,25 +1,38 @@
// dear imgui: Renderer for DirectX9 // dear imgui: Renderer Backend for DirectX9
// This needs to be used along with a Platform Binding (e.g. Win32) // This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// https://github.com/ocornut/imgui // Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include "imgui.h" #ifndef IMGUI_DISABLE
struct IDirect3DDevice9; struct IDirect3DDevice9;
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9 *device); // Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData *draw_data); IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE
+13 -5
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@@ -15,7 +15,8 @@
#pragma once #pragma once
//---- Define assertion handler. Defaults to calling assert(). //---- Define assertion handler. Defaults to calling assert().
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. // - If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
// - Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts #define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
@@ -29,7 +30,6 @@
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS.
//---- Disable all of Dear ImGui or don't implement standard windows/tools. //---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. // It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
@@ -49,6 +49,7 @@
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) //#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. //#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). #define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded fonts (ProggyClean/ProggyForever), remove ~9 KB + ~14 KB from output binary. AddFontDefaultXXX() functions will assert.
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available //#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Enable Test Engine / Automation features. //---- Enable Test Engine / Automation features.
@@ -59,12 +60,15 @@
//#define IMGUI_INCLUDE_IMGUI_USER_H //#define IMGUI_INCLUDE_IMGUI_USER_H
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" //#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) //---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support.
#define IMGUI_USE_BGRA_PACKED_COLOR #define IMGUI_USE_BGRA_PACKED_COLOR
//---- Performance optimization for DX9 //---- Performance optimization for DX9
#define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate.
//#define IMGUI_USE_LEGACY_CRC32_ADLER
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) //---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
//#define IMGUI_USE_WCHAR32 //#define IMGUI_USE_WCHAR32
@@ -83,13 +87,13 @@
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) //---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). // Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
// Note that imgui_freetype.cpp may be used _without_ this define, if you manually call ImFontAtlas::SetFontLoader(). The define is simply a convenience.
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. // On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
//#define IMGUI_ENABLE_FREETYPE //#define IMGUI_ENABLE_FREETYPE
//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT) //---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
// Only works in combination with IMGUI_ENABLE_FREETYPE. // Only works in combination with IMGUI_ENABLE_FREETYPE.
// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg. // - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It will support more fonts and may load them faster. See misc/freetype/README for instructions.
// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions.
// - Both require headers to be available in the include path + program to be linked with the library code (not provided). // - Both require headers to be available in the include path + program to be linked with the library code (not provided).
// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) // - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG //#define IMGUI_ENABLE_FREETYPE_PLUTOSVG
@@ -130,6 +134,10 @@
//#define IM_DEBUG_BREAK IM_ASSERT(0) //#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak() //#define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Enable highlight ID conflicts _before_ hovering items. When io.ConfigDebugHighlightIdConflicts is set.
// (THIS WILL SLOW DOWN DEAR IMGUI. Only use occasionally and disable after use)
//#define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
//---- Debug Tools: Enable slower asserts //---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID //#define IMGUI_DEBUG_PARANOID
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@@ -1,6 +1,7 @@
// Mini memory editor for Dear ImGui (to embed in your game/tools) // Mini memory editor for Dear ImGui (to embed in your game/tools)
// Get latest version at http://www.github.com/ocornut/imgui_club // Get latest version at http://www.github.com/ocornut/imgui_club
// // Licensed under The MIT License (MIT)
// Right-click anywhere to access the Options menu! // Right-click anywhere to access the Options menu!
// You can adjust the keyboard repeat delay/rate in ImGuiIO. // You can adjust the keyboard repeat delay/rate in ImGuiIO.
// The code assume a mono-space font for simplicity! // The code assume a mono-space font for simplicity!
@@ -39,10 +40,22 @@
// - v0.43 (2021/03/12): added OptFooterExtraHeight to allow for custom drawing at the bottom of the editor [@leiradel] // - v0.43 (2021/03/12): added OptFooterExtraHeight to allow for custom drawing at the bottom of the editor [@leiradel]
// - v0.44 (2021/03/12): use ImGuiInputTextFlags_AlwaysOverwrite in 1.82 + fix hardcoded width. // - v0.44 (2021/03/12): use ImGuiInputTextFlags_AlwaysOverwrite in 1.82 + fix hardcoded width.
// - v0.50 (2021/11/12): various fixes for recent dear imgui versions (fixed misuse of clipper, relying on SetKeyboardFocusHere() handling scrolling from 1.85). added default size. // - v0.50 (2021/11/12): various fixes for recent dear imgui versions (fixed misuse of clipper, relying on SetKeyboardFocusHere() handling scrolling from 1.85). added default size.
// - v0.51 (2024/02/22): fix for layout change in 1.89 when using IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#34)
// - v0.52 (2024/03/08): removed unnecessary GetKeyIndex() calls, they are a no-op since 1.87.
// - v0.53 (2024/05/27): fixed right-click popup from not appearing when using DrawContents(). warning fixes. (#35)
// - v0.54 (2024/07/29): allow ReadOnly mode to still select and preview data. (#46) [@DeltaGW2])
// - v0.55 (2024/08/19): added BgColorFn to allow setting background colors independently from highlighted selection. (#27) [@StrikerX3]
// added MouseHoveredAddr public readable field. (#47, #27) [@StrikerX3]
// fixed a data preview crash with 1.91.0 WIP. fixed contiguous highlight color when using data preview.
// *BREAKING* added UserData field passed to all optional function handlers: ReadFn, WriteFn, HighlightFn, BgColorFn. (#50) [@silverweed]
// - v0.56 (2024/11/04): fixed MouseHovered, MouseHoveredAddr not being set when hovering a byte being edited. (#54)
// - v0.57 (2025/03/26): fixed warnings. using ImGui's ImSXX/ImUXX types instead of e.g. int32_t/uint32_t. (#56)
// - v0.58 (2025/03/31): fixed extraneous footer spacing (added in 0.51) breaking vertical auto-resize. (#53)
// - v0.59 (2025/04/08): fixed GotoAddrAndHighlight() not working if OptShowOptions is disabled.
// //
// Todo/Bugs: // TODO:
// - This is generally old/crappy code, it should work but isn't very good.. to be rewritten some day. // - This is generally old/crappy code, it should work but isn't very good.. to be rewritten some day.
// - PageUp/PageDown are supported because we use _NoNav. This is a good test scenario for working out idioms of how to mix natural nav and our own... // - PageUp/PageDown are not supported because we use _NoNav. This is a good test scenario for working out idioms of how to mix natural nav and our own...
// - Arrows are being sent to the InputText() about to disappear which for LeftArrow makes the text cursor appear at position 1 for one frame. // - Arrows are being sent to the InputText() about to disappear which for LeftArrow makes the text cursor appear at position 1 for one frame.
// - Using InputText() is awkward and maybe overkill here, consider implementing something custom. // - Using InputText() is awkward and maybe overkill here, consider implementing something custom.
@@ -51,15 +64,18 @@
#include <stdio.h> // sprintf, scanf #include <stdio.h> // sprintf, scanf
#include <stdint.h> // uint8_t, etc. #include <stdint.h> // uint8_t, etc.
#ifdef _MSC_VER #if defined(_MSC_VER) && !defined(snprintf)
#define _PRISizeT "I"
#define ImSnprintf _snprintf #define ImSnprintf _snprintf
#else #else
#define _PRISizeT "z"
#define ImSnprintf snprintf #define ImSnprintf snprintf
#endif #endif
#if defined(_MSC_VER) && !defined(__clang__)
#define _PRISizeT "I"
#else
#define _PRISizeT "z"
#endif
#ifdef _MSC_VER #if defined(_MSC_VER) || defined(_UCRT)
#pragma warning (push) #pragma warning (push)
#pragma warning (disable: 4996) // warning C4996: 'sprintf': This function or variable may be unsafe. #pragma warning (disable: 4996) // warning C4996: 'sprintf': This function or variable may be unsafe.
#endif #endif
@@ -88,9 +104,17 @@ struct MemoryEditor
int OptAddrDigitsCount; // = 0 // number of addr digits to display (default calculated based on maximum displayed addr). int OptAddrDigitsCount; // = 0 // number of addr digits to display (default calculated based on maximum displayed addr).
float OptFooterExtraHeight; // = 0 // space to reserve at the bottom of the widget to add custom widgets float OptFooterExtraHeight; // = 0 // space to reserve at the bottom of the widget to add custom widgets
ImU32 HighlightColor; // // background color of highlighted bytes. ImU32 HighlightColor; // // background color of highlighted bytes.
ImU8 (*ReadFn)(const ImU8* data, size_t off); // = 0 // optional handler to read bytes.
void (*WriteFn)(ImU8* data, size_t off, ImU8 d); // = 0 // optional handler to write bytes. // Function handlers
bool (*HighlightFn)(const ImU8* data, size_t off);//= 0 // optional handler to return Highlight property (to support non-contiguous highlighting). ImU8 (*ReadFn)(const ImU8* mem, size_t off, void* user_data); // = 0 // optional handler to read bytes.
void (*WriteFn)(ImU8* mem, size_t off, ImU8 d, void* user_data); // = 0 // optional handler to write bytes.
bool (*HighlightFn)(const ImU8* mem, size_t off, void* user_data); // = 0 // optional handler to return Highlight property (to support non-contiguous highlighting).
ImU32 (*BgColorFn)(const ImU8* mem, size_t off, void* user_data); // = 0 // optional handler to return custom background color of individual bytes.
void* UserData; // = NULL // user data forwarded to the function handlers
// Public read-only data
bool MouseHovered; // set when mouse is hovering a value.
size_t MouseHoveredAddr; // the address currently being hovered if MouseHovered is set.
// [Internal State] // [Internal State]
bool ContentsWidthChanged; bool ContentsWidthChanged;
@@ -101,7 +125,7 @@ struct MemoryEditor
char AddrInputBuf[32]; char AddrInputBuf[32];
size_t GotoAddr; size_t GotoAddr;
size_t HighlightMin, HighlightMax; size_t HighlightMin, HighlightMax;
int PreviewEndianess; int PreviewEndianness;
ImGuiDataType PreviewDataType; ImGuiDataType PreviewDataType;
MemoryEditor() MemoryEditor()
@@ -120,9 +144,11 @@ struct MemoryEditor
OptAddrDigitsCount = 0; OptAddrDigitsCount = 0;
OptFooterExtraHeight = 0.0f; OptFooterExtraHeight = 0.0f;
HighlightColor = IM_COL32(255, 255, 255, 50); HighlightColor = IM_COL32(255, 255, 255, 50);
ReadFn = NULL; ReadFn = nullptr;
WriteFn = NULL; WriteFn = nullptr;
HighlightFn = NULL; HighlightFn = nullptr;
BgColorFn = nullptr;
UserData = nullptr;
// State/Internals // State/Internals
ContentsWidthChanged = false; ContentsWidthChanged = false;
@@ -131,8 +157,10 @@ struct MemoryEditor
memset(DataInputBuf, 0, sizeof(DataInputBuf)); memset(DataInputBuf, 0, sizeof(DataInputBuf));
memset(AddrInputBuf, 0, sizeof(AddrInputBuf)); memset(AddrInputBuf, 0, sizeof(AddrInputBuf));
GotoAddr = (size_t)-1; GotoAddr = (size_t)-1;
MouseHovered = false;
MouseHoveredAddr = 0;
HighlightMin = HighlightMax = (size_t)-1; HighlightMin = HighlightMax = (size_t)-1;
PreviewEndianess = 0; PreviewEndianness = 0;
PreviewDataType = ImGuiDataType_S32; PreviewDataType = ImGuiDataType_S32;
} }
@@ -145,16 +173,16 @@ struct MemoryEditor
struct Sizes struct Sizes
{ {
int AddrDigitsCount; int AddrDigitsCount; // Number of digits required to represent maximum address.
float LineHeight; float LineHeight; // Height of each line (no spacing).
float GlyphWidth; float GlyphWidth; // Glyph width (assume mono-space).
float HexCellWidth; float HexCellWidth; // Width of a hex edit cell ~2.5f * GlypHWidth.
float SpacingBetweenMidCols; float SpacingBetweenMidCols; // Spacing between each columns section (OptMidColsCount).
float PosHexStart; float OffsetHexMinX;
float PosHexEnd; float OffsetHexMaxX;
float PosAsciiStart; float OffsetAsciiMinX;
float PosAsciiEnd; float OffsetAsciiMaxX;
float WindowWidth; float WindowWidth; // Ideal window width.
Sizes() { memset(this, 0, sizeof(*this)); } Sizes() { memset(this, 0, sizeof(*this)); }
}; };
@@ -170,17 +198,17 @@ struct MemoryEditor
s.GlyphWidth = ImGui::CalcTextSize("F").x + 1; // We assume the font is mono-space s.GlyphWidth = ImGui::CalcTextSize("F").x + 1; // We assume the font is mono-space
s.HexCellWidth = (float)(int)(s.GlyphWidth * 2.5f); // "FF " we include trailing space in the width to easily catch clicks everywhere s.HexCellWidth = (float)(int)(s.GlyphWidth * 2.5f); // "FF " we include trailing space in the width to easily catch clicks everywhere
s.SpacingBetweenMidCols = (float)(int)(s.HexCellWidth * 0.25f); // Every OptMidColsCount columns we add a bit of extra spacing s.SpacingBetweenMidCols = (float)(int)(s.HexCellWidth * 0.25f); // Every OptMidColsCount columns we add a bit of extra spacing
s.PosHexStart = (s.AddrDigitsCount + 2) * s.GlyphWidth; s.OffsetHexMinX = (s.AddrDigitsCount + 2) * s.GlyphWidth;
s.PosHexEnd = s.PosHexStart + (s.HexCellWidth * Cols); s.OffsetHexMaxX = s.OffsetHexMinX + (s.HexCellWidth * Cols);
s.PosAsciiStart = s.PosAsciiEnd = s.PosHexEnd; s.OffsetAsciiMinX = s.OffsetAsciiMaxX = s.OffsetHexMaxX;
if (OptShowAscii) if (OptShowAscii)
{ {
s.PosAsciiStart = s.PosHexEnd + s.GlyphWidth * 1; s.OffsetAsciiMinX = s.OffsetHexMaxX + s.GlyphWidth * 1;
if (OptMidColsCount > 0) if (OptMidColsCount > 0)
s.PosAsciiStart += (float)((Cols + OptMidColsCount - 1) / OptMidColsCount) * s.SpacingBetweenMidCols; s.OffsetAsciiMinX += (float)((Cols + OptMidColsCount - 1) / OptMidColsCount) * s.SpacingBetweenMidCols;
s.PosAsciiEnd = s.PosAsciiStart + Cols * s.GlyphWidth; s.OffsetAsciiMaxX = s.OffsetAsciiMinX + Cols * s.GlyphWidth;
} }
s.WindowWidth = s.PosAsciiEnd + style.ScrollbarSize + style.WindowPadding.x * 2 + s.GlyphWidth; s.WindowWidth = s.OffsetAsciiMaxX + style.ScrollbarSize + style.WindowPadding.x * 2 + s.GlyphWidth;
} }
// Standalone Memory Editor window // Standalone Memory Editor window
@@ -194,8 +222,6 @@ struct MemoryEditor
Open = true; Open = true;
if (ImGui::Begin(title, &Open, ImGuiWindowFlags_NoScrollbar)) if (ImGui::Begin(title, &Open, ImGuiWindowFlags_NoScrollbar))
{ {
if (ImGui::IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) && ImGui::IsMouseReleased(ImGuiMouseButton_Right))
ImGui::OpenPopup("context");
DrawContents(mem_data, mem_size, base_display_addr); DrawContents(mem_data, mem_size, base_display_addr);
if (ContentsWidthChanged) if (ContentsWidthChanged)
{ {
@@ -217,6 +243,8 @@ struct MemoryEditor
CalcSizes(s, mem_size, base_display_addr); CalcSizes(s, mem_size, base_display_addr);
ImGuiStyle& style = ImGui::GetStyle(); ImGuiStyle& style = ImGui::GetStyle();
const ImVec2 contents_pos_start = ImGui::GetCursorScreenPos();
// We begin into our scrolling region with the 'ImGuiWindowFlags_NoMove' in order to prevent click from moving the window. // We begin into our scrolling region with the 'ImGuiWindowFlags_NoMove' in order to prevent click from moving the window.
// This is used as a facility since our main click detection code doesn't assign an ActiveId so the click would normally be caught as a window-move. // This is used as a facility since our main click detection code doesn't assign an ActiveId so the click would normally be caught as a window-move.
const float height_separator = style.ItemSpacing.y; const float height_separator = style.ItemSpacing.y;
@@ -225,20 +253,21 @@ struct MemoryEditor
footer_height += height_separator + ImGui::GetFrameHeightWithSpacing() * 1; footer_height += height_separator + ImGui::GetFrameHeightWithSpacing() * 1;
if (OptShowDataPreview) if (OptShowDataPreview)
footer_height += height_separator + ImGui::GetFrameHeightWithSpacing() * 1 + ImGui::GetTextLineHeightWithSpacing() * 3; footer_height += height_separator + ImGui::GetFrameHeightWithSpacing() * 1 + ImGui::GetTextLineHeightWithSpacing() * 3;
ImGui::BeginChild("##scrolling", ImVec2(0, -footer_height), false, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoNav); ImGui::BeginChild("##scrolling", ImVec2(-FLT_MIN, -footer_height), ImGuiChildFlags_None, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoNav);
ImDrawList* draw_list = ImGui::GetWindowDrawList(); ImDrawList* draw_list = ImGui::GetWindowDrawList();
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
// We are not really using the clipper API correctly here, because we rely on visible_start_addr/visible_end_addr for our scrolling function. // We are not really using the clipper API correctly here, because we rely on visible_start_addr/visible_end_addr for our scrolling function.
const ImVec2 avail_size = ImGui::GetContentRegionAvail();
const int line_total_count = (int)((mem_size + Cols - 1) / Cols); const int line_total_count = (int)((mem_size + Cols - 1) / Cols);
ImGuiListClipper clipper; ImGuiListClipper clipper;
clipper.Begin(line_total_count, s.LineHeight); clipper.Begin(line_total_count, s.LineHeight);
bool data_next = false; bool data_next = false;
if (ReadOnly || DataEditingAddr >= mem_size) if (DataEditingAddr >= mem_size)
DataEditingAddr = (size_t)-1; DataEditingAddr = (size_t)-1;
if (DataPreviewAddr >= mem_size) if (DataPreviewAddr >= mem_size)
DataPreviewAddr = (size_t)-1; DataPreviewAddr = (size_t)-1;
@@ -249,16 +278,16 @@ struct MemoryEditor
if (DataEditingAddr != (size_t)-1) if (DataEditingAddr != (size_t)-1)
{ {
// Move cursor but only apply on next frame so scrolling with be synchronized (because currently we can't change the scrolling while the window is being rendered) // Move cursor but only apply on next frame so scrolling with be synchronized (because currently we can't change the scrolling while the window is being rendered)
if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_UpArrow)) && (ptrdiff_t)DataEditingAddr >= (ptrdiff_t)Cols) { data_editing_addr_next = DataEditingAddr - Cols; } if (ImGui::IsKeyPressed(ImGuiKey_UpArrow) && (ptrdiff_t)DataEditingAddr >= (ptrdiff_t)Cols) { data_editing_addr_next = DataEditingAddr - Cols; }
else if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_DownArrow)) && (ptrdiff_t)DataEditingAddr < (ptrdiff_t)mem_size - Cols) { data_editing_addr_next = DataEditingAddr + Cols; } else if (ImGui::IsKeyPressed(ImGuiKey_DownArrow) && (ptrdiff_t)DataEditingAddr < (ptrdiff_t)mem_size - Cols){ data_editing_addr_next = DataEditingAddr + Cols; }
else if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_LeftArrow)) && (ptrdiff_t)DataEditingAddr > (ptrdiff_t)0) { data_editing_addr_next = DataEditingAddr - 1; } else if (ImGui::IsKeyPressed(ImGuiKey_LeftArrow) && (ptrdiff_t)DataEditingAddr > (ptrdiff_t)0) { data_editing_addr_next = DataEditingAddr - 1; }
else if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_RightArrow)) && (ptrdiff_t)DataEditingAddr < (ptrdiff_t)mem_size - 1) { data_editing_addr_next = DataEditingAddr + 1; } else if (ImGui::IsKeyPressed(ImGuiKey_RightArrow) && (ptrdiff_t)DataEditingAddr < (ptrdiff_t)mem_size - 1) { data_editing_addr_next = DataEditingAddr + 1; }
} }
// Draw vertical separator // Draw vertical separator
ImVec2 window_pos = ImGui::GetWindowPos(); ImVec2 window_pos = ImGui::GetWindowPos();
if (OptShowAscii) if (OptShowAscii)
draw_list->AddLine(ImVec2(window_pos.x + s.PosAsciiStart - s.GlyphWidth, window_pos.y), ImVec2(window_pos.x + s.PosAsciiStart - s.GlyphWidth, window_pos.y + 9999), ImGui::GetColorU32(ImGuiCol_Border)); draw_list->AddLine(ImVec2(window_pos.x + s.OffsetAsciiMinX - s.GlyphWidth, window_pos.y), ImVec2(window_pos.x + s.OffsetAsciiMinX - s.GlyphWidth, window_pos.y + 9999), ImGui::GetColorU32(ImGuiCol_Border));
const ImU32 color_text = ImGui::GetColorU32(ImGuiCol_Text); const ImU32 color_text = ImGui::GetColorU32(ImGuiCol_Text);
const ImU32 color_disabled = OptGreyOutZeroes ? ImGui::GetColorU32(ImGuiCol_TextDisabled) : color_text; const ImU32 color_disabled = OptGreyOutZeroes ? ImGui::GetColorU32(ImGuiCol_TextDisabled) : color_text;
@@ -268,36 +297,51 @@ struct MemoryEditor
const char* format_byte = OptUpperCaseHex ? "%02X" : "%02x"; const char* format_byte = OptUpperCaseHex ? "%02X" : "%02x";
const char* format_byte_space = OptUpperCaseHex ? "%02X " : "%02x "; const char* format_byte_space = OptUpperCaseHex ? "%02X " : "%02x ";
MouseHovered = false;
MouseHoveredAddr = 0;
while (clipper.Step()) while (clipper.Step())
for (int line_i = clipper.DisplayStart; line_i < clipper.DisplayEnd; line_i++) // display only visible lines for (int line_i = clipper.DisplayStart; line_i < clipper.DisplayEnd; line_i++) // display only visible lines
{ {
size_t addr = (size_t)(line_i * Cols); size_t addr = (size_t)line_i * Cols;
ImGui::Text(format_address, s.AddrDigitsCount, base_display_addr + addr); ImGui::Text(format_address, s.AddrDigitsCount, base_display_addr + addr);
// Draw Hexadecimal // Draw Hexadecimal
for (int n = 0; n < Cols && addr < mem_size; n++, addr++) for (int n = 0; n < Cols && addr < mem_size; n++, addr++)
{ {
float byte_pos_x = s.PosHexStart + s.HexCellWidth * n; float byte_pos_x = s.OffsetHexMinX + s.HexCellWidth * n;
if (OptMidColsCount > 0) if (OptMidColsCount > 0)
byte_pos_x += (float)(n / OptMidColsCount) * s.SpacingBetweenMidCols; byte_pos_x += (float)(n / OptMidColsCount) * s.SpacingBetweenMidCols;
ImGui::SameLine(byte_pos_x); ImGui::SameLine(byte_pos_x);
// Draw highlight // Draw highlight or custom background color
bool is_highlight_from_user_range = (addr >= HighlightMin && addr < HighlightMax); const bool is_highlight_from_user_range = (addr >= HighlightMin && addr < HighlightMax);
bool is_highlight_from_user_func = (HighlightFn && HighlightFn(mem_data, addr)); const bool is_highlight_from_user_func = (HighlightFn && HighlightFn(mem_data, addr, UserData));
bool is_highlight_from_preview = (addr >= DataPreviewAddr && addr < DataPreviewAddr + preview_data_type_size); const bool is_highlight_from_preview = (addr >= DataPreviewAddr && addr < DataPreviewAddr + preview_data_type_size);
ImU32 bg_color = 0;
bool is_next_byte_highlighted = false;
if (is_highlight_from_user_range || is_highlight_from_user_func || is_highlight_from_preview) if (is_highlight_from_user_range || is_highlight_from_user_func || is_highlight_from_preview)
{ {
ImVec2 pos = ImGui::GetCursorScreenPos(); is_next_byte_highlighted = (addr + 1 < mem_size) && ((HighlightMax != (size_t)-1 && addr + 1 < HighlightMax) || (HighlightFn && HighlightFn(mem_data, addr + 1, UserData)) || (addr + 1 < DataPreviewAddr + preview_data_type_size));
float highlight_width = s.GlyphWidth * 2; bg_color = HighlightColor;
bool is_next_byte_highlighted = (addr + 1 < mem_size) && ((HighlightMax != (size_t)-1 && addr + 1 < HighlightMax) || (HighlightFn && HighlightFn(mem_data, addr + 1))); }
else if (BgColorFn != nullptr)
{
is_next_byte_highlighted = (addr + 1 < mem_size) && ((BgColorFn(mem_data, addr + 1, UserData) & IM_COL32_A_MASK) != 0);
bg_color = BgColorFn(mem_data, addr, UserData);
}
if (bg_color != 0)
{
float bg_width = s.GlyphWidth * 2;
if (is_next_byte_highlighted || (n + 1 == Cols)) if (is_next_byte_highlighted || (n + 1 == Cols))
{ {
highlight_width = s.HexCellWidth; bg_width = s.HexCellWidth;
if (OptMidColsCount > 0 && n > 0 && (n + 1) < Cols && ((n + 1) % OptMidColsCount) == 0) if (OptMidColsCount > 0 && n > 0 && (n + 1) < Cols && ((n + 1) % OptMidColsCount) == 0)
highlight_width += s.SpacingBetweenMidCols; bg_width += s.SpacingBetweenMidCols;
} }
draw_list->AddRectFilled(pos, ImVec2(pos.x + highlight_width, pos.y + s.LineHeight), HighlightColor); ImVec2 pos = ImGui::GetCursorScreenPos();
draw_list->AddRectFilled(pos, ImVec2(pos.x + bg_width, pos.y + s.LineHeight), bg_color);
} }
if (DataEditingAddr == addr) if (DataEditingAddr == addr)
@@ -308,17 +352,21 @@ struct MemoryEditor
if (DataEditingTakeFocus) if (DataEditingTakeFocus)
{ {
ImGui::SetKeyboardFocusHere(0); ImGui::SetKeyboardFocusHere(0);
sprintf(AddrInputBuf, format_data, s.AddrDigitsCount, base_display_addr + addr); ImSnprintf(AddrInputBuf, 32, format_data, s.AddrDigitsCount, base_display_addr + addr);
sprintf(DataInputBuf, format_byte, ReadFn ? ReadFn(mem_data, addr) : mem_data[addr]); ImSnprintf(DataInputBuf, 32, format_byte, ReadFn ? ReadFn(mem_data, addr, UserData) : mem_data[addr]);
} }
struct UserData struct InputTextUserData
{ {
// FIXME: We should have a way to retrieve the text edit cursor position more easily in the API, this is rather tedious. This is such a ugly mess we may be better off not using InputText() at all here. // FIXME: We should have a way to retrieve the text edit cursor position more easily in the API, this is rather tedious. This is such a ugly mess we may be better off not using InputText() at all here.
static int Callback(ImGuiInputTextCallbackData* data) static int Callback(ImGuiInputTextCallbackData* data)
{ {
UserData* user_data = (UserData*)data->UserData; InputTextUserData* user_data = (InputTextUserData*)data->UserData;
if (!data->HasSelection()) if (!data->HasSelection())
user_data->CursorPos = data->CursorPos; user_data->CursorPos = data->CursorPos;
#if IMGUI_VERSION_NUM < 19102
if (data->Flags & ImGuiInputTextFlags_ReadOnly)
return 0;
#endif
if (data->SelectionStart == 0 && data->SelectionEnd == data->BufTextLen) if (data->SelectionStart == 0 && data->SelectionEnd == data->BufTextLen)
{ {
// When not editing a byte, always refresh its InputText content pulled from underlying memory data // When not editing a byte, always refresh its InputText content pulled from underlying memory data
@@ -334,39 +382,42 @@ struct MemoryEditor
char CurrentBufOverwrite[3]; // Input char CurrentBufOverwrite[3]; // Input
int CursorPos; // Output int CursorPos; // Output
}; };
UserData user_data; InputTextUserData input_text_user_data;
user_data.CursorPos = -1; input_text_user_data.CursorPos = -1;
sprintf(user_data.CurrentBufOverwrite, format_byte, ReadFn ? ReadFn(mem_data, addr) : mem_data[addr]); ImSnprintf(input_text_user_data.CurrentBufOverwrite, 3, format_byte, ReadFn ? ReadFn(mem_data, addr, UserData) : mem_data[addr]);
ImGuiInputTextFlags flags = ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoHorizontalScroll | ImGuiInputTextFlags_CallbackAlways; ImGuiInputTextFlags flags = ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoHorizontalScroll | ImGuiInputTextFlags_CallbackAlways;
#if IMGUI_VERSION_NUM >= 18104 if (ReadOnly)
flags |= ImGuiInputTextFlags_AlwaysOverwrite; flags |= ImGuiInputTextFlags_ReadOnly;
#else flags |= ImGuiInputTextFlags_AlwaysOverwrite; // was ImGuiInputTextFlags_AlwaysInsertMode
flags |= ImGuiInputTextFlags_AlwaysInsertMode;
#endif
ImGui::SetNextItemWidth(s.GlyphWidth * 2); ImGui::SetNextItemWidth(s.GlyphWidth * 2);
if (ImGui::InputText("##data", DataInputBuf, IM_ARRAYSIZE(DataInputBuf), flags, UserData::Callback, &user_data)) if (ImGui::InputText("##data", DataInputBuf, IM_ARRAYSIZE(DataInputBuf), flags, InputTextUserData::Callback, &input_text_user_data))
data_write = data_next = true; data_write = data_next = true;
else if (!DataEditingTakeFocus && !ImGui::IsItemActive()) else if (!DataEditingTakeFocus && !ImGui::IsItemActive())
DataEditingAddr = data_editing_addr_next = (size_t)-1; DataEditingAddr = data_editing_addr_next = (size_t)-1;
DataEditingTakeFocus = false; DataEditingTakeFocus = false;
if (user_data.CursorPos >= 2) if (input_text_user_data.CursorPos >= 2)
data_write = data_next = true; data_write = data_next = true;
if (data_editing_addr_next != (size_t)-1) if (data_editing_addr_next != (size_t)-1)
data_write = data_next = false; data_write = data_next = false;
unsigned int data_input_value = 0; unsigned int data_input_value = 0;
if (data_write && sscanf(DataInputBuf, "%X", &data_input_value) == 1) if (!ReadOnly && data_write && sscanf(DataInputBuf, "%X", &data_input_value) == 1)
{ {
if (WriteFn) if (WriteFn)
WriteFn(mem_data, addr, (ImU8)data_input_value); WriteFn(mem_data, addr, (ImU8)data_input_value, UserData);
else else
mem_data[addr] = (ImU8)data_input_value; mem_data[addr] = (ImU8)data_input_value;
} }
if (ImGui::IsItemHovered())
{
MouseHovered = true;
MouseHoveredAddr = addr;
}
ImGui::PopID(); ImGui::PopID();
} }
else else
{ {
// NB: The trailing space is not visible but ensure there's no gap that the mouse cannot click on. // NB: The trailing space is not visible but ensure there's no gap that the mouse cannot click on.
ImU8 b = ReadFn ? ReadFn(mem_data, addr) : mem_data[addr]; ImU8 b = ReadFn ? ReadFn(mem_data, addr, UserData) : mem_data[addr];
if (OptShowHexII) if (OptShowHexII)
{ {
@@ -386,10 +437,15 @@ struct MemoryEditor
else else
ImGui::Text(format_byte_space, b); ImGui::Text(format_byte_space, b);
} }
if (!ReadOnly && ImGui::IsItemHovered() && ImGui::IsMouseClicked(0)) if (ImGui::IsItemHovered())
{ {
DataEditingTakeFocus = true; MouseHovered = true;
data_editing_addr_next = addr; MouseHoveredAddr = addr;
if (ImGui::IsMouseClicked(0))
{
DataEditingTakeFocus = true;
data_editing_addr_next = addr;
}
} }
} }
} }
@@ -397,15 +453,24 @@ struct MemoryEditor
if (OptShowAscii) if (OptShowAscii)
{ {
// Draw ASCII values // Draw ASCII values
ImGui::SameLine(s.PosAsciiStart); ImGui::SameLine(s.OffsetAsciiMinX);
ImVec2 pos = ImGui::GetCursorScreenPos(); ImVec2 pos = ImGui::GetCursorScreenPos();
addr = line_i * Cols; addr = (size_t)line_i * Cols;
const float mouse_off_x = ImGui::GetIO().MousePos.x - pos.x;
const size_t mouse_addr = (mouse_off_x >= 0.0f && mouse_off_x < s.OffsetAsciiMaxX - s.OffsetAsciiMinX) ? addr + (size_t)(mouse_off_x / s.GlyphWidth) : (size_t)-1;
ImGui::PushID(line_i); ImGui::PushID(line_i);
if (ImGui::InvisibleButton("ascii", ImVec2(s.PosAsciiEnd - s.PosAsciiStart, s.LineHeight))) if (ImGui::InvisibleButton("ascii", ImVec2(s.OffsetAsciiMaxX - s.OffsetAsciiMinX, s.LineHeight)))
{ {
DataEditingAddr = DataPreviewAddr = addr + (size_t)((ImGui::GetIO().MousePos.x - pos.x) / s.GlyphWidth); DataEditingAddr = DataPreviewAddr = mouse_addr;
DataEditingTakeFocus = true; DataEditingTakeFocus = true;
} }
if (ImGui::IsItemHovered())
{
MouseHovered = true;
MouseHoveredAddr = mouse_addr;
}
ImGui::PopID(); ImGui::PopID();
for (int n = 0; n < Cols && addr < mem_size; n++, addr++) for (int n = 0; n < Cols && addr < mem_size; n++, addr++)
{ {
@@ -414,7 +479,11 @@ struct MemoryEditor
draw_list->AddRectFilled(pos, ImVec2(pos.x + s.GlyphWidth, pos.y + s.LineHeight), ImGui::GetColorU32(ImGuiCol_FrameBg)); draw_list->AddRectFilled(pos, ImVec2(pos.x + s.GlyphWidth, pos.y + s.LineHeight), ImGui::GetColorU32(ImGuiCol_FrameBg));
draw_list->AddRectFilled(pos, ImVec2(pos.x + s.GlyphWidth, pos.y + s.LineHeight), ImGui::GetColorU32(ImGuiCol_TextSelectedBg)); draw_list->AddRectFilled(pos, ImVec2(pos.x + s.GlyphWidth, pos.y + s.LineHeight), ImGui::GetColorU32(ImGuiCol_TextSelectedBg));
} }
unsigned char c = ReadFn ? ReadFn(mem_data, addr) : mem_data[addr]; else if (BgColorFn)
{
draw_list->AddRectFilled(pos, ImVec2(pos.x + s.GlyphWidth, pos.y + s.LineHeight), BgColorFn(mem_data, addr, UserData));
}
unsigned char c = ReadFn ? ReadFn(mem_data, addr, UserData) : mem_data[addr];
char display_c = (c < 32 || c >= 128) ? '.' : c; char display_c = (c < 32 || c >= 128) ? '.' : c;
draw_list->AddText(pos, (display_c == c) ? color_text : color_disabled, &display_c, &display_c + 1); draw_list->AddText(pos, (display_c == c) ? color_text : color_disabled, &display_c, &display_c + 1);
pos.x += s.GlyphWidth; pos.x += s.GlyphWidth;
@@ -422,10 +491,14 @@ struct MemoryEditor
} }
} }
ImGui::PopStyleVar(2); ImGui::PopStyleVar(2);
const float child_width = ImGui::GetWindowSize().x;
ImGui::EndChild(); ImGui::EndChild();
// Notify the main window of our ideal child content size (FIXME: we are missing an API to get the contents size from the child) // Notify the main window of our ideal child content size (FIXME: we are missing an API to get the contents size from the child)
ImVec2 backup_pos = ImGui::GetCursorScreenPos();
ImGui::SetCursorPosX(s.WindowWidth); ImGui::SetCursorPosX(s.WindowWidth);
ImGui::Dummy(ImVec2(0.0f, 0.0f));
ImGui::SetCursorScreenPos(backup_pos);
if (data_next && DataEditingAddr + 1 < mem_size) if (data_next && DataEditingAddr + 1 < mem_size)
{ {
@@ -450,18 +523,28 @@ struct MemoryEditor
ImGui::Separator(); ImGui::Separator();
DrawPreviewLine(s, mem_data, mem_size, base_display_addr); DrawPreviewLine(s, mem_data, mem_size, base_display_addr);
} }
}
void DrawOptionsLine(const Sizes& s, void* mem_data, size_t mem_size, size_t base_display_addr) if (GotoAddr != (size_t)-1)
{ {
IM_UNUSED(mem_data); if (GotoAddr < mem_size)
ImGuiStyle& style = ImGui::GetStyle(); {
const char* format_range = OptUpperCaseHex ? "Range %0*" _PRISizeT "X..%0*" _PRISizeT "X" : "Range %0*" _PRISizeT "x..%0*" _PRISizeT "x"; ImGui::BeginChild("##scrolling");
ImGui::SetScrollY((GotoAddr / Cols) * ImGui::GetTextLineHeight() - avail_size.y * 0.5f);
ImGui::EndChild();
DataEditingAddr = DataPreviewAddr = GotoAddr;
DataEditingTakeFocus = true;
}
GotoAddr = (size_t)-1;
}
// Options menu const ImVec2 contents_pos_end(contents_pos_start.x + child_width, ImGui::GetCursorScreenPos().y);
if (ImGui::Button("Options")) //ImGui::GetForegroundDrawList()->AddRect(contents_pos_start, contents_pos_end, IM_COL32(255, 0, 0, 255));
ImGui::OpenPopup("context"); if (OptShowOptions)
if (ImGui::BeginPopup("context")) if (ImGui::IsMouseHoveringRect(contents_pos_start, contents_pos_end))
if (ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows) && ImGui::IsMouseReleased(ImGuiMouseButton_Right))
ImGui::OpenPopup("OptionsPopup");
if (ImGui::BeginPopup("OptionsPopup"))
{ {
ImGui::SetNextItemWidth(s.GlyphWidth * 7 + style.FramePadding.x * 2.0f); ImGui::SetNextItemWidth(s.GlyphWidth * 7 + style.FramePadding.x * 2.0f);
if (ImGui::DragInt("##cols", &Cols, 0.2f, 4, 32, "%d cols")) { ContentsWidthChanged = true; if (Cols < 1) Cols = 1; } if (ImGui::DragInt("##cols", &Cols, 0.2f, 4, 32, "%d cols")) { ContentsWidthChanged = true; if (Cols < 1) Cols = 1; }
@@ -473,6 +556,17 @@ struct MemoryEditor
ImGui::EndPopup(); ImGui::EndPopup();
} }
}
void DrawOptionsLine(const Sizes& s, void* mem_data, size_t mem_size, size_t base_display_addr)
{
IM_UNUSED(mem_data);
ImGuiStyle& style = ImGui::GetStyle();
const char* format_range = OptUpperCaseHex ? "Range %0*" _PRISizeT "X..%0*" _PRISizeT "X" : "Range %0*" _PRISizeT "x..%0*" _PRISizeT "x";
// Options menu
if (ImGui::Button("Options"))
ImGui::OpenPopup("OptionsPopup");
ImGui::SameLine(); ImGui::SameLine();
ImGui::Text(format_range, s.AddrDigitsCount, base_display_addr, s.AddrDigitsCount, base_display_addr + mem_size - 1); ImGui::Text(format_range, s.AddrDigitsCount, base_display_addr, s.AddrDigitsCount, base_display_addr + mem_size - 1);
@@ -488,18 +582,11 @@ struct MemoryEditor
} }
} }
if (GotoAddr != (size_t)-1) //if (MouseHovered)
{ //{
if (GotoAddr < mem_size) // ImGui::SameLine();
{ // ImGui::Text("Hovered: %p", MouseHoveredAddr);
ImGui::BeginChild("##scrolling"); //}
ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + (GotoAddr / Cols) * ImGui::GetTextLineHeight());
ImGui::EndChild();
DataEditingAddr = DataPreviewAddr = GotoAddr;
DataEditingTakeFocus = true;
}
GotoAddr = (size_t)-1;
}
} }
void DrawPreviewLine(const Sizes& s, void* mem_data_void, size_t mem_size, size_t base_display_addr) void DrawPreviewLine(const Sizes& s, void* mem_data_void, size_t mem_size, size_t base_display_addr)
@@ -511,16 +598,21 @@ struct MemoryEditor
ImGui::Text("Preview as:"); ImGui::Text("Preview as:");
ImGui::SameLine(); ImGui::SameLine();
ImGui::SetNextItemWidth((s.GlyphWidth * 10.0f) + style.FramePadding.x * 2.0f + style.ItemInnerSpacing.x); ImGui::SetNextItemWidth((s.GlyphWidth * 10.0f) + style.FramePadding.x * 2.0f + style.ItemInnerSpacing.x);
static const ImGuiDataType supported_data_types[] = { ImGuiDataType_S8, ImGuiDataType_U8, ImGuiDataType_S16, ImGuiDataType_U16, ImGuiDataType_S32, ImGuiDataType_U32, ImGuiDataType_S64, ImGuiDataType_U64, ImGuiDataType_Float, ImGuiDataType_Double };
if (ImGui::BeginCombo("##combo_type", DataTypeGetDesc(PreviewDataType), ImGuiComboFlags_HeightLargest)) if (ImGui::BeginCombo("##combo_type", DataTypeGetDesc(PreviewDataType), ImGuiComboFlags_HeightLargest))
{ {
for (int n = 0; n < ImGuiDataType_COUNT; n++) for (int n = 0; n < IM_ARRAYSIZE(supported_data_types); n++)
if (ImGui::Selectable(DataTypeGetDesc((ImGuiDataType)n), PreviewDataType == n)) {
PreviewDataType = (ImGuiDataType)n; ImGuiDataType data_type = supported_data_types[n];
if (ImGui::Selectable(DataTypeGetDesc(data_type), PreviewDataType == data_type))
PreviewDataType = data_type;
}
ImGui::EndCombo(); ImGui::EndCombo();
} }
ImGui::SameLine(); ImGui::SameLine();
ImGui::SetNextItemWidth((s.GlyphWidth * 6.0f) + style.FramePadding.x * 2.0f + style.ItemInnerSpacing.x); ImGui::SetNextItemWidth((s.GlyphWidth * 6.0f) + style.FramePadding.x * 2.0f + style.ItemInnerSpacing.x);
ImGui::Combo("##combo_endianess", &PreviewEndianess, "LE\0BE\0\0"); ImGui::Combo("##combo_endianness", &PreviewEndianness, "LE\0BE\0\0");
char buf[128] = ""; char buf[128] = "";
float x = s.GlyphWidth * 6.0f; float x = s.GlyphWidth * 6.0f;
@@ -537,18 +629,19 @@ struct MemoryEditor
ImGui::Text("Bin"); ImGui::SameLine(x); ImGui::TextUnformatted(has_value ? buf : "N/A"); ImGui::Text("Bin"); ImGui::SameLine(x); ImGui::TextUnformatted(has_value ? buf : "N/A");
} }
// Utilities for Data Preview // Utilities for Data Preview (since we don't access imgui_internal.h)
// FIXME: This technically depends on ImGuiDataType order.
const char* DataTypeGetDesc(ImGuiDataType data_type) const const char* DataTypeGetDesc(ImGuiDataType data_type) const
{ {
const char* descs[] = { "Int8", "Uint8", "Int16", "Uint16", "Int32", "Uint32", "Int64", "Uint64", "Float", "Double" }; const char* descs[] = { "Int8", "Uint8", "Int16", "Uint16", "Int32", "Uint32", "Int64", "Uint64", "Float", "Double" };
IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); IM_ASSERT(data_type >= 0 && data_type < IM_ARRAYSIZE(descs));
return descs[data_type]; return descs[data_type];
} }
size_t DataTypeGetSize(ImGuiDataType data_type) const size_t DataTypeGetSize(ImGuiDataType data_type) const
{ {
const size_t sizes[] = { 1, 1, 2, 2, 4, 4, 8, 8, sizeof(float), sizeof(double) }; const size_t sizes[] = { 1, 1, 2, 2, 4, 4, 8, 8, sizeof(float), sizeof(double) };
IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); IM_ASSERT(data_type >= 0 && data_type < IM_ARRAYSIZE(sizes));
return sizes[data_type]; return sizes[data_type];
} }
@@ -561,18 +654,18 @@ struct MemoryEditor
bool IsBigEndian() const bool IsBigEndian() const
{ {
uint16_t x = 1; ImU16 x = 1;
char c[2]; char c[2];
memcpy(c, &x, 2); memcpy(c, &x, 2);
return c[0] != 0; return c[0] != 0;
} }
static void* EndianessCopyBigEndian(void* _dst, void* _src, size_t s, int is_little_endian) static void* EndiannessCopyBigEndian(void* _dst, void* _src, size_t s, int is_little_endian)
{ {
if (is_little_endian) if (is_little_endian)
{ {
uint8_t* dst = (uint8_t*)_dst; ImU8* dst = (ImU8*)_dst;
uint8_t* src = (uint8_t*)_src + s - 1; ImU8* src = (ImU8*)_src + s - 1;
for (int i = 0, n = (int)s; i < n; ++i) for (int i = 0, n = (int)s; i < n; ++i)
memcpy(dst++, src--, 1); memcpy(dst++, src--, 1);
return _dst; return _dst;
@@ -583,7 +676,7 @@ struct MemoryEditor
} }
} }
static void* EndianessCopyLittleEndian(void* _dst, void* _src, size_t s, int is_little_endian) static void* EndiannessCopyLittleEndian(void* _dst, void* _src, size_t s, int is_little_endian)
{ {
if (is_little_endian) if (is_little_endian)
{ {
@@ -591,23 +684,23 @@ struct MemoryEditor
} }
else else
{ {
uint8_t* dst = (uint8_t*)_dst; ImU8* dst = (ImU8*)_dst;
uint8_t* src = (uint8_t*)_src + s - 1; ImU8* src = (ImU8*)_src + s - 1;
for (int i = 0, n = (int)s; i < n; ++i) for (int i = 0, n = (int)s; i < n; ++i)
memcpy(dst++, src--, 1); memcpy(dst++, src--, 1);
return _dst; return _dst;
} }
} }
void* EndianessCopy(void* dst, void* src, size_t size) const void* EndiannessCopy(void* dst, void* src, size_t size) const
{ {
static void* (*fp)(void*, void*, size_t, int) = NULL; static void* (*fp)(void*, void*, size_t, int) = nullptr;
if (fp == NULL) if (fp == nullptr)
fp = IsBigEndian() ? EndianessCopyBigEndian : EndianessCopyLittleEndian; fp = IsBigEndian() ? EndiannessCopyBigEndian : EndiannessCopyLittleEndian;
return fp(dst, src, size, PreviewEndianess); return fp(dst, src, size, PreviewEndianness);
} }
const char* FormatBinary(const uint8_t* buf, int width) const const char* FormatBinary(const ImU8* buf, int width) const
{ {
IM_ASSERT(width <= 64); IM_ASSERT(width <= 64);
size_t out_n = 0; size_t out_n = 0;
@@ -627,19 +720,19 @@ struct MemoryEditor
// [Internal] // [Internal]
void DrawPreviewData(size_t addr, const ImU8* mem_data, size_t mem_size, ImGuiDataType data_type, DataFormat data_format, char* out_buf, size_t out_buf_size) const void DrawPreviewData(size_t addr, const ImU8* mem_data, size_t mem_size, ImGuiDataType data_type, DataFormat data_format, char* out_buf, size_t out_buf_size) const
{ {
uint8_t buf[8]; ImU8 buf[8];
size_t elem_size = DataTypeGetSize(data_type); size_t elem_size = DataTypeGetSize(data_type);
size_t size = addr + elem_size > mem_size ? mem_size - addr : elem_size; size_t size = addr + elem_size > mem_size ? mem_size - addr : elem_size;
if (ReadFn) if (ReadFn)
for (int i = 0, n = (int)size; i < n; ++i) for (int i = 0, n = (int)size; i < n; ++i)
buf[i] = ReadFn(mem_data, addr + i); buf[i] = ReadFn(mem_data, addr + i, UserData);
else else
memcpy(buf, mem_data + addr, size); memcpy(buf, mem_data + addr, size);
if (data_format == DataFormat_Bin) if (data_format == DataFormat_Bin)
{ {
uint8_t binbuf[8]; ImU8 binbuf[8];
EndianessCopy(binbuf, buf, size); EndiannessCopy(binbuf, buf, size);
ImSnprintf(out_buf, out_buf_size, "%s", FormatBinary(binbuf, (int)size * 8)); ImSnprintf(out_buf, out_buf_size, "%s", FormatBinary(binbuf, (int)size * 8));
return; return;
} }
@@ -649,84 +742,85 @@ struct MemoryEditor
{ {
case ImGuiDataType_S8: case ImGuiDataType_S8:
{ {
int8_t int8 = 0; ImS8 data = 0;
EndianessCopy(&int8, buf, size); EndiannessCopy(&data, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%hhd", int8); return; } if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%hhd", data); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%02x", int8 & 0xFF); return; } if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%02x", data & 0xFF); return; }
break; break;
} }
case ImGuiDataType_U8: case ImGuiDataType_U8:
{ {
uint8_t uint8 = 0; ImU8 data = 0;
EndianessCopy(&uint8, buf, size); EndiannessCopy(&data, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%hhu", uint8); return; } if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%hhu", data); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%02x", uint8 & 0XFF); return; } if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%02x", data & 0XFF); return; }
break; break;
} }
case ImGuiDataType_S16: case ImGuiDataType_S16:
{ {
int16_t int16 = 0; ImS16 data = 0;
EndianessCopy(&int16, buf, size); EndiannessCopy(&data, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%hd", int16); return; } if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%hd", data); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%04x", int16 & 0xFFFF); return; } if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%04x", data & 0xFFFF); return; }
break; break;
} }
case ImGuiDataType_U16: case ImGuiDataType_U16:
{ {
uint16_t uint16 = 0; ImU16 data = 0;
EndianessCopy(&uint16, buf, size); EndiannessCopy(&data, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%hu", uint16); return; } if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%hu", data); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%04x", uint16 & 0xFFFF); return; } if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%04x", data & 0xFFFF); return; }
break; break;
} }
case ImGuiDataType_S32: case ImGuiDataType_S32:
{ {
int32_t int32 = 0; ImS32 data = 0;
EndianessCopy(&int32, buf, size); EndiannessCopy(&data, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%d", int32); return; } if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%d", data); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%08x", int32); return; } if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%08x", data); return; }
break; break;
} }
case ImGuiDataType_U32: case ImGuiDataType_U32:
{ {
uint32_t uint32 = 0; ImU32 data = 0;
EndianessCopy(&uint32, buf, size); EndiannessCopy(&data, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%u", uint32); return; } if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%u", data); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%08x", uint32); return; } if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%08x", data); return; }
break; break;
} }
case ImGuiDataType_S64: case ImGuiDataType_S64:
{ {
int64_t int64 = 0; ImS64 data = 0;
EndianessCopy(&int64, buf, size); EndiannessCopy(&data, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%lld", (long long)int64); return; } if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%lld", (long long)data); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%016llx", (long long)int64); return; } if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%016llx", (long long)data); return; }
break; break;
} }
case ImGuiDataType_U64: case ImGuiDataType_U64:
{ {
uint64_t uint64 = 0; ImU64 data = 0;
EndianessCopy(&uint64, buf, size); EndiannessCopy(&data, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%llu", (long long)uint64); return; } if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%llu", (long long)data); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%016llx", (long long)uint64); return; } if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "0x%016llx", (long long)data); return; }
break; break;
} }
case ImGuiDataType_Float: case ImGuiDataType_Float:
{ {
float float32 = 0.0f; float data = 0.0f;
EndianessCopy(&float32, buf, size); EndiannessCopy(&data, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%f", float32); return; } if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%f", data); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "%a", float32); return; } if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "%a", data); return; }
break; break;
} }
case ImGuiDataType_Double: case ImGuiDataType_Double:
{ {
double float64 = 0.0; double data = 0.0;
EndianessCopy(&float64, buf, size); EndiannessCopy(&data, buf, size);
if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%f", float64); return; } if (data_format == DataFormat_Dec) { ImSnprintf(out_buf, out_buf_size, "%f", data); return; }
if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "%a", float64); return; } if (data_format == DataFormat_Hex) { ImSnprintf(out_buf, out_buf_size, "%a", data); return; }
break; break;
} }
default:
case ImGuiDataType_COUNT: case ImGuiDataType_COUNT:
break; break;
} // Switch } // Switch
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+2 -2
View File
@@ -315,7 +315,7 @@ static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0
if (node->y > min_y) { if (node->y > min_y) {
// raise min_y higher. // raise min_y higher.
// we've accounted for all waste up to min_y, // we've accounted for all waste up to min_y,
// but we'll now add more waste for everything we've visted // but we'll now add more waste for everything we've visited
waste_area += visited_width * (node->y - min_y); waste_area += visited_width * (node->y - min_y);
min_y = node->y; min_y = node->y;
// the first time through, visited_width might be reduced // the first time through, visited_width might be reduced
@@ -470,7 +470,7 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i
// insert the new node into the right starting point, and // insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be // let 'cur' point to the remaining nodes needing to be
// stiched back in // stitched back in
cur = *res.prev_link; cur = *res.prev_link;
if (cur->x < res.x) { if (cur->x < res.x) {
+113 -55
View File
@@ -5,7 +5,8 @@
// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) // - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783)
// - Added name to struct or it may be forward declared in our code. // - Added name to struct or it may be forward declared in our code.
// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) // - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925)
// Grep for [DEAR IMGUI] to find the changes. // - Changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion.
// Grep for [DEAR IMGUI] to find some changes.
// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* // - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_*
// stb_textedit.h - v1.14 - public domain - Sean Barrett // stb_textedit.h - v1.14 - public domain - Sean Barrett
@@ -39,6 +40,7 @@
// //
// VERSION HISTORY // VERSION HISTORY
// //
// !!!! (2025-10-23) changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion.
// 1.14 (2021-07-11) page up/down, various fixes // 1.14 (2021-07-11) page up/down, various fixes
// 1.13 (2019-02-07) fix bug in undo size management // 1.13 (2019-02-07) fix bug in undo size management
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash // 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
@@ -141,12 +143,14 @@
// with previous char) // with previous char)
// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character // STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character
// (return type is int, -1 means not valid to insert) // (return type is int, -1 means not valid to insert)
// (not supported if you want to use UTF-8, see below)
// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based // STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based
// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize // STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize
// as manually wordwrapping for end-of-line positioning // as manually wordwrapping for end-of-line positioning
// //
// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i // STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i
// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) // STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) try to insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)
// returns number of characters actually inserted. [DEAR IMGUI]
// //
// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key // STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key
// //
@@ -178,6 +182,13 @@
// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text // STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text
// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text // STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text
// //
// To support UTF-8:
//
// STB_TEXTEDIT_GETPREVCHARINDEX returns index of previous character
// STB_TEXTEDIT_GETNEXTCHARINDEX returns index of next character
// Do NOT define STB_TEXTEDIT_KEYTOTEXT.
// Instead, call stb_textedit_text() directly for text contents.
//
// Keyboard input must be encoded as a single integer value; e.g. a character code // Keyboard input must be encoded as a single integer value; e.g. a character code
// and some bitflags that represent shift states. to simplify the interface, SHIFT must // and some bitflags that represent shift states. to simplify the interface, SHIFT must
// be a bitflag, so we can test the shifted state of cursor movements to allow selection, // be a bitflag, so we can test the shifted state of cursor movements to allow selection,
@@ -250,8 +261,10 @@
// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are // if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are
// transformed into text and stb_textedit_text() is automatically called. // transformed into text and stb_textedit_text() is automatically called.
// //
// text: [DEAR IMGUI] added 2024-09 // text: (added 2025)
// call this to text inputs sent to the textfield. // call this to directly send text input the textfield, which is required
// for UTF-8 support, because stb_textedit_key() + STB_TEXTEDIT_KEYTOTEXT()
// cannot infer text length.
// //
// //
// When rendering, you can read the cursor position and selection state from // When rendering, you can read the cursor position and selection state from
@@ -400,6 +413,16 @@ typedef struct
#define IMSTB_TEXTEDIT_memmove memmove #define IMSTB_TEXTEDIT_memmove memmove
#endif #endif
// [DEAR IMGUI]
// Functions must be implemented for UTF8 support
// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit.
// There is not necessarily a '[DEAR IMGUI]' at the usage sites.
#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX
#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(OBJ, IDX) ((IDX) - 1)
#endif
#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX
#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(OBJ, IDX) ((IDX) + 1)
#endif
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
// //
@@ -407,7 +430,7 @@ typedef struct
// //
// traverse the layout to locate the nearest character to a display position // traverse the layout to locate the nearest character to a display position
static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y, int* out_side_on_line)
{ {
StbTexteditRow r; StbTexteditRow r;
int n = STB_TEXTEDIT_STRINGLEN(str); int n = STB_TEXTEDIT_STRINGLEN(str);
@@ -417,6 +440,7 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
r.x0 = r.x1 = 0; r.x0 = r.x1 = 0;
r.ymin = r.ymax = 0; r.ymin = r.ymax = 0;
r.num_chars = 0; r.num_chars = 0;
*out_side_on_line = 0;
// search rows to find one that straddles 'y' // search rows to find one that straddles 'y'
while (i < n) { while (i < n) {
@@ -436,7 +460,10 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
// below all text, return 'after' last character // below all text, return 'after' last character
if (i >= n) if (i >= n)
{
*out_side_on_line = 1;
return n; return n;
}
// check if it's before the beginning of the line // check if it's before the beginning of the line
if (x < r.x0) if (x < r.x0)
@@ -449,6 +476,7 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) { for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) {
float w = STB_TEXTEDIT_GETWIDTH(str, i, k); float w = STB_TEXTEDIT_GETWIDTH(str, i, k);
if (x < prev_x+w) { if (x < prev_x+w) {
*out_side_on_line = (k == 0) ? 0 : 1;
if (x < prev_x+w/2) if (x < prev_x+w/2)
return k+i; return k+i;
else else
@@ -460,6 +488,7 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y)
} }
// if the last character is a newline, return that. otherwise return 'after' the last character // if the last character is a newline, return that. otherwise return 'after' the last character
*out_side_on_line = 1;
if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE)
return i+r.num_chars-1; return i+r.num_chars-1;
else else
@@ -471,6 +500,7 @@ static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *st
{ {
// In single-line mode, just always make y = 0. This lets the drag keep working if the mouse // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse
// goes off the top or bottom of the text // goes off the top or bottom of the text
int side_on_line;
if( state->single_line ) if( state->single_line )
{ {
StbTexteditRow r; StbTexteditRow r;
@@ -478,16 +508,18 @@ static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *st
y = r.ymin; y = r.ymin;
} }
state->cursor = stb_text_locate_coord(str, x, y); state->cursor = stb_text_locate_coord(str, x, y, &side_on_line);
state->select_start = state->cursor; state->select_start = state->cursor;
state->select_end = state->cursor; state->select_end = state->cursor;
state->has_preferred_x = 0; state->has_preferred_x = 0;
str->LastMoveDirectionLR = (ImS8)(side_on_line ? ImGuiDir_Right : ImGuiDir_Left);
} }
// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location // API drag: on mouse drag, move the cursor and selection endpoint to the clicked location
static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
{ {
int p = 0; int p = 0;
int side_on_line;
// In single-line mode, just always make y = 0. This lets the drag keep working if the mouse // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse
// goes off the top or bottom of the text // goes off the top or bottom of the text
@@ -501,8 +533,9 @@ static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *sta
if (state->select_start == state->select_end) if (state->select_start == state->select_end)
state->select_start = state->cursor; state->select_start = state->cursor;
p = stb_text_locate_coord(str, x, y); p = stb_text_locate_coord(str, x, y, &side_on_line);
state->cursor = state->select_end = p; state->cursor = state->select_end = p;
str->LastMoveDirectionLR = (ImS8)(side_on_line ? ImGuiDir_Right : ImGuiDir_Left);
} }
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
@@ -552,6 +585,8 @@ static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING
STB_TEXTEDIT_LAYOUTROW(&r, str, i); STB_TEXTEDIT_LAYOUTROW(&r, str, i);
if (n < i + r.num_chars) if (n < i + r.num_chars)
break; break;
if (str->LastMoveDirectionLR == ImGuiDir_Right && str->Stb->cursor > 0 && str->Stb->cursor == i + r.num_chars && STB_TEXTEDIT_GETCHAR(str, i + r.num_chars - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] Wrapping point handling
break;
if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line
break; // [DEAR IMGUI] break; // [DEAR IMGUI]
prev_start = i; prev_start = i;
@@ -648,15 +683,33 @@ static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditSt
} }
} }
// [DEAR IMGUI] // [DEAR IMGUI] Extracted this function so we can more easily add support for word-wrapping.
// Functions must be implemented for UTF8 support #ifndef STB_TEXTEDIT_MOVELINESTART
// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit. static int stb_textedit_move_line_start(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int cursor)
// There is not necessarily a '[DEAR IMGUI]' at the usage sites. {
#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX if (state->single_line)
#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1) return 0;
while (cursor > 0) {
int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, cursor);
if (STB_TEXTEDIT_GETCHAR(str, prev) == STB_TEXTEDIT_NEWLINE)
break;
cursor = prev;
}
return cursor;
}
#define STB_TEXTEDIT_MOVELINESTART stb_textedit_move_line_start
#endif #endif
#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX #ifndef STB_TEXTEDIT_MOVELINEEND
#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1) static int stb_textedit_move_line_end(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int cursor)
{
int n = STB_TEXTEDIT_STRINGLEN(str);
if (state->single_line)
return n;
while (cursor < n && STB_TEXTEDIT_GETCHAR(str, cursor) != STB_TEXTEDIT_NEWLINE)
cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, cursor);
return cursor;
}
#define STB_TEXTEDIT_MOVELINEEND stb_textedit_move_line_end
#endif #endif
#ifdef STB_TEXTEDIT_IS_SPACE #ifdef STB_TEXTEDIT_IS_SPACE
@@ -668,9 +721,9 @@ static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx )
#ifndef STB_TEXTEDIT_MOVEWORDLEFT #ifndef STB_TEXTEDIT_MOVEWORDLEFT
static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c ) static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c )
{ {
--c; // always move at least one character c = IMSTB_TEXTEDIT_GETPREVCHARINDEX( str, c ); // always move at least one character
while( c >= 0 && !is_word_boundary( str, c ) ) while (c >= 0 && !is_word_boundary(str, c))
--c; c = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, c);
if( c < 0 ) if( c < 0 )
c = 0; c = 0;
@@ -684,9 +737,9 @@ static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c
static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c ) static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c )
{ {
const int len = STB_TEXTEDIT_STRINGLEN(str); const int len = STB_TEXTEDIT_STRINGLEN(str);
++c; // always move at least one character c = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, c); // always move at least one character
while( c < len && !is_word_boundary( str, c ) ) while( c < len && !is_word_boundary( str, c ) )
++c; c = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, c);
if( c > len ) if( c > len )
c = len; c = len;
@@ -725,7 +778,8 @@ static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditS
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
stb_textedit_delete_selection(str,state); stb_textedit_delete_selection(str,state);
// try to insert the characters // try to insert the characters
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len);
if (len) {
stb_text_makeundo_insert(state, state->cursor, len); stb_text_makeundo_insert(state, state->cursor, len);
state->cursor += len; state->cursor += len;
state->has_preferred_x = 0; state->has_preferred_x = 0;
@@ -739,6 +793,7 @@ static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditS
#define STB_TEXTEDIT_KEYTYPE int #define STB_TEXTEDIT_KEYTYPE int
#endif #endif
// API key: process text input
// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. // [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility.
static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len)
{ {
@@ -749,14 +804,15 @@ static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* sta
if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
stb_text_makeundo_replace(str, state, state->cursor, 1, 1); stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { text_len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len);
if (text_len) {
state->cursor += text_len; state->cursor += text_len;
state->has_preferred_x = 0; state->has_preferred_x = 0;
} }
} } else {
else {
stb_textedit_delete_selection(str, state); // implicitly clamps stb_textedit_delete_selection(str, state); // implicitly clamps
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { text_len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len);
if (text_len) {
stb_text_makeundo_insert(state, state->cursor, text_len); stb_text_makeundo_insert(state, state->cursor, text_len);
state->cursor += text_len; state->cursor += text_len;
state->has_preferred_x = 0; state->has_preferred_x = 0;
@@ -771,6 +827,7 @@ retry:
switch (key) { switch (key) {
default: { default: {
#ifdef STB_TEXTEDIT_KEYTOTEXT #ifdef STB_TEXTEDIT_KEYTOTEXT
// This is not suitable for UTF-8 support.
int c = STB_TEXTEDIT_KEYTOTEXT(key); int c = STB_TEXTEDIT_KEYTOTEXT(key);
if (c > 0) { if (c > 0) {
IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c; IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c;
@@ -911,15 +968,16 @@ retry:
// [DEAR IMGUI] // [DEAR IMGUI]
// going down while being on the last line shouldn't bring us to that line end // going down while being on the last line shouldn't bring us to that line end
if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) //if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)
break; // break;
// now find character position down a row // now find character position down a row
state->cursor = start; state->cursor = start;
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
x = row.x0; x = row.x0;
for (i=0; i < row.num_chars; ++i) { for (i=0; i < row.num_chars; ) {
float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); float dx = STB_TEXTEDIT_GETWIDTH(str, start, i);
int next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
#ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE
if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE)
break; break;
@@ -927,10 +985,13 @@ retry:
x += dx; x += dx;
if (x > goal_x) if (x > goal_x)
break; break;
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); i += next - state->cursor;
state->cursor = next;
} }
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
if (state->cursor == find.first_char + find.length)
str->LastMoveDirectionLR = ImGuiDir_Left;
state->has_preferred_x = 1; state->has_preferred_x = 1;
state->preferred_x = goal_x; state->preferred_x = goal_x;
@@ -980,8 +1041,9 @@ retry:
state->cursor = find.prev_first; state->cursor = find.prev_first;
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
x = row.x0; x = row.x0;
for (i=0; i < row.num_chars; ++i) { for (i=0; i < row.num_chars; ) {
float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i);
int next = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor);
#ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE
if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE)
break; break;
@@ -989,10 +1051,15 @@ retry:
x += dx; x += dx;
if (x > goal_x) if (x > goal_x)
break; break;
state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); i += next - state->cursor;
state->cursor = next;
} }
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
if (state->cursor == find.first_char)
str->LastMoveDirectionLR = ImGuiDir_Right;
else if (state->cursor == find.prev_first)
str->LastMoveDirectionLR = ImGuiDir_Left;
state->has_preferred_x = 1; state->has_preferred_x = 1;
state->preferred_x = goal_x; state->preferred_x = goal_x;
@@ -1002,10 +1069,15 @@ retry:
// go to previous line // go to previous line
// (we need to scan previous line the hard way. maybe we could expose this as a new API function?) // (we need to scan previous line the hard way. maybe we could expose this as a new API function?)
prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0;
while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) while (prev_scan > 0)
--prev_scan; {
int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, prev_scan);
if (STB_TEXTEDIT_GETCHAR(str, prev) == STB_TEXTEDIT_NEWLINE)
break;
prev_scan = prev;
}
find.first_char = find.prev_first; find.first_char = find.prev_first;
find.prev_first = prev_scan; find.prev_first = STB_TEXTEDIT_MOVELINESTART(str, state, prev_scan);
} }
break; break;
} }
@@ -1079,10 +1151,7 @@ retry:
case STB_TEXTEDIT_K_LINESTART: case STB_TEXTEDIT_K_LINESTART:
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
stb_textedit_move_to_first(state); stb_textedit_move_to_first(state);
if (state->single_line) state->cursor = STB_TEXTEDIT_MOVELINESTART(str, state, state->cursor);
state->cursor = 0;
else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
--state->cursor;
state->has_preferred_x = 0; state->has_preferred_x = 0;
break; break;
@@ -1090,13 +1159,9 @@ retry:
case STB_TEXTEDIT_K_LINEEND2: case STB_TEXTEDIT_K_LINEEND2:
#endif #endif
case STB_TEXTEDIT_K_LINEEND: { case STB_TEXTEDIT_K_LINEEND: {
int n = STB_TEXTEDIT_STRINGLEN(str);
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
stb_textedit_move_to_first(state); stb_textedit_move_to_last(str, state);
if (state->single_line) state->cursor = STB_TEXTEDIT_MOVELINEEND(str, state, state->cursor);
state->cursor = n;
else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
++state->cursor;
state->has_preferred_x = 0; state->has_preferred_x = 0;
break; break;
} }
@@ -1107,10 +1172,7 @@ retry:
case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT:
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
stb_textedit_prep_selection_at_cursor(state); stb_textedit_prep_selection_at_cursor(state);
if (state->single_line) state->cursor = STB_TEXTEDIT_MOVELINESTART(str, state, state->cursor);
state->cursor = 0;
else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
--state->cursor;
state->select_end = state->cursor; state->select_end = state->cursor;
state->has_preferred_x = 0; state->has_preferred_x = 0;
break; break;
@@ -1119,13 +1181,9 @@ retry:
case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT:
#endif #endif
case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {
int n = STB_TEXTEDIT_STRINGLEN(str);
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
stb_textedit_prep_selection_at_cursor(state); stb_textedit_prep_selection_at_cursor(state);
if (state->single_line) state->cursor = STB_TEXTEDIT_MOVELINEEND(str, state, state->cursor);
state->cursor = n;
else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
++state->cursor;
state->select_end = state->cursor; state->select_end = state->cursor;
state->has_preferred_x = 0; state->has_preferred_x = 0;
break; break;
@@ -1300,7 +1358,7 @@ static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
// check type of recorded action: // check type of recorded action:
if (u.insert_length) { if (u.insert_length) {
// easy case: was a deletion, so we need to insert n characters // easy case: was a deletion, so we need to insert n characters
STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); u.insert_length = STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);
s->undo_char_point -= u.insert_length; s->undo_char_point -= u.insert_length;
} }
@@ -1351,7 +1409,7 @@ static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
if (r.insert_length) { if (r.insert_length) {
// easy case: need to insert n characters // easy case: need to insert n characters
STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); r.insert_length = STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);
s->redo_char_point += r.insert_length; s->redo_char_point += r.insert_length;
} }
+3 -3
View File
@@ -886,7 +886,7 @@ STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, fl
// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap // xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap
STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff);
// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel // the same as stbtt_GetCodepointBitmap, but you can specify a subpixel
// shift for the character // shift for the character
STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint);
@@ -4516,8 +4516,8 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex
q2[0] = (float)x2; q2[0] = (float)x2;
q2[1] = (float)y2; q2[1] = (float)y2;
if (equal(q0,q1) || equal(q1,q2)) { if (equal(q0,q1) || equal(q1,q2)) {
x0 = (int)verts[i-1].x; x0 = (int)verts[i-1].x; //-V1048
y0 = (int)verts[i-1].y; y0 = (int)verts[i-1].y; //-V1048
x1 = (int)verts[i ].x; x1 = (int)verts[i ].x;
y1 = (int)verts[i ].y; y1 = (int)verts[i ].y;
if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {
+6 -5
View File
@@ -38,11 +38,12 @@ std::vector<Analog> &games::bc::get_analogs() {
if (analogs.empty()) { if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Busou Shinki: Armored Princess Battle Conductor"); analogs = GameAPI::Analogs::getAnalogs("Busou Shinki: Armored Princess Battle Conductor");
GameAPI::Analogs::sortAnalogs( using GameAPI::Analogs::AnalogType;
&analogs,
"Stick X", GameAPI::Analogs::sortAnalogsWithType(&analogs, {
"Stick Y" { "Stick X", AnalogType::LinearCentered },
); { "Stick Y", AnalogType::LinearCentered }
});
} }
return analogs; return analogs;
+15 -1
View File
@@ -1,5 +1,7 @@
#include "bi2x_hook.h" #include "bi2x_hook.h"
#if SPICE64
#include <cstdint> #include <cstdint>
#include "util/detour.h" #include "util/detour.h"
#include "util/logging.h" #include "util/logging.h"
@@ -16,15 +18,19 @@ namespace games::ccj {
*/ */
struct AIO_SCI_COMM { struct AIO_SCI_COMM {
uint8_t data[0xf8];
}; };
struct AIO_NMGR_IOB2 { struct AIO_NMGR_IOB2 {
uint8_t data[0xe30];
}; };
struct AIO_IOB2_BI2X_TBS { struct AIO_IOB2_BI2X_TBS {
uint8_t data[0x4680];
}; };
struct AIO_IOB2_BI2X_WRFIRM { struct AIO_IOB2_BI2X_WRFIRM {
uint8_t data[0x20f48];
}; };
struct AIO_NMGR_IOB__NODEINFO { struct AIO_NMGR_IOB__NODEINFO {
@@ -72,6 +78,12 @@ namespace games::ccj {
AIO_IOB2_BI2X_AC1__OUTPUTDATA OutputData; AIO_IOB2_BI2X_AC1__OUTPUTDATA OutputData;
}; };
// checked with UJK-001-2024060400
static_assert(sizeof(AIO_SCI_COMM) == 0xf8);
static_assert(sizeof(AIO_NMGR_IOB2) == 0xe30);
static_assert(sizeof(AIO_IOB2_BI2X_TBS) == 0x4680);
static_assert(sizeof(AIO_IOB2_BI2X_WRFIRM) == 0x20f48);
static void write_iccr_led(Lights::ccj_lights_t light, uint8_t value); static void write_iccr_led(Lights::ccj_lights_t light, uint8_t value);
/* /*
@@ -621,4 +633,6 @@ namespace games::ccj {
detour::trampoline_try(libaioDll, "aioNodeCtl_IsError", detour::trampoline_try(libaioDll, "aioNodeCtl_IsError",
aioNodeCtl_IsError, &aioNodeCtl_IsError_orig); aioNodeCtl_IsError, &aioNodeCtl_IsError_orig);
} }
} }
#endif
+5 -1
View File
@@ -1,5 +1,9 @@
#pragma once #pragma once
#if SPICE64
namespace games::ccj { namespace games::ccj {
void bi2x_hook_init(); void bi2x_hook_init();
} }
#endif
+8
View File
@@ -65,12 +65,20 @@ namespace games::ccj {
libutils::load_library("libaio-iob2_video.dll"); libutils::load_library("libaio-iob2_video.dll");
libutils::load_library("win10actlog.dll"); libutils::load_library("win10actlog.dll");
// we do this to prevent this unexpectedly being unloaded
// which leads to D3D10Warp.dll_unloaded crash
libutils::load_library("d3d10warp.dll");
detour::trampoline_try("execexe.dll", MAKEINTRESOURCE(11), detour::trampoline_try("execexe.dll", MAKEINTRESOURCE(11),
(void*)execexe_CreateFileW_hook,(void**)&execexe_CreateFileW_orig); (void*)execexe_CreateFileW_hook,(void**)&execexe_CreateFileW_orig);
#if SPICE64
// insert BI2X hooks // insert BI2X hooks
bi2x_hook_init(); bi2x_hook_init();
#endif
// insert trackball hooks // insert trackball hooks
trackball_hook_init(); trackball_hook_init();
+8 -7
View File
@@ -45,13 +45,14 @@ std::vector<Analog> &games::ccj::get_analogs() {
if (analogs.empty()) { if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Chase Chase Jokers"); analogs = GameAPI::Analogs::getAnalogs("Chase Chase Jokers");
GameAPI::Analogs::sortAnalogs( using GameAPI::Analogs::AnalogType;
&analogs,
"Joystick X", GameAPI::Analogs::sortAnalogsWithType(&analogs, {
"Joystick Y", { "Joystick X", AnalogType::LinearCentered },
"Trackball DX", { "Joystick Y", AnalogType::LinearCentered },
"Trackball DY" { "Trackball DX", AnalogType::LinearCentered },
); { "Trackball DY", AnalogType::LinearCentered }
});
} }
return analogs; return analogs;
+81 -19
View File
@@ -8,6 +8,7 @@
#include "hooks/setupapihook.h" #include "hooks/setupapihook.h"
#include "hooks/sleephook.h" #include "hooks/sleephook.h"
#include "hooks/input/dinput8/hook.h" #include "hooks/input/dinput8/hook.h"
#include "util/deferlog.h"
#include "util/utils.h" #include "util/utils.h"
#include "util/libutils.h" #include "util/libutils.h"
#include "util/fileutils.h" #include "util/fileutils.h"
@@ -22,6 +23,7 @@
#include "p3io/usbmem.h" #include "p3io/usbmem.h"
#include "p4io/p4io.h" #include "p4io/p4io.h"
#include <cstring>
using namespace acioemu; using namespace acioemu;
@@ -52,9 +54,9 @@ namespace games::ddr {
return SendMessage_real(hWnd, Msg, wParam, lParam); return SendMessage_real(hWnd, Msg, wParam, lParam);
} }
bool contains_only_ascii(const std::string& str) { bool contains_only_ascii(const std::wstring& str) {
for (auto c: str) { for (auto c: str) {
if (static_cast<unsigned char>(c) > 127) { if (c > 127) {
return false; return false;
} }
} }
@@ -79,24 +81,24 @@ namespace games::ddr {
} }
if (fileutils::dir_exists(dir)) { if (fileutils::dir_exists(dir)) {
log_info("ddr", "looking for codecs in this directory: {}", dir.string()); log_info("ddr", "looking for codecs in this directory: {}", dir);
} else { } else {
log_info("ddr", "codecs directory not found: {}", dir.string()); log_info("ddr", "codecs directory not found: {}", dir);
return; return;
} }
for (const auto &file : std::filesystem::directory_iterator(dir)) { for (const auto &file : std::filesystem::directory_iterator(dir)) {
const auto &filename = file.path().filename(); const auto &filename = file.path().filename();
const auto extension = strtolower(filename.extension().string()); const auto extension = filename.extension().wstring();
if (extension != ".dll") { if (wcsicmp(extension.c_str(), L".dll") != 0) {
continue; continue;
} }
log_info("ddr", "found DLL: {}, size: {} bytes", filename.string(), file.file_size()); log_info("ddr", "found DLL: {}, size: {} bytes", filename, file.file_size());
if (filename == "k-clvsd.dll" || filename.string().find("xactengine") == 0) { if (filename == "k-clvsd.dll" || filename.wstring().find(L"xactengine") == 0) {
const std::wstring wcmd = L"regsvr32.exe /s \"" + file.path().wstring() + L"\""; const std::wstring wcmd = L"regsvr32.exe /s \"" + file.path().wstring() + L"\"";
const std::string cmd = "regsvr32.exe /s \"" + file.path().string() + "\""; const std::string cmd = fmt::format("regsvr32.exe /s \"{}\"", file.path());
int result = 0; int result = 0;
std::thread t([wcmd, &result]() { std::thread t([wcmd, &result]() {
@@ -108,18 +110,32 @@ namespace games::ddr {
log_info("ddr", "`{}` returned {}", cmd, result); log_info("ddr", "`{}` returned {}", cmd, result);
} else { } else {
log_warning("ddr", "`{}` failed, returned {}", cmd, result); log_warning("ddr", "`{}` failed, returned {}", cmd, result);
deferredlogs::defer_error_messages({
"DDR codec registration failure",
fmt::format(" {} failed to register with error {}", filename, result)});
} }
if (!contains_only_ascii(file.path().string())) { static std::once_flag printed;
log_warning( std::call_once(printed, [file]() {
"ddr", if (!contains_only_ascii(file.path().wstring())) {
"BAD PATH ERROR\n\n\n" log_warning(
"!!! !!!\n" "ddr",
"!!! filesystem path to codec contains non-ASCII characters! !!!\n" "BAD PATH ERROR\n\n"
"!!! this may cause the game to crash! !!!\n" "!!! !!!\n"
"!!! !!!\n" "!!! filesystem path to codec contains non-ASCII characters! !!!\n"
); "!!! this may cause failures when loading codecs, and !!!\n"
} "!!! potentially leading the game to crash! !!!\n"
"!!! !!!\n"
);
deferredlogs::defer_error_messages({
"path to DDR codecs contain non-Latin characters",
" this may lead to movies not playing, white screen issue,",
" game hanging, or potentially a crash",
" move the game to a directory that does not contain non-Latin characters",
" if you encountered any issues"});
}
});
} }
} }
} }
@@ -275,4 +291,50 @@ namespace games::ddr {
// dispose device hook // dispose device hook
devicehook_dispose(); devicehook_dispose();
} }
static void get_analog_xy_axis(Analog &analog, bool &less, bool &more) {
if (!analog.isSet()) {
return;
}
const auto value = GameAPI::Analogs::getState(RI_MGR, analog);
// stepmania linux source:
// https://github.com/stepmania/stepmania/blob/d55acb1ba26f1c5b5e3048d6d6c0bd116625216f/src/arch/InputHandler/InputHandler_Linux_Event.cpp#L410
// for example, value cap with range [0, 255]:
// 127 = 0.498, neutral
// 128 = 0.502, both
// apparently some adapters report values like above; this obviously makes a lot of
// assumptions about bit width of the HID value cap and how the adapter reports
// neutral/both values, but this is good enough for parity with stepmania and its many forks
if (0.5001f < value && value < 0.75f) {
less |= true;
more |= true;
} else if (value <= 0.25f) {
less |= true;
} else if (value >= 0.75f) {
more |= true;
}
}
void get_analog_x_axis(int player, bool &left, bool &right) {
if (player != 1 && player != 2) {
log_fatal("ddr", "invalid player number: {}, expected 1 or 2", player);
return;
}
auto &analog = get_analogs().at(player == 1 ? Analogs::P1_LEFT_RIGHT : Analogs::P2_LEFT_RIGHT);
get_analog_xy_axis(analog, left, right);
}
void get_analog_y_axis(int player, bool &up, bool &down) {
if (player != 1 && player != 2) {
log_fatal("ddr", "invalid player number: {}, expected 1 or 2", player);
return;
}
auto &analog = get_analogs().at(player == 1 ? Analogs::P1_UP_DOWN : Analogs::P2_UP_DOWN);
get_analog_xy_axis(analog, up, down);
}
} }
+3
View File
@@ -23,4 +23,7 @@ namespace games::ddr {
private: private:
void register_codecs(); void register_codecs();
}; };
void get_analog_x_axis(int player, bool &left, bool &right);
void get_analog_y_axis(int player, bool &up, bool &down);
} }
+158 -110
View File
@@ -35,142 +35,190 @@ std::vector<Button> &games::ddr::get_buttons() {
return analogs; return analogs;
} }
std::string games::ddr::get_buttons_help() {
// keep to max 100 characters wide
return
"For DDR pad arrows, double check that simultaneous Left+Right and Up+Down can be detected.\n"
"You should boot the game, enter test menu, and use Foot Panel Check.\n\n"
"When mapping arrows, try the following in order:\n\n"
" 1. If your controller uses face buttons (A/B/X/Y), bind them here.\n"
" 2. If your controller supports XInput, use that.\n"
" 3. If your controller uses analog axis for arrows, try Analogs tab.\n"
" 4. Otherwise, you will need to use remapping software or get a better adapter."
;
}
std::vector<Analog> &games::ddr::get_analogs() {
static std::vector<Analog> analogs;
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Dance Dance Revolution");
using namespace GameAPI::Analogs;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "P1 Left-Right (Axis Fix)", AnalogType::LinearCentered },
{ "P1 Up-Down (Axis Fix)", AnalogType::LinearCentered },
{ "P2 Left-Right (Axis Fix)", AnalogType::LinearCentered },
{ "P2 Up-Down (Axis Fix)", AnalogType::LinearCentered }
});
}
return analogs;
}
std::string games::ddr::get_analogs_help() {
// keep to max 100 characters wide
return
"Only use this if your DDR pad outputs analog axis for arrows.\n\n"
"If the pad uses face buttons (A/B/X/Y), use Buttons tab instead.\n\n"
"Spice will treat values <=25% as Left, >=75% as Right, ~=50% as neutral,\n"
"and value between 50% and 75% as both arrows.\n\n"
"This is the classic Stepmania \"Axis Fix\" which may or may not work with\n"
"your dance pad or your adapter."
;
}
std::vector<Light> &games::ddr::get_lights() { std::vector<Light> &games::ddr::get_lights() {
static std::vector<Light> lights; static std::vector<Light> lights;
if (lights.empty()) { if (lights.empty()) {
lights = GameAPI::Lights::getLights("Dance Dance Revolution"); lights = GameAPI::Lights::getLights("Dance Dance Revolution");
GameAPI::Lights::sortLights( GameAPI::Lights::sortLightsWithCategory(
&lights, &lights,
"P1 Foot Left", {
"P1 Foot Up", {"General", "P1 Foot Left"},
"P1 Foot Right", {"General", "P1 Foot Up"},
"P1 Foot Down", {"General", "P1 Foot Right"},
"P2 Foot Left", {"General", "P1 Foot Down"},
"P2 Foot Up", {"General", "P2 Foot Left"},
"P2 Foot Right", {"General", "P2 Foot Up"},
"P2 Foot Down", {"General", "P2 Foot Right"},
"Spot Red", {"General", "P2 Foot Down"},
"Spot Blue",
"Top Spot Red",
"Top Spot Blue",
"P1 Halogen Upper",
"P1 Halogen Lower",
"P2 Halogen Upper",
"P2 Halogen Lower",
"P1 Button",
"P2 Button",
"Neon",
"HD P1 Start",
"HD P1 Menu Left-Right",
"HD P1 Menu Up-Down",
"HD P2 Start",
"HD P2 Menu Left-Right",
"HD P2 Menu Up-Down",
"HD P1 Speaker F R",
"HD P1 Speaker F G",
"HD P1 Speaker F B",
"HD P1 Speaker W R",
"HD P1 Speaker W G",
"HD P1 Speaker W B",
"HD P2 Speaker F R",
"HD P2 Speaker F G",
"HD P2 Speaker F B",
"HD P2 Speaker W R",
"HD P2 Speaker W G",
"HD P2 Speaker W B",
"WHITE Speaker Top R", {"SD", "Spot Red"},
"WHITE Speaker Top G", {"SD", "Spot Blue"},
"WHITE Speaker Top B", {"SD", "Top Spot Red"},
"WHITE Speaker Bottom R", {"SD", "Top Spot Blue"},
"WHITE Speaker Bottom G", {"SD", "P1 Halogen Upper"},
"WHITE Speaker Bottom B", {"SD", "P1 Halogen Lower"},
"WHITE Woofer R", {"SD", "P2 Halogen Upper"},
"WHITE Woofer G", {"SD", "P2 Halogen Lower"},
"WHITE Woofer B", {"SD", "P1 Button"},
{"SD", "P2 Button"},
{"SD", "Neon"},
"GOLD P1 Menu Start", {"HD", "HD P1 Start"},
"GOLD P1 Menu Up", {"HD", "HD P1 Menu Left-Right"},
"GOLD P1 Menu Down", {"HD", "HD P1 Menu Up-Down"},
"GOLD P1 Menu Left", {"HD", "HD P2 Start"},
"GOLD P1 Menu Right", {"HD", "HD P2 Menu Left-Right"},
{"HD", "HD P2 Menu Up-Down"},
{"HD", "HD P1 Speaker F R"},
{"HD", "HD P1 Speaker F G"},
{"HD", "HD P1 Speaker F B"},
{"HD", "HD P1 Speaker W R"},
{"HD", "HD P1 Speaker W G"},
{"HD", "HD P1 Speaker W B"},
{"HD", "HD P2 Speaker F R"},
{"HD", "HD P2 Speaker F G"},
{"HD", "HD P2 Speaker F B"},
{"HD", "HD P2 Speaker W R"},
{"HD", "HD P2 Speaker W G"},
{"HD", "HD P2 Speaker W B"},
"GOLD P2 Menu Start", {"WHITE", "WHITE Speaker Top R"},
"GOLD P2 Menu Up", {"WHITE", "WHITE Speaker Top G"},
"GOLD P2 Menu Down", {"WHITE", "WHITE Speaker Top B"},
"GOLD P2 Menu Left", {"WHITE", "WHITE Speaker Bottom R"},
"GOLD P2 Menu Right", {"WHITE", "WHITE Speaker Bottom G"},
{"WHITE", "WHITE Speaker Bottom B"},
{"WHITE", "WHITE Woofer R"},
{"WHITE", "WHITE Woofer G"},
{"WHITE", "WHITE Woofer B"},
"GOLD Title Panel Left", {"GOLD", "GOLD P1 Menu Start"},
"GOLD Title Panel Center", {"GOLD", "GOLD P1 Menu Up"},
"GOLD Title Panel Right", {"GOLD", "GOLD P1 Menu Down"},
{"GOLD", "GOLD P1 Menu Left"},
{"GOLD", "GOLD P1 Menu Right"},
"GOLD P1 Woofer Corner", {"GOLD", "GOLD P2 Menu Start"},
"GOLD P2 Woofer Corner", {"GOLD", "GOLD P2 Menu Up"},
{"GOLD", "GOLD P2 Menu Down"},
{"GOLD", "GOLD P2 Menu Left"},
{"GOLD", "GOLD P2 Menu Right"},
"GOLD P1 Card Unit R", {"GOLD", "GOLD Title Panel Left"},
"GOLD P1 Card Unit G", {"GOLD", "GOLD Title Panel Center"},
"GOLD P1 Card Unit B", {"GOLD", "GOLD Title Panel Right"},
"GOLD P2 Card Unit R", {"GOLD", "GOLD P1 Woofer Corner"},
"GOLD P2 Card Unit G", {"GOLD", "GOLD P2 Woofer Corner"},
"GOLD P2 Card Unit B",
"GOLD Top Panel Avg R", {"GOLD", "GOLD P1 Card Unit R"},
"GOLD Top Panel Avg G", {"GOLD", "GOLD P1 Card Unit G"},
"GOLD Top Panel Avg B", {"GOLD", "GOLD P1 Card Unit B"},
"GOLD Monitor Side Left Avg R", {"GOLD", "GOLD P2 Card Unit R"},
"GOLD Monitor Side Left Avg G", {"GOLD", "GOLD P2 Card Unit G"},
"GOLD Monitor Side Left Avg B", {"GOLD", "GOLD P2 Card Unit B"},
"GOLD Monitor Side Right Avg R", {"GOLD", "GOLD Top Panel Avg R"},
"GOLD Monitor Side Right Avg G", {"GOLD", "GOLD Top Panel Avg G"},
"GOLD Monitor Side Right Avg B", {"GOLD", "GOLD Top Panel Avg B"},
"GOLD P1 Foot Up Avg R", {"GOLD", "GOLD Monitor Side Left Avg R"},
"GOLD P1 Foot Up Avg G", {"GOLD", "GOLD Monitor Side Left Avg G"},
"GOLD P1 Foot Up Avg B", {"GOLD", "GOLD Monitor Side Left Avg B"},
"GOLD P1 Foot Down Avg R", {"GOLD", "GOLD Monitor Side Right Avg R"},
"GOLD P1 Foot Down Avg G", {"GOLD", "GOLD Monitor Side Right Avg G"},
"GOLD P1 Foot Down Avg B", {"GOLD", "GOLD Monitor Side Right Avg B"},
"GOLD P1 Foot Left Avg R", {"GOLD", "GOLD P1 Foot Up Avg R"},
"GOLD P1 Foot Left Avg G", {"GOLD", "GOLD P1 Foot Up Avg G"},
"GOLD P1 Foot Left Avg B", {"GOLD", "GOLD P1 Foot Up Avg B"},
"GOLD P1 Foot Right Avg R", {"GOLD", "GOLD P1 Foot Down Avg R"},
"GOLD P1 Foot Right Avg G", {"GOLD", "GOLD P1 Foot Down Avg G"},
"GOLD P1 Foot Right Avg B", {"GOLD", "GOLD P1 Foot Down Avg B"},
"GOLD P2 Foot Up Avg R", {"GOLD", "GOLD P1 Foot Left Avg R"},
"GOLD P2 Foot Up Avg G", {"GOLD", "GOLD P1 Foot Left Avg G"},
"GOLD P2 Foot Up Avg B", {"GOLD", "GOLD P1 Foot Left Avg B"},
"GOLD P2 Foot Down Avg R", {"GOLD", "GOLD P1 Foot Right Avg R"},
"GOLD P2 Foot Down Avg G", {"GOLD", "GOLD P1 Foot Right Avg G"},
"GOLD P2 Foot Down Avg B", {"GOLD", "GOLD P1 Foot Right Avg B"},
"GOLD P2 Foot Left Avg R", {"GOLD", "GOLD P2 Foot Up Avg R"},
"GOLD P2 Foot Left Avg G", {"GOLD", "GOLD P2 Foot Up Avg G"},
"GOLD P2 Foot Left Avg B", {"GOLD", "GOLD P2 Foot Up Avg B"},
"GOLD P2 Foot Right Avg R", {"GOLD", "GOLD P2 Foot Down Avg R"},
"GOLD P2 Foot Right Avg G", {"GOLD", "GOLD P2 Foot Down Avg G"},
"GOLD P2 Foot Right Avg B", {"GOLD", "GOLD P2 Foot Down Avg B"},
"GOLD P1 Stage Corner Up-Left", {"GOLD", "GOLD P2 Foot Left Avg R"},
"GOLD P1 Stage Corner Up-Right", {"GOLD", "GOLD P2 Foot Left Avg G"},
"GOLD P1 Stage Corner Down-Left", {"GOLD", "GOLD P2 Foot Left Avg B"},
"GOLD P1 Stage Corner Down-Right",
"GOLD P2 Stage Corner Up-Left", {"GOLD", "GOLD P2 Foot Right Avg R"},
"GOLD P2 Stage Corner Up-Right", {"GOLD", "GOLD P2 Foot Right Avg G"},
"GOLD P2 Stage Corner Down-Left", {"GOLD", "GOLD P2 Foot Right Avg B"},
"GOLD P2 Stage Corner Down-Right"
{"GOLD", "GOLD P1 Stage Corner Up-Left"},
{"GOLD", "GOLD P1 Stage Corner Up-Right"},
{"GOLD", "GOLD P1 Stage Corner Down-Left"},
{"GOLD", "GOLD P1 Stage Corner Down-Right"},
{"GOLD", "GOLD P2 Stage Corner Up-Left"},
{"GOLD", "GOLD P2 Stage Corner Up-Right"},
{"GOLD", "GOLD P2 Stage Corner Down-Left"},
{"GOLD", "GOLD P2 Stage Corner Down-Right"}
}
); );
} }
+13
View File
@@ -33,6 +33,16 @@ namespace games::ddr {
}; };
} }
// all analogs in correct order
namespace Analogs {
enum {
P1_LEFT_RIGHT,
P1_UP_DOWN,
P2_LEFT_RIGHT,
P2_UP_DOWN
};
}
// all lights in correct order // all lights in correct order
namespace Lights { namespace Lights {
enum { enum {
@@ -177,5 +187,8 @@ namespace games::ddr {
// getters // getters
std::vector<Button> &get_buttons(); std::vector<Button> &get_buttons();
std::string get_buttons_help();
std::string get_analogs_help();
std::vector<Analog> &get_analogs();
std::vector<Light> &get_lights(); std::vector<Light> &get_lights();
} }
+50 -2
View File
@@ -282,7 +282,7 @@ int games::ddr::DDRP3IOHandle::write(LPCVOID lpBuffer, DWORD nNumberOfBytesToWri
} }
// use both sat spots for a neon pulse // use both sat spots for a neon pulse
float value_neon = (light_bits & hd_mapping_bits[0] && hd_mapping_bits[1]) ? 1.f : 0.f; float value_neon = (light_bits & hd_mapping_bits[0] && light_bits & hd_mapping_bits[1]) ? 1.f : 0.f;
GameAPI::Lights::writeLight(RI_MGR, lights[Lights::NEON], value_neon); GameAPI::Lights::writeLight(RI_MGR, lights[Lights::NEON], value_neon);
} }
@@ -498,32 +498,80 @@ int games::ddr::DDRP3IOHandle::device_io(
// shift table // shift table
static size_t shift_table[] = { static size_t shift_table[] = {
30, 28, 29, 8, 9, 10, 11, 12, 24, 25, 14, 15, 16, 17, 18, 19, 20, 26, 27, 22, 23 30, 28, 29, // service, test, coin
8, // p1 start
9, 10, 11, 12, // p1 panel
24, 25, 14, 15, // p1 menu
16, // p2 start
17, 18, 19, 20, // p2 panel
26, 27, 22, 23 // p2 menu
}; };
static size_t button_table[] = { static size_t button_table[] = {
Buttons::SERVICE, Buttons::SERVICE,
Buttons::TEST, Buttons::TEST,
Buttons::COIN_MECH, Buttons::COIN_MECH,
Buttons::P1_START, Buttons::P1_START,
Buttons::P1_PANEL_UP, Buttons::P1_PANEL_UP,
Buttons::P1_PANEL_DOWN, Buttons::P1_PANEL_DOWN,
Buttons::P1_PANEL_LEFT, Buttons::P1_PANEL_LEFT,
Buttons::P1_PANEL_RIGHT, Buttons::P1_PANEL_RIGHT,
Buttons::P1_MENU_UP, Buttons::P1_MENU_UP,
Buttons::P1_MENU_DOWN, Buttons::P1_MENU_DOWN,
Buttons::P1_MENU_LEFT, Buttons::P1_MENU_LEFT,
Buttons::P1_MENU_RIGHT, Buttons::P1_MENU_RIGHT,
Buttons::P2_START, Buttons::P2_START,
Buttons::P2_PANEL_UP, Buttons::P2_PANEL_UP,
Buttons::P2_PANEL_DOWN, Buttons::P2_PANEL_DOWN,
Buttons::P2_PANEL_LEFT, Buttons::P2_PANEL_LEFT,
Buttons::P2_PANEL_RIGHT, Buttons::P2_PANEL_RIGHT,
Buttons::P2_MENU_UP, Buttons::P2_MENU_UP,
Buttons::P2_MENU_DOWN, Buttons::P2_MENU_DOWN,
Buttons::P2_MENU_LEFT, Buttons::P2_MENU_LEFT,
Buttons::P2_MENU_RIGHT, Buttons::P2_MENU_RIGHT,
}; };
// get analogs
struct {
bool up;
bool down;
bool left;
bool right;
} analog_values[2] = {};
games::ddr::get_analog_x_axis(1, analog_values[0].left, analog_values[0].right);
games::ddr::get_analog_y_axis(1, analog_values[0].up, analog_values[0].down);
games::ddr::get_analog_x_axis(2, analog_values[1].left, analog_values[1].right);
games::ddr::get_analog_y_axis(2, analog_values[1].up, analog_values[1].down);
if (analog_values[0].up) {
controls |= 1 << 9;
}
if (analog_values[0].down) {
controls |= 1 << 10;
}
if (analog_values[0].left) {
controls |= 1 << 11;
}
if (analog_values[0].right) {
controls |= 1 << 12;
}
if (analog_values[1].up) {
controls |= 1 << 17;
}
if (analog_values[1].down) {
controls |= 1 << 18;
}
if (analog_values[1].left) {
controls |= 1 << 19;
}
if (analog_values[1].right) {
controls |= 1 << 20;
}
// update states // update states
auto &buttons = get_buttons(); auto &buttons = get_buttons();
size_t count = 0; size_t count = 0;
+5 -8
View File
@@ -253,28 +253,25 @@ namespace games::ddr {
if(((dwIoControlCode>>16)&0xFFFF) == FILE_DEVICE_UNKNOWN) { if(((dwIoControlCode>>16)&0xFFFF) == FILE_DEVICE_UNKNOWN) {
switch((dwIoControlCode>>2)&0x3FFF) { switch((dwIoControlCode>>2)&0x3FFF) {
case P4IO_IOCTL_GET_INPUTS: { case P4IO_IOCTL_GET_INPUTS: {
// Prevents this function from being called at its normal 2000-2500 kHz cadence and overloading the CPU, instead reduces it to 250 Hz
Sleep(4);
memset(lpOutBuffer, 0, 16); memset(lpOutBuffer, 0, 16);
auto controls = (uint32_t*) lpOutBuffer; auto controls = (uint32_t*) lpOutBuffer;
const std::pair<size_t, uint8_t> buttonMapping[] = const std::pair<size_t, uint8_t> buttonMapping[] =
{ {
// Panel input comes from MDXF Control Status Buffer functions
{Buttons::SERVICE, 25}, //Good {Buttons::SERVICE, 25}, //Good
{Buttons::TEST, 28}, //Good {Buttons::TEST, 28}, //Good
{Buttons::COIN_MECH, 24}, //Good {Buttons::COIN_MECH, 24}, //Good
{Buttons::P1_START, 0}, //Good {Buttons::P1_START, 0}, //Good
{Buttons::P1_PANEL_UP, 5}, //Good
{Buttons::P1_PANEL_DOWN, 6}, //Good
{Buttons::P1_PANEL_LEFT, 7}, //Goood
{Buttons::P1_PANEL_RIGHT, 16}, //Good
{Buttons::P1_MENU_UP, 1}, //Good {Buttons::P1_MENU_UP, 1}, //Good
{Buttons::P1_MENU_DOWN, 2}, //Good {Buttons::P1_MENU_DOWN, 2}, //Good
{Buttons::P1_MENU_LEFT, 3}, //Good {Buttons::P1_MENU_LEFT, 3}, //Good
{Buttons::P1_MENU_RIGHT, 4}, //Good {Buttons::P1_MENU_RIGHT, 4}, //Good
{Buttons::P2_START, 8}, //Good {Buttons::P2_START, 8}, //Good
{Buttons::P2_PANEL_UP, 13}, //Good
{Buttons::P2_PANEL_DOWN, 14}, //Good
{Buttons::P2_PANEL_LEFT, 15}, //Good
{Buttons::P2_PANEL_RIGHT, 20}, //Good
{Buttons::P2_MENU_UP, 9}, //Good {Buttons::P2_MENU_UP, 9}, //Good
{Buttons::P2_MENU_DOWN, 10}, //Good {Buttons::P2_MENU_DOWN, 10}, //Good
{Buttons::P2_MENU_LEFT, 11}, //Good {Buttons::P2_MENU_LEFT, 11}, //Good
+6
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@@ -8,6 +8,7 @@
#include "util/detour.h" #include "util/detour.h"
#include "util/logging.h" #include "util/logging.h"
#include "util/memutils.h" #include "util/memutils.h"
#include "rgb_cam.h"
#pragma pack(push) #pragma pack(push)
@@ -150,6 +151,7 @@ namespace games::drs {
char DRS_TAPELED[DRS_TAPELED_COLS_TOTAL][3] {}; char DRS_TAPELED[DRS_TAPELED_COLS_TOTAL][3] {};
bool DISABLE_TOUCH = false; bool DISABLE_TOUCH = false;
bool TRANSPOSE_TOUCH = false; bool TRANSPOSE_TOUCH = false;
bool RGB_CAMERA_HOOK = false;
std::vector<TouchEvent> TOUCH_EVENTS; std::vector<TouchEvent> TOUCH_EVENTS;
@@ -313,6 +315,10 @@ namespace games::drs {
} else { } else {
log_info("drs", "no native input method detected"); log_info("drs", "no native input method detected");
} }
if (RGB_CAMERA_HOOK) {
init_rgb_camera_hook();
}
} }
void DRSGame::detach() { void DRSGame::detach() {
+1
View File
@@ -31,6 +31,7 @@ namespace games::drs {
extern std::vector<TouchEvent> TOUCH_EVENTS; extern std::vector<TouchEvent> TOUCH_EVENTS;
extern bool DISABLE_TOUCH; extern bool DISABLE_TOUCH;
extern bool TRANSPOSE_TOUCH; extern bool TRANSPOSE_TOUCH;
extern bool RGB_CAMERA_HOOK;
void fire_touches(drs_touch_t *events, size_t event_count); void fire_touches(drs_touch_t *events, size_t event_count);
void start_touch(); void start_touch();
+170
View File
@@ -0,0 +1,170 @@
#include "games/drs/rgb_cam.h"
// set version to Windows 7 to enable Media Foundation functions
#ifdef _WIN32_WINNT
#undef _WIN32_WINNT
#endif
#define _WIN32_WINNT 0x0601
// turn on C-style COM objects
#define CINTERFACE
#include <mfobjects.h>
#include <mfidl.h>
#include <string>
#include "avs/game.h"
#include "cfg/configurator.h"
#include "hooks/cfgmgr32hook.h"
#include "util/detour.h"
#include "util/memutils.h"
#include "util/logging.h"
#include "util/utils.h"
static VTBL_TYPE(IMFActivate, GetAllocatedString) GetAllocatedString_orig = nullptr;
static decltype(MFEnumDeviceSources) *MFEnumDeviceSources_orig = nullptr;
namespace games::drs {
/*
* Camera related stuff
*/
static std::wstring CAMERA0_ID;
static HRESULT WINAPI GetAllocatedString_hook(IMFActivate* This, REFGUID guidKey, LPWSTR *ppwszValue,
UINT32 *pcchLength)
{
// call the original
HRESULT result = GetAllocatedString_orig(This, guidKey, ppwszValue, pcchLength);
// log the cam name
log_misc("drs::rgbcam", "obtained {}", ws2s(*ppwszValue));
// try first camera
wchar_t *pwc = nullptr;
if (CAMERA0_ID.length() == 23) {
pwc = wcsstr(*ppwszValue, CAMERA0_ID.c_str());
}
// check if camera could be identified
if (pwc) {
// fake the USB IDs
pwc[4] = L'2';
pwc[5] = L'8';
pwc[6] = L'8';
pwc[7] = L'c';
pwc[13] = L'0';
pwc[14] = L'0';
pwc[15] = L'0';
pwc[16] = L'2';
pwc[21] = L'0';
pwc[22] = L'0';
log_misc("drs::rgbcam", "replaced {}", ws2s(*ppwszValue));
}
// return original result
return result;
}
static void hook_camera(std::wstring camera_id, std::string camera_instance) {
// don't hook if camera 0 is already hooked
if (CAMERA0_ID.length() > 0) {
return;
}
// save the camera ID
CAMERA0_ID = camera_id;
// cfgmgr hook
CFGMGR32_HOOK_SETTING camera_setting;
camera_setting.device_instance = 0xDEADBEEF;
camera_setting.parent_instance = ~camera_setting.device_instance;
camera_setting.device_id = "USB\\VEN_8086&DEV_8C2D";
camera_setting.device_node_id = "USB\\VID_288C&PID_0002&MI_00\\?&????????&?&????";
if (camera_instance.length() == 17) {
for (int i = 0; i < 17; i++) {
camera_setting.device_node_id[28 + i] = camera_instance[i];
}
}
cfgmgr32hook_add(camera_setting);
log_info("drs::rgbcam", "hooked camera @ {}", ws2s(camera_id));
}
static void hook_camera_vtable(IMFActivate *camera) {
// hook allocated string method for camera identification
memutils::VProtectGuard camera_guard(camera->lpVtbl);
camera->lpVtbl->GetAllocatedString = GetAllocatedString_hook;
}
static HRESULT WINAPI MFEnumDeviceSources_hook(IMFAttributes *pAttributes, IMFActivate ***pppSourceActivate,
UINT32 *pcSourceActivate) {
// call original function
HRESULT result_orig = MFEnumDeviceSources_orig(pAttributes, pppSourceActivate, pcSourceActivate);
// check for capture devices
if (FAILED(result_orig) || !*pcSourceActivate) {
return result_orig;
}
// get camera
IMFActivate *camera = **pppSourceActivate;
// save original method for later use
if (GetAllocatedString_orig == nullptr) {
GetAllocatedString_orig = camera->lpVtbl->GetAllocatedString;
}
// hook allocated string method for camera identification
hook_camera_vtable(camera);
// get camera link
LPWSTR camera_link_lpwstr;
UINT32 camera_link_length;
if (SUCCEEDED(GetAllocatedString_orig(
camera,
MF_DEVSOURCE_ATTRIBUTE_SOURCE_TYPE_VIDCAP_SYMBOLIC_LINK,
&camera_link_lpwstr,
&camera_link_length))) {
// cut name to make ID
std::wstring camera_link_ws = std::wstring(camera_link_lpwstr);
std::wstring camera_id = camera_link_ws.substr(8, 23);
log_info("drs::rgbcam", "found video capture device: {}", ws2s(camera_link_ws));
// only support cameras that start with \\?\usb
if (!string_begins_with(camera_link_ws, L"\\\\?\\usb")) {
return result_orig;
}
// get camera instance
std::string camera_link = ws2s(camera_link_ws);
std::string camera_instance = camera_link.substr(32, 17);
// hook the camera
hook_camera(camera_id, camera_instance);
} else {
log_warning("drs::rgbcam", "failed to open camera");
}
// return result
return result_orig;
}
void init_rgb_camera_hook() {
log_info("drs::rgbcam", "initializing camera hook");
cfgmgr32hook_init(avs::game::DLL_INSTANCE);
// camera media framework hook
MFEnumDeviceSources_orig = detour::iat_try(
"MFEnumDeviceSources", MFEnumDeviceSources_hook, avs::game::DLL_INSTANCE);
}
}
+5
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@@ -0,0 +1,5 @@
#pragma once
namespace games::drs {
void init_rgb_camera_hook();
}
+8 -7
View File
@@ -35,13 +35,14 @@ std::vector<Analog> &games::ftt::get_analogs() {
if (analogs.empty()) { if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("FutureTomTom"); analogs = GameAPI::Analogs::getAnalogs("FutureTomTom");
GameAPI::Analogs::sortAnalogs( using GameAPI::Analogs::AnalogType;
&analogs,
"Pad 1", GameAPI::Analogs::sortAnalogsWithType(&analogs, {
"Pad 2", { "Pad 1", AnalogType::LinearPositive },
"Pad 3", { "Pad 2", AnalogType::LinearPositive },
"Pad 4" { "Pad 3", AnalogType::LinearPositive },
); { "Pad 4", AnalogType::LinearPositive }
});
} }
return analogs; return analogs;
+723
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@@ -0,0 +1,723 @@
#include "bi2x_hook.h"
#if SPICE64
#include <optional>
#include <cstdint>
#include "util/detour.h"
#include "util/logging.h"
#include "rawinput/rawinput.h"
#include "misc/eamuse.h"
#include "games/io.h"
#include "io.h"
#include "util/tapeled.h"
#include <typeinfo>
namespace games::gitadora {
// /*
// * class definitions
// */
struct AIO_NMGR_IOB2 {
uint8_t data[0xe18];
};
struct AIO_IOB2_BI2X_AC1__SETTING {
};
struct AIO_NMGR_IOB5 {
uint8_t data[0xb10];
};
struct AIO_SCI_COMM {
uint8_t data[0x100];
};
struct AIO_IOB5_Y32D {
uint8_t data[0x2e8];
};
// struct AIO_IOB5_Y33I {
// };
struct AIO_IOB2_BI2X_AC1 {
uint8_t data[0x4570];
};
struct AIO_NMGR_IOB__NODEINFO {
uint8_t data[0xA8];
};
struct AIO_IOB2_BI2X_WRFIRM {
uint8_t data[0x20f48];
};
struct AIO_SCI_COMM_T {
uint64_t unk_0;
struct AIO_SCI_COMM *aioSciComm;
};
struct AIO_COMM_STATUS {
uint64_t unk[5];
};
struct AIO_IOB2_BI2X_AC1__INPUT {
uint8_t DevIoCounter;
uint8_t bExIoAErr;
uint8_t bExIoBErr;
uint8_t bPcPowerOn;
uint8_t bPcPowerCheck;
uint8_t bCoin1Jam;
uint8_t bCoin2Jam;
uint8_t bCoin3Jam;
uint8_t bCoin4Jam;
uint8_t Coin1Count;
uint8_t Coin2Count;
uint8_t Coin3Count;
uint8_t Coin4Count;
uint16_t AnalogCh1;
uint16_t AnalogCh2;
uint16_t AnalogCh3;
uint16_t AnalogCh4;
uint8_t CN8_8;
uint8_t CN8_9;
uint8_t CN8_10;
uint8_t CN9_8;
uint8_t CN9_9;
uint8_t CN9_10;
uint8_t CN11_11;
uint8_t CN11_12;
uint8_t CN11_13;
uint8_t CN11_14;
uint8_t CN11_15;
uint8_t CN11_16;
uint8_t CN11_17;
uint8_t CN11_18;
uint8_t CN11_19;
uint8_t CN11_20;
uint8_t CN12_11;
uint8_t CN12_12;
uint8_t CN12_13;
uint8_t CN12_14;
uint8_t CN12_15;
uint8_t CN12_16;
uint8_t CN12_17;
uint8_t CN12_18;
uint8_t CN12_19;
uint8_t CN12_20;
uint8_t CN12_21;
uint8_t CN12_22;
uint8_t CN12_23;
uint8_t CN12_24;
uint8_t CN15_3;
uint8_t CN15_4;
uint8_t CN15_5;
uint8_t CN15_6;
uint8_t CN15_7;
uint8_t CN15_8;
uint8_t CN15_9;
uint8_t CN15_10;
uint8_t CN15_11;
uint8_t CN15_12;
uint8_t CN15_13;
uint8_t CN15_14;
uint8_t CN15_15;
uint8_t CN15_16;
uint8_t CN15_17;
uint8_t CN15_18;
uint8_t CN15_19;
uint8_t CN15_20;
uint8_t CN19_8;
uint8_t CN19_9;
uint8_t CN19_10;
uint8_t CN19_11;
uint8_t CN19_12;
uint8_t CN19_13;
uint8_t CN19_14;
uint8_t CN19_15;
};
struct AIO_IOB2_BI2X_AC1__INPUTDATA {
uint8_t data[247];
};
struct AIO_IOB2_BI2X_AC1__OUTPUTDATA {
uint8_t data[48];
};
struct AIO_IOB2_BI2X_AC1__ICNPIN {
uint16_t Ain[4];
uint64_t CnPin;
};
struct AIO_IOB2_BI2X_AC1__DEVSTATUS {
uint8_t InputCounter;
uint8_t OutputCounter;
uint8_t IoResetCounter;
uint8_t TapeLedCounter;
uint8_t TapeLedRate[8];
AIO_IOB2_BI2X_AC1__INPUT Input;
AIO_IOB2_BI2X_AC1__INPUTDATA InputData;
AIO_IOB2_BI2X_AC1__OUTPUTDATA OutputData;
AIO_IOB2_BI2X_AC1__ICNPIN ICnPinHist[20];
};
struct AIO_IOB5_Y32D__DEVSTATUS {
uint8_t unk[0xB1];
};
// verified with M32-007-2025092400
static_assert(sizeof(AIO_NMGR_IOB2) == 0xe18);
static_assert(sizeof(AIO_NMGR_IOB5) == 0xb10);
static_assert(sizeof(AIO_SCI_COMM) == 0x100);
static_assert(sizeof(AIO_IOB5_Y32D) == 0x2e8);
static_assert(sizeof(AIO_IOB2_BI2X_AC1) == 0x4570);
static_assert(sizeof(AIO_IOB2_BI2X_WRFIRM) == 0x20f48);
static_assert(sizeof(AIO_IOB2_BI2X_AC1__DEVSTATUS) == 0x2C8);
/*
* typedefs
*/
// libaio-iob2_video.dll
typedef AIO_IOB2_BI2X_AC1 *(__fastcall *aioIob2Bi2xAC1_Create_t)(AIO_NMGR_IOB2 *i_pNodeMgr, uint32_t i_DevId,
AIO_IOB2_BI2X_AC1__SETTING *i_Setting);
typedef void(__fastcall *aioIob2Bi2xAC1_GetDeviceStatus_t)(AIO_IOB2_BI2X_AC1 *i_pNodeCtl,
AIO_IOB2_BI2X_AC1__DEVSTATUS *o_DevStatus);
typedef void(__fastcall *aioIob2Bi2xAC1_SetWatchDogTimer_t)(AIO_IOB2_BI2X_AC1 *i_pNodeCtl, uint8_t i_Count);
typedef void(__fastcall *aioIob2Bi2xAC1_AddCounter_t)(AIO_IOB2_BI2X_AC1 *i_pNodeCtl, uint32_t i_Counter,
uint32_t i_Count);
typedef void(__fastcall *aioIob2Bi2xAC1_SetOutputData_t)(AIO_IOB2_BI2X_AC1 *i_pNodeCtl, uint32_t i_CnPin,
uint8_t i_Data);
typedef void(__fastcall *aioIob2Bi2xAC1_SetTapeLedDataPart_t)(AIO_IOB2_BI2X_AC1 *i_pNodeCtl, uint32_t i_TapeLedCh,
uint32_t i_Offset, uint8_t *i_pData,
uint32_t i_cntTapeLed, bool i_bReverse);
typedef void(__fastcall *aioIob2Bi2x_SetTapeLedDataLimit_t)(AIO_IOB2_BI2X_AC1 *i_pNodeCtl, uint32_t i_Channel,
uint8_t i_Scale, uint8_t i_Limit);
typedef AIO_IOB2_BI2X_WRFIRM *(__fastcall *aioIob2Bi2x_CreateWriteFirmContext_t)(uint32_t i_SerialNumber,
uint32_t i_bfIob);
typedef void(__fastcall *aioIob2Bi2x_DestroyWriteFirmContext_t)(AIO_IOB2_BI2X_WRFIRM *i_pWrFirm);
typedef int32_t(__fastcall *aioIob2Bi2x_WriteFirmGetState_t)(AIO_IOB2_BI2X_WRFIRM *i_pWrFirm);
typedef bool(__fastcall *aioIob2Bi2x_WriteFirmIsCompleted_t)(int32_t i_State);
// libaio-iob.dll
typedef AIO_NMGR_IOB2 *(__fastcall *aioNMgrIob2_Create_t)(AIO_SCI_COMM *i_pSci, uint32_t i_bfMode);
typedef void(__fastcall *aioNMgrIob_BeginManage_t)(AIO_NMGR_IOB2 *i_pNodeMgr);
typedef void(__fastcall *aioNCtlIob_GetNodeInfo_t)(AIO_IOB5_Y32D *i_pNodeCtl,
AIO_NMGR_IOB__NODEINFO *o_NodeInfo);
// libaio.dll
typedef AIO_SCI_COMM_T *(__fastcall *aioSciComm_Open_t)(AIO_SCI_COMM_T *unk);
typedef void(__fastcall *aioSci_Destroy_t)(AIO_SCI_COMM *i_pNodeMgr);
typedef void(__fastcall *aioSci_GetCommStatus_t)(AIO_SCI_COMM *i_pNodeMgr, AIO_COMM_STATUS *i_Status);
typedef void(__fastcall *aioNodeMgr_Destroy_t)(AIO_NMGR_IOB5 *i_pNodeMgr);
typedef int32_t(__fastcall *aioNodeMgr_GetState_t)(AIO_NMGR_IOB5 *i_pNodeMgr);
typedef bool(__fastcall *aioNodeMgr_IsReady_t)(AIO_NMGR_IOB5 *i_pNodeMgr, int32_t i_State);
typedef bool(__fastcall *aioNodeMgr_IsError_t)(AIO_NMGR_IOB5 *i_pNodeMgr, int32_t i_State);
typedef void(__fastcall *aioNodeCtl_Destroy_t)(AIO_IOB5_Y32D *i_pNodeCtl);
typedef int32_t(__fastcall *aioNodeCtl_GetState_t)(AIO_IOB5_Y32D *i_pNodeCtl);
typedef bool(__fastcall *aioNodeCtl_IsReady_t)(AIO_IOB5_Y32D *i_pNodeCtl, int32_t i_State);
typedef bool(__fastcall *aioNodeCtl_IsError_t)(AIO_IOB5_Y32D *i_pNodeCtl, int32_t i_State);
typedef void(__fastcall *aioNodeCtl_UpdateDevicesStatus_t)();
// libaio-iob5.dll
typedef AIO_NMGR_IOB5 *(__fastcall *aioNMgrIob5_Create_t)(AIO_SCI_COMM *i_pSci, uint32_t i_bfMode);
// libaio-iob5_y32.dll
typedef AIO_IOB5_Y32D *(__fastcall *aioIob5Y32d_Create_t)(AIO_NMGR_IOB5 *i_pSci, uint32_t i_bfMode);
// typedef AIO_IOB5_Y33I *(__fastcall *aioIob5Y33i_Create_t)(AIO_NMGR_IOB5 *i_pSci, uint32_t i_bfMode);
typedef void(__fastcall *aioIob5Y32d_GetDeviceStatus_t)(AIO_IOB5_Y32D *i_pNodeCtl,
AIO_IOB5_Y32D__DEVSTATUS *o_DevStatus);
// typedef void(__fastcall *aioIob5Y33i_GetDeviceStatus_t)(AIO_IOB5_Y33I *i_pNodeCtl,
// AIO_IOB2_BI2X_AC1__DEVSTATUS *o_DevStatus);
/*
* function pointers
*/
// libaio-iob2_video.dll
static aioIob2Bi2xAC1_Create_t aioIob2Bi2xAC1_Create_orig = nullptr;
static aioIob2Bi2xAC1_GetDeviceStatus_t aioIob2Bi2xAC1_GetDeviceStatus_orig = nullptr;
static aioIob2Bi2xAC1_SetWatchDogTimer_t aioIob2Bi2xAC1_SetWatchDogTimer_orig = nullptr;
static aioIob2Bi2xAC1_AddCounter_t aioIob2Bi2xAC1_AddCounter_orig = nullptr;
static aioIob2Bi2xAC1_SetOutputData_t aioIob2Bi2xAC1_SetOutputData_orig = nullptr;
static aioIob2Bi2xAC1_SetTapeLedDataPart_t aioIob2Bi2xAC1_SetTapeLedDataPart_orig = nullptr;
static aioIob2Bi2x_SetTapeLedDataLimit_t aioIob2Bi2x_SetTapeLedDataLimit_orig = nullptr;
static aioIob2Bi2x_CreateWriteFirmContext_t aioIob2Bi2x_CreateWriteFirmContext_orig = nullptr;
static aioIob2Bi2x_DestroyWriteFirmContext_t aioIob2Bi2x_DestroyWriteFirmContext_orig = nullptr;
static aioIob2Bi2x_WriteFirmGetState_t aioIob2Bi2x_WriteFirmGetState_orig = nullptr;
static aioIob2Bi2x_WriteFirmIsCompleted_t aioIob2Bi2x_WriteFirmIsCompleted_orig = nullptr;
// libaio.dll
static aioSciComm_Open_t aioSciComm_Open_orig = nullptr;
static aioSci_Destroy_t aioSci_Destroy_orig = nullptr;
static aioSci_GetCommStatus_t aioSci_GetCommStatus_orig = nullptr;
static aioNodeMgr_Destroy_t aioNodeMgr_Destroy_orig = nullptr;
static aioNodeMgr_GetState_t aioNodeMgr_GetState_orig = nullptr;
static aioNodeMgr_IsReady_t aioNodeMgr_IsReady_orig = nullptr;
static aioNodeMgr_IsError_t aioNodeMgr_IsError_orig = nullptr;
static aioNodeCtl_Destroy_t aioNodeCtl_Destroy_orig = nullptr;
static aioNodeCtl_GetState_t aioNodeCtl_GetState_orig = nullptr;
static aioNodeCtl_IsReady_t aioNodeCtl_IsReady_orig = nullptr;
static aioNodeCtl_IsError_t aioNodeCtl_IsError_orig = nullptr;
static aioNodeCtl_UpdateDevicesStatus_t aioNodeCtl_UpdateDevicesStatus_orig = nullptr;
// libaio-iob5.dll
static aioNMgrIob5_Create_t aioNMgrIob5_Create_orig = nullptr;
// libaio-iob.dll
static aioNMgrIob2_Create_t aioNMgrIob2_Create_orig = nullptr;
static aioNMgrIob_BeginManage_t aioNMgrIob_BeginManage_orig = nullptr;
static aioNCtlIob_GetNodeInfo_t aioNCtlIob_GetNodeInfo_orig = nullptr;
// libaio-iob5_y32.dll
static aioIob5Y32d_Create_t aioIob5Y32d_Create_orig = nullptr;
static aioIob5Y32d_GetDeviceStatus_t aioIob5Y32d_GetDeviceStatus_orig = nullptr;
/*
* variables
*/
static AIO_IOB2_BI2X_AC1 *aioIob2Bi2xAc1;
static AIO_NMGR_IOB2 *aioNmgrIob2;
static AIO_NMGR_IOB5 *aioNmgrIob5;
static AIO_IOB5_Y32D *aioIob5Y32d;
static AIO_SCI_COMM *aioSciComm;
static AIO_IOB2_BI2X_WRFIRM *aioIob2Bi2xWrfirm;
/*
* implementations
*/
// libaio-iob2_video.dll
static AIO_IOB2_BI2X_AC1 *__fastcall aioIob2Bi2xAC1_Create(AIO_NMGR_IOB2 *i_pNodeMgr, uint32_t i_DevId,
AIO_IOB2_BI2X_AC1__SETTING *i_Setting) {
if (i_pNodeMgr == aioNmgrIob2) {
aioIob2Bi2xAc1 = new AIO_IOB2_BI2X_AC1;
return aioIob2Bi2xAc1;
} else {
return aioIob2Bi2xAC1_Create_orig(i_pNodeMgr, i_DevId, i_Setting);
}
}
void __fastcall aioIob2Bi2xAC1_GetDeviceStatus(AIO_IOB2_BI2X_AC1 *i_pNodeCtl,
AIO_IOB2_BI2X_AC1__DEVSTATUS *o_DevStatus) {
RI_MGR->devices_flush_output();
if (i_pNodeCtl != aioIob2Bi2xAc1) {
return aioIob2Bi2xAC1_GetDeviceStatus_orig(i_pNodeCtl, o_DevStatus);
}
memset(o_DevStatus, 0x00, sizeof(AIO_IOB2_BI2X_AC1__DEVSTATUS));
auto &buttons = get_buttons();
// struct may be misaligned
o_DevStatus->Input.CN8_10 = GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::Test]) ? 0 : 0xFF;
o_DevStatus->Input.CN9_8 = GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::Service]) ? 0 : 0xFF;
o_DevStatus->Input.CN9_9 = GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::Coin]) ? 0 : 0xFF;
o_DevStatus->Input.CN12_14 = GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::Headphone]) ? 0xFF : 0;
// coin
o_DevStatus->Input.Coin1Count = eamuse_coin_get_stock();
}
void __fastcall aioIob2Bi2xAC1_SetWatchDogTimer(AIO_IOB2_BI2X_AC1 *i_pNodeCtl, uint8_t i_Count) {
if (i_pNodeCtl != aioIob2Bi2xAc1) {
return aioIob2Bi2xAC1_SetWatchDogTimer_orig(i_pNodeCtl, i_Count);
}
}
void __fastcall aioIob2Bi2xAC1_AddCounter(AIO_IOB2_BI2X_AC1 *i_pNodeCtl, uint32_t i_Counter, uint32_t i_Count) {
if (i_pNodeCtl == aioIob2Bi2xAc1 && i_Count == 0) {
eamuse_coin_set_stock((uint16_t)i_Count);
} else {
return aioIob2Bi2xAC1_AddCounter_orig(i_pNodeCtl, i_Counter, i_Count);
}
}
void __fastcall aioIob2Bi2xAC1_SetOutputData(AIO_IOB2_BI2X_AC1 *i_pNodeCtl, uint32_t i_CnPin, uint8_t i_Data) {
if (i_pNodeCtl != aioIob2Bi2xAc1) {
return aioIob2Bi2xAC1_SetOutputData_orig(i_pNodeCtl, i_CnPin, i_Data);
}
std::optional<Lights::gitadora_lights_t> light;
switch (i_CnPin) {
case 14:
light = Lights::ArenaWooferR;
break;
case 15:
light = Lights::ArenaWooferG;
break;
case 16:
light = Lights::ArenaWooferB;
break;
case 17:
light = Lights::ArenaCardR;
break;
case 18:
light = Lights::ArenaCardG;
break;
case 19:
light = Lights::ArenaCardB;
break;
default:
break;
}
if (light.has_value()) {
auto &lights = games::gitadora::get_lights();
GameAPI::Lights::writeLight(RI_MGR, lights.at(light.value()), i_Data / 255.f);
}
}
void __fastcall aioIob2Bi2xAC1_SetTapeLedDataPart(AIO_IOB2_BI2X_AC1 *i_pNodeCtl, uint32_t i_TapeLedCh,
uint32_t i_Offset, uint8_t *i_pData,
uint32_t i_cntTapeLed, bool i_bReverse) {
if (i_pNodeCtl != aioIob2Bi2xAc1) {
return aioIob2Bi2xAC1_SetTapeLedDataPart_orig(i_pNodeCtl, i_TapeLedCh, i_Offset, i_pData, i_cntTapeLed, i_bReverse);
}
if (tapeledutils::is_enabled() &&
i_TapeLedCh == 0 && i_Offset == 0 && i_cntTapeLed == 62) {
auto &lights = get_lights();
const auto rgb = tapeledutils::pick_color_from_led_tape(i_pData, i_cntTapeLed);
GameAPI::Lights::writeLight(RI_MGR, lights[Lights::ArenaTitleAvgR], rgb.r);
GameAPI::Lights::writeLight(RI_MGR, lights[Lights::ArenaTitleAvgG], rgb.g);
GameAPI::Lights::writeLight(RI_MGR, lights[Lights::ArenaTitleAvgB], rgb.b);
}
}
void __fastcall aioIob2Bi2x_SetTapeLedDataLimit(AIO_IOB2_BI2X_AC1 *i_pNodeCtl, uint32_t i_Channel,
uint8_t i_Scale, uint8_t i_Limit) {
if (i_pNodeCtl != aioIob2Bi2xAc1) {
return aioIob2Bi2x_SetTapeLedDataLimit_orig(i_pNodeCtl, i_Channel, i_Scale, i_Limit);
}
}
static AIO_IOB2_BI2X_WRFIRM *__fastcall aioIob2Bi2x_CreateWriteFirmContext(
uint32_t i_SerialNumber, uint32_t i_bfIob) {
aioIob2Bi2xWrfirm = new AIO_IOB2_BI2X_WRFIRM;
return aioIob2Bi2xWrfirm;
}
static void __fastcall aioIob2Bi2x_DestroyWriteFirmContext(AIO_IOB2_BI2X_WRFIRM *i_pWrFirm) {
if (i_pWrFirm == aioIob2Bi2xWrfirm) {
delete aioIob2Bi2xWrfirm;
aioIob2Bi2xWrfirm = nullptr;
} else {
return aioIob2Bi2x_DestroyWriteFirmContext_orig(i_pWrFirm);
}
}
static int32_t __fastcall aioIob2Bi2x_WriteFirmGetState(AIO_IOB2_BI2X_WRFIRM *i_pWrFirm) {
if (i_pWrFirm == aioIob2Bi2xWrfirm) {
return 8;
} else {
return aioIob2Bi2x_WriteFirmGetState_orig(i_pWrFirm);
}
}
static bool __fastcall aioIob2Bi2x_WriteFirmIsCompleted(int32_t i_State) {
if (aioIob2Bi2xWrfirm != nullptr) {
return true;
} else {
return aioIob2Bi2x_WriteFirmIsCompleted_orig(i_State);
}
}
// libaio-iob.dll
static AIO_NMGR_IOB2 *__fastcall aioNMgrIob2_Create(AIO_SCI_COMM *i_pSci, uint32_t i_bfMode) {
if (i_pSci == aioSciComm) {
aioNmgrIob2 = new AIO_NMGR_IOB2;
return aioNmgrIob2;
} else {
return aioNMgrIob2_Create_orig(i_pSci, i_bfMode);
}
}
static void __fastcall aioNMgrIob_BeginManage(AIO_NMGR_IOB2 *i_pNodeMgr) {
if (i_pNodeMgr == aioNmgrIob2) {
} else {
return aioNMgrIob_BeginManage_orig(i_pNodeMgr);
}
}
static void __fastcall aioNCtlIob_GetNodeInfo(
AIO_IOB5_Y32D *i_pNodeCtl, AIO_NMGR_IOB__NODEINFO *o_NodeInfo) {
if (i_pNodeCtl == aioIob5Y32d) {
memset(o_NodeInfo, 0, sizeof(AIO_NMGR_IOB__NODEINFO));
} else {
return aioNCtlIob_GetNodeInfo_orig(i_pNodeCtl, o_NodeInfo);
}
}
// libaio.dll
static AIO_SCI_COMM_T *__fastcall aioSciComm_Open(AIO_SCI_COMM_T *unk) {
aioSciComm = new AIO_SCI_COMM;
memset(unk, 0, sizeof(AIO_SCI_COMM_T));
unk->aioSciComm = aioSciComm;
return unk;
}
static void __fastcall aioSci_GetCommStatus(AIO_SCI_COMM *i_pNodeMgr, AIO_COMM_STATUS *i_Status) {
if (i_pNodeMgr == aioSciComm) {
memset(i_Status, 0, sizeof(AIO_COMM_STATUS));
} else {
return aioSci_GetCommStatus_orig(i_pNodeMgr, i_Status);
}
}
static void __fastcall aioSci_Destroy(AIO_SCI_COMM *i_pNodeMgr) {
if (i_pNodeMgr == aioSciComm) {
delete aioSciComm;
} else {
return aioSci_Destroy_orig(i_pNodeMgr);
}
}
static void __fastcall aioNodeMgr_Destroy(AIO_NMGR_IOB5 *i_pNodeMgr) {
if (i_pNodeMgr == aioNmgrIob5 ||
i_pNodeMgr == (AIO_NMGR_IOB5 *)aioIob2Bi2xAc1 ||
i_pNodeMgr == (AIO_NMGR_IOB5 *)aioNmgrIob2) {
delete aioNmgrIob5;
aioNmgrIob5 = nullptr;
} else {
return aioNodeMgr_Destroy_orig(i_pNodeMgr);
}
}
static int32_t __fastcall aioNodeMgr_GetState(AIO_NMGR_IOB5 *i_pNodeMgr) {
if (i_pNodeMgr == aioNmgrIob5 ||
i_pNodeMgr == (AIO_NMGR_IOB5 *)aioIob2Bi2xAc1 ||
i_pNodeMgr == (AIO_NMGR_IOB5 *)aioNmgrIob2) {
return 1;
} else {
return aioNodeMgr_GetState_orig(i_pNodeMgr);
}
}
static bool __fastcall aioNodeMgr_IsReady(AIO_NMGR_IOB5 *i_pNodeMgr, int32_t i_State) {
if (i_pNodeMgr == aioNmgrIob5 ||
i_pNodeMgr == (AIO_NMGR_IOB5 *)aioIob2Bi2xAc1 ||
i_pNodeMgr == (AIO_NMGR_IOB5 *)aioNmgrIob2) {
return true;
} else {
return aioNodeMgr_IsReady_orig(i_pNodeMgr, i_State);
}
}
static bool __fastcall aioNodeMgr_IsError(AIO_NMGR_IOB5 *i_pNodeMgr, int32_t i_State) {
if (i_pNodeMgr == aioNmgrIob5 ||
i_pNodeMgr == (AIO_NMGR_IOB5 *)aioIob2Bi2xAc1 ||
i_pNodeMgr == (AIO_NMGR_IOB5 *)aioNmgrIob2) {
return false;
} else {
return aioNodeMgr_IsError_orig(i_pNodeMgr, i_State);
}
}
static void __fastcall aioNodeCtl_Destroy(AIO_IOB5_Y32D *i_pNodeCtl) {
if (i_pNodeCtl == aioIob5Y32d ||
i_pNodeCtl == (AIO_IOB5_Y32D *)aioIob2Bi2xAc1 ||
i_pNodeCtl == (AIO_IOB5_Y32D *)aioNmgrIob2) {
delete aioIob5Y32d;
aioIob5Y32d = nullptr;
} else {
return aioNodeCtl_Destroy_orig(i_pNodeCtl);
}
}
static int32_t __fastcall aioNodeCtl_GetState(AIO_IOB5_Y32D *i_pNodeCtl) {
if (i_pNodeCtl == aioIob5Y32d ||
i_pNodeCtl == (AIO_IOB5_Y32D *)aioIob2Bi2xAc1 ||
i_pNodeCtl == (AIO_IOB5_Y32D *)aioNmgrIob2) {
return 1;
} else {
return aioNodeCtl_GetState_orig(i_pNodeCtl);
}
}
static bool __fastcall aioNodeCtl_IsReady(AIO_IOB5_Y32D *i_pNodeCtl, int32_t i_State) {
if (i_pNodeCtl == aioIob5Y32d ||
i_pNodeCtl == (AIO_IOB5_Y32D *)aioIob2Bi2xAc1 ||
i_pNodeCtl == (AIO_IOB5_Y32D *)aioNmgrIob2) {
return true;
} else {
return aioNodeCtl_IsReady_orig(i_pNodeCtl, i_State);
}
}
static bool __fastcall aioNodeCtl_IsError(AIO_IOB5_Y32D *i_pNodeCtl, int32_t i_State) {
if (i_pNodeCtl == aioIob5Y32d ||
i_pNodeCtl == (AIO_IOB5_Y32D *)aioIob2Bi2xAc1 ||
i_pNodeCtl == (AIO_IOB5_Y32D *)aioNmgrIob2) {
return false;
} else {
return aioNodeCtl_IsError_orig(i_pNodeCtl, i_State);
}
}
static void __fastcall aioNodeCtl_UpdateDevicesStatus() {
}
// libaio-iob5.dll
static AIO_NMGR_IOB5 *__fastcall aioNMgrIob5_Create(AIO_SCI_COMM *i_pSci, uint32_t i_bfMode) {
if (i_pSci == aioSciComm) {
aioNmgrIob5 = new AIO_NMGR_IOB5;
return aioNmgrIob5;
} else {
return aioNMgrIob5_Create_orig(i_pSci, i_bfMode);
}
}
// libaio-iob5_y32.dll
static AIO_IOB5_Y32D *__fastcall aioIob5Y32d_Create(AIO_NMGR_IOB5 *i_pSci, uint32_t i_bfMode) {
if (i_pSci == aioNmgrIob5) {
aioIob5Y32d = new AIO_IOB5_Y32D;
return aioIob5Y32d;
} else {
return aioIob5Y32d_Create_orig(i_pSci, i_bfMode);
}
}
void __fastcall aioIob5Y32d_GetDeviceStatus(AIO_IOB5_Y32D *i_pNodeCtl,
AIO_IOB5_Y32D__DEVSTATUS *o_DevStatus) {
if (i_pNodeCtl != aioIob5Y32d) {
return aioIob5Y32d_GetDeviceStatus_orig(i_pNodeCtl, o_DevStatus);
}
memset(o_DevStatus, 0, sizeof(AIO_IOB5_Y32D__DEVSTATUS));
}
void bi2x_hook_init() {
// avoid double init
static bool initialized = false;
if (initialized) {
return;
} else {
initialized = true;
}
// announce
log_info("bi2x_hook", "init");
// libaio-iob5_y32.dll
const auto libaioIob5Y32Dll = "libaio-iob5_y32.dll";
detour::trampoline_try(libaioIob5Y32Dll, "aioIob5Y32d_Create",
aioIob5Y32d_Create, &aioIob5Y32d_Create_orig);
detour::trampoline_try(libaioIob5Y32Dll, "aioIob5Y32i_Create",
aioIob5Y32d_Create, &aioIob5Y32d_Create_orig);
detour::trampoline_try(libaioIob5Y32Dll, "aioIob5Y32d_GetDeviceStatus",
aioIob5Y32d_GetDeviceStatus, &aioIob5Y32d_GetDeviceStatus_orig);
detour::trampoline_try(libaioIob5Y32Dll, "aioIob5Y32i_GetDeviceStatus",
aioIob5Y32d_GetDeviceStatus, &aioIob5Y32d_GetDeviceStatus_orig);
// libaio-iob5.dll
const auto libaioIob5Dll = "libaio-iob5.dll";
detour::trampoline_try(libaioIob5Dll, "aioNMgrIob5_Create",
aioNMgrIob5_Create, &aioNMgrIob5_Create_orig);
// libaio-iob2_video.dll
const auto libaioIob2VideoDll = "libaio-iob2_video.dll";
detour::trampoline_try(libaioIob2VideoDll, "aioIob2Bi2xAC1_Create",
aioIob2Bi2xAC1_Create, &aioIob2Bi2xAC1_Create_orig);
detour::trampoline_try(libaioIob2VideoDll, "aioIob2Bi2xAC1_GetDeviceStatus",
aioIob2Bi2xAC1_GetDeviceStatus, &aioIob2Bi2xAC1_GetDeviceStatus_orig);
detour::trampoline_try(libaioIob2VideoDll, "aioIob2Bi2xAC1_SetWatchDogTimer",
aioIob2Bi2xAC1_SetWatchDogTimer, &aioIob2Bi2xAC1_SetWatchDogTimer_orig);
detour::trampoline_try(libaioIob2VideoDll, "aioIob2Bi2xAC1_AddCounter",
aioIob2Bi2xAC1_AddCounter, &aioIob2Bi2xAC1_AddCounter_orig);
detour::trampoline_try(libaioIob2VideoDll, "aioIob2Bi2xAC1_SetOutputData",
aioIob2Bi2xAC1_SetOutputData, &aioIob2Bi2xAC1_SetOutputData_orig);
detour::trampoline_try(libaioIob2VideoDll, "aioIob2Bi2xAC1_SetTapeLedDataPart",
aioIob2Bi2xAC1_SetTapeLedDataPart, &aioIob2Bi2xAC1_SetTapeLedDataPart_orig);
detour::trampoline_try(libaioIob2VideoDll, "aioIob2Bi2x_SetTapeLedDataLimit",
aioIob2Bi2x_SetTapeLedDataLimit, &aioIob2Bi2x_SetTapeLedDataLimit_orig);
detour::trampoline_try(libaioIob2VideoDll, "?CreateWriteFirmContext@AIO_IOB2_BI2X@@SAPEAUWRFIRM@1@II@Z",
aioIob2Bi2x_CreateWriteFirmContext, &aioIob2Bi2x_CreateWriteFirmContext_orig);
detour::trampoline_try(libaioIob2VideoDll, "?DestroyWriteFirmContext@AIO_IOB2_BI2X@@SAXPEAUWRFIRM@1@@Z",
aioIob2Bi2x_DestroyWriteFirmContext, &aioIob2Bi2x_DestroyWriteFirmContext_orig);
detour::trampoline_try(libaioIob2VideoDll, "?WriteFirmGetState@AIO_IOB2_BI2X@@SAHPEAUWRFIRM@1@@Z",
aioIob2Bi2x_WriteFirmGetState, &aioIob2Bi2x_WriteFirmGetState_orig);
detour::trampoline_try(libaioIob2VideoDll, "?WriteFirmIsCompleted@AIO_IOB2_BI2X@@SA_NH@Z",
aioIob2Bi2x_WriteFirmIsCompleted, &aioIob2Bi2x_WriteFirmIsCompleted_orig);
// libaio-iob.dll
const auto libaioIobDll = "libaio-iob.dll";
detour::trampoline_try(libaioIobDll, "aioNMgrIob2_Create",
aioNMgrIob2_Create, &aioNMgrIob2_Create_orig);
detour::trampoline_try(libaioIobDll, "aioNMgrIob_BeginManage",
aioNMgrIob_BeginManage, &aioNMgrIob_BeginManage_orig);
detour::trampoline_try(libaioIobDll, "aioNCtlIob_GetNodeInfo",
aioNCtlIob_GetNodeInfo, &aioNCtlIob_GetNodeInfo_orig);
// libaio.dll
const auto libaioDll = "libaio.dll";
detour::trampoline_try(libaioDll, "?Open@AIO_SCI_COMM@@SA?AU?$AC_ERESULT_T@PEAVAIO_SCI_COMM@@@@PEBD0AEBUSETTING@1@@Z",
aioSciComm_Open, &aioSciComm_Open_orig);
detour::trampoline_try(libaioDll, "aioSci_GetCommStatus",
aioSci_GetCommStatus, &aioSci_GetCommStatus_orig);
detour::trampoline_try(libaioDll, "aioSci_Destroy",
aioSci_Destroy, &aioSci_Destroy_orig);
detour::trampoline_try(libaioDll, "aioNodeMgr_Destroy",
aioNodeMgr_Destroy, &aioNodeMgr_Destroy_orig);
detour::trampoline_try(libaioDll, "aioNodeMgr_GetState",
aioNodeMgr_GetState, &aioNodeMgr_GetState_orig);
detour::trampoline_try(libaioDll, "aioNodeMgr_IsReady",
aioNodeMgr_IsReady, &aioNodeMgr_IsReady_orig);
detour::trampoline_try(libaioDll, "aioNodeMgr_IsError",
aioNodeMgr_IsError, &aioNodeMgr_IsError_orig);
detour::trampoline_try(libaioDll, "aioNodeCtl_Destroy",
aioNodeCtl_Destroy, &aioNodeCtl_Destroy_orig);
detour::trampoline_try(libaioDll, "aioNodeCtl_GetState",
aioNodeCtl_GetState, &aioNodeCtl_GetState_orig);
detour::trampoline_try(libaioDll, "aioNodeCtl_IsReady",
aioNodeCtl_IsReady, &aioNodeCtl_IsReady_orig);
detour::trampoline_try(libaioDll, "aioNodeCtl_IsError",
aioNodeCtl_IsError, &aioNodeCtl_IsError_orig);
detour::trampoline_try(libaioDll, "aioNodeCtl_UpdateDevicesStatus",
aioNodeCtl_UpdateDevicesStatus, &aioNodeCtl_UpdateDevicesStatus_orig);
}
}
#endif
+9
View File
@@ -0,0 +1,9 @@
#pragma once
#if SPICE64
namespace games::gitadora {
void bi2x_hook_init();
}
#endif
+10
View File
@@ -0,0 +1,10 @@
#pragma once
#include "acioemu/acioemu.h"
namespace games::gitadora {
class GitadoraDevice : public acioemu::ACIODeviceEmu {
public:
bool is_ready = false;
};
}
+93 -2
View File
@@ -1,20 +1,56 @@
#include "gitadora.h" #include "gitadora.h"
#include "handle.h"
#include "bi2x_hook.h"
#include <unordered_map> #include <unordered_map>
#include "cfg/configurator.h" #include "cfg/configurator.h"
#include "hooks/audio/mme.h"
#include "hooks/graphics/graphics.h" #include "hooks/graphics/graphics.h"
#include "misc/wintouchemu.h"
#include "overlay/overlay.h"
#include "util/cpuutils.h" #include "util/cpuutils.h"
#include "util/detour.h" #include "util/detour.h"
#include "util/libutils.h" #include "util/libutils.h"
#include "util/logging.h" #include "util/logging.h"
#include "util/sigscan.h" #include "util/sigscan.h"
#include "util/socd_cleaner.h"
#include "hooks/setupapihook.h"
namespace games::gitadora { namespace games::gitadora {
// settings // settings
bool TWOCHANNEL = false; bool TWOCHANNEL = false;
std::optional<unsigned int> CAB_TYPE = std::nullopt; std::optional<unsigned int> CAB_TYPE = std::nullopt;
bool ARENA_SINGLE_WINDOW = false;
bool P1_LEFTY = false;
bool P2_LEFTY = false;
std::optional<std::string> SUBSCREEN_OVERLAY_SIZE;
std::optional<socd::SocdAlgorithm> PICK_ALGO = socd::SocdAlgorithm::PreferRecent;
/*
* Prevent GitaDora from creating folders on F drive
*/
#ifdef SPICE64
static DWORD WINAPI GetLogicalDrives_hook() {
return GetLogicalDrives() | 0x20;
}
static UINT WINAPI GetDriveTypeA_hook(LPCSTR lpRootPathName) {
if (!strcmp(lpRootPathName, "F:\\")) {
return DRIVE_FIXED;
}
return GetDriveTypeA(lpRootPathName);
}
static BOOL WINAPI CreateDirectoryA_hook(LPCSTR lpPathName, LPSECURITY_ATTRIBUTES lpSecurityAttributes) {
if (!strncmp(lpPathName, "F:/", 3)) {
return TRUE;
}
return CreateDirectoryA(lpPathName, lpSecurityAttributes);
}
#endif
/* /*
* GitaDora checks if the IP address has changed, and if it has it throws 5-1506-0000 like jubeat. * GitaDora checks if the IP address has changed, and if it has it throws 5-1506-0000 like jubeat.
@@ -184,6 +220,23 @@ namespace games::gitadora {
log_fatal("gitadora", "Cabinet type 3 (SD2) not supported on XG series"); log_fatal("gitadora", "Cabinet type 3 (SD2) not supported on XG series");
} }
#endif #endif
// arena model launches a tiny window yet backbuffer at 4k, resulting in unusable overlay
// force scaling to make things usable
if (!overlay::UI_SCALE_PERCENT.has_value() && is_arena_model() &&
GRAPHICS_WINDOWED && !cfg::CONFIGURATOR_STANDALONE) {
overlay::UI_SCALE_PERCENT = 250;
}
// for guitar wail SOCD cleaning
socd::ALGORITHM = socd::SocdAlgorithm::PreferRecent;
// for guitar picking
if (PICK_ALGO.has_value()) {
log_info("gitadora", "guitar pick SOCD algorithm: {}", static_cast<int>(PICK_ALGO.value()));
} else {
log_info("gitadora", "guitar pick SOCD algorithm: legacy");
}
} }
} }
@@ -214,6 +267,44 @@ namespace games::gitadora {
system_module, "sys_debug_dip_set_param")); system_module, "sys_debug_dip_set_param"));
#ifdef SPICE64 #ifdef SPICE64
// gitadora arena model
auto aio = libutils::try_library("libaio.dll");
if (aio != nullptr) {
SETUPAPI_SETTINGS settings{};
settings.class_guid[0] = 0x86E0D1E0;
settings.class_guid[1] = 0x11D08089;
settings.class_guid[2] = 0x0008E49C;
settings.class_guid[3] = 0x731F303E;
const char property[] = "1CCF(8050)_000";
const char property_hardwareid[] = "USB\\VID_1CCF&PID_8050&MI_00\\000";
memcpy(settings.property_devicedesc, property, sizeof(property));
memcpy(settings.property_hardwareid, property_hardwareid, sizeof(property_hardwareid));
setupapihook_init(avs::game::DLL_INSTANCE);
setupapihook_add(settings);
// Gitadora IO(J32D/J33I) board emulation
devicehook_init(avs::game::DLL_INSTANCE);
devicehook_add(new GitaDoraSerialHandle());
// test/service/coin buttons
bi2x_hook_init();
// f: drive hook
detour::iat_try("GetLogicalDrives", GetLogicalDrives_hook, avs::game::DLL_INSTANCE);
detour::iat_try("GetDriveTypeA", GetDriveTypeA_hook, avs::game::DLL_INSTANCE);
detour::iat_try("CreateDirectoryA", CreateDirectoryA_hook, avs::game::DLL_INSTANCE);
// volume change prevention
hooks::audio::mme::init(avs::game::DLL_INSTANCE);
// touch hook
if (ARENA_SINGLE_WINDOW) {
wintouchemu::FORCE = true;
wintouchemu::INJECT_MOUSE_AS_WM_TOUCH = true;
wintouchemu::hook("GITADORA", avs::game::DLL_INSTANCE);
}
return;
}
HMODULE gdme_module = libutils::try_module("libgdme.dll"); HMODULE gdme_module = libutils::try_module("libgdme.dll");
+23 -2
View File
@@ -4,12 +4,18 @@
#include "avs/game.h" #include "avs/game.h"
#include "games/game.h" #include "games/game.h"
#include "util/socd_cleaner.h"
namespace games::gitadora { namespace games::gitadora {
// settings // settings
extern bool TWOCHANNEL; extern bool TWOCHANNEL;
extern std::optional<unsigned int> CAB_TYPE; extern std::optional<unsigned int> CAB_TYPE;
extern bool ARENA_SINGLE_WINDOW;
extern bool P1_LEFTY;
extern bool P2_LEFTY;
extern std::optional<std::string> SUBSCREEN_OVERLAY_SIZE;
extern std::optional<socd::SocdAlgorithm> PICK_ALGO;
class GitaDoraGame : public games::Game { class GitaDoraGame : public games::Game {
public: public:
@@ -21,14 +27,29 @@ namespace games::gitadora {
static inline bool is_drum() { static inline bool is_drum() {
return ( return (
avs::game::is_model({ "J32", "K32", "L32" }) || avs::game::is_model({ "J32", "K32", "L32" }) ||
(avs::game::is_model("M32") && avs::game::SPEC[0] == 'B') (avs::game::is_model("M32") && (avs::game::SPEC[0] == 'B' || avs::game::SPEC[0] == 'D'))
); );
} }
static inline bool is_guitar() { static inline bool is_guitar() {
return ( return (
avs::game::is_model({ "J33", "K33", "L33" }) || avs::game::is_model({ "J33", "K33", "L33" }) ||
(avs::game::is_model("M32") && avs::game::SPEC[0] == 'A') (avs::game::is_model("M32") && (avs::game::SPEC[0] == 'A' || avs::game::SPEC[0] == 'C'))
); );
} }
static inline bool is_arena_model() {
return (
avs::game::is_model("M32") &&
(avs::game::SPEC[0] == 'C' || avs::game::SPEC[0] == 'D')
);
}
static inline bool is_player_lefty(size_t player) {
if (player == 0) {
return P1_LEFTY;
} else if (player == 1) {
return P2_LEFTY;
}
return false;
}
} }
+110
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@@ -0,0 +1,110 @@
#include "handle.h"
#include "misc/eamuse.h"
#include "rawinput/rawinput.h"
#include "util/utils.h"
#include "util/time.h"
#include "io.h"
#include "gitadora.h"
#include "j32d.h"
#include "j33i.h"
#include "device.h"
using namespace acioemu;
static games::gitadora::GitadoraDevice *device;
bool games::gitadora::GitaDoraSerialHandle::open(LPCWSTR lpFileName) {
if (wcscmp(lpFileName, L"COM1") != 0) {
return false;
}
bool is_drum = games::gitadora::is_drum();
if (is_drum) {
device = new J32DSerialDevice();
} else {
device = new J33ISerialDevice();
}
acio_emu.add_device(device);
log_info("gitadora", "Opened COM1 ({} DEVICE)", is_drum ? "J32D" : "J33I");
return true;
}
int games::gitadora::GitaDoraSerialHandle::read(LPVOID lpBuffer, DWORD nNumberOfBytesToRead) {
auto buffer = reinterpret_cast<uint8_t *>(lpBuffer);
// the game does not send cmd 0x12F to the IO
// but it is expected to receive 0x12F for user input
// so i manually created a payload so that parse_msg can be used
// to write to the response_buffer
if (device->is_ready) {
uint8_t chk = 0;
MessageData* msg = ACIODeviceEmu::create_msg(0x1, 0x12F, 0, 0);
msg->addr = 0x1;
auto write_buffer = reinterpret_cast<uint8_t *>(msg);
while (acio_emu.read() != std::nullopt); // there may be old stuffs in the buffer
acio_emu.write(0xAA);
acio_emu.write(0xAA);
for(DWORD i = 0; i < 5; i++) {
chk += write_buffer[i];
acio_emu.write(write_buffer[i]);
}
// direct copy and paste from write_msg
if (chk == ACIO_SOF || chk == ACIO_ESCAPE) {
acio_emu.write(ACIO_ESCAPE);
acio_emu.write(~chk);
} else {
acio_emu.write(chk);
}
}
// read from emu
DWORD bytes_read = 0;
while (bytes_read < nNumberOfBytesToRead) {
auto cur_byte = acio_emu.read();
if (cur_byte.has_value()) {
buffer[bytes_read++] = cur_byte.value();
} else {
break;
}
}
#ifdef ACIOEMU_LOG
log_info("gitadora", "Read IO Data: {}", bin2hex(buffer, bytes_read));
#endif
// return amount of bytes read
return (int)bytes_read;
}
int games::gitadora::GitaDoraSerialHandle::write(LPCVOID lpBuffer, DWORD nNumberOfBytesToWrite)
{
auto buffer = reinterpret_cast<const uint8_t *>(lpBuffer);
// write to emu
for (DWORD i = 0; i < nNumberOfBytesToWrite; i++) {
acio_emu.write(buffer[i]);
}
#ifdef ACIOEMU_LOG
log_info("gitadora", "Write IO Data: {}", bin2hex(buffer, nNumberOfBytesToWrite));
#endif
// return all data written
return (int)nNumberOfBytesToWrite;
}
int games::gitadora::GitaDoraSerialHandle::device_io(DWORD dwIoControlCode, LPVOID lpInBuffer, DWORD nInBufferSize,
LPVOID lpOutBuffer, DWORD nOutBufferSize) {
return -1;
}
bool games::gitadora::GitaDoraSerialHandle::close() {
log_info("gitadora", "Closed COM1");
return true;
}
+24
View File
@@ -0,0 +1,24 @@
#pragma once
#include "acioemu/acioemu.h"
#include "hooks/devicehook.h"
namespace games::gitadora {
class GitaDoraSerialHandle : public CustomHandle {
private:
acioemu::ACIOEmu acio_emu;
public:
bool open(LPCWSTR lpFileName) override;
int read(LPVOID lpBuffer, DWORD nNumberOfBytesToRead) override;
int write(LPCVOID lpBuffer, DWORD nNumberOfBytesToWrite) override;
int device_io(DWORD dwIoControlCode, LPVOID lpInBuffer, DWORD nInBufferSize, LPVOID lpOutBuffer,
DWORD nOutBufferSize) override;
bool close() override;
};
}
+137 -92
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@@ -10,6 +10,7 @@ std::vector<Button> &games::gitadora::get_buttons() {
"Service", "Service",
"Test", "Test",
"Coin", "Coin",
"Headphone",
"Guitar P1 Start", "Guitar P1 Start",
"Guitar P1 Up", "Guitar P1 Up",
"Guitar P1 Down", "Guitar P1 Down",
@@ -64,17 +65,18 @@ std::vector<Button> &games::gitadora::get_buttons() {
"Drum Help", "Drum Help",
"Drum Button Extra 1", "Drum Button Extra 1",
"Drum Button Extra 2", "Drum Button Extra 2",
"Drum Left Cymbal",
"Drum Hi-Hat", "Drum Hi-Hat",
"Drum Hi-Hat Closed", "Drum Left Pedal",
"Drum Hi-Hat Half-Open",
"Drum Snare", "Drum Snare",
"Drum Hi-Tom", "Drum Hi-Tom",
"Drum Low-Tom",
"Drum Right Cymbal",
"Drum Bass Pedal", "Drum Bass Pedal",
"Drum Left Cymbal", "Drum Low-Tom",
"Drum Left Pedal", "Drum Floor Tom",
"Drum Floor Tom" "Drum Right Cymbal",
"Drum Hi-Hat Closed",
"Drum Hi-Hat Half-Open"
); );
} }
@@ -84,19 +86,21 @@ std::vector<Button> &games::gitadora::get_buttons() {
std::vector<Analog> &games::gitadora::get_analogs() { std::vector<Analog> &games::gitadora::get_analogs() {
static std::vector<Analog> analogs; static std::vector<Analog> analogs;
using namespace GameAPI::Analogs;
if (analogs.empty()) { if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("GitaDora"); analogs = GameAPI::Analogs::getAnalogs("GitaDora");
GameAPI::Analogs::sortAnalogs(&analogs, GameAPI::Analogs::sortAnalogsWithType(&analogs, {
"Guitar P1 Wail X", {"Guitar P1 Wail X", AnalogType::LinearCentered},
"Guitar P1 Wail Y", {"Guitar P1 Wail Y", AnalogType::LinearCentered},
"Guitar P1 Wail Z", {"Guitar P1 Wail Z", AnalogType::LinearCentered},
"Guitar P1 Knob", {"Guitar P1 Knob", AnalogType::Circular},
"Guitar P2 Wail X", {"Guitar P2 Wail X", AnalogType::LinearCentered},
"Guitar P2 Wail Y", {"Guitar P2 Wail Y", AnalogType::LinearCentered},
"Guitar P2 Wail Z", {"Guitar P2 Wail Z", AnalogType::LinearCentered},
"Guitar P2 Knob" {"Guitar P2 Knob", AnalogType::Circular}
); });
} }
return analogs; return analogs;
@@ -106,9 +110,18 @@ std::string games::gitadora::get_buttons_help() {
// keep to max 100 characters wide // keep to max 100 characters wide
return return
"guitar:\n" "guitar:\n"
"\n"
" < R G B Y P --- Pick ] \n" " < R G B Y P --- Pick ] \n"
"\n" "\n"
" If you normally hold your guitar left-handed (frets on right hand):\n"
" * here, hold the guitar as right-handed (frets on left hand),\n"
" and bind the buttons, pick, and wail controls\n"
" * in Options tab, turn on GitaDora Lefty Guitar\n"
" * finally, use the in-game option to turn on LEFT mode\n"
"\n"
"\n"
"drums:\n" "drums:\n"
"\n"
" LeftCymbal RightCymbal\n" " LeftCymbal RightCymbal\n"
" HiHat HiTom LowTom \n" " HiHat HiTom LowTom \n"
" Snare FloorTom \n" " Snare FloorTom \n"
@@ -116,10 +129,28 @@ std::string games::gitadora::get_buttons_help() {
" Left Bass\n" " Left Bass\n"
" Pedal Pedal\n" " Pedal Pedal\n"
"\n" "\n"
"Drums are NOT velocity-sensitive!\n" " For MIDI drums with Open/Closed HiHat configurations or pads with\n"
" multiple hit zones, ensure you bind all variation using the Pages\n"
" button at the bottom."
;
}
std::string games::gitadora::get_analogs_help() {
// keep to max 100 characters wide
return
"guitar:\n"
"\n" "\n"
"For MIDI drums with Open/Closed HiHat configurations, bind variations below. " "X axis: 0% when body is held facing monitor, 50% when flat on a table\n"
"v2_drum algorithm might work better for those drums." "Y axis: 50% when held horizontal, 0% when neck is raised, 100% pointing down\n"
"Z axis: 50% at rest, 100% when swinging neck toward monitor (only used in XG series)\n"
"\n"
"You need both X and Y axis for up/down wail to work correctly in-game.\n"
"If you only have Y axis, consider using digital wailing instead.\n"
"\n"
"Ensure you clear all analog bindings if you want to use digital wailing.\n"
"\n"
"If you hold your guitar left-handed (frets on the right hand),\n"
"analog bindings will likely not work as intended.\n"
"Consider using digital wailing in Buttons tab."
; ;
} }
@@ -129,88 +160,102 @@ std::vector<Light> &games::gitadora::get_lights() {
if (lights.empty()) { if (lights.empty()) {
lights = GameAPI::Lights::getLights("GitaDora"); lights = GameAPI::Lights::getLights("GitaDora");
GameAPI::Lights::sortLights(&lights, GameAPI::Lights::sortLightsWithCategory(&lights,
"Guitar P1 Motor", {
"Guitar P2 Motor", {"Guitar", "Guitar P1 Motor"},
{"Guitar", "Guitar P2 Motor"},
"P1 Start", {"Menu", "P1 Start"},
"P1 Menu Up Down (DX)", {"Menu", "P1 Menu Up Down (DX)"},
"P1 Menu Left Right (DX)", {"Menu", "P1 Menu Left Right (DX)"},
"P1 Help (DX)", {"Menu", "P1 Help (DX)"},
"P2 Start", {"Menu", "P2 Start"},
"P2 Menu Up Down (DX)", {"Menu", "P2 Menu Up Down (DX)"},
"P2 Menu Left Right (DX)", {"Menu", "P2 Menu Left Right (DX)"},
"P2 Help (DX)", {"Menu", "P2 Help (DX)"},
"Drum Left Cymbal", {"Drums", "Drum Left Cymbal"},
"Drum Hi-Hat", {"Drums", "Drum Hi-Hat"},
"Drum Snare", {"Drums", "Drum Snare"},
"Drum High Tom", {"Drums", "Drum High Tom"},
"Drum Low Tom", {"Drums", "Drum Low Tom"},
"Drum Floor Tom", {"Drums", "Drum Floor Tom"},
"Drum Right Cymbal", {"Drums", "Drum Right Cymbal"},
"Drum Woofer R", {"DX/SD", "Drum Woofer R"},
"Drum Woofer G", {"DX/SD", "Drum Woofer G"},
"Drum Woofer B", {"DX/SD", "Drum Woofer B"},
"Drum Stage R (DX)", {"DX/SD", "Drum Stage R (DX)"},
"Drum Stage G (DX)", {"DX/SD", "Drum Stage G (DX)"},
"Drum Stage B (DX)", {"DX/SD", "Drum Stage B (DX)"},
"Spot Left (DX)", {"DX/SD", "Spot Left (DX)"},
"Spot Right (DX)", {"DX/SD", "Spot Right (DX)"},
"Spot Center Left (DX)", {"DX/SD", "Spot Center Left (DX)"},
"Spot Center Right (DX)", {"DX/SD", "Spot Center Right (DX)"},
"Drum Spot Rear Left (DX)", {"DX/SD", "Drum Spot Rear Left (DX)"},
"Drum Spot Rear Right (DX)", {"DX/SD", "Drum Spot Rear Right (DX)"},
"Guitar Lower Left R (DX)", {"DX/SD", "Guitar Lower Left R (DX)"},
"Guitar Lower Left G (DX)", {"DX/SD", "Guitar Lower Left G (DX)"},
"Guitar Lower Left B (DX)", {"DX/SD", "Guitar Lower Left B (DX)"},
"Guitar Lower Right R (DX)", {"DX/SD", "Guitar Lower Right R (DX)"},
"Guitar Lower Right G (DX)", {"DX/SD", "Guitar Lower Right G (DX)"},
"Guitar Lower Right B (DX)", {"DX/SD", "Guitar Lower Right B (DX)"},
"Guitar Left Speaker Upper R (DX)", {"DX/SD", "Guitar Left Speaker Upper R (DX)"},
"Guitar Left Speaker Upper G (DX)", {"DX/SD", "Guitar Left Speaker Upper G (DX)"},
"Guitar Left Speaker Upper B (DX)", {"DX/SD", "Guitar Left Speaker Upper B (DX)"},
"Guitar Left Speaker Mid Up Left R (DX)", {"DX/SD", "Guitar Left Speaker Mid Up Left R (DX)"},
"Guitar Left Speaker Mid Up Left G (DX)", {"DX/SD", "Guitar Left Speaker Mid Up Left G (DX)"},
"Guitar Left Speaker Mid Up Left B (DX)", {"DX/SD", "Guitar Left Speaker Mid Up Left B (DX)"},
"Guitar Left Speaker Mid Up Right R (DX)", {"DX/SD", "Guitar Left Speaker Mid Up Right R (DX)"},
"Guitar Left Speaker Mid Up Right G (DX)", {"DX/SD", "Guitar Left Speaker Mid Up Right G (DX)"},
"Guitar Left Speaker Mid Up Right B (DX)", {"DX/SD", "Guitar Left Speaker Mid Up Right B (DX)"},
"Guitar Left Speaker Mid Low Left R (DX)", {"DX/SD", "Guitar Left Speaker Mid Low Left R (DX)"},
"Guitar Left Speaker Mid Low Left G (DX)", {"DX/SD", "Guitar Left Speaker Mid Low Left G (DX)"},
"Guitar Left Speaker Mid Low Left B (DX)", {"DX/SD", "Guitar Left Speaker Mid Low Left B (DX)"},
"Guitar Left Speaker Mid Low Right R (DX)", {"DX/SD", "Guitar Left Speaker Mid Low Right R (DX)"},
"Guitar Left Speaker Mid Low Right G (DX)", {"DX/SD", "Guitar Left Speaker Mid Low Right G (DX)"},
"Guitar Left Speaker Mid Low Right B (DX)", {"DX/SD", "Guitar Left Speaker Mid Low Right B (DX)"},
"Guitar Left Speaker Lower R (DX)", {"DX/SD", "Guitar Left Speaker Lower R (DX)"},
"Guitar Left Speaker Lower G (DX)", {"DX/SD", "Guitar Left Speaker Lower G (DX)"},
"Guitar Left Speaker Lower B (DX)", {"DX/SD", "Guitar Left Speaker Lower B (DX)"},
"Guitar Right Speaker Upper R (DX)", {"DX/SD", "Guitar Right Speaker Upper R (DX)"},
"Guitar Right Speaker Upper G (DX)", {"DX/SD", "Guitar Right Speaker Upper G (DX)"},
"Guitar Right Speaker Upper B (DX)", {"DX/SD", "Guitar Right Speaker Upper B (DX)"},
"Guitar Right Speaker Mid Up Left R (DX)", {"DX/SD", "Guitar Right Speaker Mid Up Left R (DX)"},
"Guitar Right Speaker Mid Up Left G (DX)", {"DX/SD", "Guitar Right Speaker Mid Up Left G (DX)"},
"Guitar Right Speaker Mid Up Left B (DX)", {"DX/SD", "Guitar Right Speaker Mid Up Left B (DX)"},
"Guitar Right Speaker Mid Up Right R (DX)", {"DX/SD", "Guitar Right Speaker Mid Up Right R (DX)"},
"Guitar Right Speaker Mid Up Right G (DX)", {"DX/SD", "Guitar Right Speaker Mid Up Right G (DX)"},
"Guitar Right Speaker Mid Up Right B (DX)", {"DX/SD", "Guitar Right Speaker Mid Up Right B (DX)"},
"Guitar Right Speaker Mid Low Left R (DX)", {"DX/SD", "Guitar Right Speaker Mid Low Left R (DX)"},
"Guitar Right Speaker Mid Low Left G (DX)", {"DX/SD", "Guitar Right Speaker Mid Low Left G (DX)"},
"Guitar Right Speaker Mid Low Left B (DX)", {"DX/SD", "Guitar Right Speaker Mid Low Left B (DX)"},
"Guitar Right Speaker Mid Low Right R (DX)", {"DX/SD", "Guitar Right Speaker Mid Low Right R (DX)"},
"Guitar Right Speaker Mid Low Right G (DX)", {"DX/SD", "Guitar Right Speaker Mid Low Right G (DX)"},
"Guitar Right Speaker Mid Low Right B (DX)", {"DX/SD", "Guitar Right Speaker Mid Low Right B (DX)"},
"Guitar Right Speaker Lower R (DX)", {"DX/SD", "Guitar Right Speaker Lower R (DX)"},
"Guitar Right Speaker Lower G (DX)", {"DX/SD", "Guitar Right Speaker Lower G (DX)"},
"Guitar Right Speaker Lower B (DX)" {"DX/SD", "Guitar Right Speaker Lower B (DX)"},
{"Arena Model", "Title Average R (Arena)"},
{"Arena Model", "Title Average G (Arena)"},
{"Arena Model", "Title Average B (Arena)"},
{"Arena Model", "Woofer R (Arena)"},
{"Arena Model", "Woofer G (Arena)"},
{"Arena Model", "Woofer B (Arena)"},
{"Arena Model", "Card Reader R (Arena)"},
{"Arena Model", "Card Reader G (Arena)"},
{"Arena Model", "Card Reader B (Arena)"}
}
); );
} }
+25 -9
View File
@@ -11,6 +11,7 @@ namespace games::gitadora {
Service, Service,
Test, Test,
Coin, Coin,
Headphone,
GuitarP1Start, GuitarP1Start,
GuitarP1Up, GuitarP1Up,
GuitarP1Down, GuitarP1Down,
@@ -65,18 +66,21 @@ namespace games::gitadora {
DrumHelp, DrumHelp,
DrumButtonExtra1, DrumButtonExtra1,
DrumButtonExtra2, DrumButtonExtra2,
// note: this is the order they appear in the test menu // note: this is the order of drums in the default layout
DrumLeftCymbal,
DrumHiHat, DrumHiHat,
DrumHiHatClosed, DrumLeftPedal,
DrumHiHatHalfOpen,
DrumSnare, DrumSnare,
DrumHiTom, DrumHiTom,
DrumLowTom,
DrumRightCymbal,
DrumBassPedal, DrumBassPedal,
DrumLeftCymbal, DrumLowTom,
DrumLeftPedal, DrumFloorTom,
DrumFloorTom DrumRightCymbal,
// these only exist for back compat
// (created before it was possible to map multiple input to a button)
DrumHiHatClosed,
DrumHiHatHalfOpen
}; };
} }
@@ -190,13 +194,25 @@ namespace games::gitadora {
GuitarRightSpeakerMidLowRightB, GuitarRightSpeakerMidLowRightB,
GuitarRightSpeakerLowerR, GuitarRightSpeakerLowerR,
GuitarRightSpeakerLowerG, GuitarRightSpeakerLowerG,
GuitarRightSpeakerLowerB GuitarRightSpeakerLowerB,
// arena model (common for both guitar and drum)
ArenaTitleAvgR,
ArenaTitleAvgG,
ArenaTitleAvgB,
ArenaWooferR,
ArenaWooferG,
ArenaWooferB,
ArenaCardR,
ArenaCardG,
ArenaCardB,
} gitadora_lights_t; } gitadora_lights_t;
} }
// getters // getters
std::vector<Button> &get_buttons(); std::vector<Button> &get_buttons();
std::string get_buttons_help(); std::string get_buttons_help();
std::string get_analogs_help();
std::vector<Analog> &get_analogs(); std::vector<Analog> &get_analogs();
std::vector<Light> &get_lights(); std::vector<Light> &get_lights();
} }
+100
View File
@@ -0,0 +1,100 @@

#include "misc/eamuse.h"
#include "util/utils.h"
#include "io.h"
#include "j32d.h"
using namespace acioemu;
games::gitadora::J32DSerialDevice::J32DSerialDevice() {
this->node_count = 1;
log_info("gitadora", "J32D device created.");
}
bool games::gitadora::J32DSerialDevice::parse_msg(
MessageData *msg_in,
circular_buffer<uint8_t> *response_buffer) {
#ifdef ACIOEMU_LOG
log_info("gitadora", "GTDR ADDR: {}, CMD: 0x{:04x}", msg_in->addr, msg_in->cmd.code);
#endif
static uint8_t pid = 0;
// check command
switch (msg_in->cmd.code) {
case ACIO_CMD_GET_VERSION: {
// send version data
auto msg = this->create_msg(msg_in, MSG_VERSION_SIZE);
this->set_version(msg, 0x20a, 0, 0, 1, 0, "J32D");
write_msg(msg, response_buffer);
delete msg;
break;
}
case ACIO_CMD_STARTUP:
case ACIO_CMD_CLEAR:
case 0x0120: {
if (msg_in->cmd.code == 0x0120) {
pid = msg_in->cmd.pid;
this->is_ready = true;
}
// send status 0
auto msg = this->create_msg_status(msg_in, 0);
write_msg(msg, response_buffer);
delete msg;
break;
}
// IO
case 0x012F: {
auto msg = this->create_msg(msg_in, 0x11);
msg->cmd.pid = pid;
// don't know if it's needed/correct,
// without it the game seems to work just fine
pid += 1;
J32D_IO_STATUS payload;
memset(&payload, 0, sizeof(J32D_IO_STATUS));
auto &buttons = get_buttons();
auto high_tom = (uint16_t) (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::DrumHiTom]) * 1023);
auto low_tom = (uint16_t) (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::DrumLowTom]) * 1023);
auto snare = (uint16_t) (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::DrumSnare]) * 1023);
auto floor_tom = (uint16_t) (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::DrumFloorTom]) * 1023);
auto left_cymbal = (uint16_t) (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::DrumLeftCymbal]) * 1023);
auto right_cymbal = (uint16_t) (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::DrumRightCymbal]) * 1023);
auto hihat = (uint16_t) ((GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::DrumHiHat]) ||
GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::DrumHiHatClosed]) ||
GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::DrumHiHatHalfOpen])) * 1023);
#define ENCODE_ANALOG(__val) (((__val & 0x3f) << 10) | ((__val & 0x3c0) >> 6))
payload.high_tom = ENCODE_ANALOG(high_tom);
payload.low_tom = ENCODE_ANALOG(low_tom);
payload.snare = ENCODE_ANALOG(snare);
payload.floor_tom = ENCODE_ANALOG(floor_tom);
payload.left_cymbal = ENCODE_ANALOG(left_cymbal);
payload.right_cymbal = ENCODE_ANALOG(right_cymbal);
payload.hihat = ENCODE_ANALOG(hihat);
#undef ENCODE_ANALOG
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::DrumBassPedal])) {
payload.pedals |= 1;
}
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::DrumLeftPedal])) {
payload.pedals |= 2;
}
memcpy(msg->cmd.raw, &payload, sizeof(J32D_IO_STATUS));
write_msg(msg, response_buffer);
delete msg;
break;
}
default:
#ifdef ACIOEMU_LOG
log_info("gitadora", "Unhandled cmd {} received.", msg_in->cmd.code);
#endif
return false;
}
// mark as handled
return true;
}
+25
View File
@@ -0,0 +1,25 @@
#pragma once
#include "acioemu/device.h"
#include "device.h"
namespace games::gitadora {
class J32DSerialDevice : public GitadoraDevice {
private:
uint8_t coin_counter = 0;
public:
J32DSerialDevice();
bool parse_msg(acioemu::MessageData *msg_in, circular_buffer<uint8_t> *response_buffer) override;
struct J32D_IO_STATUS {
uint16_t high_tom;
uint16_t low_tom;
uint16_t snare;
uint16_t floor_tom;
uint16_t left_cymbal;
uint16_t right_cymbal;
uint16_t hihat;
uint16_t unk7;
uint8_t pedals;
};
};
}
+203
View File
@@ -0,0 +1,203 @@

#include "misc/eamuse.h"
#include "games/gitadora/gitadora.h"
#include "util/socd_cleaner.h"
#include "util/time.h"
#include "util/utils.h"
#include "io.h"
#include "j33i.h"
#define GUITAR_BTN_R 0x7
#define GUITAR_BTN_G 0x6
#define GUITAR_BTN_B 0x5
#define GUITAR_BTN_Y 0x4
#define GUITAR_BTN_P 0x3
#define GUITAR_PICK_DOWN 0xC
#define GUITAR_PICK_UP 0xD
using namespace acioemu;
// why this number?? no clue, but this is what the test menu shows as the max
// value in the green box with the red dot; the value display itself can go
// higher but the red dot will reach the edge at +-189
#define ARENA_MODEL_WAIL_MAX 189
static bool GFDM_GF_PICK_STATE_UP;
static bool GFDM_GF_PICK_STATE_DOWN;
games::gitadora::J33ISerialDevice::J33ISerialDevice() {
this->node_count = 1;
log_info("gitadora", "J33I device created.");
}
bool games::gitadora::J33ISerialDevice::parse_msg(
MessageData *msg_in,
circular_buffer<uint8_t> *response_buffer) {
#ifdef ACIOEMU_LOG
log_info("gitadora", "GTDR ADDR: {}, CMD: 0x{:04x}", msg_in->addr, msg_in->cmd.code);
#endif
static uint8_t pid = 0;
// check command
switch (msg_in->cmd.code)
{
case ACIO_CMD_GET_VERSION: {
// send version data
auto msg = this->create_msg(msg_in, MSG_VERSION_SIZE);
this->set_version(msg, 0x10a, 0, 1, 0, 2, "J33I");
write_msg(msg, response_buffer);
delete msg;
break;
}
case ACIO_CMD_STARTUP:
case ACIO_CMD_CLEAR:
case 0x0120: {
if (msg_in->cmd.code == 0x0120) {
pid = msg_in->cmd.pid;
this->is_ready = true;
}
// send status 0
auto msg = this->create_msg_status(msg_in, 0);
write_msg(msg, response_buffer);
delete msg;
break;
}
// IO
case 0x012F: {
auto msg = this->create_msg(msg_in, 0x8);
msg->cmd.pid = pid;
pid += 1;
J33I_IO_STATUS payload;
memset(&payload, 0, sizeof(J33I_IO_STATUS));
auto &buttons = get_buttons();
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::GuitarP1R])) {
payload.buttons |= 1 << GUITAR_BTN_R;
}
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::GuitarP1G])) {
payload.buttons |= 1 << GUITAR_BTN_G;
}
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::GuitarP1B])) {
payload.buttons |= 1 << GUITAR_BTN_B;
}
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::GuitarP1Y])) {
payload.buttons |= 1 << GUITAR_BTN_Y;
}
if (GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::GuitarP1P])) {
payload.buttons |= 1 << GUITAR_BTN_P;
}
const auto pick_up = GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::GuitarP1PickUp]);
const auto pick_down = GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::GuitarP1PickDown]);
if (!games::gitadora::PICK_ALGO.has_value()) {
// legacy behavior (detect rising edges only, input for 1 frame)
if (pick_up) {
if (!GFDM_GF_PICK_STATE_UP) {
GFDM_GF_PICK_STATE_UP = true;
payload.buttons |= 1 << GUITAR_PICK_UP;
}
} else {
GFDM_GF_PICK_STATE_UP = false;
}
if (pick_down) {
if (!GFDM_GF_PICK_STATE_DOWN) {
GFDM_GF_PICK_STATE_DOWN = true;
payload.buttons |= 1 << GUITAR_PICK_DOWN;
}
} else {
GFDM_GF_PICK_STATE_DOWN = false;
}
} else {
const auto socd = socd::socd_clean(
0,
pick_up,
pick_down,
get_performance_milliseconds(),
games::gitadora::PICK_ALGO.value()
);
if (socd == socd::SocdCCW) {
payload.buttons |= 1 << GUITAR_PICK_UP;
} else if (socd == socd::SocdCW) {
payload.buttons |= 1 << GUITAR_PICK_DOWN;
} else if (socd == socd::SocdBoth) {
payload.buttons |= 1 << GUITAR_PICK_UP;
payload.buttons |= 1 << GUITAR_PICK_DOWN;
}
}
auto &analogs = get_analogs();
// get x,y,z analog values [-0.5f, 0.5f]
float x = is_player_lefty(0) ? 0.3f : -0.5f;
auto x_analog = analogs[Analogs::GuitarP1WailX];
if (x_analog.isSet()) {
x = GameAPI::Analogs::getState(RI_MGR, x_analog) - 0.5f;
}
float y = 0.f;
auto y_analog = analogs[Analogs::GuitarP1WailY];
if (y_analog.isSet()) {
y = GameAPI::Analogs::getState(RI_MGR, y_analog) - 0.5f;
}
float z = 0.f;
auto z_analog = analogs[Analogs::GuitarP1WailZ];
if (z_analog.isSet()) {
z = GameAPI::Analogs::getState(RI_MGR, z_analog) - 0.5f;
}
// handle digital wail up/down
const auto wail_up = GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::GuitarP1WailUp]);
const auto wail_down = GameAPI::Buttons::getState(RI_MGR, buttons[Buttons::GuitarP1WailDown]);
const auto wail_result =
socd::get_guitar_wail(0, wail_up, wail_down, get_performance_milliseconds());
if (!is_player_lefty(0)) {
// righty
if (wail_result == socd::TiltUp) {
x = 0;
y = -0.5f;
} else if (wail_result == socd::TiltDown) {
x = -0.5f;
y = 0.5f;
}
} else {
// lefty
if (wail_result == socd::TiltUp) {
x = 0.f;
y = 0.f;
} else if (wail_result == socd::TiltDown) {
x = 0.5f;
y = 0.f;
}
}
// convert x,y,z to unsigned integer values that the game expects
const uint16_t x_int = x * ARENA_MODEL_WAIL_MAX * 2;
const uint16_t y_int = y * ARENA_MODEL_WAIL_MAX * 2;
const uint16_t z_int = z * ARENA_MODEL_WAIL_MAX * 2;
payload.gyroscope_x = static_cast<uint16_t>(((x_int >> 3) & (0xFF)) | ((x_int & 0x07) << 12));
payload.gyroscope_y = static_cast<uint16_t>(((y_int >> 3) & (0xFF)) | ((y_int & 0x07) << 12));
payload.gyroscope_z = static_cast<uint16_t>(((z_int >> 3) & (0xFF)) | ((z_int & 0x07) << 12));
memcpy(msg->cmd.raw, &payload, sizeof(J33I_IO_STATUS));
write_msg(msg, response_buffer);
delete msg;
break;
}
default:
#ifdef ACIOEMU_LOG
log_info("gitadora", "Unhandled cmd {} received.", msg_in->cmd.code);
#endif
return false;
}
// mark as handled
return true;
}
+24
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@@ -0,0 +1,24 @@
#pragma once
#include "acioemu/device.h"
#include "device.h"
namespace games::gitadora {
class J33ISerialDevice : public GitadoraDevice {
private:
uint8_t coin_counter = 0;
public:
J33ISerialDevice();
bool parse_msg(acioemu::MessageData *msg_in, circular_buffer<uint8_t> *response_buffer) override;
// there may be more, but the game doesn't seem to care
// TODO: add support for gyroscope, knob and wail
struct J33I_IO_STATUS {
uint16_t gyroscope_x;
uint16_t gyroscope_y;
uint16_t gyroscope_z;
uint16_t buttons;
};
};
}
+3 -3
View File
@@ -195,11 +195,11 @@ bool games::iidx::IIDXFMSerialHandle::open(LPCWSTR lpFileName) {
return false; return false;
} }
log_info("iidx", "Opened COM2 (FM DEVICE)"); log_info("iidx", "Opened COM2 (FM DEVICE / bi2a)");
games::iidx::update_io_emulation_state(games::iidx::iidx_aio_emulation_state::bi2a_com2);
// ACIO device // ACIO device
acio_emu.add_device(new FMSerialDevice()); acio_emu.add_device(new FMSerialDevice());
return true; return true;
} }
@@ -240,7 +240,7 @@ int games::iidx::IIDXFMSerialHandle::device_io(DWORD dwIoControlCode, LPVOID lpI
} }
bool games::iidx::IIDXFMSerialHandle::close() { bool games::iidx::IIDXFMSerialHandle::close() {
log_info("iidx", "Closed COM2 (FM DEVICE)"); log_info("iidx", "Closed COM2 (FM DEVICE / bi2a)");
return true; return true;
} }
+34 -12
View File
@@ -1,5 +1,7 @@
#include "bi2x_hook.h" #include "bi2x_hook.h"
#if SPICE64
#include <cstdint> #include <cstdint>
#include "util/detour.h" #include "util/detour.h"
#include "util/logging.h" #include "util/logging.h"
@@ -24,17 +26,28 @@ namespace games::iidx {
uint8_t data[0x10]; uint8_t data[0x10];
}; };
struct AIO_NMGR_IOB2 { struct AIO_NMGR_IOB2_VTABLE {
uint8_t dummy0[0x50]; // other functions here, but they never get called
uint8_t dummy[0x50];
void (__fastcall *pAIO_NMGR_IOB_BeginManage)(int64_t a1); void (__fastcall *pAIO_NMGR_IOB_BeginManage)(int64_t a1);
uint8_t dummy1[0x9A0];
}; };
struct AIO_NMGR_IOB2 {
AIO_NMGR_IOB2_VTABLE *vptr;
uint8_t dummy[0x9F0];
};
// confirmed 0x9F8 in iidx27, iidx32 aioNMgrIob2_Create
static_assert(sizeof(AIO_NMGR_IOB2) == 0x9F8);
struct AIO_IOB2_BI2X_TDJ { struct AIO_IOB2_BI2X_TDJ {
// who knows // who knows
uint8_t data[0x13F8]; uint8_t data[0x13F8];
}; };
// confirmed 0x13F8 in iidx27, iidx32 in aioIob2Bi2xTDJ_Create
static_assert(sizeof(AIO_IOB2_BI2X_TDJ) == 0x13F8);
struct AIO_IOB2_BI2X_TDJ__DEVSTATUS { struct AIO_IOB2_BI2X_TDJ__DEVSTATUS {
// of course you could work with variables here // of course you could work with variables here
uint8_t buffer[0xCA]; uint8_t buffer[0xCA];
@@ -78,7 +91,7 @@ namespace games::iidx {
// libaio-iob.dll // libaio-iob.dll
typedef AC_HNDLIF* (__fastcall *aioIob2Bi2x_OpenSciUsbCdc_t)(uint8_t device_num); typedef AC_HNDLIF* (__fastcall *aioIob2Bi2x_OpenSciUsbCdc_t)(uint8_t device_num);
typedef int64_t (__fastcall *aioIob2Bi2x_WriteFirmGetState_t)(int64_t a1); typedef int64_t (__fastcall *aioIob2Bi2x_WriteFirmGetState_t)(int64_t a1);
typedef AIO_NMGR_IOB2** (__fastcall *aioNMgrIob2_Create_t)(AC_HNDLIF *a1, unsigned int a2); typedef AIO_NMGR_IOB2* (__fastcall *aioNMgrIob2_Create_t)(AC_HNDLIF *a1, unsigned int a2);
/* /*
* function pointers * function pointers
@@ -120,6 +133,11 @@ namespace games::iidx {
static AIO_IOB2_BI2X_TDJ* __fastcall aioIob2Bi2xTDJ_Create(AIO_NMGR_IOB2 *nmgr, int a2) { static AIO_IOB2_BI2X_TDJ* __fastcall aioIob2Bi2xTDJ_Create(AIO_NMGR_IOB2 *nmgr, int a2) {
if (!BI2X_PASSTHROUGH) { if (!BI2X_PASSTHROUGH) {
log_info("bi2x_hook", "aioIob2Bi2xTDJ_Create called (TDJ I/O emulation active)");
games::iidx::update_io_emulation_state(
games::iidx::iidx_aio_emulation_state::bi2x_hook);
custom_node = new AIO_IOB2_BI2X_TDJ; custom_node = new AIO_IOB2_BI2X_TDJ;
memset(&custom_node->data, 0, sizeof(custom_node->data)); memset(&custom_node->data, 0, sizeof(custom_node->data));
@@ -438,7 +456,7 @@ namespace games::iidx {
} }
} }
static AC_HNDLIF* __fastcall aioIob2Bi2X_OpenSciUsbCdc(uint8_t device_num) { static AC_HNDLIF* __fastcall aioIob2Bi2x_OpenSciUsbCdc(uint8_t device_num) {
if (acHndlif == nullptr) { if (acHndlif == nullptr) {
acHndlif = new AC_HNDLIF; acHndlif = new AC_HNDLIF;
memset(acHndlif->data, 0x0, sizeof(acHndlif->data)); memset(acHndlif->data, 0x0, sizeof(acHndlif->data));
@@ -451,14 +469,16 @@ namespace games::iidx {
log_info("bi2x_hook", "AIO_NMGR_IOB::BeginManage"); log_info("bi2x_hook", "AIO_NMGR_IOB::BeginManage");
}; };
static AIO_NMGR_IOB2** __fastcall aioNMgrIob2_Create(AC_HNDLIF *a1, unsigned int a2) { static AIO_NMGR_IOB2* __fastcall aioNMgrIob2_Create(AC_HNDLIF *a1, unsigned int a2) {
if (aioNmgrIob2 == nullptr) { if (aioNmgrIob2 == nullptr) {
aioNmgrIob2 = new AIO_NMGR_IOB2; aioNmgrIob2 = new AIO_NMGR_IOB2{};
memset(aioNmgrIob2, 0x0, sizeof(AIO_NMGR_IOB2)); aioNmgrIob2->vptr = new AIO_NMGR_IOB2_VTABLE{};
aioNmgrIob2->pAIO_NMGR_IOB_BeginManage = AIO_NMGR_IOB_BeginManageStub; aioNmgrIob2->vptr->pAIO_NMGR_IOB_BeginManage = AIO_NMGR_IOB_BeginManageStub;
} }
log_info("bi2x_hook", "aioNMgrIob2_Create"); log_info("bi2x_hook", "aioNMgrIob2_Create returned {}, size=0x{:x}, vptr @ {}",
return &aioNmgrIob2; fmt::ptr(aioNmgrIob2), sizeof(*aioNmgrIob2), fmt::ptr(aioNmgrIob2->vptr));
return aioNmgrIob2;
} }
static int64_t __fastcall aioIob2Bi2x_WriteFirmGetState(int64_t a1) { static int64_t __fastcall aioIob2Bi2x_WriteFirmGetState(int64_t a1) {
@@ -515,10 +535,12 @@ namespace games::iidx {
// hook IOB // hook IOB
const auto libaioIobDll = "libaio-iob.dll"; const auto libaioIobDll = "libaio-iob.dll";
detour::trampoline_try(libaioIobDll, "aioIob2Bi2x_OpenSciUsbCdc", detour::trampoline_try(libaioIobDll, "aioIob2Bi2x_OpenSciUsbCdc",
aioIob2Bi2X_OpenSciUsbCdc, &aioIob2Bi2x_OpenSciUsbCdc_orig); aioIob2Bi2x_OpenSciUsbCdc, &aioIob2Bi2x_OpenSciUsbCdc_orig);
detour::trampoline_try(libaioIobDll, "aioIob2Bi2x_WriteFirmGetState", detour::trampoline_try(libaioIobDll, "aioIob2Bi2x_WriteFirmGetState",
aioIob2Bi2x_WriteFirmGetState, &aioIob2Bi2x_WriteFirmGetState_orig); aioIob2Bi2x_WriteFirmGetState, &aioIob2Bi2x_WriteFirmGetState_orig);
detour::trampoline_try(libaioIobDll, "aioNMgrIob2_Create", detour::trampoline_try(libaioIobDll, "aioNMgrIob2_Create",
aioNMgrIob2_Create, &aioNMgrIob2_Create_orig); aioNMgrIob2_Create, &aioNMgrIob2_Create_orig);
} }
} }
#endif
+4
View File
@@ -1,6 +1,10 @@
#pragma once #pragma once
#if SPICE64
namespace games::iidx { namespace games::iidx {
void bi2x_hook_init(); void bi2x_hook_init();
} }
#endif
+7 -7
View File
@@ -1,6 +1,6 @@
#include "camera.h" #include "camera.h"
#if SPICE64 #if SPICE64 && !SPICE_XP
#include <d3d9.h> #include <d3d9.h>
#include "mf_wrappers.h" #include "mf_wrappers.h"
@@ -84,7 +84,7 @@ namespace games::iidx {
bool find_camera_hooks() { bool find_camera_hooks() {
std::string dll_name = avs::game::DLL_NAME; std::string dll_name = avs::game::DLL_NAME;
dll_path = MODULE_PATH / dll_name; dll_path = MODULE_PATH / dll_name;
iidx_module = libutils::try_module(dll_path); iidx_module = libutils::try_module(dll_path);
if (!iidx_module) { if (!iidx_module) {
@@ -149,7 +149,7 @@ namespace games::iidx {
"E800000000488BC8488BD34883C420", "E800000000488BC8488BD34883C420",
"X????XXXXXXXXXX", "X????XXXXXXXXXX",
0, 0)); 0, 0));
if (addr_textures_ptr == nullptr) { if (addr_textures_ptr == nullptr) {
log_warning("iidx:camhook", "failed to find hook: addr_textures (part 1)"); log_warning("iidx:camhook", "failed to find hook: addr_textures (part 1)");
return FALSE; return FALSE;
@@ -232,7 +232,7 @@ namespace games::iidx {
} }
static void **__fastcall camera_hook_a(PBYTE a1) { static void **__fastcall camera_hook_a(PBYTE a1) {
std::call_once(hook_a_init, [&]{ std::call_once(hook_a_init, [&]{
device = *reinterpret_cast<LPDIRECT3DDEVICE9EX*>(a1 + addr_device_offset); device = *reinterpret_cast<LPDIRECT3DDEVICE9EX*>(a1 + addr_device_offset);
auto const preview = *reinterpret_cast<LPDIRECT3DTEXTURE9**>((uint8_t*)iidx_module + addr_textures); auto const preview = *reinterpret_cast<LPDIRECT3DTEXTURE9**>((uint8_t*)iidx_module + addr_textures);
auto const manager = reinterpret_cast<Camera::CCameraManager2*>((uint8_t*)iidx_module + addr_camera_manager); auto const manager = reinterpret_cast<Camera::CCameraManager2*>((uint8_t*)iidx_module + addr_camera_manager);
@@ -298,11 +298,11 @@ namespace games::iidx {
// Ask for source type = video capture devices. // Ask for source type = video capture devices.
if (SUCCEEDED(hr)) { if (SUCCEEDED(hr)) {
hr = pAttributes->SetGUID( hr = pAttributes->SetGUID(
MF_DEVSOURCE_ATTRIBUTE_SOURCE_TYPE, MF_DEVSOURCE_ATTRIBUTE_SOURCE_TYPE,
MF_DEVSOURCE_ATTRIBUTE_SOURCE_TYPE_VIDCAP_GUID MF_DEVSOURCE_ATTRIBUTE_SOURCE_TYPE_VIDCAP_GUID
); );
} }
// Enumerate devices. // Enumerate devices.
if (SUCCEEDED(hr)) { if (SUCCEEDED(hr)) {
hr = WrappedMFEnumDeviceSources(pAttributes, &ppDevices, &numDevices); hr = WrappedMFEnumDeviceSources(pAttributes, &ppDevices, &numDevices);
@@ -478,7 +478,7 @@ namespace games::iidx {
init_mf_library(); init_mf_library();
} }
} }
return result; return result;
} }
+1 -1
View File
@@ -1,6 +1,6 @@
#pragma once #pragma once
#if SPICE64 #if SPICE64 && !SPICE_XP
#include <vector> #include <vector>
#include "games/iidx/local_camera.h" #include "games/iidx/local_camera.h"
+149 -27
View File
@@ -20,6 +20,7 @@
#include "hooks/sleephook.h" #include "hooks/sleephook.h"
#include "launcher/options.h" #include "launcher/options.h"
#include "touch/touch.h" #include "touch/touch.h"
#include "misc/nativetouchhook.h"
#include "misc/wintouchemu.h" #include "misc/wintouchemu.h"
#include "misc/eamuse.h" #include "misc/eamuse.h"
#include "util/detour.h" #include "util/detour.h"
@@ -28,6 +29,9 @@
#include "util/libutils.h" #include "util/libutils.h"
#include "util/memutils.h" #include "util/memutils.h"
#include "util/sigscan.h" #include "util/sigscan.h"
#include "util/socd_cleaner.h"
#include "util/sysutils.h"
#include "util/time.h"
#include "util/utils.h" #include "util/utils.h"
#include "launcher/signal.h" #include "launcher/signal.h"
@@ -63,6 +67,8 @@ namespace games::iidx {
std::optional<std::string> SOUND_OUTPUT_DEVICE = std::nullopt; std::optional<std::string> SOUND_OUTPUT_DEVICE = std::nullopt;
std::optional<std::string> SOUND_OUTPUT_DEVICE_IN_EFFECT = std::nullopt; std::optional<std::string> SOUND_OUTPUT_DEVICE_IN_EFFECT = std::nullopt;
std::optional<std::string> ASIO_DRIVER = std::nullopt; std::optional<std::string> ASIO_DRIVER = std::nullopt;
uint32_t TT_DELAY_P1 = 0;
uint32_t TT_DELAY_P2 = 0;
uint8_t DIGITAL_TT_SENS = 4; uint8_t DIGITAL_TT_SENS = 4;
std::optional<std::string> SUBSCREEN_OVERLAY_SIZE = std::nullopt; std::optional<std::string> SUBSCREEN_OVERLAY_SIZE = std::nullopt;
std::optional<std::string> SCREEN_MODE = std::nullopt; std::optional<std::string> SCREEN_MODE = std::nullopt;
@@ -78,6 +84,11 @@ namespace games::iidx {
char IIDXIO_LED_TICKER[10] = {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '\x00'}; char IIDXIO_LED_TICKER[10] = {' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '\x00'};
bool IIDXIO_LED_TICKER_READONLY = false; bool IIDXIO_LED_TICKER_READONLY = false;
std::mutex IIDX_LED_TICKER_LOCK; std::mutex IIDX_LED_TICKER_LOCK;
bool IIDX_TDJ_MONITOR_WARNING = false;
iidx_aio_emulation_state CURRENT_IO_EMULATION_STATE = iidx_aio_emulation_state::unknown;
// io
static bool HAS_LIBAIO; // this is how we detect iidx27+
tapeledutils::tape_led TAPELED_MAPPING[IIDX_TAPELED_TOTAL] = { tapeledutils::tape_led TAPELED_MAPPING[IIDX_TAPELED_TOTAL] = {
{ 19, Lights::StageLeftAvgR, Lights::StageLeftAvgG, Lights::StageLeftAvgB, "Stage Left" }, { 19, Lights::StageLeftAvgR, Lights::StageLeftAvgG, Lights::StageLeftAvgB, "Stage Left" },
@@ -246,6 +257,8 @@ namespace games::iidx {
} }
} }
#if SPICE64
typedef void* (*aioIob2Bi2x_CreateWriteFirmContext_t)(unsigned int, int); typedef void* (*aioIob2Bi2x_CreateWriteFirmContext_t)(unsigned int, int);
static aioIob2Bi2x_CreateWriteFirmContext_t aioIob2Bi2x_CreateWriteFirmContext_orig = nullptr; static aioIob2Bi2x_CreateWriteFirmContext_t aioIob2Bi2x_CreateWriteFirmContext_orig = nullptr;
@@ -264,6 +277,8 @@ namespace games::iidx {
return nullptr; return nullptr;
} }
#endif
IIDXGame::IIDXGame() : Game("Beatmania IIDX") { IIDXGame::IIDXGame() : Game("Beatmania IIDX") {
logger::hook_add(log_hook, this); logger::hook_add(log_hook, this);
} }
@@ -310,13 +325,16 @@ namespace games::iidx {
memcpy(settings2.interface_detail, interface_detail2, sizeof(interface_detail2)); memcpy(settings2.interface_detail, interface_detail2, sizeof(interface_detail2));
setupapihook_add(settings2); setupapihook_add(settings2);
// IIDX 25-27 BIO2 BI2A input device // IIDX 25+ BIO2 BI2A input device
devicehook_add(new IIDXFMSerialHandle()); devicehook_add(new IIDXFMSerialHandle());
} }
#if SPICE64
// check for new I/O DLL // check for new I/O DLL
auto aio = libutils::try_library("libaio.dll"); auto aio = libutils::try_library("libaio.dll");
if (aio != nullptr) { if (aio != nullptr) {
HAS_LIBAIO = true;
// check TDJ mode // check TDJ mode
TDJ_MODE |= fileutils::text_read("C:\\000rom.txt") == "TDJ-JA"; TDJ_MODE |= fileutils::text_read("C:\\000rom.txt") == "TDJ-JA";
@@ -332,7 +350,9 @@ namespace games::iidx {
// need to hook `avs2-core.dll` so AVS win32fs operations go through rom hook // need to hook `avs2-core.dll` so AVS win32fs operations go through rom hook
devicehook_init(avs::core::DLL_INSTANCE); devicehook_init(avs::core::DLL_INSTANCE);
if (!NATIVE_TOUCH) { if (NATIVE_TOUCH) {
nativetouchhook::hook(avs::game::DLL_INSTANCE);
} else {
wintouchemu::FORCE = true; wintouchemu::FORCE = true;
wintouchemu::INJECT_MOUSE_AS_WM_TOUCH = true; wintouchemu::INJECT_MOUSE_AS_WM_TOUCH = true;
wintouchemu::hook_title_ends("beatmania IIDX", "main", avs::game::DLL_INSTANCE); wintouchemu::hook_title_ends("beatmania IIDX", "main", avs::game::DLL_INSTANCE);
@@ -376,6 +396,8 @@ namespace games::iidx {
} }
} }
#endif
if (hooks::audio::ENABLED) { if (hooks::audio::ENABLED) {
apply_audio_hacks(); apply_audio_hacks();
} else { } else {
@@ -404,6 +426,14 @@ namespace games::iidx {
init_legacy_camera_hook(FLIP_CAMS); init_legacy_camera_hook(FLIP_CAMS);
} }
#if SPICE64
if (TDJ_MODE) {
sysutils::hook_EnumDisplayDevicesA();
}
#endif
// init cfgmgr32 hooks // init cfgmgr32 hooks
cfgmgr32hook_init(avs::game::DLL_INSTANCE); cfgmgr32hook_init(avs::game::DLL_INSTANCE);
} }
@@ -435,7 +465,7 @@ namespace games::iidx {
} }
// windowed subscreen, enabled by default, unless turned off by user // windowed subscreen, enabled by default, unless turned off by user
if (GRAPHICS_WINDOWED && !options->at(launcher::Options::spice2x_IIDXNoSub).value_bool()) { if (GRAPHICS_WINDOWED && !options->at(launcher::Options::spice2x_IIDXNoSub).value_bool() && TDJ_MODE) {
GRAPHICS_IIDX_WSUB = true; GRAPHICS_IIDX_WSUB = true;
} }
@@ -454,7 +484,7 @@ namespace games::iidx {
"!!! please do the following instead: !!!\n" "!!! please do the following instead: !!!\n"
"!!! !!!\n" "!!! !!!\n"
"!!! Revert your changes to XML file so it says !!!\n" "!!! Revert your changes to XML file so it says !!!\n"
"!!! <model __type=\"str\">LDJ</model> !!!\n" "!!! <model __type=\"str\">LDJ</model> !!!\n"
"!!! !!!\n" "!!! !!!\n"
"!!! In SpiceCfg, enable 'IIDX TDJ Mode' or provide -iidxtdj flag !!!\n" "!!! In SpiceCfg, enable 'IIDX TDJ Mode' or provide -iidxtdj flag !!!\n"
"!!! in command line !!!\n" "!!! in command line !!!\n"
@@ -467,31 +497,40 @@ namespace games::iidx {
log_fatal("iidx", "BAD MODEL NAME ERROR - TDJ specified, must be LDJ instead"); log_fatal("iidx", "BAD MODEL NAME ERROR - TDJ specified, must be LDJ instead");
} }
// check -monitor + TDJ mode // check -dxmainadapter + TDJ mode
if (!GRAPHICS_WINDOWED && if (!GRAPHICS_WINDOWED && D3D9_ADAPTER.has_value() && TDJ_MODE) {
options->at(launcher::Options::DisplayAdapter).is_active() && IIDX_TDJ_MONITOR_WARNING = true;
TDJ_MODE) {
log_warning( log_warning(
"iidx", "iidx",
"\n\n!!! using -monitor option with TDJ is NOT recommended due to known !!!\n" "\n\n"
"!!! compatibility issues with the game !!!\n" "!!! using -dxmainadapter option with TDJ is NOT recommended !!!\n"
"!!! due to known compatibility issues with the game !!!\n"
"!!! !!!\n" "!!! !!!\n"
"!!! * game may launch in wrong resolution or refresh rate !!!\n" "!!! * game may launch in wrong resolution or refresh rate !!!\n"
"!!! * touch / mouse input may stop working in subscreen / overlay !!!\n" "!!! * touch / mouse input may stop working in subscreen / overlay !!!\n"
"!!! !!!\n" "!!! !!!\n"
"!!! recommendation is to NOT use -monitor and instead set the !!!\n" "!!! recommendation is to use the Change Main Monitor (-mainmonitor) !!!\n"
"!!! primary monitor in Windows settings before launching the game !!!\n\n" "!!! option instead of -dxmainadapter !!!\n\n"
); );
deferredlogs::defer_error_messages({ deferredlogs::defer_error_messages({
"-monitor option is NOT recommended when running with TDJ mode", "-dxmainadapter option is NOT recommended when running with TDJ mode",
" due to known compatibility issues with the game:", " due to known compatibility issues with the game:",
" * game may launch in wrong resolution or refresh rate", " * game may launch in wrong resolution or refresh rate",
" * touch / mouse input may stop working in subscreen / overlay", " * touch / mouse input may stop working in subscreen / overlay",
" recommended fix is to NOT use -monitor and instead set the primary", " use Change Main Monitor (-mainmonitor) option instead"
" monitor in Windows settings before launching the game"
}); });
} }
// socd
socd::ALGORITHM = socd::SocdAlgorithm::Neutral;
if (options->at(launcher::Options::IIDXDigitalTTSocd).is_active()) {
if (options->at(launcher::Options::IIDXDigitalTTSocd).value_text() == "last") {
socd::ALGORITHM = socd::SocdAlgorithm::PreferRecent;
} else if (options->at(launcher::Options::IIDXDigitalTTSocd).value_text() == "first") {
socd::ALGORITHM = socd::SocdAlgorithm::PreferFirst;
}
}
} }
void IIDXGame::detach() { void IIDXGame::detach() {
@@ -715,13 +754,12 @@ namespace games::iidx {
bool ttpm_alt = GameAPI::Buttons::getState(RI_MGR, buttons.at( bool ttpm_alt = GameAPI::Buttons::getState(RI_MGR, buttons.at(
player != 0 ? Buttons::P2_TTPlusMinusAlt : Buttons::P1_TTPlusMinusAlt)); player != 0 ? Buttons::P2_TTPlusMinusAlt : Buttons::P1_TTPlusMinusAlt));
// TT+ const auto tt_socd = socd::socd_clean(player, ttm, ttp, get_performance_milliseconds());
if (ttp) if (tt_socd == socd::SocdCW) {
IIDXIO_TT_STATE[player] += change; IIDXIO_TT_STATE[player] += change;
} else if (tt_socd == socd::SocdCCW) {
// TT-
if (ttm)
IIDXIO_TT_STATE[player] -= change; IIDXIO_TT_STATE[player] -= change;
}
// TT+/- // TT+/-
bool ttpm_rising_edge = !IIDXIO_TT_PRESSED[player] && ttpm; bool ttpm_rising_edge = !IIDXIO_TT_PRESSED[player] && ttpm;
@@ -745,7 +783,42 @@ namespace games::iidx {
} }
// return higher 8 bit // return higher 8 bit
return (uint8_t) (ret_value >> 2); uint8_t result = (uint8_t) (ret_value >> 2);
// delay
if ((player == 0 && TT_DELAY_P1 > 0) ||
(player == 1 && TT_DELAY_P2 > 0)) {
static std::queue<std::pair<double, uint8_t>> delay_queue[2];
auto &queue = delay_queue[player];
const auto max_delta_ms =
static_cast<double>((player == 0) ? TT_DELAY_P1 : TT_DELAY_P2);
// always push a new value
const auto now = get_performance_milliseconds();
queue.push(std::make_pair(now, result));
// drain the queue down to reasonable length to prevent unconstrained growth
// this would accommodate 1 second at ~1000Hz
// (in reality all three iidx I/O emulation runs well under 500Hz)
while (queue.size() > 1024) {
queue.pop();
}
// pop until we find one that falls just under the time threshold
while (!queue.empty()) {
const auto delta_t = now - queue.front().first;
if (delta_t <= max_delta_ms) {
break;
}
queue.pop();
}
result = queue.front().second;
}
return result;
} }
unsigned char get_slider(uint8_t slider) { unsigned char get_slider(uint8_t slider) {
@@ -791,7 +864,7 @@ namespace games::iidx {
} }
bool is_tdj_fhd() { bool is_tdj_fhd() {
return TDJ_MODE && avs::game::is_ext(2022101900, MAXINT); return TDJ_MODE && avs::game::is_ext(2022101900, INT_MAX);
} }
void apply_audio_hacks() { void apply_audio_hacks() {
@@ -857,12 +930,12 @@ namespace games::iidx {
// patch iidx32+ for asio compatibility // patch iidx32+ for asio compatibility
// only do this if NOT wasapi (as opposed to checking if it's asio) // only do this if NOT wasapi (as opposed to checking if it's asio)
// the patch is only really needed for (some) non-XONAR devices but since people sometimes disguise // the patch is only really needed for (some) non-XONAR devices but since people sometimes disguise
// other devices as a XONAR, don't check for the exact string (common ASIO workaround for INF) // other devices as a XONAR, don't check for the exact string (common ASIO workaround for INF)
if (avs::game::is_ext(2024090100, MAXINT) && if (avs::game::is_ext(2024090100, INT_MAX) &&
!(SOUND_OUTPUT_DEVICE_IN_EFFECT.has_value() && !(SOUND_OUTPUT_DEVICE_IN_EFFECT.has_value() &&
SOUND_OUTPUT_DEVICE_IN_EFFECT.value() == "wasapi")) { SOUND_OUTPUT_DEVICE_IN_EFFECT.value() == "wasapi")) {
// in iidx32 final: // in iidx32 final:
// ff 50 08 call QWORD PTR [rax+0x8] ; ASIO instance AddRef // ff 50 08 call QWORD PTR [rax+0x8] ; ASIO instance AddRef
// 48 8b 4b 08 mov rcx,QWORD PTR [rbx+0x8] // 48 8b 4b 08 mov rcx,QWORD PTR [rbx+0x8]
@@ -879,8 +952,7 @@ namespace games::iidx {
log_warning( log_warning(
"iidx", "iidx",
"Failed to apply ASIO compatibility fix for iidx32+. " "Failed to apply ASIO compatibility fix for iidx32+. "
"Unless patches are applied, your ASIO device ({}) may hang or fail to work", "Unless patches are applied, your ASIO device may hang or fail to work");
ASIO_DRIVER->c_str());
} else { } else {
log_info( log_info(
"iidx", "iidx",
@@ -892,4 +964,54 @@ namespace games::iidx {
#endif #endif
} }
void update_io_emulation_state(iidx_aio_emulation_state state) {
// <iidx27, don't care, since tdj wasn't a thing before
// this is also how we detect that iidx module is attached
if (!HAS_LIBAIO) {
return;
}
// in iidx27-30, most DLL types can handle both, caching things in nvram and possibly end
// up with wrong i/o (temporarily until nvram is initialized again)
// to avoid false positives, only do this for iidx31+, since we know for sure that iidx31
// has a clean 010/012 split
if (avs::game::is_ext(0, 2023101000)) {
return;
}
CURRENT_IO_EMULATION_STATE = state;
// log_warning below could be turned into log_fatal in the future once we gain confidence
// that this isn't triggering when it's not supposed to
if (state == iidx_aio_emulation_state::bi2a_com2 && TDJ_MODE) {
deferredlogs::defer_error_messages({
"IIDX I/O mode conflict",
" game is currently configured to use LDJ I/O;",
" however, you turned on IIDX TDJ Mode (-iidxtdj)",
" two options to fix this:",
" For TDJ mode (120Hz): import patches and enable Force TDJ Mode patch",
" For LDJ mode (60Hz): turn off IIDX TDJ Mode option",
});
log_warning(
"iidx",
"game is using LDJ I/O but spice TDJ mode is turned on! "
"enable Force TDJ I/O patch, OR turn off -iidxtdj");
} else if (state == iidx_aio_emulation_state::bi2x_hook && !TDJ_MODE) {
deferredlogs::defer_error_messages({
"IIDX I/O mode conflict",
" game is currently configured to use TDJ I/O;",
" however, you turned off IIDX TDJ Mode (-iidxtdj)",
" two options to fix this:",
" For TDJ mode (120Hz): turn on IIDX TDJ Mode option",
" For LDJ mode (60Hz): import patches and enable Force LDJ Mode patch",
});
log_warning(
"iidx",
"game is using TDJ I/O but spice TDJ mode is turned off! "
"turn on -iidxtdj, OR enable Force LDJ I/O patch");
} else {
log_misc("iidx", "i/o mode validation passed");
}
}
} }
+12
View File
@@ -11,6 +11,12 @@
namespace games::iidx { namespace games::iidx {
enum class iidx_aio_emulation_state {
unknown,
bi2a_com2,
bi2x_hook
};
// settings // settings
extern bool FLIP_CAMS; extern bool FLIP_CAMS;
@@ -25,6 +31,8 @@ namespace games::iidx {
extern bool NATIVE_TOUCH; extern bool NATIVE_TOUCH;
extern std::optional<std::string> SOUND_OUTPUT_DEVICE; extern std::optional<std::string> SOUND_OUTPUT_DEVICE;
extern std::optional<std::string> ASIO_DRIVER; extern std::optional<std::string> ASIO_DRIVER;
extern uint32_t TT_DELAY_P1;
extern uint32_t TT_DELAY_P2;
extern uint8_t DIGITAL_TT_SENS; extern uint8_t DIGITAL_TT_SENS;
extern std::optional<std::string> SUBSCREEN_OVERLAY_SIZE; extern std::optional<std::string> SUBSCREEN_OVERLAY_SIZE;
extern std::optional<std::string> SCREEN_MODE; extern std::optional<std::string> SCREEN_MODE;
@@ -33,10 +41,12 @@ namespace games::iidx {
extern char IIDXIO_LED_TICKER[10]; extern char IIDXIO_LED_TICKER[10];
extern bool IIDXIO_LED_TICKER_READONLY; extern bool IIDXIO_LED_TICKER_READONLY;
extern std::mutex IIDX_LED_TICKER_LOCK; extern std::mutex IIDX_LED_TICKER_LOCK;
extern bool IIDX_TDJ_MONITOR_WARNING;
constexpr int IIDX_TAPELED_TOTAL = 17; constexpr int IIDX_TAPELED_TOTAL = 17;
// data mapping // data mapping
extern tapeledutils::tape_led TAPELED_MAPPING[IIDX_TAPELED_TOTAL]; extern tapeledutils::tape_led TAPELED_MAPPING[IIDX_TAPELED_TOTAL];
extern iidx_aio_emulation_state CURRENT_IO_EMULATION_STATE;
class IIDXGame : public games::Game { class IIDXGame : public games::Game {
public: public:
@@ -62,4 +72,6 @@ namespace games::iidx {
const char* get_16seg(); const char* get_16seg();
bool is_tdj_fhd(); bool is_tdj_fhd();
void apply_audio_hacks(); void apply_audio_hacks();
void update_io_emulation_state(iidx_aio_emulation_state state);
} }
+109 -106
View File
@@ -63,16 +63,17 @@ std::vector<Analog> &games::iidx::get_analogs() {
if (analogs.empty()) { if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Beatmania IIDX"); analogs = GameAPI::Analogs::getAnalogs("Beatmania IIDX");
GameAPI::Analogs::sortAnalogs( using namespace GameAPI::Analogs;
&analogs,
"Turntable P1", GameAPI::Analogs::sortAnalogsWithType(&analogs, {
"Turntable P2", { "Turntable P1", AnalogType::Circular },
"VEFX", { "Turntable P2", AnalogType::Circular },
"Low-EQ", { "VEFX", AnalogType::LinearPositive },
"Hi-EQ", { "Low-EQ", AnalogType::LinearPositive },
"Filter", { "Hi-EQ", AnalogType::LinearPositive },
"Play Volume" { "Filter", AnalogType::LinearPositive },
); { "Play Volume", AnalogType::LinearPositive }
});
} }
return analogs; return analogs;
} }
@@ -83,103 +84,105 @@ std::vector<Light> &games::iidx::get_lights() {
if (lights.empty()) { if (lights.empty()) {
lights = GameAPI::Lights::getLights("Beatmania IIDX"); lights = GameAPI::Lights::getLights("Beatmania IIDX");
GameAPI::Lights::sortLights( GameAPI::Lights::sortLightsWithCategory(
&lights, &lights,
"P1 1", {
"P1 2", {"Common", "P1 1"},
"P1 3", {"Common", "P1 2"},
"P1 4", {"Common", "P1 3"},
"P1 5", {"Common", "P1 4"},
"P1 6", {"Common", "P1 5"},
"P1 7", {"Common", "P1 6"},
"P2 1", {"Common", "P1 7"},
"P2 2", {"Common", "P2 1"},
"P2 3", {"Common", "P2 2"},
"P2 4", {"Common", "P2 3"},
"P2 5", {"Common", "P2 4"},
"P2 6", {"Common", "P2 5"},
"P2 7", {"Common", "P2 6"},
"P1 Start", {"Common", "P2 7"},
"P2 Start", {"Common", "P1 Start"},
"VEFX", {"Common", "P2 Start"},
"Effect", {"Common", "VEFX"},
"Spot Light 1", {"Common", "Effect"},
"Spot Light 2", {"DX", "Spot Light 1"},
"Spot Light 3", {"DX", "Spot Light 2"},
"Spot Light 4", {"DX", "Spot Light 3"},
"Spot Light 5", {"DX", "Spot Light 4"},
"Spot Light 6", {"DX", "Spot Light 5"},
"Spot Light 7", {"DX", "Spot Light 6"},
"Spot Light 8", {"DX", "Spot Light 7"},
"Neon Lamp", {"DX", "Spot Light 8"},
"Woofer R", {"DX", "Neon Lamp"},
"Woofer G", {"Lightning Model", "Woofer R"},
"Woofer B", {"Lightning Model", "Woofer G"},
"IC Card Reader P1 R", {"Lightning Model", "Woofer B"},
"IC Card Reader P1 G", {"Lightning Model", "IC Card Reader P1 R"},
"IC Card Reader P1 B", {"Lightning Model", "IC Card Reader P1 G"},
"IC Card Reader P2 R", {"Lightning Model", "IC Card Reader P1 B"},
"IC Card Reader P2 G", {"Lightning Model", "IC Card Reader P2 R"},
"IC Card Reader P2 B", {"Lightning Model", "IC Card Reader P2 G"},
"Turntable P1 R", {"Lightning Model", "IC Card Reader P2 B"},
"Turntable P1 G", {"Lightning Model", "Turntable P1 R"},
"Turntable P1 B", {"Lightning Model", "Turntable P1 G"},
"Turntable P2 R", {"Lightning Model", "Turntable P1 B"},
"Turntable P2 G", {"Lightning Model", "Turntable P2 R"},
"Turntable P2 B", {"Lightning Model", "Turntable P2 G"},
"Turntable P1 Resistance", {"Lightning Model", "Turntable P2 B"},
"Turntable P2 Resistance", {"Lightning Model", "Turntable P1 Resistance"},
"Stage Left Avg R", {"Lightning Model", "Turntable P2 Resistance"},
"Stage Left Avg G", {"Lightning Model", "Stage Left Avg R"},
"Stage Left Avg B", {"Lightning Model", "Stage Left Avg G"},
"Stage Right Avg R", {"Lightning Model", "Stage Left Avg B"},
"Stage Right Avg G", {"Lightning Model", "Stage Right Avg R"},
"Stage Right Avg B", {"Lightning Model", "Stage Right Avg G"},
"Cabinet Left Avg R", {"Lightning Model", "Stage Right Avg B"},
"Cabinet Left Avg G", {"Lightning Model", "Cabinet Left Avg R"},
"Cabinet Left Avg B", {"Lightning Model", "Cabinet Left Avg G"},
"Cabinet Right Avg R", {"Lightning Model", "Cabinet Left Avg B"},
"Cabinet Right Avg G", {"Lightning Model", "Cabinet Right Avg R"},
"Cabinet Right Avg B", {"Lightning Model", "Cabinet Right Avg G"},
"Control Panel Under Avg R", {"Lightning Model", "Cabinet Right Avg B"},
"Control Panel Under Avg G", {"Lightning Model", "Control Panel Under Avg R"},
"Control Panel Under Avg B", {"Lightning Model", "Control Panel Under Avg G"},
"Ceiling Left Avg R", {"Lightning Model", "Control Panel Under Avg B"},
"Ceiling Left Avg G", {"Lightning Model", "Ceiling Left Avg R"},
"Ceiling Left Avg B", {"Lightning Model", "Ceiling Left Avg G"},
"Title Left Avg R", {"Lightning Model", "Ceiling Left Avg B"},
"Title Left Avg G", {"Lightning Model", "Title Left Avg R"},
"Title Left Avg B", {"Lightning Model", "Title Left Avg G"},
"Title Right Avg R", {"Lightning Model", "Title Left Avg B"},
"Title Right Avg G", {"Lightning Model", "Title Right Avg R"},
"Title Right Avg B", {"Lightning Model", "Title Right Avg G"},
"Ceiling Right Avg R", {"Lightning Model", "Title Right Avg B"},
"Ceiling Right Avg G", {"Lightning Model", "Ceiling Right Avg R"},
"Ceiling Right Avg B", {"Lightning Model", "Ceiling Right Avg G"},
"Touch Panel Left Avg R", {"Lightning Model", "Ceiling Right Avg B"},
"Touch Panel Left Avg G", {"Lightning Model", "Touch Panel Left Avg R"},
"Touch Panel Left Avg B", {"Lightning Model", "Touch Panel Left Avg G"},
"Touch Panel Right Avg R", {"Lightning Model", "Touch Panel Left Avg B"},
"Touch Panel Right Avg G", {"Lightning Model", "Touch Panel Right Avg R"},
"Touch Panel Right Avg B", {"Lightning Model", "Touch Panel Right Avg G"},
"Side Panel Left Inner Avg R", {"Lightning Model", "Touch Panel Right Avg B"},
"Side Panel Left Inner Avg G", {"Lightning Model", "Side Panel Left Inner Avg R"},
"Side Panel Left Inner Avg B", {"Lightning Model", "Side Panel Left Inner Avg G"},
"Side Panel Left Outer Avg R", {"Lightning Model", "Side Panel Left Inner Avg B"},
"Side Panel Left Outer Avg G", {"Lightning Model", "Side Panel Left Outer Avg R"},
"Side Panel Left Outer Avg B", {"Lightning Model", "Side Panel Left Outer Avg G"},
"Side Panel Left Avg R", {"Lightning Model", "Side Panel Left Outer Avg B"},
"Side Panel Left Avg G", {"Lightning Model", "Side Panel Left Avg R"},
"Side Panel Left Avg B", {"Lightning Model", "Side Panel Left Avg G"},
"Side Panel Right Outer Avg R", {"Lightning Model", "Side Panel Left Avg B"},
"Side Panel Right Outer Avg G", {"Lightning Model", "Side Panel Right Outer Avg R"},
"Side Panel Right Outer Avg B", {"Lightning Model", "Side Panel Right Outer Avg G"},
"Side Panel Right Inner Avg R", {"Lightning Model", "Side Panel Right Outer Avg B"},
"Side Panel Right Inner Avg G", {"Lightning Model", "Side Panel Right Inner Avg R"},
"Side Panel Right Inner Avg B", {"Lightning Model", "Side Panel Right Inner Avg G"},
"Side Panel Right Avg R", {"Lightning Model", "Side Panel Right Inner Avg B"},
"Side Panel Right Avg G", {"Lightning Model", "Side Panel Right Avg R"},
"Side Panel Right Avg B" {"Lightning Model", "Side Panel Right Avg G"},
{"Lightning Model", "Side Panel Right Avg B"}
}
); );
} }
+31 -31
View File
@@ -1,6 +1,6 @@
#include "games/iidx/local_camera.h" #include "games/iidx/local_camera.h"
#if SPICE64 #if SPICE64 && !SPICE_XP
#include "util/logging.h" #include "util/logging.h"
#include "util/utils.h" #include "util/utils.h"
@@ -128,7 +128,7 @@ namespace games::iidx {
// TODO: Color space conversion // TODO: Color space conversion
// if (SUCCEEDED(hr)) { // if (SUCCEEDED(hr)) {
// hr = pAttributes->SetUINT32(MF_SOURCE_READER_ENABLE_ADVANCED_VIDEO_PROCESSING, TRUE); // hr = pAttributes->SetUINT32(MF_SOURCE_READER_ENABLE_ADVANCED_VIDEO_PROCESSING, TRUE);
// } // }
// if (SUCCEEDED(hr)) { // if (SUCCEEDED(hr)) {
// hr = pAttributes->SetUINT32(MF_READWRITE_DISABLE_CONVERTERS, FALSE); // hr = pAttributes->SetUINT32(MF_READWRITE_DISABLE_CONVERTERS, FALSE);
// } // }
@@ -189,11 +189,11 @@ namespace games::iidx {
&pType &pType
); );
if (FAILED(hr)) { if (FAILED(hr)) {
if (hr != MF_E_NO_MORE_TYPES) { if (hr != MF_E_NO_MORE_TYPES) {
log_warning("iidx:camhook", "[{}] Cannot get media type {} {:#x}", m_name, i, (ULONG)hr); log_warning("iidx:camhook", "[{}] Cannot get media type {} {:#x}", m_name, i, (ULONG)hr);
} }
break; break;
} }
hr = TryMediaType(pType, &bestWidth, &bestFrameRate); hr = TryMediaType(pType, &bestWidth, &bestFrameRate);
@@ -246,7 +246,7 @@ namespace games::iidx {
pSelectedMediaType = m_pAutoMediaType; pSelectedMediaType = m_pAutoMediaType;
} }
if (SUCCEEDED(hr)) { if (SUCCEEDED(hr)) {
hr = ChangeMediaType(pSelectedMediaType); hr = ChangeMediaType(pSelectedMediaType);
} }
@@ -281,7 +281,7 @@ namespace games::iidx {
m_cameraHeight = info.height; m_cameraHeight = info.height;
UpdateDrawRect(); UpdateDrawRect();
} }
return hr; return hr;
} }
@@ -395,7 +395,7 @@ namespace games::iidx {
m_device->ColorFill(m_pDestSurf, &targetRect, D3DCOLOR_XRGB(0, 0, 0)); m_device->ColorFill(m_pDestSurf, &targetRect, D3DCOLOR_XRGB(0, 0, 0));
} }
void IIDXLocalCamera::CreateThread() { void IIDXLocalCamera::CreateThread() {
// Create thread // Create thread
m_drawThread = new std::thread([this]() { m_drawThread = new std::thread([this]() {
@@ -411,7 +411,7 @@ namespace games::iidx {
if (accumulator > 1.0) { if (accumulator > 1.0) {
accumulator -= 1.0; accumulator -= 1.0;
floorFrameTimeMicroSec += 1; floorFrameTimeMicroSec += 1;
} }
std::this_thread::sleep_for(std::chrono::microseconds(floorFrameTimeMicroSec)); std::this_thread::sleep_for(std::chrono::microseconds(floorFrameTimeMicroSec));
} }
}); });
@@ -430,12 +430,12 @@ namespace games::iidx {
log_misc("iidx:camhook", "[{}] Init camera control", m_name); log_misc("iidx:camhook", "[{}] Init camera control", m_name);
hr = m_pSource->QueryInterface(IID_IAMCameraControl, (void**)&m_pCameraControl); hr = m_pSource->QueryInterface(IID_IAMCameraControl, (void**)&m_pCameraControl);
if (FAILED(hr)) { if (FAILED(hr)) {
// The device does not support IAMCameraControl // The device does not support IAMCameraControl
log_warning("iidx:camhook", "[{}] Camera control not supported", m_name); log_warning("iidx:camhook", "[{}] Camera control not supported", m_name);
return E_FAIL; return E_FAIL;
} }
for (size_t i = 0; i < CAMERA_CONTROL_PROP_SIZE; i++) { for (size_t i = 0; i < CAMERA_CONTROL_PROP_SIZE; i++) {
long minValue = 0; long minValue = 0;
@@ -472,9 +472,9 @@ namespace games::iidx {
CameraControlProp prop = m_controlProps.at(i); CameraControlProp prop = m_controlProps.at(i);
log_misc( log_misc(
"iidx:camhook", "[{}] >> {} range=({}, {}) default={} delta={} dFlags={} value={} vFlags={}", "iidx:camhook", "[{}] >> {} range=({}, {}) default={} delta={} dFlags={} value={} vFlags={}",
m_name, m_name,
CAMERA_CONTROL_LABELS[i], CAMERA_CONTROL_LABELS[i],
prop.minValue, prop.maxValue, prop.minValue, prop.maxValue,
prop.defaultValue, prop.defaultValue,
prop.delta, prop.delta,
@@ -570,9 +570,9 @@ namespace games::iidx {
// Get frame rate // Get frame rate
hr = MFGetAttributeRatio( hr = MFGetAttributeRatio(
pType, pType,
MF_MT_FRAME_RATE, MF_MT_FRAME_RATE,
(UINT32*)&frameRate.Numerator, (UINT32*)&frameRate.Numerator,
(UINT32*)&frameRate.Denominator (UINT32*)&frameRate.Denominator
); );
if (FAILED(hr)) { goto done; } if (FAILED(hr)) { goto done; }
@@ -580,7 +580,7 @@ namespace games::iidx {
info.frameRate = frameRate.Numerator / frameRate.Denominator; info.frameRate = frameRate.Numerator / frameRate.Denominator;
info.description = fmt::format( info.description = fmt::format(
"{}x{} @{}FPS {}", "{}x{} @{}FPS {}",
info.width, info.width,
info.height, info.height,
(int)info.frameRate, (int)info.frameRate,
@@ -606,7 +606,7 @@ namespace games::iidx {
return "Unknown"; return "Unknown";
} }
/** /**
* Return values: * Return values:
* S_OK: this is a "better" media type than the existing one * S_OK: this is a "better" media type than the existing one
* S_FALSE: valid media type, but not "better" * S_FALSE: valid media type, but not "better"
@@ -620,17 +620,17 @@ namespace games::iidx {
hr = pType->GetGUID(MF_MT_SUBTYPE, &subtype); hr = pType->GetGUID(MF_MT_SUBTYPE, &subtype);
if (FAILED(hr)) { if (FAILED(hr)) {
log_warning("iidx:camhook", "[{}] Failed to get subtype: {:#x}", m_name, (ULONG)hr); log_warning("iidx:camhook", "[{}] Failed to get subtype: {:#x}", m_name, (ULONG)hr);
return hr; return hr;
} }
hr = MFGetAttributeSize(pType, MF_MT_FRAME_SIZE, &width, &height); hr = MFGetAttributeSize(pType, MF_MT_FRAME_SIZE, &width, &height);
if (FAILED(hr)) { if (FAILED(hr)) {
log_warning("iidx:camhook", "[{}] Failed to get frame size: {:#x}", m_name, (ULONG)hr); log_warning("iidx:camhook", "[{}] Failed to get frame size: {:#x}", m_name, (ULONG)hr);
return hr; return hr;
} }
// Only support format with converters // Only support format with converters
// TODO: verify conversion support with DXVA // TODO: verify conversion support with DXVA
if (subtype != MFVideoFormat_YUY2 && subtype != MFVideoFormat_NV12) { if (subtype != MFVideoFormat_YUY2 && subtype != MFVideoFormat_NV12) {
@@ -639,12 +639,12 @@ namespace games::iidx {
// Frame rate // Frame rate
hr = MFGetAttributeRatio( hr = MFGetAttributeRatio(
pType, pType,
MF_MT_FRAME_RATE, MF_MT_FRAME_RATE,
(UINT32*)&frameRate.Numerator, (UINT32*)&frameRate.Numerator,
(UINT32*)&frameRate.Denominator (UINT32*)&frameRate.Denominator
); );
if (FAILED(hr)) { if (FAILED(hr)) {
log_warning("iidx:camhook", "[{}] Failed to get frame rate: {:#x}", m_name, (ULONG)hr); log_warning("iidx:camhook", "[{}] Failed to get frame rate: {:#x}", m_name, (ULONG)hr);
return hr; return hr;
} }
@@ -667,7 +667,7 @@ namespace games::iidx {
// Check if this format has better resolution / frame rate // Check if this format has better resolution / frame rate
if ((width > *pBestWidth) || (width >= (UINT32)TARGET_SURFACE_WIDTH && frameRateValue >= *pBestFrameRate)) { if ((width > *pBestWidth) || (width >= (UINT32)TARGET_SURFACE_WIDTH && frameRateValue >= *pBestFrameRate)) {
// log_misc( // log_misc(
// "iidx:camhook", "Better media type {} ({}x{}) @({} FPS)", // "iidx:camhook", "Better media type {} ({}x{}) @({} FPS)",
// GetVideoFormatName(subtype), // GetVideoFormatName(subtype),
// width, // width,
// height, // height,
@@ -730,7 +730,7 @@ namespace games::iidx {
HRESULT IIDXLocalCamera::FlushDrawCommands() { HRESULT IIDXLocalCamera::FlushDrawCommands() {
IDirect3DQuery9* pEventQuery = nullptr; IDirect3DQuery9* pEventQuery = nullptr;
// It is necessary to flush the command queue // It is necessary to flush the command queue
// or the data is not ready for the receiver to read. // or the data is not ready for the receiver to read.
// Adapted from : https://msdn.microsoft.com/en-us/library/windows/desktop/bb172234%28v=vs.85%29.aspx // Adapted from : https://msdn.microsoft.com/en-us/library/windows/desktop/bb172234%28v=vs.85%29.aspx
// Also see : http://www.ogre3d.org/forums/viewtopic.php?f=5&t=50486 // Also see : http://www.ogre3d.org/forums/viewtopic.php?f=5&t=50486
@@ -784,8 +784,8 @@ namespace games::iidx {
for (int y = 0; y < TARGET_SURFACE_HEIGHT; y++) { for (int y = 0; y < TARGET_SURFACE_HEIGHT; y++) {
for (int x = 0; x < TARGET_SURFACE_WIDTH; x++) { for (int x = 0; x < TARGET_SURFACE_WIDTH; x++) {
memcpy( memcpy(
pDest + x * pixelSize, pDest + x * pixelSize,
pSrc + (flip_h ? (TARGET_SURFACE_WIDTH - x - 1) : x) * pixelSize, pSrc + (flip_h ? (TARGET_SURFACE_WIDTH - x - 1) : x) * pixelSize,
pixelSize pixelSize
); );
} }
+2 -2
View File
@@ -1,6 +1,6 @@
#pragma once #pragma once
#if SPICE64 #if SPICE64 && !SPICE_XP
#include <d3d9.h> #include <d3d9.h>
#include <dxva2api.h> #include <dxva2api.h>
@@ -89,7 +89,7 @@ namespace games::iidx {
protected: protected:
virtual ~IIDXLocalCamera() {}; virtual ~IIDXLocalCamera() {};
ULONG m_nRefCount; LONG m_nRefCount;
CRITICAL_SECTION m_critsec; CRITICAL_SECTION m_critsec;
std::string m_name; std::string m_name;
+64 -47
View File
@@ -47,10 +47,11 @@ namespace games {
static robin_hood::unordered_map<std::string, std::vector<Button>> buttons_keypads; static robin_hood::unordered_map<std::string, std::vector<Button>> buttons_keypads;
static robin_hood::unordered_map<std::string, std::vector<Button>> buttons_overlay; static robin_hood::unordered_map<std::string, std::vector<Button>> buttons_overlay;
static robin_hood::unordered_map<std::string, std::string> buttons_help; static robin_hood::unordered_map<std::string, std::string> buttons_help;
static robin_hood::unordered_map<std::string, std::string> analogs_help;
static robin_hood::unordered_map<std::string, std::vector<Analog> &> analogs; static robin_hood::unordered_map<std::string, std::vector<Analog> &> analogs;
static robin_hood::unordered_map<std::string, std::vector<Light> &> lights; static robin_hood::unordered_map<std::string, std::vector<Light> &> lights;
static robin_hood::unordered_map<std::string, std::vector<Option>> options; static robin_hood::unordered_map<std::string, std::vector<Option>> options;
static robin_hood::unordered_map<std::string, std::vector<std::string>> file_hints; static robin_hood::unordered_map<std::string, std::vector<std::vector<std::string>>> file_hints;
static void initialize() { static void initialize() {
@@ -67,7 +68,7 @@ namespace games {
buttons_help.insert({ bbc, bbc::get_buttons_help() }); buttons_help.insert({ bbc, bbc::get_buttons_help() });
analogs.insert({ bbc, bbc::get_analogs() }); analogs.insert({ bbc, bbc::get_analogs() });
lights.insert({ bbc, bbc::get_lights() }); lights.insert({ bbc, bbc::get_lights() });
file_hints[bbc].emplace_back("bsch.dll"); file_hints[bbc].push_back({"bsch.dll"});
// hpm // hpm
const std::string hpm("HELLO! Pop'n Music"); const std::string hpm("HELLO! Pop'n Music");
@@ -75,41 +76,45 @@ namespace games {
buttons.insert({ hpm, hpm::get_buttons() }); buttons.insert({ hpm, hpm::get_buttons() });
buttons_help.insert({ hpm, hpm::get_buttons_help() }); buttons_help.insert({ hpm, hpm::get_buttons_help() });
lights.insert({ hpm, hpm::get_lights() }); lights.insert({ hpm, hpm::get_lights() });
file_hints[hpm].emplace_back("popn.dll"); file_hints[hpm].push_back({"popn.dll", "pdh.dll"});
// bs // bs
const std::string bs("Beatstream"); const std::string bs("Beatstream");
games.push_back(bs); games.push_back(bs);
buttons.insert({ bs, bs::get_buttons() }); buttons.insert({ bs, bs::get_buttons() });
lights.insert({ bs, bs::get_lights() }); lights.insert({ bs, bs::get_lights() });
file_hints[bs].emplace_back("beatstream.dll"); file_hints[bs].push_back({"beatstream.dll"});
file_hints[bs].emplace_back("beatstream1.dll"); file_hints[bs].push_back({"beatstream1.dll"});
file_hints[bs].emplace_back("beatstream2.dll"); file_hints[bs].push_back({"beatstream2.dll"});
// ddr // ddr
const std::string ddr("Dance Dance Revolution"); const std::string ddr("Dance Dance Revolution");
games.push_back(ddr); games.push_back(ddr);
buttons.insert({ ddr, ddr::get_buttons() }); buttons.insert({ ddr, ddr::get_buttons() });
lights.insert({ ddr, ddr::get_lights() }); lights.insert({ ddr, ddr::get_lights() });
file_hints[ddr].emplace_back("ddr.dll"); buttons_help.insert({ ddr, ddr::get_buttons_help() });
file_hints[ddr].emplace_back("mdxja_945.dll"); analogs_help.insert({ ddr, ddr::get_analogs_help() });
file_hints[ddr].emplace_back("arkmdxp3.dll"); analogs.insert({ ddr, ddr::get_analogs() });
file_hints[ddr].push_back({"ddr.dll"});
file_hints[ddr].push_back({"mdxja_945.dll"});
file_hints[ddr].push_back({"arkmdxp3.dll"});
// dea // dea
const std::string dea("Dance Evolution"); const std::string dea("Dance Evolution");
games.push_back(dea); games.push_back(dea);
buttons.insert({ dea, dea::get_buttons() }); buttons.insert({ dea, dea::get_buttons() });
lights.insert({ dea, dea::get_lights() }); lights.insert({ dea, dea::get_lights() });
file_hints[dea].emplace_back("arkkdm.dll"); file_hints[dea].push_back({"arkkdm.dll"});
// gitadora // gitadora
const std::string gitadora("GitaDora"); const std::string gitadora("GitaDora");
games.push_back(gitadora); games.push_back(gitadora);
buttons.insert({ gitadora, gitadora::get_buttons() }); buttons.insert({ gitadora, gitadora::get_buttons() });
buttons_help.insert({ gitadora, gitadora::get_buttons_help() }); buttons_help.insert({ gitadora, gitadora::get_buttons_help() });
analogs_help.insert({ gitadora, gitadora::get_analogs_help() });
analogs.insert({ gitadora, gitadora::get_analogs() }); analogs.insert({ gitadora, gitadora::get_analogs() });
lights.insert({ gitadora, gitadora::get_lights() }); lights.insert({ gitadora, gitadora::get_lights() });
file_hints[gitadora].emplace_back("gdxg.dll"); file_hints[gitadora].push_back({"gdxg.dll"});
// iidx // iidx
const std::string iidx("Beatmania IIDX"); const std::string iidx("Beatmania IIDX");
@@ -118,7 +123,7 @@ namespace games {
buttons_help.insert({ iidx, iidx::get_buttons_help() }); buttons_help.insert({ iidx, iidx::get_buttons_help() });
analogs.insert({ iidx, iidx::get_analogs() }); analogs.insert({ iidx, iidx::get_analogs() });
lights.insert({ iidx, iidx::get_lights() }); lights.insert({ iidx, iidx::get_lights() });
file_hints[iidx].emplace_back("bm2dx.dll"); file_hints[iidx].push_back({"bm2dx.dll"});
// jb // jb
const std::string jb("Jubeat"); const std::string jb("Jubeat");
@@ -126,7 +131,7 @@ namespace games {
buttons.insert({ jb, jb::get_buttons() }); buttons.insert({ jb, jb::get_buttons() });
buttons_help.insert({ jb, jb::get_buttons_help() }); buttons_help.insert({ jb, jb::get_buttons_help() });
lights.insert({ jb, jb::get_lights() }); lights.insert({ jb, jb::get_lights() });
file_hints[jb].emplace_back("jubeat.dll"); file_hints[jb].push_back({"jubeat.dll"});
// mga // mga
const std::string mga("Metal Gear"); const std::string mga("Metal Gear");
@@ -134,7 +139,7 @@ namespace games {
buttons.insert({ mga, mga::get_buttons() }); buttons.insert({ mga, mga::get_buttons() });
analogs.insert({ mga, mga::get_analogs() }); analogs.insert({ mga, mga::get_analogs() });
lights.insert({ mga, mga::get_lights() }); lights.insert({ mga, mga::get_lights() });
file_hints[mga].emplace_back("launch.dll"); file_hints[mga].push_back({"launch.dll"});
// museca // museca
const std::string museca("Museca"); const std::string museca("Museca");
@@ -143,7 +148,7 @@ namespace games {
buttons_help.insert({ museca, museca::get_buttons_help() }); buttons_help.insert({ museca, museca::get_buttons_help() });
analogs.insert({ museca, museca::get_analogs() }); analogs.insert({ museca, museca::get_analogs() });
lights.insert({ museca, museca::get_lights() }); lights.insert({ museca, museca::get_lights() });
file_hints[museca].emplace_back("museca.dll"); file_hints[museca].push_back({"museca.dll"});
// nost // nost
const std::string nost("Nostalgia"); const std::string nost("Nostalgia");
@@ -152,7 +157,7 @@ namespace games {
buttons_help.insert({ nost, nost::get_buttons_help() }); buttons_help.insert({ nost, nost::get_buttons_help() });
analogs.insert({ nost, nost::get_analogs() }); analogs.insert({ nost, nost::get_analogs() });
lights.insert({ nost, nost::get_lights() }); lights.insert({ nost, nost::get_lights() });
file_hints[nost].emplace_back("nostalgia.dll"); file_hints[nost].push_back({"nostalgia.dll"});
// popn // popn
const std::string popn("Pop'n Music"); const std::string popn("Pop'n Music");
@@ -160,41 +165,42 @@ namespace games {
buttons.insert({ popn, popn::get_buttons() }); buttons.insert({ popn, popn::get_buttons() });
buttons_help.insert({ popn, popn::get_buttons_help() }); buttons_help.insert({ popn, popn::get_buttons_help() });
lights.insert({ popn, popn::get_lights() }); lights.insert({ popn, popn::get_lights() });
file_hints[popn].emplace_back("popn19.dll"); file_hints[popn].push_back({"popn19.dll"});
file_hints[popn].emplace_back("popn20.dll"); file_hints[popn].push_back({"popn20.dll"});
file_hints[popn].emplace_back("popn21.dll"); file_hints[popn].push_back({"popn21.dll"});
file_hints[popn].emplace_back("popn22.dll"); file_hints[popn].push_back({"popn22.dll"});
file_hints[popn].emplace_back("popn23.dll"); file_hints[popn].push_back({"popn23.dll"});
file_hints[popn].emplace_back("popn24.dll"); file_hints[popn].push_back({"popn24.dll"});
file_hints[popn].emplace_back("popn25.dll"); file_hints[popn].push_back({"popn25.dll"});
file_hints[popn].push_back({"popn.dll", "libaio-iob2_video.dll"});
// qma // qma
const std::string qma("Quiz Magic Academy"); const std::string qma("Quiz Magic Academy");
games.push_back(qma); games.push_back(qma);
buttons.insert({ qma, qma::get_buttons() }); buttons.insert({ qma, qma::get_buttons() });
lights.insert({ qma, qma::get_lights() }); lights.insert({ qma, qma::get_lights() });
file_hints[qma].emplace_back("client.dll"); file_hints[qma].push_back({"client.dll"});
// rb // rb
const std::string rb("Reflec Beat"); const std::string rb("Reflec Beat");
games.push_back(rb); games.push_back(rb);
buttons.insert({ rb, rb::get_buttons() }); buttons.insert({ rb, rb::get_buttons() });
lights.insert({ rb, rb::get_lights() }); lights.insert({ rb, rb::get_lights() });
file_hints[rb].emplace_back("reflecbeat.dll"); file_hints[rb].push_back({"reflecbeat.dll"});
// shogikai // shogikai
std::string shogikai("Tenkaichi Shogikai"); std::string shogikai("Tenkaichi Shogikai");
games.push_back(shogikai); games.push_back(shogikai);
buttons.insert({ shogikai, shogikai::get_buttons() }); buttons.insert({ shogikai, shogikai::get_buttons() });
lights.insert({ shogikai, shogikai::get_lights() }); lights.insert({ shogikai, shogikai::get_lights() });
file_hints[shogikai].emplace_back("shogi_engine.dll"); file_hints[shogikai].push_back({"shogi_engine.dll"});
// rf3d // rf3d
const std::string rf3d("Road Fighters 3D"); const std::string rf3d("Road Fighters 3D");
games.push_back(rf3d); games.push_back(rf3d);
buttons.insert({ rf3d, rf3d::get_buttons() }); buttons.insert({ rf3d, rf3d::get_buttons() });
analogs.insert({ rf3d, rf3d::get_analogs() }); analogs.insert({ rf3d, rf3d::get_analogs() });
file_hints[rf3d].emplace_back("jgt.dll"); file_hints[rf3d].push_back({"jgt.dll"});
// sc // sc
const std::string sc("Steel Chronicle"); const std::string sc("Steel Chronicle");
@@ -202,7 +208,7 @@ namespace games {
buttons.insert({ sc, sc::get_buttons() }); buttons.insert({ sc, sc::get_buttons() });
analogs.insert({ sc, sc::get_analogs() }); analogs.insert({ sc, sc::get_analogs() });
lights.insert({ sc, sc::get_lights() }); lights.insert({ sc, sc::get_lights() });
file_hints[sc].emplace_back("gamekgg.dll"); file_hints[sc].push_back({"gamekgg.dll"});
// sdvx // sdvx
const std::string sdvx("Sound Voltex"); const std::string sdvx("Sound Voltex");
@@ -211,13 +217,13 @@ namespace games {
buttons_help.insert({ sdvx, sdvx::get_buttons_help() }); buttons_help.insert({ sdvx, sdvx::get_buttons_help() });
analogs.insert({ sdvx, sdvx::get_analogs() }); analogs.insert({ sdvx, sdvx::get_analogs() });
lights.insert({ sdvx, sdvx::get_lights() }); lights.insert({ sdvx, sdvx::get_lights() });
file_hints[sdvx].emplace_back("soundvoltex.dll"); file_hints[sdvx].push_back({"soundvoltex.dll"});
// mfc // mfc
const std::string mfc("Mahjong Fight Club"); const std::string mfc("Mahjong Fight Club");
games.push_back(mfc); games.push_back(mfc);
buttons.insert({ mfc, mfc::get_buttons() }); buttons.insert({ mfc, mfc::get_buttons() });
file_hints[mfc].emplace_back("allinone.dll"); file_hints[mfc].push_back({"allinone.dll"});
// ftt // ftt
const std::string ftt("FutureTomTom"); const std::string ftt("FutureTomTom");
@@ -226,21 +232,21 @@ namespace games {
buttons_help.insert({ ftt, ftt::get_buttons_help() }); buttons_help.insert({ ftt, ftt::get_buttons_help() });
analogs.insert({ ftt, ftt::get_analogs() }); analogs.insert({ ftt, ftt::get_analogs() });
lights.insert({ ftt, ftt::get_lights() }); lights.insert({ ftt, ftt::get_lights() });
file_hints[ftt].emplace_back("arkmmd.dll"); file_hints[ftt].push_back({"arkmmd.dll"});
// loveplus // loveplus
const std::string loveplus("LovePlus"); const std::string loveplus("LovePlus");
games.push_back(loveplus); games.push_back(loveplus);
buttons.insert({ loveplus, loveplus::get_buttons() }); buttons.insert({ loveplus, loveplus::get_buttons() });
lights.insert({ loveplus, loveplus::get_lights() }); lights.insert({ loveplus, loveplus::get_lights() });
file_hints[loveplus].emplace_back("arkklp.dll"); file_hints[loveplus].push_back({"arkklp.dll"});
// scotto // scotto
const std::string scotto("Scotto"); const std::string scotto("Scotto");
games.push_back(scotto); games.push_back(scotto);
buttons.insert({ scotto, scotto::get_buttons() }); buttons.insert({ scotto, scotto::get_buttons() });
lights.insert({ scotto, scotto::get_lights() }); lights.insert({ scotto, scotto::get_lights() });
file_hints[scotto].emplace_back("scotto.dll"); file_hints[scotto].push_back({"scotto.dll"});
// drs // drs
const std::string drs("DANCERUSH"); const std::string drs("DANCERUSH");
@@ -248,13 +254,14 @@ namespace games {
buttons.insert({ drs, drs::get_buttons() }); buttons.insert({ drs, drs::get_buttons() });
buttons_help.insert({ drs, drs::get_buttons_help() }); buttons_help.insert({ drs, drs::get_buttons_help() });
lights.insert({ drs, drs::get_lights() }); lights.insert({ drs, drs::get_lights() });
file_hints[drs].emplace_back("superstep.dll"); file_hints[drs].push_back({"superstep.dll"});
// otoca // otoca
const std::string otoca("Otoca D'or"); const std::string otoca("Otoca D'or");
games.push_back(otoca); games.push_back(otoca);
buttons.insert({ otoca, otoca::get_buttons() }); buttons.insert({ otoca, otoca::get_buttons() });
file_hints[otoca].emplace_back("arkkep.dll"); buttons_help.insert({ otoca, otoca::get_buttons_help() });
file_hints[otoca].push_back({"arkkep.dll"});
// winning eleven // winning eleven
const std::string we("Winning Eleven"); const std::string we("Winning Eleven");
@@ -262,27 +269,27 @@ namespace games {
buttons.insert({ we, we::get_buttons() }); buttons.insert({ we, we::get_buttons() });
analogs.insert({ we, we::get_analogs() }); analogs.insert({ we, we::get_analogs() });
lights.insert({ we, we::get_lights() }); lights.insert({ we, we::get_lights() });
file_hints[we].emplace_back("weac12_bootstrap_release.dll"); file_hints[we].push_back({"weac12_bootstrap_release.dll"});
file_hints[we].emplace_back("arknck.dll"); file_hints[we].push_back({"arknck.dll"});
// silent scope: bone eater // silent scope: bone eater
const std::string silentscope("Silent Scope: Bone Eater"); const std::string silentscope("Silent Scope: Bone Eater");
games.push_back(silentscope); games.push_back(silentscope);
buttons.insert({ silentscope, silentscope::get_buttons() }); buttons.insert({ silentscope, silentscope::get_buttons() });
analogs.insert({ silentscope, silentscope::get_analogs() }); analogs.insert({ silentscope, silentscope::get_analogs() });
file_hints[silentscope].emplace_back("arkndd.dll"); file_hints[silentscope].push_back({"arkndd.dll"});
// charge machine // charge machine
const std::string pcm("Charge Machine"); const std::string pcm("Charge Machine");
games.push_back(pcm); games.push_back(pcm);
buttons.insert({ pcm, pcm::get_buttons() }); buttons.insert({ pcm, pcm::get_buttons() });
file_hints[pcm].emplace_back("launch.dll"); file_hints[pcm].push_back({"launch.dll"});
// ongaku paradise // ongaku paradise
const std::string op("Ongaku Paradise"); const std::string op("Ongaku Paradise");
games.push_back(op); games.push_back(op);
buttons.insert({ op, onpara::get_buttons() }); buttons.insert({ op, onpara::get_buttons() });
file_hints[op].emplace_back("arkjc9.dll"); file_hints[op].push_back({"arkjc9.dll"});
// bc // bc
const std::string bc("Busou Shinki: Armored Princess Battle Conductor"); const std::string bc("Busou Shinki: Armored Princess Battle Conductor");
@@ -290,7 +297,7 @@ namespace games {
buttons.insert({ bc, bc::get_buttons() }); buttons.insert({ bc, bc::get_buttons() });
buttons_help.insert({ bc, bc::get_buttons_help() }); buttons_help.insert({ bc, bc::get_buttons_help() });
analogs.insert({ bc, bc::get_analogs() }); analogs.insert({ bc, bc::get_analogs() });
file_hints[bc].emplace_back("game/bsac_app.exe"); file_hints[bc].push_back({"game/bsac_app.exe"});
// ccj // ccj
const std::string ccj("Chase Chase Jokers"); const std::string ccj("Chase Chase Jokers");
@@ -299,21 +306,21 @@ namespace games {
buttons_help.insert({ ccj, ccj::get_buttons_help() }); buttons_help.insert({ ccj, ccj::get_buttons_help() });
analogs.insert({ ccj, ccj::get_analogs() }); analogs.insert({ ccj, ccj::get_analogs() });
lights.insert({ ccj, ccj::get_lights() }); lights.insert({ ccj, ccj::get_lights() });
file_hints[ccj].emplace_back("game/chaseproject.exe"); file_hints[ccj].push_back({"game/chaseproject.exe"});
// QuizKnock STADIUM // QuizKnock STADIUM
const std::string qks("QuizKnock STADIUM"); const std::string qks("QuizKnock STADIUM");
games.push_back(qks); games.push_back(qks);
buttons.insert({ qks, qks::get_buttons() }); buttons.insert({ qks, qks::get_buttons() });
buttons_help.insert({ qks, qks::get_buttons_help() }); buttons_help.insert({ qks, qks::get_buttons_help() });
file_hints[qks].emplace_back("game/uks.exe"); file_hints[qks].push_back({"game/uks.exe"});
// Mahjong Fight Girl // Mahjong Fight Girl
const std::string mfg("Mahjong Fight Girl"); const std::string mfg("Mahjong Fight Girl");
games.push_back(mfg); games.push_back(mfg);
buttons.insert({ mfg, mfg::get_buttons() }); buttons.insert({ mfg, mfg::get_buttons() });
buttons_help.insert({ mfg, mfg::get_buttons_help() }); buttons_help.insert({ mfg, mfg::get_buttons_help() });
file_hints[mfg].emplace_back("game/MFGClient_Data"); file_hints[mfg].push_back({"game/MFGClient_Data"});
// Polaris Chord // Polaris Chord
const std::string pc("Polaris Chord"); const std::string pc("Polaris Chord");
@@ -322,7 +329,7 @@ namespace games {
buttons_help.insert({ pc, pc::get_buttons_help() }); buttons_help.insert({ pc, pc::get_buttons_help() });
analogs.insert({ pc, pc::get_analogs() }); analogs.insert({ pc, pc::get_analogs() });
lights.insert({ pc, pc::get_lights() }); lights.insert({ pc, pc::get_lights() });
file_hints[pc].emplace_back("game/svm_Data"); file_hints[pc].push_back({"game/svm.exe"});
} }
const std::vector<std::string> &get_games() { const std::vector<std::string> &get_games() {
@@ -349,6 +356,15 @@ namespace games {
return it->second; return it->second;
} }
std::string get_analogs_help(const std::string &game) {
initialize();
auto it = analogs_help.find(game);
if (it == analogs_help.end()) {
return "";
}
return it->second;
}
static std::vector<Button> gen_buttons_keypads(const std::string &game) { static std::vector<Button> gen_buttons_keypads(const std::string &game) {
auto buttons = GameAPI::Buttons::getButtons(game); auto buttons = GameAPI::Buttons::getButtons(game);
std::vector<std::string> names; std::vector<std::string> names;
@@ -389,7 +405,8 @@ namespace games {
vkey_defaults.push_back(unit == 0 ? VK_NUMPAD9 : 0xFF); vkey_defaults.push_back(unit == 0 ? VK_NUMPAD9 : 0xFF);
names.emplace_back(prefix + "00"); names.emplace_back(prefix + "00");
vkey_defaults.push_back(unit == 0 ? VK_RETURN : 0xFF); // this used to be VK_RETURN, but that shares a value with normal Enter key
vkey_defaults.push_back(unit == 0 ? VK_SUBTRACT : 0xFF);
names.emplace_back(prefix + "Decimal"); names.emplace_back(prefix + "Decimal");
vkey_defaults.push_back(unit == 0 ? VK_DECIMAL : 0xFF); vkey_defaults.push_back(unit == 0 ? VK_DECIMAL : 0xFF);
@@ -546,7 +563,7 @@ namespace games {
return &it->second; return &it->second;
} }
std::vector<std::string> *get_game_file_hints(const std::string &game) { std::vector<std::vector<std::string>> *get_game_file_hints(const std::string &game) {
initialize(); initialize();
auto it = file_hints.find(game); auto it = file_hints.find(game);
if (it == file_hints.end()) { if (it == file_hints.end()) {
+2 -1
View File
@@ -58,10 +58,11 @@ namespace games {
const std::vector<std::string> &get_games(); const std::vector<std::string> &get_games();
std::vector<Button> *get_buttons(const std::string &game); std::vector<Button> *get_buttons(const std::string &game);
std::string get_buttons_help(const std::string &game); std::string get_buttons_help(const std::string &game);
std::string get_analogs_help(const std::string &game);
std::vector<Button> *get_buttons_keypads(const std::string &game); std::vector<Button> *get_buttons_keypads(const std::string &game);
std::vector<Button> *get_buttons_overlay(const std::string &game); std::vector<Button> *get_buttons_overlay(const std::string &game);
std::vector<Analog> *get_analogs(const std::string &game); std::vector<Analog> *get_analogs(const std::string &game);
std::vector<Light> *get_lights(const std::string &game); std::vector<Light> *get_lights(const std::string &game);
std::vector<Option> *get_options(const std::string &game); std::vector<Option> *get_options(const std::string &game);
std::vector<std::string> *get_game_file_hints(const std::string &game); std::vector<std::vector<std::string>> *get_game_file_hints(const std::string &game);
} }
+2 -2
View File
@@ -167,7 +167,7 @@ namespace games::jb {
void JBGame::pre_attach() { void JBGame::pre_attach() {
if (!cfg::CONFIGURATOR_STANDALONE) { if (!cfg::CONFIGURATOR_STANDALONE) {
const auto current_path = std::filesystem::current_path(); const auto current_path = std::filesystem::current_path();
log_misc("jubeat", "current working directory: {}", current_path.string()); log_misc("jubeat", "current working directory: {}", current_path);
if (current_path.parent_path() == current_path.root_path()) { if (current_path.parent_path() == current_path.root_path()) {
log_warning( log_warning(
"jubeat", "jubeat",
@@ -178,7 +178,7 @@ namespace games::jb {
" c:\\jubeat\\contents\\spice.exe <- OK\n\n" " c:\\jubeat\\contents\\spice.exe <- OK\n\n"
"To fix this, create a new directory and move ALL game files there.\n\n" "To fix this, create a new directory and move ALL game files there.\n\n"
"Your current working directory: {}\n", "Your current working directory: {}\n",
current_path.string()); current_path);
log_fatal( log_fatal(
"jubeat", "jubeat",
+5 -5
View File
@@ -36,11 +36,11 @@ std::vector<Analog> &games::mga::get_analogs() {
if (analogs.empty()) { if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Metal Gear"); analogs = GameAPI::Analogs::getAnalogs("Metal Gear");
GameAPI::Analogs::sortAnalogs( using namespace GameAPI::Analogs;
&analogs, GameAPI::Analogs::sortAnalogsWithType(&analogs, {
"Joy X", { "Joy X", AnalogType::LinearCentered },
"Joy Y" { "Joy Y", AnalogType::LinearCentered }
); });
} }
return analogs; return analogs;
+32 -31
View File
@@ -165,37 +165,38 @@ std::vector<Analog> &games::nost::get_analogs() {
if (analogs.empty()) { if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Nostalgia"); analogs = GameAPI::Analogs::getAnalogs("Nostalgia");
GameAPI::Analogs::sortAnalogs( using namespace GameAPI::Analogs;
&analogs,
"Key 1", GameAPI::Analogs::sortAnalogsWithType(&analogs, {
"Key 2", { "Key 1", AnalogType::LinearPositive },
"Key 3", { "Key 2", AnalogType::LinearPositive },
"Key 4", { "Key 3", AnalogType::LinearPositive },
"Key 5", { "Key 4", AnalogType::LinearPositive },
"Key 6", { "Key 5", AnalogType::LinearPositive },
"Key 7", { "Key 6", AnalogType::LinearPositive },
"Key 8", { "Key 7", AnalogType::LinearPositive },
"Key 9", { "Key 8", AnalogType::LinearPositive },
"Key 10", { "Key 9", AnalogType::LinearPositive },
"Key 11", { "Key 10", AnalogType::LinearPositive },
"Key 12", { "Key 11", AnalogType::LinearPositive },
"Key 13", { "Key 12", AnalogType::LinearPositive },
"Key 14", { "Key 13", AnalogType::LinearPositive },
"Key 15", { "Key 14", AnalogType::LinearPositive },
"Key 16", { "Key 15", AnalogType::LinearPositive },
"Key 17", { "Key 16", AnalogType::LinearPositive },
"Key 18", { "Key 17", AnalogType::LinearPositive },
"Key 19", { "Key 18", AnalogType::LinearPositive },
"Key 20", { "Key 19", AnalogType::LinearPositive },
"Key 21", { "Key 20", AnalogType::LinearPositive },
"Key 22", { "Key 21", AnalogType::LinearPositive },
"Key 23", { "Key 22", AnalogType::LinearPositive },
"Key 24", { "Key 23", AnalogType::LinearPositive },
"Key 25", { "Key 24", AnalogType::LinearPositive },
"Key 26", { "Key 25", AnalogType::LinearPositive },
"Key 27", { "Key 26", AnalogType::LinearPositive },
"Key 28" { "Key 27", AnalogType::LinearPositive },
); { "Key 28", AnalogType::LinearPositive }
});
} }
return analogs; return analogs;
} }
+5
View File
@@ -23,6 +23,11 @@ std::vector<Button> &games::otoca::get_buttons() {
return buttons; return buttons;
} }
std::string games::otoca::get_buttons_help() {
// keep to max 100 characters wide
return " BT_Left Lever BT_Right";
}
std::vector<Light> &games::otoca::get_lights() { std::vector<Light> &games::otoca::get_lights() {
static std::vector<Light> lights; static std::vector<Light> lights;
+1
View File
@@ -30,5 +30,6 @@ namespace games::otoca {
// getters // getters
std::vector<Button> &get_buttons(); std::vector<Button> &get_buttons();
std::string get_buttons_help();
std::vector<Light> &get_lights(); std::vector<Light> &get_lights();
} }
+142
View File
@@ -1,16 +1,121 @@
#include "otoca.h" #include "otoca.h"
#include "p4io.h" #include "p4io.h"
#include "games/shared/printer.h" #include "games/shared/printer.h"
#include "util/detour.h"
#include "util/libutils.h" #include "util/libutils.h"
#include "util/logging.h"
#define OTOCA_DEBUG_VERBOSE 0
#if OTOCA_DEBUG_VERBOSE
#define log_debug(module, format_str, ...) logger::push( \
LOG_FORMAT("M", module, format_str, ## __VA_ARGS__), logger::Style::GREY)
#else
#define log_debug(module, format_str, ...)
#endif
namespace games::otoca { namespace games::otoca {
bool BYPASS_CAMERA = false;
// for dev only
static bool CAMLIB_CALL_ORIGINAL = false;
OtocaGame::OtocaGame() : Game("Otoca D'or") { OtocaGame::OtocaGame() : Game("Otoca D'or") {
} }
OtocaGame::~OtocaGame() { OtocaGame::~OtocaGame() {
} }
typedef void (__cdecl *LibCameraInit_t)();
static LibCameraInit_t LibCameraInit_orig = nullptr;
static void __cdecl LibCameraInit_hook() {
if (CAMLIB_CALL_ORIGINAL) {
LibCameraInit_orig();
log_debug("otoca::cam", "LibCameraInit returned");
}
}
typedef int (__cdecl *LibCameraOpen_t)(double, int, int);
static LibCameraOpen_t LibCameraOpen_orig = nullptr;
static int __cdecl LibCameraOpen_hook(double a1, int a2, int a3) {
int ret = 0;
if (CAMLIB_CALL_ORIGINAL) {
// with webcam, (15, 2, 0) returned 0
ret = LibCameraOpen_orig(a1, a2, a3);
log_debug("otoca::cam", "LibCameraOpen({}, {}, {}) returned {}", a1, a2, a3, ret);
}
return ret;
}
typedef int (__cdecl *LibCameraStop_t)(int);
static LibCameraStop_t LibCameraStop_orig = nullptr;
static int __cdecl LibCameraStop_hook(int a1) {
int ret = 0;
if (CAMLIB_CALL_ORIGINAL) {
// with webcam,
ret = LibCameraStop_orig(a1);
log_debug("otoca::cam", "LibCameraStop({}) returned {}", a1, ret);
}
return ret;
}
typedef void (__cdecl *LibCameraGetCameraNr_t)();
static LibCameraGetCameraNr_t LibCameraGetCameraNr_orig = nullptr;
static void __cdecl LibCameraGetCameraNr_hook() {
if (CAMLIB_CALL_ORIGINAL) {
LibCameraGetCameraNr_orig();
log_debug("otoca::cam", "LibCameraGetCameraNr returned");
}
}
typedef int (__cdecl *LibCameraRun_t)(int);
static LibCameraRun_t LibCameraRun_orig = nullptr;
static int __cdecl LibCameraRun_hook(int a1) {
int ret = 0;
if (CAMLIB_CALL_ORIGINAL) {
// with webcam, (0) returned 0
ret = LibCameraRun_orig(a1);
log_debug("otoca::cam", "LibCameraRun({}) returned {}", a1, ret);
}
return ret;
}
typedef int (__cdecl *LibCameraGetImage_t)(int, void *);
static LibCameraGetImage_t LibCameraGetImage_orig = nullptr;
static int __cdecl LibCameraGetImage_hook(int a1, void *a2) {
int ret = 0;
if (CAMLIB_CALL_ORIGINAL) {
// not sure if this is called
ret = LibCameraGetImage_orig(a1, a2);
log_debug("otoca::cam", "LibCameraGetImage({}, {}) returned {}", a1, fmt::ptr(a2), ret);
}
return ret;
}
typedef int (__cdecl *LibCameraGetBrightness_t)(int *, int);
static LibCameraGetBrightness_t LibCameraGetBrightness_orig = nullptr;
static int __cdecl LibCameraGetBrightness_hook(int *a1, int a2) {
int ret = 0;
if (CAMLIB_CALL_ORIGINAL) {
// with webcam, (ptr,) returned
ret = LibCameraGetBrightness_orig(a1, a2);
}
log_debug("otoca::cam", "LibCameraGetBrightness({}, {}) returned {}", fmt::ptr(a1), a2, ret);
return ret;
}
typedef int (__cdecl *LibCameraGetBrightnessRange_t)(int *, int *, int);
static LibCameraGetBrightnessRange_t LibCameraGetBrightnessRange_orig = nullptr;
static int __cdecl LibCameraGetBrightnessRange_hook(int *a1, int *a2, int a3) {
int ret = 0;
if (CAMLIB_CALL_ORIGINAL) {
// with webcam, (ptr, ptr, 0) returned 0
ret = LibCameraGetBrightnessRange_orig(a1, a2, a3);
log_debug("otoca::cam", "LibCameraGetBrightnessRange({}, {}, {}) returned {}", fmt::ptr(a1), fmt::ptr(a2), a3, ret);
}
return ret;
}
void OtocaGame::attach() { void OtocaGame::attach() {
Game::attach(); Game::attach();
@@ -23,5 +128,42 @@ namespace games::otoca {
// initialize IO hooks // initialize IO hooks
p4io_hook(); p4io_hook();
games::shared::printer_attach(); games::shared::printer_attach();
if (BYPASS_CAMERA) {
libutils::try_library("libcamera.dll");
const auto libcamera = "libcamera.dll";
detour::trampoline_try(
libcamera,
"?LibCameraInit@@YAXXZ",
LibCameraInit_hook, &LibCameraInit_orig);
detour::trampoline_try(
libcamera,
"?LibCameraOpen@@YA?AW4LIBCAMERA_STATUS@@NHPAUt_libcamera_open_param@@@Z",
LibCameraOpen_hook, &LibCameraOpen_orig);
detour::trampoline_try(
libcamera,
"?LibCameraStop@@YA?AW4LIBCAMERA_STATUS@@H@Z",
LibCameraStop_hook, &LibCameraStop_orig);
detour::trampoline_try(
libcamera,
"?LibCameraGetCameraNr@@YAHXZ",
LibCameraGetCameraNr_hook, &LibCameraGetCameraNr_orig);
detour::trampoline_try(
libcamera,
"?LibCameraRun@@YA?AW4LIBCAMERA_STATUS@@H@Z",
LibCameraRun_hook, &LibCameraRun_orig);
detour::trampoline_try(
libcamera,
"?LibCameraGetImage@@YA?AW4LIBCAMERA_STATUS@@HPAX@Z",
LibCameraGetImage_hook, &LibCameraGetImage_orig);
detour::trampoline_try(
libcamera,
"?LibCameraGetBrightness@@YA?AW4LIBCAMERA_STATUS@@PAJH@Z",
LibCameraGetBrightness_hook, &LibCameraGetBrightness_orig);
detour::trampoline_try(
libcamera,
"?LibCameraGetBrightnessRange@@YA?AW4LIBCAMERA_STATUS@@PAJ0H@Z",
LibCameraGetBrightnessRange_hook, &LibCameraGetBrightnessRange_orig);
}
} }
} }
+2
View File
@@ -4,6 +4,8 @@
namespace games::otoca { namespace games::otoca {
extern bool BYPASS_CAMERA;
class OtocaGame : public games::Game { class OtocaGame : public games::Game {
public: public:
OtocaGame(); OtocaGame();

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