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Author SHA1 Message Date
bicarus 4879a35eb8 overlay: remove keyboard / gamepad tab navigation (#755)
Tired of constantly fighting unintentional keyboard navigation behavior.

Also, remove `ImGuiConfigFlags_IsTouchScreen` which literally does
nothing.
2026-06-12 21:28:34 -07:00
bicarus fd7e850789 ccj: fix mouse wheel input in overlay (#754)
## Link to GitHub Issue or related Pull Request, if one exists
#251 

## Description of change
CCJ registers for rawinput mouse. We allowed the rawinput registration
to go through to the OS, which prevents spice's rawinput stack from
using the mouse. This caused the overlay to not accept mouse input. Fix
it by not letting the rawinput registration through. Luckily, mouse
input continues to work properly in CCJ (for touch).

Also, fix a bug in DX11 overlay when toggling the main menu.

## Testing
2026-06-12 03:42:59 -07:00
bicarus 0cf07c38da overlay: left nav for cards tab (#753)
Enable left nav for Card tab, splitting the single page into multiple
sub tabs.

Card Manager is now embedded in this UI (but can still be launched as a
separate window)
2026-06-12 00:57:52 -07:00
bicarus 1f073b2d75 overlay: combine buttons/analogs/overlay/lights (#752)
Same idea as #747 except for input/output binding.
2026-06-11 23:38:09 -07:00
jessemarthin 3037214932 Fix capture.get_jpg blocking during game load for Companion Mirror (#750)
Add a timeout and skip signalling to the D3D9 capture path so the API
thread no longer waits indefinitely when Present stops during loading.
Return the last successful JPEG frame as a fallback.

## Link to GitHub Issue or related Pull Request, if one exists
#746

## Description of change
* Fix `capture.get_jpg` blocking indefinitely when D3D9 screen capture
cannot
  complete during game loading (e.g. no Present calls).
* Add a 2-second timeout to `graphics_capture_receive_jpeg()` and cancel
  pending capture requests on timeout.
* Signal capture skip from D3D9 failure paths via
`graphics_capture_skip()`.
* Cache the last successful JPEG per screen and return it as a fallback
  when a new capture fails.
Tested with **stock iOS Spice Companion** only. I have not tested
Android or
other Companion clients. The iOS client implementation differs from the
others; this fix is server-side only.
No config file, CLI option, or API schema changes.

## Testing
* Built locally with llvm-mingw cross-compiler (WSL).
* Docker build (`src/spice2x/build_docker.sh`): Pending
* Tested with stock iOS Spice Companion on iPad: Mirror remains
connected
  during game loading instead of returning to KeyPad.
2026-06-11 19:14:47 -07:00
drmext 18d6d9783a overlay: fix Options tab contents jitter (#751)
## Link to GitHub Issue or related Pull Request, if one exists
#747

## Description of change
The old approach called ImGui’s `SetScrollHereY()` while the options
list was still being laid out. That caused one-frame scroll corrections
and edge-snap jitter near scroll boundaries.

The new approach in `build_options_tab()`:

1. **On click** - set a flag (`options_scroll_pending` for categories,
`options_scroll_top` for group headers).
2. **During layout** - when building the target category, record its
content position with `GetCursorPosY()` (don’t scroll yet).
3. **After all options are built** - apply scroll once by setting
`window->Scroll.y` directly, and only if the position actually needs to
change (0.5px threshold).

That deferred, single-pass scroll avoids the shake while still
supporting scroll-up, scroll-down, and re-click-to-recenter.


## Testing
In spicecfg.exe and in-game overlay, Options tab:

Open groups with many categories

Scroll content down manually, then click a higher category in the left
nav - content scrolls up to that section

Re-click the same category after manual scroll - jumps back without
shake

Rapid re-clicks when already aligned - no jitter

Switch group headers - still scrolls to top; re-click at top - no shake
2026-06-11 14:03:33 -07:00
bicarus 267add3227 iidx: set SOUND_OUTPUT_DEVICE even when -iidx is not enabled (#749)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
For cab usage, when `-exec bm2dx.dll` is used without `-iidx` then
SOUND_OUTPUT_DEVICE never gets set.

Change this so that `SOUND_OUTPUT_DEVICE` gets set unconditionally if
`-iidxsounddevice` is set.

## Testing
2026-06-11 00:40:53 -07:00
bicarus a170627f52 overlay: redesign Options tab(s) (#747)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Combine API/Options/Advanced/Development/Search tabs into one Options
tab and add a left nav for navigation categories.

Reduce information density for options table by making each row double
the height and slightly increasing widget sizes.

## Testing
2026-06-11 00:17:54 -07:00
drmext 5c244eaca7 improve E004 card generation and placeholder pcbid (#748)
## Link to GitHub Issue or related Pull Request, if one exists
#73

## Description of change
Generated cards now start with E0040100 to fully match real cards. The
placeholder example `E004010000000000` is replaced with
`E0040100FFFFFFFF`.

The invalid placeholder/fallback PCBID `04040000000000000000` is
replaced with `01201000000000010101`, which contains a valid
header/checksum, making it closer resemble a real PCBID while still
clearly being an example.
2026-06-10 23:24:43 -07:00
bicarus 6bcadccf09 audio: WASAPI Force Shared Mode option (#745)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
This new option, `-wasapishared`, detects when the game opens WASAPI
Exclusive stream and forcibly opens a shared mode stream instead on the
real device.

#### Benefits of this:

1. No need for `force wasapi shared` patches
2. No need to change sample rate of audio devices before starting up
games
3. Adds ability to boot in shared mode even for games that do not have
shared wasapi changes (old GITADORA, popn HC)

As a result, this option is strictly better than `shared wasapi` patches
available for many games.

#### Downsides:
1. OS resampling will add a small latency, but not big enough to be
noticeable.
2. Using shared mode instead of exclusive mode adds latency, of course.

(If you cared about latency, you would use the low latency option, or
use exclusive or asio)

Basically it's the "make things work" button for audio that should work
for almost all games that we support.

The option has no effect if the game opens in shared mode.

## Testing
SDVX7 - ok
GITADORA GW - ok
popn HC - ok
IIDX - ok
2026-06-10 00:20:59 -07:00
bicarus-dev ccb3bac48c defer error for -exec 2026-06-09 00:09:00 -07:00
bicarus 0a7ecf82a9 build: produce shared objects for spice.exe / spice_laa.exe, disable 64-bit winxp builds (#744)
to speed up clean builds. GitHub CI time went from 20 minutes -> 10
minutes.
2026-06-08 17:42:41 -07:00
bicarus-dev 1c6929dd84 Move full screen Monitor options to Graphics (Full Screen) 2026-06-08 15:53:54 -07:00
bicarus 1d3d9040f2 Update bug_report.md 2026-06-08 00:51:48 -07:00
bicarus 8f1069628e Update bug_report.md 2026-06-08 00:50:33 -07:00
bicarus-dev f8c585a9d1 update main menu layout 2026-06-08 00:27:42 -07:00
bicarus 9651051990 overlay: make overlay toggle behavior more consistent (#743)
Clean up how various overlay toggle shortcuts work with the main menu
visible.
2026-06-07 21:56:06 -07:00
bicarus a54a62d0d7 overlay: fix dummy marker spacing (#741)
Fix alignment in patches tab
2026-06-07 19:14:43 -07:00
bicarus 100caa0f5c overlay: refactor overlay layering (#739)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change

Create three distinct layers for the overlay:

1. Bottommost persistent layer - non-interactable layer that is always
on. This was only for notifications, but now the FPS widget lives here
as well.
2. Overlay windows layer - most interactable windows go here.
3. Topmost main menu - this is reserved for the main menu (escape key)
and this is a modal dialog that occludes the layers below.

Why? 

- `toggle overlay` behavior with FPS widget *also* toggling on/off was a
bit confusing (now they're two separate keys)
- FPS widget is popular, but it caused the entire overlay to be active,
which affects how input is handled
- the main menu being a standalone window was a little awkward (now it's
a modal)

## Testing
2026-06-07 17:23:08 -07:00
bicarus-dev bb87aa2944 add placeholder text for ea url option 2026-06-07 01:48:52 -07:00
bicarus 2e2968d1bc overlay: remove dependency on d3dcompiler (#738)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #737, regressed by #707

## Description of change
ImGui backend for DX11 pulled in dependency on a specific version of
`d3dcompiler_47.dll` which is not present on stock Win7 OS image.

Change this to a runtime load of the DLL and disable the overlay if we
can't find one.

## Testing
- [x] Win11, DX11 overlay
- [x] Win11, DX9 overlay
- [x] Win7, DX9 overlay
2026-06-06 14:06:37 -07:00
bicarus 0457262472 audio: asio "downmix" 7.1 to stereo (#736)
## Link to GitHub Issue or related Pull Request, if one exists
#730 

## Description of change
Add an option that extracts channels from 7.1 ASIO and presents to 2-ch
ASIO. Same idea as the SDVX 2ch fix except for gitadora we are
duplicating the center channel to front.

## Testing
Tested SDVX and GFDM Arena.
2026-06-06 03:11:40 -07:00
bicarus-dev f23c359114 minify patches json again 2026-06-05 18:05:48 -07:00
bicarus-dev 81e74dcb97 remove museca difficulty patches 2026-06-05 17:45:36 -07:00
bicarus-dev 8ead941c6c format patches json 2026-06-05 17:22:38 -07:00
bicarus ece03cabba cfg: asio driver selector must list both 32-bit and 64-bit drivers (#734)
## Link to GitHub Issue or related Pull Request, if one exists
#730 

## Description of change
spicecfg is a 32-bit application. When it uses the ASIO SDK it only saw
the 32-bit drivers.

There are some ASIO drivers that have different names under 32-bit and
64-bit (Xonar AE is one of them)... so we have to manually scan the
registry and surface both the WOW32 and WOW64 nodes.

## Testing
<img width="329" height="309" alt="image"
src="https://github.com/user-attachments/assets/7abecf76-6835-4df5-8c2e-e7b425130f4c"
/>

Checked both 32-bit and 64-bit configurator, identical results.
2026-06-05 02:05:03 -07:00
bicarus 4b7f68f920 gitadora: (arena model) flip realtek option (#733)
## Link to GitHub Issue or related Pull Request, if one exists
#730 

## Description of change
Flip the option - enable the Realtek hack by default, unless the user
chooses not to.

## Testing
Tested ASIO path and WASAPI path. WASAPI path should be unaffected as
the game just picks the default audio device.
2026-06-05 01:38:46 -07:00
bicarus 2dae86a6f2 gitadora: (arena model) simulate Realtek device, fix asio redirect hooks (#732)
## Link to GitHub Issue or related Pull Request, if one exists
#730, #718

## Description of change

Part 1)

When ASIO is in use, the game also looks for a Realtek device so that it
can open a WASAPI Exclusive mode stream for headphones.

Add an option to fake that, in case the user doesn't have a Realtek
device.

Part 2)

`-gdaasio` wasn't workign properly - fix the logic.

## Testing
Seems to work with FlexASIO, and Xonar with no real Realtek device.
2026-06-05 00:08:52 -07:00
bicarus 85058c2156 audio: create a wrapper for asio drivers (#731)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Create `WrappedAsio`, similar to how we wrap `IAudioEndpoint`

So far, the wrapper does these things:

1. logging (for diagnosis, since iidx and gfdm don't produce any logs
when asio succeeds)
2. iidx32+ hack to work around refcount mismatch issue
3. sdvx valk cab hack to force 2-channel audio ("downmixing" by taking
only the front channels)
4. honor volume boost

As a result of `#2` the mempatch was removed from `iidx.cpp` since we
can tackle it cleanly in the hook. `#3` also removes the need for manual
patches.

Real downmixing is hard & expensive on the CPU so it was not
implemented.

## Testing
Tested iidx/sdvx/gfdm with xonar and flexasio
2026-06-04 09:24:44 -07:00
bicarus ea2f4c5572 gitadora: (arena model) complain loudly about bad prop files (#729)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Refuse to load if `libaio.dll` exists but `<spec>` is set incorrectly
(almost certainly because the user copied old prop files from downlevel
version)

## Testing
2026-06-02 17:47:51 -07:00
bicarus 48033816a8 audio: WASAPI exclusive resampling, buffer size increase options (#727)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change

Resampler:
Implement resampler for exclusive mode streams, as we are seeing more
and more devices - not just laptops but onboard audio devices - that
only support 48khz and not 44.1khz. Should work with volume boost (gain
calculated inside resample) and also downmixer (hands off intermediate
scratch buffers).

Buffer size increase:
By default many of these games request a tiny buffer when in shared mode
(TDJ uses 3ms). On some audio setup this results in crackling due to
underflow. Add an option to forcibly increase the buffer size.

## Testing
With resampler set to 48kHz and buffer set to 20ms I can reliably boot
and play IIDX on my display port monitor's speakers; previously this
wasn't possible. IIDX is event-driven.

Tested SDVX7 as well at 48kHz, which opens timer-driven streams.
2026-06-02 01:55:50 -07:00
bicarus-dev b517ef3182 update options 2026-06-01 02:29:12 -07:00
bicarus 6fef16353e otoca: patch up game for printing holo cards (#726)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #154

## Description of change
Patch the game to skip over special holo printing logic and redirect to
the normal printer, resolving the soft lock + printer failure.

## Testing
Tested `NCG-2019012900`. Other versions might not work though since this
is patch-based not hook-based.
2026-05-31 23:08:17 -07:00
bicarus 84ea3f9e8e audio: stereo downmix, volume boost options (#722)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #717, fixes #647

## Description of change
Adds an option to downmix surround sound (5.1, 7.1, etc) down to stereo
(2 speakers). This can be used in most WASAPI games, including Gitadora
and FTT.

How it works: when the game tries to open surround format (say, 7.1) we
create a fake buffer and tell the game that it is supported. In reality
we open a 2-channel stream with the real sound card. When the stream
begins, we downmix the channels down to two (using one of many
algorithms) and output to the sound card.

While we're here, implement an option to boost the game volume by some
decibel value, which is a feature often requested by SDVX players. This
was needed since downmixing can sometimes result in quieter audio.

## Testing
Tested GW Delta and FTT.

Downmix doesn't work on IIDX (32 bits) but volume boost works.
2026-05-31 20:49:22 -07:00
Azalea 6bb6b0a301 [O] Filter GetIpAddrTable to selected network adapter (#724)
## Description of change
Filter GetIpAddrTable to selected network adapter. 

Fixes the IP address error (5-1506-0000) on gitadora gw delta when
multiple network adapters are present.

## Testing
Tested on Gitadora GW Delta with both WiFi and Tailscale adapters
present.
2026-05-31 16:17:47 -07:00
drmext 465d6c6c18 cfg: fix alt+f4 exit (#723)
## Link to GitHub Issue or related Pull Request, if one exists
#720

## Description of change
Pass `VK_F4` sys-key messages through to `DefWindowProc` before ImGui
ingestion, restoring the normal Alt+F4 -> `WM_CLOSE` ->
`launcher::shutdown()` path.

## Testing
- [x] Launch `spicecfg` (D3D9 default path) and press Alt+F4; window
closes and process exits
- [x] Launch `spicecfg` (software path) and press Alt+F4; window closes
and process exits
- [x] Close via title-bar X; still works
2026-05-30 23:59:54 -07:00
Selundine ef384e85dd Add GITADORA Arena windowed monitor layout support, allows the SMALL touch window to be resized (#716)
## Link to GitHub Issue or related Pull Request, if one exists
N/A

## Description of change
Adds GITADORA Arena windowed monitor layout options for the GITADORA,
LEFT, RIGHT, and SMALL windows.

This also applies the selected window border style to all four GITADORA
Arena windows, and allows the SMALL touch window to be resized in
windowed mode while keeping touch coordinates updated.

## Testing
- Manually tested GITADORA Arena windowed mode:
  - default, resizable, and borderless window styles
  - per-window monitor placement
  - SMALL resize
  - SMALL touch coordinate mapping after resize
2026-05-30 23:09:06 -07:00
bicarus 7ee04879e2 overlay: option to force software renderer in configurator (#721)
## Link to GitHub Issue or related Pull Request, if one exists
chicken bit for #720
2026-05-30 15:24:07 -07:00
drmext 4c73200f58 cfg: d3d9 standalone configurator (#720)
## Description of change
**Configurator (spicecfg.exe)**

- Attempts to create a D3D9 device on startup and uses the hardware
ImGui DX9 path when successful; falls back to the existing software
rasterizer automatically if D3D9 init fails.
- Rewrites the configurator window loop: refresh-rate-aware render
timer, minimize/resize/`WM_DISPLAYCHANGE` handling, direct Win32 ->
ImGui input (keyboard, mouse, wheel), and optimized software painting
via `SetDIBitsToDevice` instead of per-frame GDI `HBITMAP` allocation.

**Overlay / input (scoped to standalone configurator)**

- Skips expensive per-frame rawinput polling in
`ImGui_ImplSpice_NewFrame` when `CONFIGURATOR_STANDALONE` is set (Win32
messages drive input instead).
- Adds software-renderer idle-frame detection (`sw_pixels_dirty` +
draw-data hash) so spicecfg only repaints when pixels actually change.
- Adds `ImGuiWindowFlags_NoScrollWithMouse` on the configurator root
window to prevent scroll jolt on non-scrollable child widgets.
2026-05-30 12:52:35 -07:00
bicarus-dev 31aabe9786 fix option name 2026-05-30 01:22:09 -07:00
bicarus 4ea55a61b8 gitadora: (arena model) asio option (#718)
## Link to GitHub Issue or related Pull Request, if one exists
#717 

## Description of change
Add an option to override the ASIO device.

By default the game will try to use any ASIO driver that contains the
string `XONAR` in it.

## Testing
Tested with FlexASIO.
2026-05-30 00:03:06 -07:00
bicarus 0209b80a22 graphics: address perf issues with DX9 image resize logic (#712)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Move resize logic from `EndScene` to `Present`/`PresentEx` (resolves
Live2D frame drops in some extreme settings)

Plug small memory leak

Remove unnecessary surface Lock/Unlock

## Testing
Tested IIDX, SDVX, DDR.
2026-05-29 09:33:31 -07:00
drmext 0511dfb6ca rawinput: fix spicecfg close delay (#715)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Closing spicecfg was blocked for up to ~495 ms. Runtime behavior is
unchanged: same flush interval and same output path during normal
operation. Only shutdown teardown is faster.

## Testing
Opened and closed spicecfg.exe repeatedly; the window closes immediately
with no hang
2026-05-29 09:33:08 -07:00
drmext b558df3340 cfg: optimize saving config (#714)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Save config xml once instead of ~33 times

## Testing
xml is still saved properly
2026-05-29 09:09:02 -07:00
bicarus 89602cfcab misc: clean up eamuse_get_game (#713)
No need to allocate a new `std::string` every call...
2026-05-29 09:08:07 -07:00
drmext b4557993c9 cfg: optimize saving patches to file on disk (#711)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Saving patches to file used to rewrite the file repeatedly, now it loads
and saves only once. Original file timestamp is now preserved on the
backup.

## Testing
Saved a very large patch set that used to take 10+ seconds; now it is
instant. Confirmed hex diffs are still accurate.
2026-05-29 02:20:39 -07:00
bicarus f119d7c988 overlay: fix z-ordering of subscreen windows (#710)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Subscreen overlay window used to draw above the main game surface, but
below any other ImGui widgets. Fix this so that the subscreen image is
drawn at the same z-level as the sub window itself.

This has been a long-standing issue - at least since 2023 when spice2x
first forked...

## Testing
Tested TDJ in windowed mode.
2026-05-29 02:03:31 -07:00
bicarus b3d8d0aea9 overlay: implement dx11 backend (#707)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #134 

## Description of change
Add ImGui DX11 backend implementation, and integrate into the spice
overlay.

The tricky part is that some of the Unity games:

1. Launch multiple windows, and
2. Can be resized (even full screen games launch at a certain resolution
and then expand to fit desktop resolution)
3. lazy load DX11 DLLs

This PR also adds screenshot functionality, but screen resize is not
implemented.

## Testing

Seems to be working for most games. Need to do final tests for:

- [x] CCJ (attract movie plays as well)
- [x] Busou Shinki (title movie plays)
- [x] MFG
- [x] QuizKnock
- [x] Polaris Chord
- [x] check dx9 for regression
2026-05-29 00:47:28 -07:00
drmext a977cba772 overlay: prevent save button shifting patches text (#709)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
When opening the patches tab by pressing F4 in game, the Save button
doesn't appear until after initially selecting/deselecting a patch, then
it shifts all of the patch text below. To solve this annoyance, this
keeps the Save button in a fixed position (starts greyed out until a
selection) and no longer shifts the text.

## Testing
Confirmed saving selected patches still works properly in the overlay
and standalone cfg
2026-05-28 23:58:09 -07:00
bicarus 489d40d87d utils: dump memory info on crash (#708)
For diagnosing out of memory errors / malloc failures.
2026-05-28 23:57:34 -07:00
bicarus-dev 3a468a9a3b fix up option name 2026-05-27 21:06:05 -07:00
bicarus a2e220d3f4 gitadora: (arena model) unify window layout options (#706)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Combine the two layout options into one

## Testing

- [x] windowed, x4
- [x] windowed, x2
- [x] windowed, x1 with sub
- [x] fs
2026-05-27 21:04:23 -07:00
Azalea febc02b50b [+] Hide sides on gitadora 𝛿 (#705)
## Description of change
Added an option to only disable the left/right screens of gitadora gw
delta while exposing the touch panel screen.

## Testing
Tested by hand on CachyOS + hyprland + gamescope + wine + vnc + phone +
cat 🐈‍⬛

<img width="2560" height="1707" alt="image"
src="https://github.com/user-attachments/assets/a2ef0172-68e2-43c2-89c3-4863698f2f00"
/>
2026-05-27 18:57:10 -07:00
bicarus 311404f56b overlay: toast notifications (#704)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Adds toast notifications to the overlay.

Toast notifications are transient windows (shown for about 4 seconds).
These are drawn on top of the game even when the overlay is inactive
(i.e., when no window is open), and does not cause any input sink
behavior.

Add toasts for some common user-driven actions that could use a
notification, such as:

* screenshot
* card insert
* PIN macro
* API client connect/disconnect
* virtual printer
* screen resize toggle / scene switch

Add an option to change where the toasts are displayed, or to turn it
off entirely.

Add SDK function for it, and add it to the samples.

## Testing
Tested DDR (shown at bottom right, as is for most games) and RB (shown
top right by default).
2026-05-27 00:45:27 -07:00
bicarus-dev d929cdf7c8 clean up for release 2026-05-25 17:30:38 -07:00
bicarus 2b930ad95f gitadora: warn about 2ch audio option not working on arena model (#702)
shrug
2026-05-25 17:00:49 -07:00
bicarus 3c60f3966b rb: more touch options (#699)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Add two options:

1. option to adjust poll rate
2. option to change emulation size

Also, the default configuration is changing from:

* ~1000Hz ish to 120Hz (default)
* 3x3 point to 1x1 point

In theory this does not make a meaningful change to how the game plays.
But if people want the old behavior they can change it.

## Testing
Tested on Volzza2 and Reflesia.
2026-05-25 16:02:17 -07:00
Biduleman c59d399ab8 Automated PIN Macro after auto-inserting a card (#698)
## Description of change
Adds a way to automatically use the PIN Macro for P1, P2 or both when
Auto Card Insert is used.

### Launcher changes: 
 - Added a checkbox to enable/disable the feature
 - Added a textbox for each player to set what to look for in the logs.

### How it works:
The feature requires Auto Card Insert and PIN Macro to be enabled and
set.
It uses the Auto Card Insert value to enable the feature for P1, P2 or
both, with a "master" checkbox to completely disable the feature. It
then relies on the current PIN Macro code to send the PIN to the games.

The games logs send a message when a new scene is loaded with the name
of the scene. By hooking on the logs, we can see when a PIN is required
and send the relevant macro. Games have different scene names, and
sometimes one for each player, so the field is configurable per game per
player. These could be hard-coded in a lookup table but I didn't want to
recompile the project every time I wanted to test, and I don't have all
the games to get this info from.

The PIN Macro thread is used to hook to the logs and check if the
defined string appears, which triggers the PIN macro just like a button
press would.

Setting nothing for the log trigger disables the feature for that
player. It's useful if someone wants to have Auto Card Insert enabled
for both players but only Auto Pin on 1 player, but is mainly there so
the check won't happen if nothing is set.

## Testing
I used SDVX and DDR to have a single and a two player test with the
feature both enabled and disabled. I also tested multiple combinations
of PIN Macro settings and Auto Card Insert settings with no apparent
issues. The PIN is automatically entered as soon as the game requests
it.

## Discussion

I know that hooking to the logs might not be the best solution. I'm very
open to discussions about this, and understand that this might be a deal
breaker for this feature. I made this to use with my setup and thought
I'd try opening this PR to see if the feature would be useful for
others.

I haven't found another way to make sure we're on the correct screen to
launch the PIN Macro, and sending the macro every time the Auto Card
Insert finishes had sync issues where the end of the PIN would actually
be registered by the game.

It would also be much more convenient for the users to hardcode a lookup
table for every games' log-trigger but I don't have the games currently
so I can't check the logs to see what would be best.

---------

Co-authored-by: Maxime St-Pierre <maxime.stpierre@ticketmaster.com>
2026-05-25 16:00:06 -07:00
bicarus f69e40fa26 gitadora: (arena model) booting fullscreen with one monitor (#696)
## Link to GitHub Issue or related Pull Request, if one exists
#477 

## Description of change
By default the game needs 4 monitors.

With the new option to disable subscreens, you can now boot fullscreen
with a single 4K monitor, with subscreen overlay enabled. Side monitors
are not shown in the overlay; only the touch screen is emulated.

## Future work

- [ ] custom resolution (-forceres) doesn't work properly (hooking
ResetEx does allow the game to boot but will render incorrectly;
probably needs hex edits)
- [x] enable this automatically if the user has fewer than 4 monitors
- [ ] ability to boot with a 4k main screen + small subscreen (with no
side screens which do nothing gameplay wise), but this whole display
emulation is a nightmare to work with & test thoroughly so it'll have to
be in the future.


## Testing
Checklist:

- [x] fs on 1 monitor with option set
- [x] fs on 2 monitor with option set
- [x] windowed - default (4 windows, no overlay)
- [x] windowed - with option set (1 window, overlay)
- [x] fs with 4 monitors?
- [x] check popn hc for regression
2026-05-18 15:28:12 -07:00
bicarus e9dcc5717e launcher: option to run as user without elevation (#695)
## Link to GitHub Issue or related Pull Request, if one exists
#694 

## Description of change
Before this change, we have it set in the executable manifest to always
ask for UAC elevation.

This change removes that and instead attempts to prompt for elevation
when we launch, depending on the new developer option that is being
added here to run as current user instead of elevating.

The default behavior continues to run as admin. This is still the safest
in terms of regression risk.

A bit of history on this: while spicecfg never technically needed to
elevate, we continue to do so to avoid difference in behavior when the
game is launched. For example, if the user is using an input remapper
running without elevation, it would inject input into spicecfg running
as user but fail to do so if the game runs elevated.

WinXP builds are unaffected (there is no UAC).

Some features will straight up fail without elevation so this will
remain as a debug option. To name a few (not a complete list):

* reboot/shutdown of PC
* running at realtime process priority
* `-nvprofile` option
* ...

## Testing
2026-05-16 16:27:59 -07:00
drmext 5bec3d5db7 network: icmp emulation (#694)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Add `-icmphook` option under spicecfg Development/Network for emulating
keepalive ping replies in user mode, so games do not need to open
privileged raw ICMP sockets. This makes connecting to networks possible
on macOS under Whisky, and on Windows with ICMP firewalled or spice
running without Administrator privileges.

## Testing
Tested DDR and SDVX on Windows 10 and macOS Tahoe. Network check status
in test menu shows `CONNECTED` when -icmphook is enabled, and `NOT
CONNECTED` when it is disabled. Actual network functionality works as
expected (under previously impossible conditions).
2026-05-14 00:44:14 -07:00
bicarus-dev 6ec2b47345 fix option text 2026-05-13 17:54:25 -07:00
bicarus ebda16beae rb: update reflec beat to use new timer (#692)
## Link to GitHub Issue or related Pull Request, if one exists
Continuation of #682

## Description of change
RB uses SleepEx, so it was missed during the search while working on
#682.

## Testing
Plays about the same on a 200Hz touch monitor.
2026-05-10 19:47:33 -07:00
bicarus c29a26f183 graphics: hide subscreen window from task bar and alt+tab list when in full screen (#690)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
When booting in fullscreen, hide the subscreen from the alt+tab list and
from the task bar. Alt-tabbing to it does nothing, so this is just to
avoid confusion.

No change to windowed mode.

## Testing
Tested TDJ/SDVX/Popn. Didn't test Gitadora but it's probably fine..
2026-05-10 05:33:18 -07:00
bicarus 2014e9cf75 graphics: option to change monitor resolution (#689)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Add a new option under `Monitor` group to change the monitor resolution
before booting the game, very similar to how orientation / refresh rate
options work.

This would be useful for games like Polaris Chord that boots at current
resolution but manages to have graphical issues when not in 1080p.

## Testing
2026-05-09 21:32:43 -07:00
bicarus 33f2e1d4b7 rawinput, touch: attempt to remove touchscreens injecting mouse events (#687)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #562

## Description of change

### rawinput touch fixes
In rawinput touch handler, if the mouse events (`WM_LBUTTONDOWN`,
`WM_MOUSEMOVE`, `WM_LBUTTONUP`) originated from a touch screen, drop
them on the floor instead of treating them as touch events.

This is an attempt to fix phantom touch issues we see with some screens.

Fix another issue where, if mouse is clicked inside the window, and then
dragged outside the window and button is released, touch point (id 0)
continues to be held.

### wintouchemu fixes
If we detected a touch input recently (500ms), ignore new mouse clicks.
This isn't perfect, but hopefully it helps with filtering out mouse
clicks originating from touch screens.

Also, switch over to detecting the primary mouse button correctly, not
just the left mouse button.

### notes

Future investigation: are there really touchscreens that report a mouse
HID capability & insert mouse events? We could have a way to filter them
at rawinput level but it'll be ugly.

## Testing
Tried jubeat, beatstream..
2026-05-09 17:52:43 -07:00
bicarus eb037542b4 jubeat: introduce new algorithm for touch (#686)
## Description of change
There was enough feedback that the current algorithm is not ideal for
most touch screens because most touch screens are not 24". In the
current algorithm touching the gap is no-op, so people think the game is
dropping touches.

This PR introduces a new algorithm that inspect touches on the gap and
triggers the nearest square.

## Testing
Tested landscape and portrait jubeat.
2026-05-09 04:22:29 -07:00
bicarus 039b42ad53 fix build (#684) 2026-05-08 22:46:29 -07:00
bicarus 33b4718744 overlay: fix mouse events queued up while overlay is hidden (#683)
## Link to GitHub Issue or related Pull Request, if one exists
continuation of #677

## Description of change
When overlay was hidden, when mouse buttons were clicked, they were
queued up and replayed when overlay became visible again.

This is due to improper usage of `GetAsyncKeyState`, per documentation.

## Testing
2026-05-08 03:37:46 -07:00
bicarus 71ba9b6b47 os: implement win10 high-resolution timer as replacement for Sleep() / sleep_for() (#682)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #681 

## Description of change
`Sleep` and `sleep_for()` can be very inaccurate and varies depending on
what the OS gives us...

### `timeBeginPeriod(1)`
On boot, we are now calling `timeBeginPeriod(1)`, which affects the
whole process but makes `Sleep` more accurate. There is some risk here
if any game was relying on doing things like `Sleep(1)` and expecting it
to run for 15.6ms. Most games already call `timeBeginPeriod(1)` in the
game engine, though not the whole time, so I'm hoping that this is not
too impactful.

### Opt out of Win11 power throttling
Ensure that timer resolution change above is respected even when the
window is occluded / minimized by opting out of throttling via
`PROCESS_POWER_THROTTLING_IGNORE_TIMER_RESOLUTION`.

### Use Win10 high resolution timer instead of Sleep

On Win10 1803 and above, there is a new OS-level API for high resolution
timers; if this is available, use it
(`CREATE_WAITABLE_TIMER_HIGH_RESOLUTION`). Worth noting that WINE
doesn't support this currently.

If not, fall back to `Sleep`, which is significantly better than
`sleep_for()` in my experiments.

Callers of Sleep / sleep_for were replaced with this new timer. Most of
them anyway; calls to Sleep() with more than 100ms+ was left alone.

### Add an option as a chicken bit

To opt out I'm adding a new option called `Use Legacy Timers` which will
revert to behavior before this PR. The code paths that switched from
`sleep_for` to `Sleep` will remain in place though, not affected by the
option.

## Expected changes
In some I/O emulation modules, poll threads may run more frequently,
resulting in lower latency.

It also means that spice overall may use more CPU resources and power.
If you don't like this, you can always enable the option to opt out;
e.g., if you're on old arcade cab PC.

## Testing

DDR p4io - ok
drs touch hook - ok
IIDX camera hook - ok
CCJ trackball - ok
2026-05-08 02:25:20 -07:00
bicarus 1957917270 sdk: update cpp sample for DDR, fix DDR MDXF polling when api/sdk is providing input (#679)
## Link to GitHub Issue or related Pull Request, if one exists
#676 
#452 

## Description of change

When spice SDK or API sets or clears button and analog override, we
don't tell MDXF about it, so it may fall behind. This is a special case
for DDR MDXF I/O emulation. For Naive/Xinput I think we are getting
lucky because they usually also generate WM_INPUT events.

Update the C++ SDK sample to provide more interesting example of
emulating DDR arrows with the keyboard.

## Testing
2026-05-07 18:10:14 -07:00
bicarus b9ccddf47d launcher: prevent early hook from launching in standalone configurator (#678)
## Description of change
Seems to be an oversight when it was initially implemented; hooks should
not load when launching `spicecfg` (or `spice -cfg` or `spice64 -cfg`).
2026-05-07 00:26:18 -07:00
bicarus cd0ba51b5a sdk: introduce Spice SDK (#676)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Adds a flat-C, headers-only library for writing DLL plugins with spice.

This is meant to be an alternative to writing applications over spice
API which doesn't suit some scenarios like writing custom
high-performance I/O modules.

All you have to do is:

1. Create a 32-bit or 64-bit DLL with `spice_sdk_entry_point` as a
DLLExport
1. Include `spicesdk.h`, and optionally `spicesdk_io.h` (see
`extras\sdk\include`)
1. `spice_sdk_entry_point` will be called when hooks get initialized.
Call `init` with valid parameters.
1. When `init` returns, `SPICE_SDK_V0` will be filled out with a series
of function pointers; your DLL can now start calling into it.
1. Compile your DLL and add it as a DLL hook (`-k`) in spice when
launching the game.

See `v0_cpp.cpp` for an example.

V0 implements the following functions:

```
    log;

    get_game_info;
    get_avs_info;

    get_button;
    set_button;

    get_analog;
    set_analog;

    get_light;
    set_light;

    set_touch;
    clear_touch;

    insert_card;
    set_keypad;
```

V0 is focused on providing common utility functions needed in a lot of
DLL hooks (get AVS info, log messages to file), and implementing I/O.

In the future, we could have more interesting things like:

* scanning and modifying memory 
* installing DLL hooks
* having direct hooks into I/O emulation modules
* getting full tape LEDs
* having a callback into DX9 `Present` call
* drawing an ImGui window

More detailed documentation is coming soon in form of a wiki page.

## Testing
See included sample DLL.
2026-05-06 23:29:52 -07:00
bicarus 1f23d88c7a overlay: prevent overlay from queueing up keyboard input while overlay is not visible (#677)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #675

Yet another regression from #604 

## Description of change
When overlay was hidden (not visible) it was still accepting keyboard
input, so when it became visible again the queued up keystrokes got
processed all at once.

Also, fix a bug with monitor settings update kicking in when in windowed
mode - this really should have been only for full screen.

## Testing
Tested DDR windowed / full screen, TDJ with subscreen overlay windowed /
fullscreen.
2026-05-06 01:00:52 -07:00
bicarus-dev 46e43ab09c fix typo 2026-05-04 23:57:35 -07:00
bicarus 96950b6b4e rawinput: reimplement analog relative mode and delay (#674)
## Link to GitHub Issue or related Pull Request, if one exists
#181 

## Description of change
Implement analog relative mode and delay option using a new
millisecond-based algorithm.

## Testing
WIP
2026-05-04 22:50:11 -07:00
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
192 changed files with 16721 additions and 2085 deletions
+5 -3
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@@ -11,9 +11,7 @@ assignees: ''
*name of game, version of game*
## Version of spice2x
*version of spice, this can be seen in the About tab, and in log.txt*
*please remember to test the LATEST beta version before posting a bug about it**
*please remember to test the LATEST beta version before posting a bug about it*
## Describe the issue
*what's the issue?*
@@ -22,3 +20,7 @@ assignees: ''
> [!WARNING]
> Please make sure you remove any personally identifiable information from the log file.
> Please set `-loglevel` to `all` before launching the game for more verbose logs.
## A note on issue management
`Closed as not planned` means exactly that - it's closed, because it's not on our plans to address them any time soon. It doesn't mean your issue is invalid, it just means it's not a priority, and we can always revisit them later.
+91 -17
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@@ -235,6 +235,13 @@ add_compile_definitions(
_WIN32_IE=0x0400
)
# SPICE_XP: set by build_all.sh for the WinXP-compat toolchains. Gates out
# the DX11 overlay backend
option(SPICE_XP "Build for the WinXP-compat toolchain" OFF)
if(SPICE_XP)
add_compile_definitions(SPICE_XP=1)
endif()
# acioemu log
#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DACIOEMU_LOG")
@@ -409,6 +416,7 @@ set(SOURCE_FILES ${SOURCE_FILES}
games/nost/io.cpp
games/nost/poke.cpp
games/gitadora/gitadora.cpp
games/gitadora/asio.cpp
games/gitadora/io.cpp
games/gitadora/handle.cpp
games/gitadora/j32d.cpp
@@ -486,6 +494,8 @@ set(SOURCE_FILES ${SOURCE_FILES}
# hooks
hooks/audio/acm.cpp
hooks/audio/audio.cpp
hooks/audio/asio_driver_scan.cpp
hooks/audio/asio_proxy.cpp
hooks/audio/buffer.cpp
hooks/audio/mme.cpp
hooks/audio/util.cpp
@@ -494,8 +504,13 @@ set(SOURCE_FILES ${SOURCE_FILES}
hooks/audio/backends/mmdevice/device.cpp
hooks/audio/backends/mmdevice/device_collection.cpp
hooks/audio/backends/mmdevice/device_enumerator.cpp
hooks/audio/backends/mmdevice/null_device.cpp
hooks/audio/backends/mmdevice/null_discard_backend.cpp
hooks/audio/backends/wasapi/audio_client.cpp
hooks/audio/backends/wasapi/audio_render_client.cpp
hooks/audio/backends/wasapi/downmix.cpp
hooks/audio/backends/wasapi/resample.cpp
hooks/audio/backends/wasapi/shared.cpp
hooks/audio/backends/wasapi/dummy_audio_client.cpp
hooks/audio/backends/wasapi/dummy_audio_clock.cpp
hooks/audio/backends/wasapi/dummy_audio_render_client.cpp
@@ -517,12 +532,19 @@ set(SOURCE_FILES ${SOURCE_FILES}
hooks/graphics/backends/d3d9/d3d9_fake_swapchain.cpp
hooks/graphics/backends/d3d9/d3d9_swapchain.cpp
hooks/graphics/backends/d3d9/d3d9_texture.cpp
hooks/graphics/backends/d3d11/d3d11_backend.cpp
hooks/graphics/backends/d3d11/d3d11_swapchain.cpp
hooks/graphics/backends/d3d11/d3d11_factory.cpp
hooks/graphics/backends/d3d11/d3d11_vtable_capture.cpp
hooks/graphics/backends/d3d11/d3d11_screenshot.cpp
hooks/input/dinput8/fake_backend.cpp
hooks/input/dinput8/fake_device.cpp
hooks/input/dinput8/hook.cpp
hooks/lang.cpp
hooks/libraryhook.cpp
hooks/networkhook.cpp
hooks/icmphook_net.cpp
hooks/icmphook_iphlpapi.cpp
hooks/powrprof.cpp
#hooks/rom.cpp
hooks/setupapihook.cpp
@@ -556,6 +578,7 @@ set(SOURCE_FILES ${SOURCE_FILES}
# overlay
overlay/overlay.cpp
overlay/notifications.cpp
overlay/window.cpp
overlay/imgui/extensions.cpp
overlay/imgui/impl_spice.cpp
@@ -607,6 +630,9 @@ set(SOURCE_FILES ${SOURCE_FILES}
reader/structuredmessage.cpp
reader/crypt.cpp
# sdk
sdk/sdk.cpp
# stubs
stubs/stubs.cpp
@@ -633,6 +659,7 @@ set(SOURCE_FILES ${SOURCE_FILES}
util/time.cpp
util/cpuutils.cpp
util/netutils.cpp
util/precise_timer.cpp
util/sysutils.cpp
util/lz77.cpp
util/tapeled.cpp
@@ -644,37 +671,47 @@ set(SOURCE_FILES ${SOURCE_FILES}
source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} PREFIX "Source Files" FILES ${SOURCE_FILES})
# spice.exe / spice_laa.exe shared objects
###########################################
# spice.exe and spice_laa.exe are compiled identically; the only difference is
# the large-address-aware bit, which is set at link time. Compile the sources
# once into a shared OBJECT library so spice_laa.exe only costs an extra link
# instead of a full recompile.
add_library(spicetools_spice_objs OBJECT ${SOURCE_FILES})
target_link_libraries(spicetools_spice_objs
PUBLIC d3d9 ws2_32 version comctl32 shlwapi iphlpapi hid secur32 setupapi psapi winmm winhttp
PRIVATE fmt::fmt-header-only discord-rpc imgui hash-library minhook imm32 dwmapi CpuFeatures::cpu_features)
target_link_libraries(spicetools_spice_objs PUBLIC winscard)
if(NOT MSVC)
set_target_properties(spicetools_spice_objs PROPERTIES COMPILE_FLAGS "-m32")
endif()
# spice.exe
###########
set(RESOURCE_FILES build/manifest.manifest build/manifest.rc build/icon.rc cfg/Win32D.rc)
add_executable(spicetools_spice ${SOURCE_FILES} ${RESOURCE_FILES})
target_link_libraries(spicetools_spice
PUBLIC d3d9 ws2_32 version comctl32 shlwapi iphlpapi hid secur32 setupapi psapi winmm winhttp
PRIVATE fmt::fmt-header-only discord-rpc imgui hash-library minhook imm32 dwmapi CpuFeatures::cpu_features)
target_link_libraries(spicetools_spice PUBLIC winscard)
add_executable(spicetools_spice ${RESOURCE_FILES})
target_link_libraries(spicetools_spice PRIVATE spicetools_spice_objs)
set_target_properties(spicetools_spice PROPERTIES PREFIX "")
set_target_properties(spicetools_spice PROPERTIES OUTPUT_NAME "spice")
IF(NOT MSVC)
set_target_properties(spicetools_spice PROPERTIES COMPILE_FLAGS "-m32" LINK_FLAGS "-m32")
set_target_properties(spicetools_spice PROPERTIES LINK_FLAGS "-m32")
endif()
# spice_laa.exe
###########
set(RESOURCE_FILES build/manifest.manifest build/manifest.rc build/icon.rc cfg/Win32D.rc)
add_executable(spicetools_spice_laa ${SOURCE_FILES} ${RESOURCE_FILES})
target_link_libraries(spicetools_spice_laa
PUBLIC d3d9 ws2_32 version comctl32 shlwapi iphlpapi hid secur32 setupapi psapi winmm winhttp
PRIVATE fmt::fmt-header-only discord-rpc imgui hash-library minhook imm32 dwmapi CpuFeatures::cpu_features)
target_link_libraries(spicetools_spice_laa PUBLIC winscard)
add_executable(spicetools_spice_laa ${RESOURCE_FILES})
target_link_libraries(spicetools_spice_laa PRIVATE spicetools_spice_objs)
set_target_properties(spicetools_spice_laa PROPERTIES PREFIX "")
set_target_properties(spicetools_spice_laa PROPERTIES OUTPUT_NAME "spice_laa")
target_compile_definitions(spicetools_spice_laa PRIVATE SPICE32_LARGE_ADDRESS_AWARE=1)
IF(NOT MSVC)
set_target_properties(spicetools_spice_laa PROPERTIES COMPILE_FLAGS "-m32" LINK_FLAGS "-m32 -Wl,--large-address-aware")
set_target_properties(spicetools_spice_laa PROPERTIES LINK_FLAGS "-m32 -Wl,--large-address-aware")
endif()
# spice_linux.exe
@@ -707,6 +744,10 @@ target_link_libraries(spicetools_spice64 PUBLIC winscard)
set_target_properties(spicetools_spice64 PROPERTIES PREFIX "")
set_target_properties(spicetools_spice64 PROPERTIES OUTPUT_NAME "spice64")
target_compile_definitions(spicetools_spice64 PRIVATE SPICE64=1)
if(NOT SPICE_XP)
target_link_libraries(spicetools_spice64 PUBLIC d3d11 dxgi)
target_compile_definitions(spicetools_spice64 PRIVATE SPICE_D3D11=1)
endif()
IF(NOT MSVC)
set_target_properties(spicetools_spice64 PROPERTIES COMPILE_FLAGS "-m64" LINK_FLAGS "-m64")
@@ -726,6 +767,9 @@ set_target_properties(spicetools_spice64_linux PROPERTIES PREFIX "")
set_target_properties(spicetools_spice64_linux PROPERTIES OUTPUT_NAME "spice64_linux")
target_compile_definitions(spicetools_spice64_linux PRIVATE SPICE64=1)
target_compile_definitions(spicetools_spice64_linux PRIVATE NO_SCARD=1 PRIVATE SPICE_LINUX=1)
# spice64_linux is never built under the WinXP toolchain, so dx11 is always on.
target_link_libraries(spicetools_spice64_linux PUBLIC d3d11 dxgi)
target_compile_definitions(spicetools_spice64_linux PRIVATE SPICE_D3D11=1)
IF(NOT MSVC)
set_target_properties(spicetools_spice64_linux PROPERTIES COMPILE_FLAGS "-m64" LINK_FLAGS "-m64")
@@ -738,7 +782,7 @@ set(SOURCE_FILES ${SOURCE_FILES} launcher/options.h launcher/options.cpp)
set(RESOURCE_FILES cfg/manifest.manifest cfg/manifest.rc cfg/icon.rc cfg/Win32D.rc)
add_executable(spicetools_cfg WIN32 ${SOURCE_FILES} ${RESOURCE_FILES})
target_link_libraries(spicetools_cfg
PUBLIC ws2_32 version comctl32 shlwapi iphlpapi hid secur32 setupapi psapi winmm winhttp strmiids
PUBLIC d3d9 ws2_32 version comctl32 shlwapi iphlpapi hid secur32 setupapi psapi winmm winhttp strmiids
PRIVATE fmt::fmt-header-only discord-rpc imgui hash-library minhook imm32 dwmapi CpuFeatures::cpu_features)
target_link_libraries(spicetools_cfg PUBLIC winscard)
set_target_properties(spicetools_cfg PROPERTIES PREFIX "")
@@ -756,7 +800,7 @@ set(SOURCE_FILES ${SOURCE_FILES} launcher/options.h launcher/options.cpp)
set(RESOURCE_FILES cfg/manifest.manifest cfg/manifest.rc cfg/icon.rc cfg/Win32D.rc)
add_executable(spicetools_cfg_linux WIN32 ${SOURCE_FILES} ${RESOURCE_FILES})
target_link_libraries(spicetools_cfg_linux
PUBLIC ws2_32 version comctl32 shlwapi iphlpapi hid secur32 setupapi psapi winmm winhttp strmiids
PUBLIC d3d9 ws2_32 version comctl32 shlwapi iphlpapi hid secur32 setupapi psapi winmm winhttp strmiids
PRIVATE fmt::fmt-header-only discord-rpc imgui hash-library minhook imm32 dwmapi CpuFeatures::cpu_features)
set_target_properties(spicetools_cfg_linux PROPERTIES PREFIX "")
set_target_properties(spicetools_cfg_linux PROPERTIES OUTPUT_NAME "spicecfg_linux")
@@ -860,6 +904,36 @@ if(NOT MSVC)
set_target_properties(spicetools_stubs_cpusbxpkm PROPERTIES COMPILE_FLAGS "-m32" LINK_FLAGS "-m32")
endif()
# sdk_sample_v0_flat_c.dll (32 bit)
set(SOURCE_FILES sdk/sample/v0/flat_c/v0_flat_c.c)
add_library(spicetools_sdk_sample_v0_flat_c_32 SHARED ${SOURCE_FILES} ${RESOURCE_FILES} sdk/sample/v0/flat_c/v0_flat_c.def)
set_target_properties(spicetools_sdk_sample_v0_flat_c_32 PROPERTIES PREFIX "")
set_target_properties(spicetools_sdk_sample_v0_flat_c_32 PROPERTIES OUTPUT_NAME "sdk_sample_v0_flat_c")
if(NOT MSVC)
set_target_properties(spicetools_sdk_sample_v0_flat_c_32 PROPERTIES COMPILE_FLAGS "-m32" LINK_FLAGS "-m32")
endif()
# sdk_sample_v0_flat_c.dll (64 bit)
set(SOURCE_FILES sdk/sample/v0/flat_c/v0_flat_c.c)
add_library(spicetools_sdk_sample_v0_flat_c_64 SHARED ${SOURCE_FILES} ${RESOURCE_FILES} sdk/sample/v0/flat_c/v0_flat_c.def)
set_target_properties(spicetools_sdk_sample_v0_flat_c_64 PROPERTIES PREFIX "")
set_target_properties(spicetools_sdk_sample_v0_flat_c_64 PROPERTIES OUTPUT_NAME "sdk_sample_v0_flat_c")
if(NOT MSVC)
set_target_properties(spicetools_sdk_sample_v0_flat_c_64 PROPERTIES COMPILE_FLAGS "-m64" LINK_FLAGS "-m64")
endif()
# sdk_sample_v0_cpp.dll (64 bit)
set(SOURCE_FILES sdk/sample/v0/cpp/v0_cpp.cpp)
add_library(spicetools_sdk_sample_v0_cpp_64 SHARED ${SOURCE_FILES} ${RESOURCE_FILES} sdk/sample/v0/cpp/v0_cpp.def)
set_target_properties(spicetools_sdk_sample_v0_cpp_64 PROPERTIES PREFIX "")
set_target_properties(spicetools_sdk_sample_v0_cpp_64 PROPERTIES OUTPUT_NAME "sdk_sample_v0_cpp")
if(NOT MSVC)
set_target_properties(spicetools_sdk_sample_v0_cpp_64 PROPERTIES COMPILE_FLAGS "-m64" LINK_FLAGS "-m64")
endif()
# output directories
####################
@@ -869,14 +943,14 @@ set_target_properties(spicetools_cfg spicetools_cfg_linux
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/spicetools")
# output 32bit
set_target_properties(spicetools_spice spicetools_spice_laa spicetools_spice_linux spicetools_stubs_kbt spicetools_stubs_kld spicetools_stubs_cpusbxpkm
set_target_properties(spicetools_spice spicetools_spice_laa spicetools_spice_linux spicetools_stubs_kbt spicetools_stubs_kld spicetools_stubs_cpusbxpkm spicetools_sdk_sample_v0_flat_c_32
PROPERTIES
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/archive32"
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/spicetools/32"
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/spicetools/32")
# output 64bit
set_target_properties(spicetools_spice64 spicetools_spice64_linux spicetools_stubs_kbt64 spicetools_stubs_kld64 spicetools_stubs_nvcuda spicetools_stubs_nvcuvid spicetools_stubs_nvEncodeAPI64
set_target_properties(spicetools_spice64 spicetools_spice64_linux spicetools_stubs_kbt64 spicetools_stubs_kld64 spicetools_stubs_nvcuda spicetools_stubs_nvcuvid spicetools_stubs_nvEncodeAPI64 spicetools_sdk_sample_v0_flat_c_64 spicetools_sdk_sample_v0_cpp_64
PROPERTIES
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/archive64"
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/spicetools/64"
+10
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@@ -283,6 +283,16 @@ Python is the only one that is fully spec compliant.
Other libraries may be missing features and contain bugs; please feel free to
contribute code to fill the gaps if you work on a project using these libraries.
## Spice SDK (for DLL hooks / plugins)
As an alternative to Spice API, Spice SDK is available.
This is a flat C, header-only library that can be included in your DLL. Once
initialized, you can call directly into helper routines provided by Spicetools
executable, making low-latency and high-throughput interactions possible.
Check the documentation on the wiki for more details.
## License
Unless otherwise noted, all files are licensed under the GPLv3.
See the LICENSE file for the full license text.
+23 -8
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@@ -1,13 +1,16 @@
#include "mdxf.h"
#include "mdxf_poll.h"
#include <mutex>
#include "avs/game.h"
#include "games/ddr/ddr.h"
#include "games/ddr/io.h"
#include "launcher/launcher.h"
#include "rawinput/rawinput.h"
#include "util/logging.h"
#include "util/precise_timer.h"
#include "util/utils.h"
#include <mutex>
#define MDFX_DEBUG_VERBOSE 0
@@ -108,9 +111,10 @@ static void mdxf_thread_start() {
MDXF_THREAD = std::thread([] {
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_BELOW_NORMAL);
timeutils::PreciseSleepTimer timer;
while (MDXF_THREAD_RUNNING.load(std::memory_order_acquire)) {
mdxf_poll(false);
std::this_thread::sleep_for(THREAD_PERIOD);
timer.sleep(THREAD_PERIOD);
}
});
}
@@ -357,14 +361,17 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer_impl(int node, MDXFP
// decide on button map
const size_t *button_map = nullptr;
int player = 0;
switch (node) {
case 17:
case 25:
button_map = &buttons_p1[0];
player = 1;
break;
case 18:
case 26:
button_map = &buttons_p2[0];
player = 2;
break;
}
@@ -374,19 +381,27 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer_impl(int node, MDXFP
if (source == EXTERNAL_POLL) {
// 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 left_right = 0;
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[0]))) {
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[0])) || analog_up) {
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;
}
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;
}
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;
}
current_state = (uint16_t(up_down) << 8) | left_right;
@@ -500,4 +515,4 @@ acio::MDXFModule::~MDXFModule() {
if (IS_THREAD_NEEDED) {
mdxf_thread_stop();
}
}
}
+1
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@@ -1,5 +1,6 @@
#pragma once
#include <cstdint>
#include <string>
#include "util/circular_buffer.h"
+3 -1
View File
@@ -5,6 +5,7 @@
#include "games/sdvx/sdvx.h"
#include "misc/eamuse.h"
#include "util/logging.h"
#include "util/precise_timer.h"
#include "util/utils.h"
using namespace acioemu;
@@ -46,11 +47,12 @@ ICCADevice::ICCADevice(bool flip_order, bool keypad_thread, uint8_t node_count)
// keypad thread for faster polling
if (keypad_thread) {
this->keypad_thread = new std::thread([this]() {
timeutils::PreciseSleepTimer timer;
while (this->cards) {
for (int unit = 0; unit < this->node_count; unit++) {
this->update_keypad(unit, false);
}
Sleep(7);
timer.sleep(7);
}
});
}
+8
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@@ -11,6 +11,8 @@
#include "util/logging.h"
#include "util/utils.h"
#include "overlay/notifications.h"
#include "module.h"
#include "modules/analogs.h"
#include "modules/buttons.h"
@@ -197,6 +199,9 @@ void Controller::connection_handler(api::ClientState client_state) {
// log connection
log_info("api", "client connected: {}", client_address_str);
overlay::notifications::add(
overlay::notifications::Severity::Success,
fmt::format("API client connected ({})", client_address_str));
client_states_m.lock();
client_states.emplace_back(&client_state);
client_states_m.unlock();
@@ -277,6 +282,9 @@ void Controller::connection_handler(api::ClientState client_state) {
// log disconnect
log_info("api", "client disconnected: {}", client_address_str);
overlay::notifications::add(
overlay::notifications::Severity::Info,
fmt::format("API client disconnected ({})", client_address_str));
client_states_m.lock();
client_states.erase(std::remove(client_states.begin(), client_states.end(), &client_state));
client_states_m.unlock();
+4
View File
@@ -6,6 +6,7 @@
#include "launcher/launcher.h"
#include "games/io.h"
#include "util/utils.h"
#include "acio/mdxf/mdxf_poll.h"
using namespace std::placeholders;
using namespace rapidjson;
@@ -104,6 +105,7 @@ namespace api::modules {
for (auto &analog : *this->analogs) {
analog.override_enabled = false;
}
mdxf_poll(true);
}
return;
}
@@ -148,6 +150,7 @@ namespace api::modules {
if (analog.getName() == name) {
analog.override_state = CLAMP(state, 0.f, 1.f);
analog.override_enabled = true;
mdxf_poll(true);
return true;
}
}
@@ -167,6 +170,7 @@ namespace api::modules {
for (auto &analog : *this->analogs) {
if (analog.getName() == name) {
analog.override_enabled = false;
mdxf_poll(true);
return true;
}
}
+4
View File
@@ -6,6 +6,7 @@
#include "launcher/launcher.h"
#include "games/io.h"
#include "util/utils.h"
#include "acio/mdxf/mdxf_poll.h"
using namespace std::placeholders;
using namespace rapidjson;
@@ -107,6 +108,7 @@ namespace api::modules {
for (auto &button : *this->buttons) {
button.override_enabled = false;
}
mdxf_poll(true);
}
return;
}
@@ -153,6 +155,7 @@ namespace api::modules {
GameAPI::Buttons::BUTTON_PRESSED : GameAPI::Buttons::BUTTON_NOT_PRESSED;
button.override_velocity = CLAMP(state, 0.f, 1.f);
button.override_enabled = true;
mdxf_poll(true);
return true;
}
}
@@ -172,6 +175,7 @@ namespace api::modules {
for (auto &button : *this->buttons) {
if (button.getName() == name) {
button.override_enabled = false;
mdxf_poll(true);
return true;
}
}
+59 -15
View File
@@ -1,5 +1,7 @@
#include "capture.h"
#include <functional>
#include <mutex>
#include <unordered_map>
#include "external/rapidjson/document.h"
#include "hooks/graphics/graphics.h"
#include "util/crypt.h"
@@ -14,6 +16,56 @@ namespace api::modules {
static thread_local std::vector<uint8_t> CAPTURE_BUFFER;
struct CachedFrame {
std::vector<uint8_t> jpeg;
uint64_t timestamp = 0;
int width = 0;
int height = 0;
};
static std::mutex FRAME_CACHE_M;
static std::unordered_map<int, CachedFrame> FRAME_CACHE;
static void add_jpeg_response(
int screen,
uint64_t timestamp,
int width,
int height,
const std::vector<uint8_t> &jpeg,
Response &res) {
auto encoded = crypt::base64_encode(jpeg.data(), jpeg.size());
Value data;
data.SetString(encoded.c_str(), encoded.length(), res.doc()->GetAllocator());
res.add_data(timestamp);
res.add_data(width);
res.add_data(height);
res.add_data(data);
std::lock_guard<std::mutex> lock(FRAME_CACHE_M);
FRAME_CACHE[screen] = {jpeg, timestamp, width, height};
}
static bool try_cached_response(int screen, Response &res) {
std::lock_guard<std::mutex> lock(FRAME_CACHE_M);
const auto pos = FRAME_CACHE.find(screen);
if (pos == FRAME_CACHE.end() || pos->second.jpeg.empty()) {
return false;
}
const auto &cached = pos->second;
auto encoded = crypt::base64_encode(cached.jpeg.data(), cached.jpeg.size());
Value data;
data.SetString(encoded.c_str(), encoded.length(), res.doc()->GetAllocator());
res.add_data(cached.timestamp);
res.add_data(cached.width);
res.add_data(cached.height);
res.add_data(data);
return true;
}
Capture::Capture() : Module("capture") {
functions["get_screens"] = std::bind(&Capture::get_screens, this, _1, _2);
functions["get_jpg"] = std::bind(&Capture::get_jpg, this, _1, _2);
@@ -41,6 +93,7 @@ namespace api::modules {
* reduce: uint for dividing image size
*/
void Capture::get_jpg(Request &req, Response &res) {
CAPTURE_BUFFER.clear();
CAPTURE_BUFFER.reserve(1024 * 128);
// settings
@@ -71,24 +124,15 @@ namespace api::modules {
bool success = graphics_capture_receive_jpeg(screen, [] (uint8_t byte) {
CAPTURE_BUFFER.push_back(byte);
}, true, quality, true, divide, &timestamp, &width, &height);
if (!success) {
if (success) {
add_jpeg_response(screen, timestamp, width, height, CAPTURE_BUFFER, res);
CAPTURE_BUFFER.clear();
return;
}
// encode to base64
auto encoded = crypt::base64_encode(
CAPTURE_BUFFER.data(),
CAPTURE_BUFFER.size());
// clear buffer
// fall back to the last successful frame while the game is busy loading
CAPTURE_BUFFER.clear();
// add data to response
Value data;
data.SetString(encoded.c_str(), encoded.length(), res.doc()->GetAllocator());
res.add_data(timestamp);
res.add_data(width);
res.add_data(height);
res.add_data(data);
try_cached_response(screen, res);
}
}
+4 -2
View File
@@ -7,6 +7,7 @@
#include "avs/game.h"
#include "external/rapidjson/document.h"
#include "misc/eamuse.h"
#include "util/precise_timer.h"
using namespace std::placeholders;
using namespace rapidjson;
@@ -58,6 +59,7 @@ namespace api::modules {
// get params
auto keypad = req.params[0].GetUint();
auto input = std::string(req.params[1].GetString());
timeutils::PreciseSleepTimer timer;
// process all chars
for (auto c : input) {
@@ -91,11 +93,11 @@ namespace api::modules {
// set
eamuse_set_keypad_overrides(keypad, state);
Sleep(sleep_time);
timer.sleep(sleep_time);
// unset
eamuse_set_keypad_overrides(keypad, 0);
Sleep(sleep_time);
timer.sleep(sleep_time);
}
}
+3 -3
View File
@@ -58,7 +58,7 @@ namespace api::modules {
// check if file exists in modules
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
@@ -118,7 +118,7 @@ namespace api::modules {
// check if file exists in modules
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
@@ -196,7 +196,7 @@ namespace api::modules {
// check if file exists in modules
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
+3 -1
View File
@@ -5,6 +5,7 @@
#include <utility>
#include "util/logging.h"
#include "util/precise_timer.h"
#include "util/utils.h"
@@ -16,6 +17,7 @@ namespace api {
controller->init_state(this->state);
this->thread = new std::thread([this] () {
log_warning("api::serial", "listening on {} (baud: {})", this->port, this->baud);
timeutils::PreciseSleepTimer timer;
// read buffer
uint8_t read_buffer[16*1024];
@@ -160,7 +162,7 @@ namespace api {
// slow down on reconnect
if (this->running) {
Sleep(retry_time);
timer.sleep(retry_time);
}
}
});
+7
View File
@@ -5,6 +5,7 @@
#include "util/utils.h"
#include "util/rc4.h"
#include "util/logging.h"
#include "overlay/notifications.h"
#include "controller.h"
using namespace headsocket;
@@ -91,12 +92,18 @@ namespace api {
// log connection
log_info("api::websocket", "client connected");
overlay::notifications::add(
overlay::notifications::Severity::Success,
"API websocket client connected");
}
void WebSocketClient::on_disconnect() {
// log disconnection
log_info("api::websocket", "client disconnected");
overlay::notifications::add(
overlay::notifications::Severity::Info,
"API websocket client disconnected");
// get pointer to server
auto srv = reinterpret_cast<WebSocketServer *>(server().get());
+16 -7
View File
@@ -1168,7 +1168,7 @@ namespace avs {
// Ongaku Paradise
{"arkjc9.dll", 0xA00000},
// KAMUNITY
// KAMUNITY
{"kamunity.dll", 33554432},
};
@@ -1516,7 +1516,7 @@ namespace avs {
" * 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"
"\n"
, DLL_NAME, MODULE_PATH.string()) };
, DLL_NAME, MODULE_PATH) };
log_warning("avs-ea3", "{}", info_str);
log_fatal("avs-ea3", "Failed to find critical avs DLL on disk (avs2-core.dll OR {})", DLL_NAME);
}
@@ -1757,9 +1757,9 @@ namespace avs {
{
deferredlogs::defer_error_messages({
"AVS filesystem initialization failure was previously detected during boot!",
fmt::format(" ERROR: directory could not be created: {}", src_path.string().c_str()),
fmt::format(" if you see a crash, it may have been caused by bad <mounttable> contents in {}", avs::core::CFG_PATH.c_str()),
" fix the XML file and try again"
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),
" fix the XML file and try again"
});
}
@@ -1780,14 +1780,14 @@ namespace avs {
auto created = std::filesystem::create_directories(real_path, err);
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) {
avs_dir_err(real_path);
log_warning("avs-core", "failed to create '{}' folder at '{}': {}",
avs_path,
real_path.string(),
real_path,
err.message());
}
}
@@ -1921,6 +1921,15 @@ namespace avs {
// create nvram and raw directories if possible for mounttable configurations
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
if (!LOG_LEVEL_CUSTOM.empty()) {
property_search_remove_safe(config, config_node, "/log/level");
+4 -4
View File
@@ -151,8 +151,8 @@ namespace avs {
" * 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"
"\n"
, DLL_NAME, MODULE_PATH.string()) };
, DLL_NAME, MODULE_PATH) };
log_warning("avs-ea3", "{}", info_str);
log_fatal("avs-ea3", "Failed to find critical ea3 DLL on disk (avs2-ea3.dll OR {})", DLL_NAME);
}
@@ -390,8 +390,8 @@ namespace avs {
// fall back to default PCBID if node is not found
if (!EA3_PCBID[0] && PCBID_CUSTOM.empty()) {
log_warning("avs-ea3", "no PCBID set, falling back to default PCBID value (04040000000000000000)");
PCBID_CUSTOM = "04040000000000000000";
log_warning("avs-ea3", "no PCBID set, falling back to default PCBID value (01201000000000010101)");
PCBID_CUSTOM = "01201000000000010101";
}
// custom PCBID
+4 -5
View File
@@ -73,11 +73,10 @@ namespace avs {
// load game instance
const auto dll_path = MODULE_PATH / DLL_NAME;
const auto dll_path_s = dll_path.string();
log_info("avs-game", "DLL path: {}", dll_path_s.c_str());
log_info("avs-game", "DLL path: {}", dll_path);
// 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(
"avs-game",
"PATH TOO LONG WARNING\n\n"
@@ -93,7 +92,7 @@ namespace avs {
"long, often resulting in random crashes. Move the game contents to\n"
"a directory with shorter path.\n"
"-------------------------------------------------------------------\n\n",
dll_path_s, dll_path_s.length());
dll_path, dll_path_len);
}
// ddr gamemdx.dll user error
@@ -112,7 +111,7 @@ namespace avs {
// file not found on disk
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");
}
+37 -37
View File
@@ -39,8 +39,8 @@
<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" relative="false" delay="0"/>
<analog name="Turntable P2" devid="Player 2" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Turntable P1" devid="Player 1" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Turntable P2" devid="Player 2" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
</analogs>
<lights>
<light name="P1 1" devid="Player 1" index="0"/>
@@ -117,8 +117,8 @@
<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" relative="false" delay="0"/>
<analog name="Turntable P2" devid="arcin (2p)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="true" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Turntable P1" devid="arcin (1p)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="true" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Turntable P2" devid="arcin (2p)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="true" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
</analogs>
<lights>
<light name="P1 1" devid="arcin (1p)" index="0"/>
@@ -144,34 +144,34 @@
<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" relative="false" delay="0"/>
<analog name="Key 2" devid="Analogs key 01-28" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 3" devid="Analogs key 01-28" index="6" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 4" devid="Analogs key 01-28" index="7" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 5" devid="Analogs key 01-28" index="8" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 6" devid="Analogs key 01-28" index="9" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 7" devid="Analogs key 01-28" index="10" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 8" devid="Analogs key 01-28" index="11" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 9" devid="Analogs key 01-28" index="12" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 10" devid="Analogs key 01-28" index="13" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 11" devid="Analogs key 01-28" index="14" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 12" devid="Analogs key 01-28" index="15" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 13" devid="Analogs key 01-28" index="16" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 14" devid="Analogs key 01-28" index="17" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 15" devid="Analogs key 01-28" index="18" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 16" devid="Analogs key 01-28" index="19" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 17" devid="Analogs key 01-28" index="20" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 18" devid="Analogs key 01-28" index="21" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 19" devid="Analogs key 01-28" index="22" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 20" devid="Analogs key 01-28" index="23" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 21" devid="Analogs key 01-28" index="24" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 22" devid="Analogs key 01-28" index="25" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 23" devid="Analogs key 01-28" index="26" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 24" devid="Analogs key 01-28" index="27" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 25" devid="Analogs key 01-28" index="28" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 26" devid="Analogs key 01-28" index="29" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 27" devid="Analogs key 01-28" index="30" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 28" devid="Analogs key 01-28" index="31" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Key 1" devid="Analogs key 01-28" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 2" devid="Analogs key 01-28" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 3" devid="Analogs key 01-28" index="6" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 4" devid="Analogs key 01-28" index="7" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 5" devid="Analogs key 01-28" index="8" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 6" devid="Analogs key 01-28" index="9" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 7" devid="Analogs key 01-28" index="10" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 8" devid="Analogs key 01-28" index="11" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 9" devid="Analogs key 01-28" index="12" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 10" devid="Analogs key 01-28" index="13" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 11" devid="Analogs key 01-28" index="14" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 12" devid="Analogs key 01-28" index="15" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 13" devid="Analogs key 01-28" index="16" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 14" devid="Analogs key 01-28" index="17" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 15" devid="Analogs key 01-28" index="18" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 16" devid="Analogs key 01-28" index="19" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 17" devid="Analogs key 01-28" index="20" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 18" devid="Analogs key 01-28" index="21" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 19" devid="Analogs key 01-28" index="22" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 20" devid="Analogs key 01-28" index="23" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 21" devid="Analogs key 01-28" index="24" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 22" devid="Analogs key 01-28" index="25" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 23" devid="Analogs key 01-28" index="26" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 24" devid="Analogs key 01-28" index="27" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 25" devid="Analogs key 01-28" index="28" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 26" devid="Analogs key 01-28" index="29" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 27" devid="Analogs key 01-28" index="30" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Key 28" devid="Analogs key 01-28" index="31" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
</analogs>
<lights>
<light name="Key 1 R" devid="Lights 01-14" index="0"/>
@@ -277,9 +277,9 @@
</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" relative="false" delay="0"/>
<analog name="Guitar P1 Wail Y" devid="Gitaller P1" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Guitar P1 Wail Z" devid="Gitaller P1" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="Guitar P1 Wail X" devid="Gitaller P1" index="1" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Guitar P1 Wail Y" devid="Gitaller P1" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="Guitar P1 Wail Z" devid="Gitaller P1" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
</analogs>
<lights/>
<!-- Gen 1 FAUCETWO in HID mode; should also work for later gens -->
@@ -296,8 +296,8 @@
</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" relative="false" delay="0"/>
<analog name="VOL-R" devid="Buttons (MI_01)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
<analog name="VOL-L" devid="Buttons (MI_01)" index="1" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
<analog name="VOL-R" devid="Buttons (MI_01)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay_ms="0"/>
</analogs>
<lights>
<light name="BT-A" devid="Lights (MI_02)" index="24"/>
+1 -1
View File
@@ -23,7 +23,7 @@
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges>
<requestedExecutionLevel level="requireAdministrator" uiAccess="false"/>
<requestedExecutionLevel level="asInvoker" uiAccess="false"/>
</requestedPrivileges>
</security>
</trustInfo>
File diff suppressed because one or more lines are too long
+54 -32
View File
@@ -68,8 +68,8 @@ DIST_FOLDER="./dist"
DIST_NAME="spice2x-$(date +%y)-$(date +%m)-$(date +%d).zip"
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.'
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_32="spicetools_stubs_kbt spicetools_stubs_kld spicetools_cfg spicetools_cfg_linux spicetools_spice spicetools_spice_laa spicetools_spice_linux spicetools_stubs_cpusbxpkm spicetools_sdk_sample_v0_flat_c_32"
TARGETS_64="spicetools_stubs_kbt64 spicetools_stubs_kld64 spicetools_stubs_nvEncodeAPI64 spicetools_stubs_nvcuvid spicetools_stubs_nvcuda spicetools_spice64 spicetools_spice64_linux spicetools_sdk_sample_v0_flat_c_64 spicetools_sdk_sample_v0_cpp_64"
TARGETS_XP32="spicetools_cfg spicetools_spice"
TARGETS_XP64="spicetools_spice64"
@@ -91,14 +91,20 @@ 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;
# 64-bit WinXP builds are disabled by default; set to 1 to opt in
BUILD_XP_64_ENABLE=0
BUILD_XP_32=0
BUILD_XP_64=0
if [ -f "$TOOLCHAIN_WINXP_32" ]; then
BUILD_XP_32=1;
elif ((XP_MUST_BUILD > 0))
then
echo "WinXP toolchain not available, aborting"
echo "WinXP 32bit toolchain not available, aborting"
exit 1
fi
if ((BUILD_XP_64_ENABLE > 0)) && [ -f "$TOOLCHAIN_WINXP_64" ]; then
BUILD_XP_64=1;
fi
# determine number of cores
CORES=$(nproc)
@@ -113,12 +119,17 @@ echo "Git Branch: $GIT_BRANCH"
echo "Git Head: $GIT_HEAD"
echo "Toolchain for 32bit targets: $TOOLCHAIN_32"
echo "Toolchain for 64bit targets: $TOOLCHAIN_64"
if ((BUILD_XP > 0))
if ((BUILD_XP_32 > 0))
then
echo "Toolchain for WinXP 32bit targets: $TOOLCHAIN_WINXP_32"
else
echo "WinXP 32bit toolchain not available, skipping WinXP 32bit builds"
fi
if ((BUILD_XP_64 > 0))
then
echo "Toolchain for WinXP 64bit targets: $TOOLCHAIN_WINXP_64"
else
echo "WinXP toolchain not available, skipping WinXP builds"
echo "WinXP 64bit builds disabled, skipping WinXP 64bit builds"
fi
echo "Distribution Name: $DIST_NAME"
echo "Build Type: $BUILD_TYPE"
@@ -160,7 +171,7 @@ time (
cmake -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_64} -DCMAKE_BUILD_TYPE=${BUILD_TYPE} "$OLDPWD" && ninja ${TARGETS_64}
popd > /dev/null
if ((BUILD_XP > 0))
if ((BUILD_XP_32 > 0))
then
# 32 bit Windows XP
echo ""
@@ -172,9 +183,15 @@ time (
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 ${TARGETS_XP32}
cmake -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_WINXP_32} -DCMAKE_BUILD_TYPE=${BUILD_TYPE} -DSPICE_XP=ON "$OLDPWD" && ninja ${TARGETS_XP32}
popd > /dev/null
else
echo ""
echo "Skipping WinXP 32bit builds, toolchain not specified"
fi
if ((BUILD_XP_64 > 0))
then
# 64 bit Windows XP
echo ""
echo "Building 64bit targets (WinXP toolchain)..."
@@ -185,11 +202,11 @@ time (
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 ${TARGETS_XP64}
cmake -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_WINXP_64} -DCMAKE_BUILD_TYPE=${BUILD_TYPE} -DSPICE_XP=ON "$OLDPWD" && ninja ${TARGETS_XP64}
popd > /dev/null
else
echo ""
echo "Skipping WinXP builds, toolchain not specified"
echo "Skipping WinXP 64bit builds"
fi
echo ""
@@ -197,7 +214,7 @@ time (
echo "==========================="
)
if ((BUILD_XP > 0))
if ((BUILD_XP_32 > 0)) || ((BUILD_XP_64 > 0))
then
echo ""
echo "Checking XP compatibility..."
@@ -205,11 +222,17 @@ then
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
if ((BUILD_XP_64 > 0))
then
windows_dll_compat_checker -s PREMADE/winxp_x86_64.ini \
${BUILDDIR_WINXP_64}/spicetools/64/spice64.exe
fi
if ((BUILD_XP_32 > 0))
then
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
fi
@@ -269,7 +292,9 @@ rm -rf ${OUTDIR_EXTRAS}
mkdir -p ${OUTDIR_EXTRAS}
mkdir -p ${OUTDIR_EXTRAS}/largeaddressaware
mkdir -p ${OUTDIR_EXTRAS}/linux
if ((BUILD_XP > 0))
mkdir -p ${OUTDIR_EXTRAS}/sdk/samples/32
mkdir -p ${OUTDIR_EXTRAS}/sdk/samples/64
if ((BUILD_XP_32 > 0)) || ((BUILD_XP_64 > 0))
then
mkdir -p ${OUTDIR_EXTRAS}/winxp
fi
@@ -281,16 +306,8 @@ then
cp ${BUILDDIR_32}/spicetools/spicecfg-pdb.pdb ${OUTDIR} 2>/dev/null
cp ${BUILDDIR_32}/spicetools/32/spice-pdb.exe ${OUTDIR} 2>/dev/null
cp ${BUILDDIR_32}/spicetools/32/spice-pdb.pdb ${OUTDIR} 2>/dev/null
#cp ${BUILDDIR_32}/spicetools/32/kbt.dll ${OUTDIR}/stubs/32 2>/dev/null
#cp ${BUILDDIR_32}/spicetools/32/kld.dll ${OUTDIR}/stubs/32 2>/dev/null
cp ${BUILDDIR_64}/spicetools/64/spice64-pdb.exe ${OUTDIR} 2>/dev/null
cp ${BUILDDIR_64}/spicetools/64/spice64-pdb.pdb ${OUTDIR} 2>/dev/null
#cp ${BUILDDIR_64}/spicetools/64/kbt.dll ${OUTDIR}/stubs/64 2>/dev/null
#cp ${BUILDDIR_64}/spicetools/64/kld.dll ${OUTDIR}/stubs/64 2>/dev/null
#cp ${BUILDDIR_64}/spicetools/64/nvEncodeAPI64.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_32}/spicetools/32/cpusbxpkm.dll ${OUTDIR}/stubs/32 2>/dev/null
else
# release files
cp ${BUILDDIR_32}/spicetools/spicecfg.exe ${OUTDIR} 2>/dev/null
@@ -298,20 +315,22 @@ else
cp ${BUILDDIR_32}/spicetools/32/spice.exe ${OUTDIR} 2>/dev/null
cp ${BUILDDIR_32}/spicetools/32/spice_laa.exe ${OUTDIR_EXTRAS}/largeaddressaware/spice.exe 2>/dev/null
cp ${BUILDDIR_32}/spicetools/32/spice_linux.exe ${OUTDIR_EXTRAS}/linux/spice.exe 2>/dev/null
#cp ${BUILDDIR_32}/spicetools/32/kbt.dll ${OUTDIR}/stubs/32 2>/dev/null
#cp ${BUILDDIR_32}/spicetools/32/kld.dll ${OUTDIR}/stubs/32 2>/dev/null
cp ${BUILDDIR_64}/spicetools/64/spice64.exe ${OUTDIR} 2>/dev/null
cp ${BUILDDIR_64}/spicetools/64/spice64_linux.exe ${OUTDIR_EXTRAS}/linux/spice64.exe 2>/dev/null
#cp ${BUILDDIR_64}/spicetools/64/kbt.dll ${OUTDIR}/stubs/64 2>/dev/null
#cp ${BUILDDIR_64}/spicetools/64/kld.dll ${OUTDIR}/stubs/64 2>/dev/null
cp ${BUILDDIR_64}/spicetools/64/nvEncodeAPI64.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_32}/spicetools/32/cpusbxpkm.dll ${OUTDIR}/stubs/32 2>/dev/null
if ((BUILD_XP > 0))
cp ${BUILDDIR_32}/spicetools/32/sdk_sample_v0_flat_c.dll ${OUTDIR_EXTRAS}/sdk/samples/32/v0_flat_c.dll 2>/dev/null
cp ${BUILDDIR_64}/spicetools/64/sdk_sample_v0_flat_c.dll ${OUTDIR_EXTRAS}/sdk/samples/64/v0_flat_c.dll 2>/dev/null
cp ${BUILDDIR_64}/spicetools/64/sdk_sample_v0_cpp.dll ${OUTDIR_EXTRAS}/sdk/samples/64/v0_cpp.dll 2>/dev/null
if ((BUILD_XP_32 > 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
fi
if ((BUILD_XP_64 > 0))
then
cp ${BUILDDIR_WINXP_64}/spicetools/64/spice64.exe ${OUTDIR_EXTRAS}/winxp 2>/dev/null
fi
fi
@@ -326,6 +345,9 @@ then
echo "WARNING: Couldn't get git to create the archive. Is this a git repository?"
fi
# sdk headers
cp -r ./sdk/include ${OUTDIR_EXTRAS}/sdk
# copy resources
rm -rf ${OUTDIR_EXTRAS}/api
mkdir ${OUTDIR_EXTRAS}/api
+2 -2
View File
@@ -1,7 +1,7 @@
docker build --pull external/docker -t spicetools/deps
docker build --build-context gitroot=%cd%/../../.git . -t spicetools/spice
docker run --rm -it -v %cd%/dist:/src/src/spice2x/dist -v %cd%/bin:/src/src/spice2x/bin -v %cd%/.ccache:/src/src/spice2x/.ccache spicetools/spice %*
docker run --rm -i -v %cd%/dist:/src/src/spice2x/dist -v %cd%/bin:/src/src/spice2x/bin -v %cd%/.ccache:/src/src/spice2x/.ccache spicetools/spice %*
@REM to generate PDBs, set DEBUG to 1 in build_all.sh, place cv2pdb in external\cv2pdb, and run below
@REM external\cv2pdb\cv2pdb.exe bin\spice2x\spicecfg.exe bin\spice2x\spicecfg-pdb.exe bin\spice2x\spicecfg-pdb.pdb
@REM external\cv2pdb\cv2pdb.exe bin\spice2x\spice.exe bin\spice2x\spice-pdb.exe bin\spice2x\spice-pdb.pdb
@REM external\cv2pdb\cv2pdb.exe bin\spice2x\spice64.exe bin\spice2x\spice64-pdb.exe bin\spice2x\spice64-pdb.pdb
@REM external\cv2pdb\cv2pdb.exe bin\spice2x\spice64.exe bin\spice2x\spice64-pdb.exe bin\spice2x\spice64-pdb.pdb
+102 -15
View File
@@ -207,22 +207,38 @@ float Analog::applyMultiplier(float value) {
}
float Analog::normalizeAnalogValue(float value) {
// effectively the same as fmodf(value, 1.f)
// for small values, this is MUCH faster than fmodf.
float new_value = value;
while (new_value > 1.f) {
new_value -= 1.f;
if (getType() == GameAPI::Analogs::AnalogType::Circular) {
// effectively the same as fmodf(value, 1.f)
// for small values, this is MUCH faster than fmodf.
float new_value = value;
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 value = raw_value;
const auto deadzone = this->getDeadzone();
if (deadzone > 0) {
auto deadzone = this->getDeadzone();
// 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;
}
// relative mode assumes that user is using a stick, so center is neutral regardless of analog type
if (getType() != GameAPI::Analogs::AnalogType::LinearPositive || isRelativeMode()) {
// calculate values
const auto delta = value - 0.5f;
@@ -255,7 +271,7 @@ float Analog::applyDeadzone(float raw_value) {
}
}
} else if (deadzone < 0) {
} else {
// invert for mirror
if (this->getDeadzoneMirror()) {
@@ -263,8 +279,8 @@ float Analog::applyDeadzone(float raw_value) {
}
// deadzone from minimum value
if (deadzone > -1 && value > -deadzone) {
value = std::min(1.f, (value + deadzone) / (1.f + deadzone));
if (deadzone < 1.f && deadzone < value) {
value = std::max(0.f, (value - deadzone) / (1.f - deadzone));
} else {
value = 0.f;
}
@@ -275,4 +291,75 @@ float Analog::applyDeadzone(float raw_value) {
}
}
return value;
}
}
float Analog::getRelativeModeValue(float raw_value) {
const auto now = get_performance_seconds();
auto delta_time = now - this->rel_mode_last_read_time_s;
if (this->rel_mode_last_read_time_s != 0.f) {
// some heuristics to prevent huge jumps:
// * if we went for more than 250ms without polls, discard it (e.g., during loading screens)
// * cap the delta at 100ms to prevent huge jumps in case of very infrequent polling
if (delta_time < 0.f || 0.25f < delta_time) {
delta_time = 0.f;
} else if (delta_time > 0.1f) {
delta_time = 0.1f;
}
// scale [0, 1] to [-1, 1] to simplify calculations
const auto delta_raw_value = (raw_value - 0.5f) * 2.f;
// target is one revolution per second at max speed at 1.0 sensitivity
auto adjusted_delta_value = delta_raw_value * delta_time;
// multiplier / divisor
if (this->getMultiplier() > 1) {
adjusted_delta_value *= this->getMultiplier();
} else if (this->getMultiplier() < -1) {
adjusted_delta_value /= -this->getMultiplier();
}
// sensitivity
if (this->isSensitivitySet()) {
adjusted_delta_value *= this->getSensitivity();
}
// calculate the new absolute value
this->rel_mode_absolute_value += adjusted_delta_value;
}
// update for next poll
this->rel_mode_last_read_time_s = now;
this->rel_mode_absolute_value = normalizeAnalogValue(this->rel_mode_absolute_value);
return this->rel_mode_absolute_value;
}
float Analog::getDelayedValue(float raw_value) {
const double delay_ms = static_cast<double>(this->getDelayMs());
if (delay_ms == 0.0) {
return raw_value;
}
// always push a new value
const auto now = get_performance_milliseconds();
this->delayed_inputs.emplace(now, raw_value);
// drain the queue down to reasonable length to prevent unconstrained growth
// this would accommodate 1 second at ~1000Hz which is overkill
// (UI only allows for 250ms of delay)
while (this->delayed_inputs.size() > 1024) {
this->delayed_inputs.pop();
}
// pop until we find the oldest value still inside the delay window
while (this->delayed_inputs.size() > 1) {
const auto delta_t = now - this->delayed_inputs.front().time_in_ms;
if (delta_t <= delay_ms) {
break;
}
this->delayed_inputs.pop();
}
return this->delayed_inputs.front().value;
}
+46 -18
View File
@@ -1,5 +1,6 @@
#pragma once
#include <cstdint>
#include <array>
#include <string>
#include <cmath>
@@ -13,12 +14,32 @@ namespace rawinput {
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 {
double time_in_ms;
float sine;
float cosine;
};
struct AnalogDelayEntry {
double time_in_ms;
float value;
};
class Analog {
private:
std::string name;
@@ -31,10 +52,11 @@ private:
float last_state = 0.5f;
bool sensitivity_set = false;
bool deadzone_set = false;
GameAPI::Analogs::AnalogType type = GameAPI::Analogs::AnalogType::Circular;
// smoothing function
bool smoothing = false;
std::array<AnalogMovingAverage, ANALOG_HISTORY_CNT> vector_history;
std::array<AnalogMovingAverage, ANALOG_HISTORY_CNT> vector_history = {};
int vector_history_index = 0;
float smoothed_last_state = 0.f;
@@ -48,12 +70,13 @@ private:
unsigned short divisor_region = 0;
// relative input mode
float absolute_value_for_rel_mode = 0.5f;
float rel_mode_absolute_value = 0.5f;
float rel_mode_last_read_time_s = 0.f;
bool relative_mode = false;
// circular buffer (delayed input)
int delay_buffer_depth = 0;
std::queue<float> delay_buffer;
// delay
uint32_t delay_ms = 0;
std::queue<AnalogDelayEntry> delayed_inputs;
float calculateAngularDifference(float old_rads, float new_rads);
float normalizeAngle(float rads);
@@ -66,7 +89,8 @@ public:
float override_state = 0.5f;
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);
@@ -74,6 +98,8 @@ public:
float applyAngularSensitivity(float raw_rads);
float applyMultiplier(float raw_value);
float applyDeadzone(float raw_value);
float getRelativeModeValue(float raw_value);
float getDelayedValue(float raw_value);
inline bool isSet() {
if (this->override_enabled) {
@@ -90,8 +116,8 @@ public:
deadzone_mirror = false;
setMultiplier(1);
setRelativeMode(false);
setDelayBufferDepth(0);
setLastState(0.5f);
setDelayMs(0);
}
inline void clearBindings() {
@@ -193,25 +219,27 @@ public:
}
inline void setRelativeMode(bool relative_mode) {
if (relative_mode) {
this->smoothing = false;
}
this->relative_mode = relative_mode;
this->absolute_value_for_rel_mode = 0.5f;
this->rel_mode_absolute_value = 0.5f;
this->rel_mode_last_read_time_s = 0.f;
}
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 GameAPI::Analogs::AnalogType getType() const {
return this->type;
}
inline int getDelayBufferDepth() const {
return this->delay_buffer_depth;
inline void setType(GameAPI::Analogs::AnalogType type) {
this->type = type;
}
inline void setDelayBufferDepth(int depth) {
this->delay_buffer_depth = depth;
inline uint32_t getDelayMs() const {
return this->delay_ms;
}
inline std::queue<float> &getDelayBuffer() {
return this->delay_buffer;
inline void setDelayMs(uint32_t delay_ms) {
this->delay_ms = delay_ms;
}
};
+109 -56
View File
@@ -679,81 +679,98 @@ float GameAPI::Analogs::getState(rawinput::RawInputManager *manager, rawinput::D
}
// deadzone
if (analog.isDeadzoneSet()) {
// do not apply deadzone to circular analogs since it doesn't make sense (except in relative mode)
if (analog.isDeadzoneSet() &&
(analog.getType() != AnalogType::Circular || analog.isRelativeMode())) {
value = analog.applyDeadzone(value);
}
if (analog.isRelativeMode()) {
float relative_delta = value - 0.5f;
// built-in scaling to make values reasonable
relative_delta /= 80.f;
if (analog.getType() == AnalogType::Circular) {
// integer multiplier/divisor
const auto mult = analog.getMultiplier();
if (mult < -1) {
relative_delta /= -mult;
} else if (1 < mult) {
relative_delta *= mult;
}
if (analog.isRelativeMode()) {
value = analog.getRelativeModeValue(value);
// sensitivity (ranges from 0.0 to 4.0)
if (analog.isSensitivitySet()) {
relative_delta *= analog.getSensitivity();
}
} else {
// integer multiplier
value = analog.applyMultiplier(value);
// translate relative movement to absolute value
value = analog.getAbsoluteValue(relative_delta);
// smoothing/sensitivity
if (analog.getSmoothing() || analog.isSensitivitySet()) {
float rads = value * (float) M_TAU;
} else {
// integer multiplier
value = analog.applyMultiplier(value);
// smoothing
if (analog.getSmoothing()) {
// smoothing/sensitivity
if (analog.getSmoothing() || analog.isSensitivitySet()) {
float rads = value * (float) M_TAU;
// preserve direction
if (rads >= M_TAU) {
rads -= 0.0001f;
}
// smoothing
if (analog.getSmoothing()) {
// preserve direction
if (rads >= M_TAU) {
rads -= 0.0001f;
// calculate angle
rads = analog.getSmoothedValue(rads);
}
// calculate angle
rads = analog.getSmoothedValue(rads);
// sensitivity
if (analog.isSensitivitySet()) {
rads = analog.applyAngularSensitivity(rads);
}
// apply to value
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;
if (analog.getType() == AnalogType::LinearCentered) {
// convert 0.0..1.0 to -1.0..+1.0
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);
}
// sensitivity
if (analog.isSensitivitySet()) {
rads = analog.applyAngularSensitivity(rads);
value = std::clamp(value, 0.f, 1.f);
}
// multiplier / divisor
if (analog.getMultiplier() < -1) {
if (analog.getType() == AnalogType::LinearCentered) {
value = (value - 0.5f) / (-analog.getMultiplier()) + 0.5f;
} else {
value /= -analog.getMultiplier();
}
// apply to value
value = rads * (float) M_1_TAU;
value = std::clamp(value, 0.f, 1.f);
} else if (analog.getMultiplier() > 1) {
if (analog.getType() == AnalogType::LinearCentered) {
value = (value - 0.5f) * analog.getMultiplier() + 0.5f;
} else {
value *= analog.getMultiplier();
}
value = std::clamp(value, 0.f, 1.f);
}
}
// delay
if (0 < analog.getDelayBufferDepth()) {
auto& queue = analog.getDelayBuffer();
// ensure the queue isn't too long; drop old values
while (analog.getDelayBufferDepth() <= (int)queue.size()) {
queue.pop();
}
// always push new value
queue.push(value);
// get a new value to return
if ((int)queue.size() < analog.getDelayBufferDepth()) {
// not enough in the queue, stall for now, shouldn't happen often
value = analog.getLastState();
} else {
value = queue.front();
queue.pop();
}
if (analog.getDelayMs() > 0) {
value = analog.getDelayedValue(value);
}
break;
@@ -839,6 +856,42 @@ std::vector<Analog> GameAPI::Analogs::sortAnalogs(
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) {
// check override
+8 -7
View File
@@ -85,14 +85,15 @@ namespace GameAPI {
const std::vector<Analog> &analogs,
const std::vector<std::string> &analog_names);
template<typename T>
void sortAnalogs(std::vector<Analog> *analogs, T t) {
const std::vector<std::string> analog_names { t };
struct AnalogWithType {
const std::string name;
const AnalogType type;
if (analogs) {
*analogs = GameAPI::Analogs::sortAnalogs(*analogs, analog_names);
}
}
AnalogWithType(std::string name, AnalogType type) :
name(std::move(name)), type(type) {}
};
void sortAnalogsWithType(std::vector<Analog> *analogs, const std::initializer_list<AnalogWithType> list);
template<typename T, typename... Rest>
void sortAnalogs(std::vector<Analog> *analogs, T t, Rest... rest) {
+4 -1
View File
@@ -306,7 +306,10 @@ std::string Button::getDisplayString(rawinput::RawInputManager* manager) {
std::string vKeyString = fmt::format("{:#x}", vKey);
// 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 "";
}
+26 -19
View File
@@ -28,7 +28,7 @@ Config::Config() {
this->status = false;
if (CONFIG_PATH_OVERRIDE.length() > 0) {
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 {
this->configLocation = std::filesystem::path(_wgetenv(L"APPDATA")) / L"spicetools.xml";
// avoids logging the expanded appdata path as it contains user name
@@ -57,7 +57,7 @@ Config::Config() {
this->firstFillConfigFile();
break;
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;
case tinyxml2::XMLError::XML_ERROR_FILE_NOT_FOUND:
this->createConfigFile();
@@ -72,7 +72,7 @@ Config::Config() {
case tinyxml2::XMLError::XML_ERROR_PARSING_UNKNOWN:
case tinyxml2::XMLError::XML_ERROR_MISMATCHED_ELEMENT:
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->firstFillConfigFile();
break;
@@ -98,7 +98,7 @@ bool Config::getStatus() {
return this->status;
}
bool Config::addGame(Game &game) {
bool Config::addGame(Game &game, bool save) {
tinyxml2::XMLNode *rootNode = this->configFile.LastChild();
tinyxml2::XMLElement *gameNodes = rootNode->FirstChildElement("game");
@@ -253,7 +253,7 @@ bool Config::addGame(Game &game) {
bool smoothing = false;
int multiplier = 1;
bool relative_mode = false;
int delay_buffer_depth = 0;
uint32_t delay = 0;
tinyxml2::XMLError err1 = gameAnalogNode->QueryIntAttribute("index", &index);
gameAnalogNode->QueryFloatAttribute("sensivity", &sensitivity);
gameAnalogNode->QueryFloatAttribute("deadzone", &deadzone);
@@ -262,7 +262,7 @@ bool Config::addGame(Game &game) {
gameAnalogNode->QueryBoolAttribute("smoothing", &smoothing);
gameAnalogNode->QueryIntAttribute("multiplier", &multiplier);
gameAnalogNode->QueryBoolAttribute("relative", &relative_mode);
gameAnalogNode->QueryIntAttribute("delay", &delay_buffer_depth);
gameAnalogNode->QueryUnsignedAttribute("delay_ms", &delay);
const char *devid = gameAnalogNode->Attribute("devid");
if (err1 != tinyxml2::XMLError::XML_SUCCESS || !devid) {
@@ -278,7 +278,7 @@ bool Config::addGame(Game &game) {
gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
gameAnalogNode->SetAttribute("delay", it.getDelayBufferDepth());
gameAnalogNode->SetAttribute("delay_ms", it.getDelayMs());
gameAnalogsNode->InsertEndChild(gameAnalogNode);
} else {
it.setIndex(static_cast<unsigned short int>(index));
@@ -290,7 +290,7 @@ bool Config::addGame(Game &game) {
it.setSmoothing(smoothing);
it.setMultiplier(multiplier);
it.setRelativeMode(relative_mode);
it.setDelayBufferDepth(delay_buffer_depth);
it.setDelayMs(delay);
}
} else {
gameAnalogNode = this->configFile.NewElement("analog");
@@ -303,7 +303,7 @@ bool Config::addGame(Game &game) {
gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
gameAnalogNode->SetAttribute("delay", it.getDelayBufferDepth());
gameAnalogNode->SetAttribute("delay_ms", it.getDelayMs());
gameAnalogNode->SetAttribute("devid", it.getDeviceIdentifier().c_str());
gameAnalogsNode->InsertEndChild(gameAnalogNode);
}
@@ -458,7 +458,7 @@ bool Config::addGame(Game &game) {
gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
gameAnalogNode->SetAttribute("delay", it.getDelayBufferDepth());
gameAnalogNode->SetAttribute("delay_ms", it.getDelayMs());
gameAnalogsNode->InsertEndChild(gameAnalogNode);
}
@@ -486,13 +486,20 @@ bool Config::addGame(Game &game) {
rootNode->InsertEndChild(gameNode);
}
// save config
this->saveConfigFile();
// save config (skipped when caller batches multiple addGame calls
// and flushes once at the end via Config::save())
if (save) {
this->saveConfigFile();
}
// return success
return true;
}
void Config::save() {
this->saveConfigFile();
}
bool Config::updateBinding(const Game &game, const Button &button, int alternative) {
// get root node
@@ -692,7 +699,7 @@ bool Config::updateBinding(const Game &game, const Analog &analog) {
gameAnalogNode->SetAttribute("smoothing", analog.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", analog.getMultiplier());
gameAnalogNode->SetAttribute("relative", analog.isRelativeMode());
gameAnalogNode->SetAttribute("delay", analog.getDelayBufferDepth());
gameAnalogNode->SetAttribute("delay_ms", analog.getDelayMs());
gameAnalogNode->SetAttribute("devid", analog.getDeviceIdentifier().c_str());
} else {
gameAnalogNode = this->configFile.NewElement("analog");
@@ -704,7 +711,7 @@ bool Config::updateBinding(const Game &game, const Analog &analog) {
gameAnalogNode->SetAttribute("smoothing", analog.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", analog.getMultiplier());
gameAnalogNode->SetAttribute("relative", analog.isRelativeMode());
gameAnalogNode->SetAttribute("delay", analog.getDelayBufferDepth());
gameAnalogNode->SetAttribute("delay_ms", analog.getDelayMs());
gameAnalogNode->SetAttribute("devid", analog.getDeviceIdentifier().c_str());
gameAnalogsNode->InsertEndChild(gameAnalogNode);
}
@@ -1142,7 +1149,7 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
bool smoothing = false;
int multiplier = 1;
bool relative_mode = false;
int delay_buffer_depth = 0;
uint32_t delay = 0;
gameAnalogNode->QueryIntAttribute("index", &index);
gameAnalogNode->QueryFloatAttribute("sensivity", &sensitivity);
gameAnalogNode->QueryFloatAttribute("deadzone", &deadzone);
@@ -1151,7 +1158,7 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
gameAnalogNode->QueryBoolAttribute("smoothing", &smoothing);
gameAnalogNode->QueryIntAttribute("multiplier", &multiplier);
gameAnalogNode->QueryBoolAttribute("relative", &relative_mode);
gameAnalogNode->QueryIntAttribute("delay", &delay_buffer_depth);
gameAnalogNode->QueryUnsignedAttribute("delay_ms", &delay);
const char *devid = gameAnalogNode->Attribute("devid");
// create analog and add to list
@@ -1164,7 +1171,7 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
analog.setSmoothing(smoothing);
analog.setMultiplier(multiplier);
analog.setRelativeMode(relative_mode);
analog.setDelayBufferDepth(delay_buffer_depth);
analog.setDelayMs(delay);
if (devid) {
analog.setDeviceIdentifier(devid);
}
@@ -1327,7 +1334,7 @@ void Config::saveConfigFile() {
// create a .tmp file and write to it...
const auto xml_result = this->configFile.SaveFile(this->configLocationTemp.c_str(), false);
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;
}
// copy the .tmp file to the main file...
@@ -1337,4 +1344,4 @@ void Config::saveConfigFile() {
}
// delete the .tmp file (not critical if this fails)
DeleteFileW(this->configLocationTemp.c_str());
}
}
+6 -1
View File
@@ -22,7 +22,12 @@ public:
bool getStatus();
bool createConfigFile();
bool addGame(Game &game);
bool addGame(Game &game, bool save = true);
// flush pending in-memory changes to disk; intended to be paired with
// addGame(game, false) in bulk-init paths so we write the XML once instead
// of once per game
void save();
bool updateBinding(const Game &game, const Button &button, int alternative);
bool updateBinding(const Game &game, const Analog &analog);
+74 -4
View File
@@ -1,11 +1,15 @@
#include "configurator.h"
#include "configurator.h"
#include <d3d9.h>
#include "overlay/overlay.h"
#include "util/logging.h"
namespace cfg {
// globals
bool CONFIGURATOR_STANDALONE = false;
bool CONFIGURATOR_FORCE_SOFTWARE_RENDER = false;
ConfigType CONFIGURATOR_TYPE = ConfigType::Config;
Configurator::Configurator() {
@@ -16,13 +20,79 @@ namespace cfg {
CONFIGURATOR_STANDALONE = false;
}
// Attempt to bring up a D3D9 device backing the configurator's window so the
// overlay can use the hardware-accelerated imgui_impl_dx9 path instead of
// the CPU rasterizer. Returns true if both Direct3DCreate9 and CreateDevice
// succeed; the caller falls back to overlay::create_software() otherwise so
// that environments without D3D9 (Wine without dxvk, headless test boxes,
// GPUs whose drivers reject HAL) still get a working configurator.
static bool try_init_d3d9(ConfiguratorWindow &wnd) {
if (cfg::CONFIGURATOR_FORCE_SOFTWARE_RENDER) {
return false;
}
if (wnd.hWnd == nullptr) {
return false;
}
IDirect3D9 *d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (d3d == nullptr) {
log_warning("configurator", "Direct3DCreate9 returned NULL, falling back to software renderer");
return false;
}
D3DPRESENT_PARAMETERS pp {};
pp.Windowed = TRUE;
pp.SwapEffect = D3DSWAPEFFECT_DISCARD;
// D3DFMT_UNKNOWN -> driver picks the current desktop format
pp.BackBufferFormat = D3DFMT_UNKNOWN;
pp.BackBufferWidth = static_cast<UINT>(wnd.client_width);
pp.BackBufferHeight = static_cast<UINT>(wnd.client_height);
pp.hDeviceWindow = wnd.hWnd;
pp.EnableAutoDepthStencil = FALSE;
pp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
IDirect3DDevice9 *device = nullptr;
// SOFTWARE_VERTEXPROCESSING is the most compatible behavior flag; the UI
// is tiny so we don't need hardware T&L. FPU_PRESERVE keeps our floating
// point environment intact in case other spice code relies on it.
const DWORD behavior_flags = D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE;
HRESULT hr = d3d->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
wnd.hWnd,
behavior_flags,
&pp,
&device);
if (FAILED(hr) || device == nullptr) {
log_warning("configurator",
"D3D9 CreateDevice failed (hr={:#x}), falling back to software renderer",
static_cast<unsigned int>(hr));
d3d->Release();
return false;
}
wnd.d3d = d3d;
wnd.device = device;
wnd.pp = pp;
wnd.use_d3d9 = true;
return true;
}
void Configurator::run() {
// create instance
// bring up the overlay against either a real D3D9 device or the software
// rasterizer. The choice is one-shot - the in-game overlay always uses
// the same renderer the configurator picked here.
overlay::ENABLED = true;
overlay::create_software(this->wnd.hWnd);
if (try_init_d3d9(this->wnd)) {
log_info("configurator", "using D3D9 hardware-accelerated renderer");
overlay::create_d3d9(this->wnd.hWnd, this->wnd.d3d, this->wnd.device);
} else {
log_info("configurator", "using software renderer");
overlay::create_software(this->wnd.hWnd);
}
overlay::OVERLAY->set_active(true);
overlay::OVERLAY->hotkeys_enable = false;
ImGui::GetIO().MouseDrawCursor = false;
// run window
+1
View File
@@ -11,6 +11,7 @@ namespace cfg {
// globals
extern bool CONFIGURATOR_STANDALONE;
extern ConfigType CONFIGURATOR_TYPE;
extern bool CONFIGURATOR_FORCE_SOFTWARE_RENDER;
class Configurator {
private:
+431 -42
View File
@@ -1,11 +1,17 @@
#include "configurator_wnd.h"
#include "configurator_wnd.h"
#include <algorithm>
#include <cstring>
#include <windows.h>
#include <windowsx.h>
#include "build/defs.h"
#include "external/imgui/imgui.h"
#include "launcher/shutdown.h"
#include "overlay/overlay.h"
#include "util/logging.h"
#include "util/precise_timer.h"
#include "cfg/configurator.h"
#include "icon.h"
@@ -16,6 +22,156 @@ static int WINDOW_SIZE_X = 800;
static int WINDOW_SIZE_Y = 600;
static HICON WINDOW_ICON = LoadIcon(GetModuleHandle(nullptr), MAKEINTRESOURCE(MAINICON));
static const UINT_PTR RENDER_TIMER_ID = 1;
// Map a virtual key code to the matching ImGuiKey. Mirrors the table used by
// the in-game ImGui spice backend so navigation keys behave identically when
// the configurator runs standalone and drives ImGui from Win32 messages.
static ImGuiKey vk_to_imgui_key(WPARAM vkey) {
switch (vkey) {
case VK_TAB: return ImGuiKey_Tab;
case VK_LEFT: return ImGuiKey_LeftArrow;
case VK_RIGHT: return ImGuiKey_RightArrow;
case VK_UP: return ImGuiKey_UpArrow;
case VK_DOWN: return ImGuiKey_DownArrow;
case VK_PRIOR: return ImGuiKey_PageUp;
case VK_NEXT: return ImGuiKey_PageDown;
case VK_HOME: return ImGuiKey_Home;
case VK_END: return ImGuiKey_End;
case VK_INSERT: return ImGuiKey_Insert;
case VK_DELETE: return ImGuiKey_Delete;
case VK_BACK: return ImGuiKey_Backspace;
case VK_SPACE: return ImGuiKey_Space;
case VK_RETURN: return ImGuiKey_Enter;
case VK_ESCAPE: return ImGuiKey_Escape;
case VK_LSHIFT: return ImGuiKey_LeftShift;
case VK_RSHIFT: return ImGuiKey_RightShift;
case VK_SHIFT: return ImGuiKey_LeftShift;
case VK_LCONTROL: return ImGuiKey_LeftCtrl;
case VK_RCONTROL: return ImGuiKey_RightCtrl;
case VK_CONTROL: return ImGuiKey_LeftCtrl;
case 'A': return ImGuiKey_A;
case 'C': return ImGuiKey_C;
case 'V': return ImGuiKey_V;
case 'X': return ImGuiKey_X;
case 'Y': return ImGuiKey_Y;
case 'Z': return ImGuiKey_Z;
default: return ImGuiKey_None;
}
}
static ImGuiKey vk_to_imgui_mod_key(WPARAM vkey) {
switch (vkey) {
case VK_SHIFT:
case VK_LSHIFT:
case VK_RSHIFT:
return ImGuiMod_Shift;
case VK_CONTROL:
case VK_LCONTROL:
case VK_RCONTROL:
return ImGuiMod_Ctrl;
case VK_MENU:
case VK_LMENU:
case VK_RMENU:
return ImGuiMod_Alt;
default:
return ImGuiMod_None;
}
}
static cfg::ConfiguratorWindow *get_state(HWND hWnd) {
return reinterpret_cast<cfg::ConfiguratorWindow *>(
GetWindowLongPtrW(hWnd, GWLP_USERDATA));
}
// Returns the refresh rate (Hz) of the monitor the window currently lives on,
// clamped to a sane range. Falls back to 60 if detection fails or the value
// looks invalid (DEVMODE may report 0 or 1 to mean "use hardware default").
static UINT detect_monitor_refresh_hz(HWND hWnd) {
UINT hz = 0;
HMONITOR mon = MonitorFromWindow(hWnd, MONITOR_DEFAULTTONEAREST);
if (mon) {
MONITORINFOEXW mi {};
mi.cbSize = sizeof(mi);
if (GetMonitorInfoW(mon, reinterpret_cast<LPMONITORINFO>(&mi))) {
DEVMODEW dm {};
dm.dmSize = sizeof(dm);
if (EnumDisplaySettingsW(mi.szDevice, ENUM_CURRENT_SETTINGS, &dm)) {
hz = dm.dmDisplayFrequency;
}
}
}
if (hz <= 1) {
HDC hdc = GetDC(hWnd);
if (hdc) {
int v = GetDeviceCaps(hdc, VREFRESH);
if (v > 1) {
hz = static_cast<UINT>(v);
}
ReleaseDC(hWnd, hdc);
}
}
if (hz < 30 || hz > 240) {
hz = 60;
}
return hz;
}
// Software-path WM_PAINT: blit the overlay's pixel buffer to the window using
// SetDIBitsToDevice. Avoids creating/destroying a GDI HBITMAP every frame.
static void paint_software(HWND hWnd) {
if (!overlay::OVERLAY) {
PAINTSTRUCT ps {};
BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
return;
}
int width = 0;
int height = 0;
uint32_t *pixel_data = overlay::OVERLAY->sw_get_pixel_data(&width, &height);
PAINTSTRUCT paint {};
HDC hdc = BeginPaint(hWnd, &paint);
if (pixel_data && width > 0 && height > 0) {
BITMAPINFO bmi {};
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = width;
// negative height -> top-down DIB, matching how ImGui packs pixels
bmi.bmiHeader.biHeight = -height;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32;
bmi.bmiHeader.biCompression = BI_RGB;
SetDIBitsToDevice(
hdc,
0, 0,
width, height,
0, 0,
0, height,
pixel_data,
&bmi,
DIB_RGB_COLORS);
}
EndPaint(hWnd, &paint);
}
void cfg::ConfiguratorWindow::start_timer() {
if (!this->timer_running && this->hWnd) {
SetTimer(this->hWnd, RENDER_TIMER_ID, this->timer_interval_ms, nullptr);
this->timer_running = true;
}
}
void cfg::ConfiguratorWindow::stop_timer() {
if (this->timer_running && this->hWnd) {
KillTimer(this->hWnd, RENDER_TIMER_ID);
this->timer_running = false;
}
}
cfg::ConfiguratorWindow::ConfiguratorWindow() {
// register the window class
@@ -27,12 +183,22 @@ cfg::ConfiguratorWindow::ConfiguratorWindow() {
wc.hIcon = WINDOW_ICON;
RegisterClass(&wc);
// raise SetTimer resolution so high refresh rates (120/144Hz) are actually
// achievable. Without this, USER timers quantize to ~15.6ms and cap us
// near ~64 FPS. Uses the shared helper so it respects -notimerhacks
// (Use Legacy Timers) and the Win11 timer-throttling opt-out. The helper
// intentionally never calls timeEndPeriod; the kernel releases the request
// when spicecfg exits.
timeutils::set_timer_resolution();
// determine window title
if (cfg::CONFIGURATOR_TYPE == cfg::ConfigType::Config) {
WINDOW_TITLE = "spice2x config (" + to_string(VERSION_STRING_CFG) + ")";
WINDOW_SIZE_X = 800;
WINDOW_SIZE_Y = 600;
}
this->client_width = WINDOW_SIZE_X;
this->client_height = WINDOW_SIZE_Y;
// open window
this->hWnd = CreateWindowEx(
@@ -53,11 +219,23 @@ cfg::ConfiguratorWindow::ConfiguratorWindow() {
cfg::ConfiguratorWindow::~ConfiguratorWindow() {
this->stop_timer();
// close window
DestroyWindow(this->hWnd);
// unregister class
UnregisterClass(CLASS_NAME, GetModuleHandle(NULL));
// release D3D9 resources if any
if (this->device) {
this->device->Release();
this->device = nullptr;
}
if (this->d3d) {
this->d3d->Release();
this->d3d = nullptr;
}
}
void cfg::ConfiguratorWindow::run() {
@@ -67,8 +245,23 @@ void cfg::ConfiguratorWindow::run() {
ShowWindow(this->hWnd, SW_SHOWNORMAL);
UpdateWindow(this->hWnd);
// draw overlay in 60 FPS
SetTimer(this->hWnd, 1, 1000 / 60, nullptr);
// SW_SHOWNORMAL usually activates a top-level window, but not always (e.g.,
// when the launching process doesn't have foreground rights to transfer).
// Force foreground+focus explicitly so WM_MOUSEWHEEL is routed to us from
// the very first frame; the Win32 default routes wheel events to the
// keyboard-focused window.
SetForegroundWindow(this->hWnd);
SetFocus(this->hWnd);
// match the render timer to the monitor refresh rate so scrolling stays smooth
// on 60/120/144 Hz panels. Idle CPU is bounded by overlay::sw_pixels_dirty
// (software path) and overlay::d3d9_frame_dirty (D3D9 path); the timer is also
// paused entirely when the window is minimized (see WM_SIZE handler).
const UINT hz = detect_monitor_refresh_hz(this->hWnd);
this->timer_interval_ms = std::max<UINT>(1, 1000 / hz);
log_info("configurator", "render timer {} ms ({} Hz)",
this->timer_interval_ms, hz);
this->start_timer();
// window loop
BOOL ret;
@@ -102,6 +295,72 @@ LRESULT CALLBACK cfg::ConfiguratorWindow::window_proc(HWND hWnd, UINT uMsg, WPAR
break;
}
case WM_SIZE: {
// pause/resume the render timer based on visibility
auto *state = get_state(hWnd);
if (state) {
if (wParam == SIZE_MINIMIZED) {
state->window_minimized = true;
state->stop_timer();
} else {
if (state->window_minimized) {
state->window_minimized = false;
// force a full repaint on the next frame
state->has_valid_draw_hash = false;
state->start_timer();
}
const int new_w = LOWORD(lParam);
const int new_h = HIWORD(lParam);
if (new_w > 0 && new_h > 0
&& (new_w != state->client_width || new_h != state->client_height)) {
state->client_width = new_w;
state->client_height = new_h;
// reset the D3D9 device with the new back-buffer size so the
// hardware-accelerated path matches the window dimensions.
if (state->use_d3d9 && state->device) {
if (overlay::OVERLAY) {
overlay::OVERLAY->reset_invalidate();
}
state->pp.BackBufferWidth = static_cast<UINT>(new_w);
state->pp.BackBufferHeight = static_cast<UINT>(new_h);
HRESULT hr = state->device->Reset(&state->pp);
if (FAILED(hr)) {
log_warning("configurator", "D3D9 device Reset failed, hr={:#x}",
static_cast<unsigned int>(hr));
}
if (overlay::OVERLAY) {
overlay::OVERLAY->reset_recreate();
}
}
// force a full repaint after resize
state->has_valid_draw_hash = false;
}
}
}
break;
}
case WM_DISPLAYCHANGE: {
// monitor refresh rate may have changed (or the window moved to a
// different monitor); re-detect and re-arm the render timer.
auto *state = get_state(hWnd);
if (state && state->timer_running) {
const UINT hz = detect_monitor_refresh_hz(hWnd);
const UINT new_interval = std::max<UINT>(1, 1000 / hz);
if (new_interval != state->timer_interval_ms) {
state->stop_timer();
state->timer_interval_ms = new_interval;
state->start_timer();
log_info("configurator",
"WM_DISPLAYCHANGE: render timer {} ms ({} Hz)",
new_interval, hz);
}
}
break;
}
case WM_CLOSE:
case WM_DESTROY: {
@@ -110,62 +369,192 @@ LRESULT CALLBACK cfg::ConfiguratorWindow::window_proc(HWND hWnd, UINT uMsg, WPAR
break;
}
case WM_TIMER: {
if (wParam != RENDER_TIMER_ID) {
break;
}
// update overlay
auto *state = get_state(hWnd);
// skip rendering when the window is minimized or hidden - the timer is
// already paused on minimize, but defensively skip here as well.
if (state && (state->window_minimized || !IsWindowVisible(hWnd))) {
break;
}
const bool use_d3d9 = state && state->use_d3d9 && state->device;
// build the imgui frame (input is already buffered via WM_* messages)
if (overlay::OVERLAY) {
overlay::OVERLAY->update();
overlay::OVERLAY->set_active(true);
overlay::OVERLAY->new_frame();
overlay::OVERLAY->render();
}
// repaint window
InvalidateRect(hWnd, nullptr, TRUE);
if (use_d3d9) {
const HRESULT cl = state->device->TestCooperativeLevel();
if (cl == D3DERR_DEVICELOST) {
break;
}
if (cl == D3DERR_DEVICENOTRESET) {
if (overlay::OVERLAY) {
overlay::OVERLAY->reset_invalidate();
}
const HRESULT reset_hr = state->device->Reset(&state->pp);
if (SUCCEEDED(reset_hr) && overlay::OVERLAY) {
overlay::OVERLAY->reset_recreate();
}
break;
}
if (FAILED(cl)) {
break;
}
if (overlay::OVERLAY) {
overlay::OVERLAY->render();
}
// skip Clear/Present when ImGui draw data is unchanged; the last
// presented frame stays visible (same fast path as sw_pixels_dirty).
const bool dirty = overlay::OVERLAY && overlay::OVERLAY->d3d9_frame_dirty;
const bool force_present = state && !state->has_valid_draw_hash;
if (dirty || force_present) {
if (state) {
state->has_valid_draw_hash = true;
}
state->device->Clear(0, nullptr, D3DCLEAR_TARGET,
D3DCOLOR_RGBA(20, 18, 18, 255), 1.0f, 0);
if (SUCCEEDED(state->device->BeginScene())) {
if (overlay::OVERLAY) {
overlay::OVERLAY->d3d9_render_draw(force_present);
}
state->device->EndScene();
}
const HRESULT hr = state->device->Present(nullptr, nullptr, nullptr, nullptr);
if (hr == D3DERR_DEVICELOST) {
break;
}
}
} else {
if (overlay::OVERLAY) {
overlay::OVERLAY->render();
}
// software path: the overlay's renderer already skipped the costly
// paint_imgui call when the draw data was unchanged. Only invalidate
// the window when those pixels actually changed, or on the first
// frame / after a resize when we lost the previously cached state.
const bool dirty = overlay::OVERLAY && overlay::OVERLAY->sw_pixels_dirty;
const bool force_repaint = state && !state->has_valid_draw_hash;
if (dirty || force_repaint) {
if (state) {
state->has_valid_draw_hash = true;
}
// pass FALSE for bErase - WM_ERASEBKGND already short-circuits, so
// skipping the erase region avoids one extra Win32 round trip.
InvalidateRect(hWnd, nullptr, FALSE);
}
}
break;
}
case WM_ERASEBKGND: {
return 1;
}
case WM_PAINT: {
// render overlay
if (overlay::OVERLAY) {
// get pixel data
int width, height;
uint32_t *pixel_data = overlay::OVERLAY->sw_get_pixel_data(&width, &height);
if (width > 0 && height > 0) {
// create bitmap
HBITMAP bitmap = CreateBitmap(width, height, 1, 8 * sizeof(uint32_t), pixel_data);
// prepare paint
PAINTSTRUCT paint{};
HDC hdc = BeginPaint(hWnd, &paint);
HDC hdcMem = CreateCompatibleDC(hdc);
SetBkMode(hdc, TRANSPARENT);
// draw bitmap
SelectObject(hdcMem, bitmap);
BitBlt(hdc, paint.rcPaint.left, paint.rcPaint.top,
paint.rcPaint.right - paint.rcPaint.left,
paint.rcPaint.bottom - paint.rcPaint.top,
hdcMem, paint.rcPaint.left, paint.rcPaint.top, SRCCOPY);
// delete bitmap
DeleteObject(bitmap);
// clean up
DeleteDC(hdcMem);
EndPaint(hWnd, &paint);
} else {
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
paint_software(hWnd);
break;
}
case WM_ACTIVATE: {
const WORD activation = LOWORD(wParam);
if (activation == WA_INACTIVE) {
// dropping any held mouse buttons so we don't get stuck in a
// "button still pressed" state when we come back.
auto &io = ImGui::GetIO();
io.AddMouseButtonEvent(ImGuiMouseButton_Left, false);
io.AddMouseButtonEvent(ImGuiMouseButton_Right, false);
io.AddMouseButtonEvent(ImGuiMouseButton_Middle, false);
} else {
return DefWindowProc(hWnd, uMsg, wParam, lParam);
// WA_ACTIVE or WA_CLICKACTIVE: make sure the keyboard focus is
// actually on this window so WM_MOUSEWHEEL gets routed to us
// again. Without this, scrolling silently stops working after
// the user alt-tabs back to spicecfg.
SetFocus(hWnd);
}
break;
}
case WM_KILLFOCUS: {
// mirror the WA_INACTIVE mouse-button drop for the keyboard -
// without this, a key held during alt-tab stays "down" in ImGui
// state until the user presses and releases it again.
ImGui::GetIO().ClearInputKeys();
break;
}
// input messages routed straight into ImGui IO. This replaces the previous
// per-frame 256-VK rawinput scan in ImGui_ImplSpice_NewFrame for the
// standalone configurator (see CONFIGURATOR_STANDALONE branches there).
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
case WM_KEYUP:
case WM_SYSKEYUP: {
if (wParam == VK_F4) {
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
const bool down = (uMsg == WM_KEYDOWN) || (uMsg == WM_SYSKEYDOWN);
auto &io = ImGui::GetIO();
const ImGuiKey key = vk_to_imgui_key(wParam);
if (key != ImGuiKey_None) {
io.AddKeyEvent(key, down);
}
const ImGuiKey mod = vk_to_imgui_mod_key(wParam);
if (mod != ImGuiMod_None) {
io.AddKeyEvent(mod, down);
}
break;
}
case WM_MOUSEMOVE: {
auto &io = ImGui::GetIO();
io.AddMousePosEvent(static_cast<float>(GET_X_LPARAM(lParam)),
static_cast<float>(GET_Y_LPARAM(lParam)));
break;
}
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP: {
int button = 0;
bool down = false;
switch (uMsg) {
case WM_LBUTTONDOWN: button = ImGuiMouseButton_Left; down = true; break;
case WM_LBUTTONUP: button = ImGuiMouseButton_Left; down = false; break;
case WM_RBUTTONDOWN: button = ImGuiMouseButton_Right; down = true; break;
case WM_RBUTTONUP: button = ImGuiMouseButton_Right; down = false; break;
case WM_MBUTTONDOWN: button = ImGuiMouseButton_Middle; down = true; break;
case WM_MBUTTONUP: button = ImGuiMouseButton_Middle; down = false; break;
}
auto &io = ImGui::GetIO();
io.AddMouseButtonEvent(button, down);
if (down) {
SetCapture(hWnd);
} else {
ReleaseCapture();
}
break;
}
case WM_MOUSEWHEEL: {
const float delta = static_cast<float>(GET_WHEEL_DELTA_WPARAM(wParam))
/ static_cast<float>(WHEEL_DELTA);
ImGui::GetIO().AddMouseWheelEvent(0.0f, delta);
break;
}
#if !SPICE_XP
case WM_MOUSEHWHEEL: {
const float delta = static_cast<float>(GET_WHEEL_DELTA_WPARAM(wParam))
/ static_cast<float>(WHEEL_DELTA);
ImGui::GetIO().AddMouseWheelEvent(delta, 0.0f);
break;
}
#endif
default:
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
+31 -1
View File
@@ -1,6 +1,9 @@
#pragma once
#pragma once
#include <cstdint>
#include <windows.h>
#include <d3d9.h>
namespace cfg {
@@ -9,11 +12,38 @@ namespace cfg {
HWND hWnd;
// optional D3D9 device backing the configurator window; nullptr when running
// the software-rendered path. Owned by ConfiguratorWindow when set.
IDirect3D9 *d3d = nullptr;
IDirect3DDevice9 *device = nullptr;
D3DPRESENT_PARAMETERS pp {};
bool use_d3d9 = false;
// throttling / pause state. timer_interval_ms is the default until run()
// refines it to the actual monitor refresh rate (see detect_monitor_refresh_hz).
UINT timer_interval_ms = 1000 / 60;
bool timer_running = false;
bool window_minimized = false;
// tracks whether we've issued at least one InvalidateRect since window
// creation/resize. The overlay's per-frame "pixels changed" flag suppresses
// idle blits; this flag forces the very first blit on startup or after
// a resize so the window doesn't show garbage until the user moves the mouse.
bool has_valid_draw_hash = false;
// dimensions of the configurator client area (kept in sync with WM_SIZE)
int client_width = 0;
int client_height = 0;
ConfiguratorWindow();
~ConfiguratorWindow();
void run();
// start/stop the render timer based on visibility state
void start_timer();
void stop_timer();
static LRESULT CALLBACK window_proc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
};
}
+2 -2
View File
@@ -70,7 +70,7 @@ namespace overlay::windows {
el->SetAttribute("smoothing", analog.smoothing);
el->SetAttribute("multiplier", analog.multiplier);
el->SetAttribute("relative", analog.relative_mode);
el->SetAttribute("delay", analog.delay_buffer_depth);
el->SetAttribute("delay_ms", analog.delay_ms);
parent->InsertEndChild(el);
}
@@ -93,7 +93,7 @@ namespace overlay::windows {
el->QueryBoolAttribute("smoothing", &a.smoothing);
el->QueryIntAttribute("multiplier", &a.multiplier);
el->QueryBoolAttribute("relative", &a.relative_mode);
el->QueryIntAttribute("delay", &a.delay_buffer_depth);
el->QueryUnsignedAttribute("delay_ms", &a.delay_ms);
return a;
}
+5 -5
View File
@@ -20,10 +20,10 @@
</dependentAssembly>
</dependency>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges>
<requestedExecutionLevel level="requireAdministrator" uiAccess="false"/>
</requestedPrivileges>
</security>
<security>
<requestedPrivileges>
<requestedExecutionLevel level="asInvoker" uiAccess="false"/>
</requestedPrivileges>
</security>
</trustInfo>
</assembly>
+2
View File
@@ -46,6 +46,8 @@ struct OptionDefinition {
// for OptionPickerType::FilePath
std::string file_extension = "";
std::string quick_setting_category = "";
};
class Option {
+3 -3
View File
@@ -21,7 +21,7 @@ namespace cfg {
if (SCREEN_RESIZE_CFG_PATH_OVERRIDE.has_value()) {
this->config_path = SCREEN_RESIZE_CFG_PATH_OVERRIDE.value();
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;
}
} else {
@@ -35,7 +35,7 @@ namespace cfg {
ScreenResize::~ScreenResize() {
}
void ScreenResize::config_load() {
std::string config = fileutils::text_read(this->config_path);
if (config.empty()) {
@@ -78,7 +78,7 @@ namespace cfg {
eamuse_get_game(),
use_game_setting,
root);
load_bool_value(doc, root + "enable_screen_resize", this->enable_screen_resize);
if (this->enable_screen_resize) {
log_misc("ScreenResize", "enabled by config file");
+1
View File
@@ -20,6 +20,7 @@ Usage:
#include <memory>
#include <string>
#include <map>
#include <cstdint>
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+6
View File
@@ -21,5 +21,11 @@ set(IMGUI_SOURCES
misc/cpp/imgui_stdlib.cpp
)
# spice2x: DX11 backend is only built for non-XP toolchains
if(NOT SPICE_XP)
list(APPEND IMGUI_HEADERS backends/imgui_impl_dx11.h)
list(APPEND IMGUI_SOURCES backends/imgui_impl_dx11.cpp)
endif()
add_library(imgui STATIC ${IMGUI_HEADERS} ${IMGUI_SOURCES})
target_include_directories(imgui PRIVATE ${PROJECT_SOURCE_DIR})
+729
View File
@@ -0,0 +1,729 @@
// dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [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: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// 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
// (minor and older changes stripped away, please see git history for details)
// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler.
// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 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).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_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.
// 2016-05-07: DirectX11: Disabling depth-write.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx11.h"
// DirectX
#include <stdio.h>
#include <d3d11.h>
#include <d3dcompiler.h>
// #ifdef _MSC_VER
// #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
// #endif
// spice2x: resolve D3DCompile at runtime rather than static-linking d3dcompiler,
// which would hardwire an import on d3dcompiler_47.dll (absent on stock Win7).
static pD3DCompile ImGui_ImplDX11_GetD3DCompile()
{
static pD3DCompile fn = []() -> pD3DCompile {
static const char *dlls[] = {
"d3dcompiler_47.dll",
"d3dcompiler_46.dll",
"d3dcompiler_43.dll" };
for (const char *dll : dlls) {
HMODULE mod = GetModuleHandleA(dll);
if (!mod) {
mod = LoadLibraryA(dll);
}
if (mod) {
if (auto p = (pD3DCompile) GetProcAddress(mod, "D3DCompile")) {
return p;
}
}
}
return nullptr;
}();
return fn;
}
// 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
// DirectX11 data
struct ImGui_ImplDX11_Texture
{
ID3D11Texture2D* pTexture;
ID3D11ShaderResourceView* pTextureView;
};
struct ImGui_ImplDX11_Data
{
ID3D11Device* pd3dDevice;
ID3D11DeviceContext* pd3dDeviceContext;
IDXGIFactory* pFactory;
ID3D11Buffer* pVB;
ID3D11Buffer* pIB;
ID3D11VertexShader* pVertexShader;
ID3D11InputLayout* pInputLayout;
ID3D11Buffer* pVertexConstantBuffer;
ID3D11PixelShader* pPixelShader;
ID3D11SamplerState* pTexSamplerLinear;
ID3D11SamplerState* pTexSamplerNearest;
ID3D11RasterizerState* pRasterizerState;
ID3D11BlendState* pBlendState;
ID3D11DepthStencilState* pDepthStencilState;
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct VERTEX_CONSTANT_BUFFER_DX11
{
float mvp[4][4];
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
// Setup viewport
D3D11_VIEWPORT vp = {};
vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x;
vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
device_ctx->RSSetViewports(1, &vp);
// Setup orthographic projection matrix into our constant buffer
// 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.
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
{
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
device_ctx->Unmap(bd->pVertexConstantBuffer, 0);
}
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
device_ctx->IASetInputLayout(bd->pInputLayout);
device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
device_ctx->PSSetSamplers(0, 1, &bd->pTexSamplerLinear);
device_ctx->GSSetShader(nullptr, nullptr, 0);
device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
device_ctx->RSSetState(bd->pRasterizerState);
}
// Render function
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ID3D11DeviceContext* device = bd->pd3dDeviceContext;
// 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_ImplDX11_UpdateTexture(tex);
// Create and grow vertex/index 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;
D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 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;
D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
return;
}
// Upload vertex/index data into a single contiguous GPU buffer
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
return;
if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
device->Unmap(bd->pVB, 0);
device->Unmap(bd->pIB, 0);
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX11_STATE
{
UINT ScissorRectsCount, ViewportsCount;
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
ID3D11RasterizerState* RS;
ID3D11BlendState* BlendState;
FLOAT BlendFactor[4];
UINT SampleMask;
UINT StencilRef;
ID3D11DepthStencilState* DepthStencilState;
ID3D11ShaderResourceView* PSShaderResource;
ID3D11SamplerState* PSSampler;
ID3D11PixelShader* PS;
ID3D11VertexShader* VS;
ID3D11GeometryShader* GS;
UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
DXGI_FORMAT IndexBufferFormat;
ID3D11InputLayout* InputLayout;
};
BACKUP_DX11_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
device->RSGetViewports(&old.ViewportsCount, old.Viewports);
device->RSGetState(&old.RS);
device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
device->PSGetShaderResources(0, 1, &old.PSShaderResource);
device->PSGetSamplers(0, 1, &old.PSSampler);
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
device->IAGetInputLayout(&old.InputLayout);
// Setup desired DX state
ImGui_ImplDX11_SetupRenderState(draw_data, device);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX11_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.DeviceContext = bd->pd3dDeviceContext;
render_state.SamplerLinear = bd->pTexSamplerLinear;
render_state.SamplerNearest = bd->pTexSamplerNearest;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
platform_io.Renderer_RenderState = &render_state;
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_idx_offset = 0;
int global_vtx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
ImVec2 clip_scale = draw_data->FramebufferScale;
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX11_SetupRenderState(draw_data, device);
else
pcmd->UserCallback(draw_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
device->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
device->PSSetShaderResources(0, 1, &texture_srv);
device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
}
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = nullptr;
// Restore modified DX state
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
device->RSSetViewports(old.ViewportsCount, old.Viewports);
device->RSSetState(old.RS); if (old.RS) old.RS->Release();
device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
device->IASetPrimitiveTopology(old.PrimitiveTopology);
device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex)
{
if (ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData)
{
IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
backend_tex->pTextureView->Release();
backend_tex->pTexture->Release();
IM_DELETE(backend_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->BackendUserData = nullptr;
}
tex->SetStatus(ImTextureStatus_Destroyed);
}
void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
unsigned int* pixels = (unsigned int*)tex->GetPixels();
ImGui_ImplDX11_Texture* backend_tex = IM_NEW(ImGui_ImplDX11_Texture)();
// Create texture
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = (UINT)tex->Width;
desc.Height = (UINT)tex->Height;
desc.MipLevels = 1;
desc.ArraySize = 1;
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
#else
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
#endif
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture);
IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!");
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
srvDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
#else
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
#endif
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srvDesc, &backend_tex->pTextureView);
IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!");
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView);
tex->SetStatus(ImTextureStatus_OK);
tex->BackendUserData = backend_tex;
}
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.
ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData;
IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
for (ImTextureRect& r : tex->Updates)
{
D3D11_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r .h), (UINT)1 };
bd->pd3dDeviceContext->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0);
}
tex->SetStatus(ImTextureStatus_OK);
}
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
ImGui_ImplDX11_DestroyTexture(tex);
}
bool ImGui_ImplDX11_CreateDeviceObjects()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return false;
ImGui_ImplDX11_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// spice2x: dynamically resolved; see ImGui_ImplDX11_GetD3DCompile.
pD3DCompile D3DCompile_fn = ImGui_ImplDX11_GetD3DCompile();
if (!D3DCompile_fn) {
return false;
}
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile_fn(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
// Create the input layout
D3D11_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
{ "COLOR", 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
#else
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
#endif
};
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
vertexShaderBlob->Release();
// Create the constant buffer
{
D3D11_BUFFER_DESC desc = {};
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
}
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
sampler sampler0;\
Texture2D texture0;\
\
float4 main(PS_INPUT input) : SV_Target\
{\
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
return out_col; \
}";
ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile_fn(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
}
pixelShaderBlob->Release();
}
// Create the blending setup
{
D3D11_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.RenderTarget[0].BlendEnable = true;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
}
// Create the rasterizer state
{
D3D11_RASTERIZER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.FillMode = D3D11_FILL_SOLID;
desc.CullMode = D3D11_CULL_NONE;
desc.ScissorEnable = true;
desc.DepthClipEnable = true;
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
}
// Create depth-stencil State
{
D3D11_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.DepthEnable = false;
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest);
}
return true;
}
void ImGui_ImplDX11_InvalidateDeviceObjects()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return;
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplDX11_DestroyTexture(tex);
if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
}
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx11";
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.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
// Get factory from device
IDXGIDevice* pDXGIDevice = nullptr;
IDXGIAdapter* pDXGIAdapter = nullptr;
IDXGIFactory* pFactory = nullptr;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
{
bd->pd3dDevice = device;
bd->pd3dDeviceContext = device_context;
bd->pFactory = pFactory;
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
bd->pd3dDevice->AddRef();
bd->pd3dDeviceContext->AddRef();
return true;
}
void ImGui_ImplDX11_Shutdown()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
void ImGui_ImplDX11_NewFrame()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
if (!bd->pVertexShader)
if (!ImGui_ImplDX11_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!");
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE
+52
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@@ -0,0 +1,52 @@
// dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [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: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// 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
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ID3D11Device;
struct ID3D11DeviceContext;
struct ID3D11SamplerState;
struct ID3D11Buffer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX11_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_ImplDX11_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX11_RenderState
{
ID3D11Device* Device;
ID3D11DeviceContext* DeviceContext;
ID3D11SamplerState* SamplerLinear;
ID3D11SamplerState* SamplerNearest;
ID3D11Buffer* VertexConstantBuffer;
};
#endif // #ifndef IMGUI_DISABLE
+1
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@@ -39,6 +39,7 @@
#define ROBIN_HOOD_VERSION_PATCH 2 // for backwards-compatible bug fixes
#include <algorithm>
#include <cstdint>
#include <cstdlib>
#include <cstring>
#include <functional>
+6 -5
View File
@@ -38,11 +38,12 @@ std::vector<Analog> &games::bc::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Busou Shinki: Armored Princess Battle Conductor");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Stick X",
"Stick Y"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Stick X", AnalogType::LinearCentered },
{ "Stick Y", AnalogType::LinearCentered }
});
}
return analogs;
+8 -7
View File
@@ -45,13 +45,14 @@ std::vector<Analog> &games::ccj::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Chase Chase Jokers");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Joystick X",
"Joystick Y",
"Trackball DX",
"Trackball DY"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Joystick X", AnalogType::LinearCentered },
{ "Joystick Y", AnalogType::LinearCentered },
{ "Trackball DX", AnalogType::LinearCentered },
{ "Trackball DY", AnalogType::LinearCentered }
});
}
return analogs;
+16 -5
View File
@@ -6,6 +6,7 @@
#include "util/logging.h"
#include "rawinput/rawinput.h"
#include "games/io.h"
#include "util/precise_timer.h"
#include "util/utils.h"
#include "io.h"
@@ -112,7 +113,7 @@ namespace games::ccj {
static std::chrono::time_point<std::chrono::steady_clock> lastModified = std::chrono::steady_clock::now();
static std::chrono::milliseconds debounceDuration(100);
auto currentTime = std::chrono::steady_clock::now();
bool pressed = get_async_secondary_mouse() & 0x8000;
bool pressed = get_async_secondary_mouse();
bool focused = GetForegroundWindow() == hWnd;
if (focused && MOUSE_TRACKBALL_USE_TOGGLE && pressed && (currentTime - lastModified > debounceDuration)) {
@@ -202,10 +203,19 @@ namespace games::ccj {
}
static BOOL WINAPI RegisterRawInputDevices_hook(PCRAWINPUTDEVICE pRawInputDevices, UINT uiNumDevices, UINT cbSize) {
if (uiNumDevices == 2 && pRawInputDevices[1].usUsage == HID_USAGE_GENERIC_GAMEPAD)
uiNumDevices = 1;
return RegisterRawInputDevices_orig(pRawInputDevices, uiNumDevices, cbSize);
// if the caller is spice itself, then pass through.
if (pRawInputDevices &&
(uiNumDevices > 0) &&
(pRawInputDevices[0].hwndTarget == RI_MGR->input_hwnd)) {
return RegisterRawInputDevices_orig(pRawInputDevices, uiNumDevices, cbSize);
}
// otherwise, it must be the game; prevent the game from registering for raw input
// and hijacking WM_INPUT messages; we need that for rawinput to work.
// even if we drop this, trackball emulation and mouse-as-touch input still work
return TRUE;
}
@@ -243,6 +253,7 @@ namespace games::ccj {
log_info("trackball", "thread start, use mouse: {}, toggle: {}", MOUSE_TRACKBALL, MOUSE_TRACKBALL_USE_TOGGLE);
tbThread = new std::thread([&] {
timeutils::PreciseSleepTimer timer;
while (tbThreadRunning) {
if (hWnd && wndProc) {
wndProc(hWnd, WM_INPUT, RIM_INPUT, (LPARAM)fakeHandle);
@@ -251,7 +262,7 @@ namespace games::ccj {
if (!tbThreadRunning)
break;
std::this_thread::sleep_for(10ms);
timer.sleep(10);
}
});
}
+58 -11
View File
@@ -23,6 +23,7 @@
#include "p3io/usbmem.h"
#include "p4io/p4io.h"
#include <cstring>
using namespace acioemu;
@@ -53,9 +54,9 @@ namespace games::ddr {
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) {
if (static_cast<unsigned char>(c) > 127) {
if (c > 127) {
return false;
}
}
@@ -80,24 +81,24 @@ namespace games::ddr {
}
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 {
log_info("ddr", "codecs directory not found: {}", dir.string());
log_info("ddr", "codecs directory not found: {}", dir);
return;
}
for (const auto &file : std::filesystem::directory_iterator(dir)) {
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;
}
log_info("ddr", "found DLL: {}, size: {} bytes", filename.string(), file.file_size());
if (filename == "k-clvsd.dll" || filename.string().find("xactengine") == 0) {
log_info("ddr", "found DLL: {}, size: {} bytes", filename, file.file_size());
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::string cmd = "regsvr32.exe /s \"" + file.path().string() + "\"";
const std::string cmd = fmt::format("regsvr32.exe /s \"{}\"", file.path());
int result = 0;
std::thread t([wcmd, &result]() {
@@ -111,12 +112,12 @@ namespace games::ddr {
log_warning("ddr", "`{}` failed, returned {}", cmd, result);
deferredlogs::defer_error_messages({
"DDR codec registration failure",
fmt::format(" {} failed to register with error {}", filename.string(), result)});
fmt::format(" {} failed to register with error {}", filename, result)});
}
static std::once_flag printed;
std::call_once(printed, [file]() {
if (!contains_only_ascii(file.path().string())) {
if (!contains_only_ascii(file.path().wstring())) {
log_warning(
"ddr",
"BAD PATH ERROR\n\n"
@@ -290,4 +291,50 @@ namespace games::ddr {
// dispose device hook
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:
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);
}
+44
View File
@@ -35,6 +35,50 @@ std::vector<Button> &games::ddr::get_buttons() {
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() {
static std::vector<Light> lights;
+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
namespace Lights {
enum {
@@ -177,5 +187,8 @@ namespace games::ddr {
// getters
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();
}
+52 -2
View File
@@ -3,6 +3,7 @@
#include "cfg/api.h"
#include "rawinput/rawinput.h"
#include "util/logging.h"
#include "util/precise_timer.h"
#include "util/utils.h"
#include "../ddr.h"
@@ -459,7 +460,8 @@ int games::ddr::DDRP3IOHandle::device_io(
if (nOutBufferSize >= 4) {
// cool down
Sleep(1);
static thread_local timeutils::PreciseSleepTimer timer;
timer.sleep(1);
// get controls as single variable (4 bytes)
auto &controls = *(uint32_t*) lpOutBuffer;
@@ -498,32 +500,80 @@ int games::ddr::DDRP3IOHandle::device_io(
// 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[] = {
Buttons::SERVICE,
Buttons::TEST,
Buttons::COIN_MECH,
Buttons::P1_START,
Buttons::P1_PANEL_UP,
Buttons::P1_PANEL_DOWN,
Buttons::P1_PANEL_LEFT,
Buttons::P1_PANEL_RIGHT,
Buttons::P1_MENU_UP,
Buttons::P1_MENU_DOWN,
Buttons::P1_MENU_LEFT,
Buttons::P1_MENU_RIGHT,
Buttons::P2_START,
Buttons::P2_PANEL_UP,
Buttons::P2_PANEL_DOWN,
Buttons::P2_PANEL_LEFT,
Buttons::P2_PANEL_RIGHT,
Buttons::P2_MENU_UP,
Buttons::P2_MENU_DOWN,
Buttons::P2_MENU_LEFT,
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
auto &buttons = get_buttons();
size_t count = 0;
+3 -1
View File
@@ -2,6 +2,7 @@
#include "rawinput/rawinput.h"
#include "util/logging.h"
#include "util/precise_timer.h"
#include "util/utils.h"
#include "../io.h"
@@ -255,7 +256,8 @@ namespace games::ddr {
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);
static thread_local timeutils::PreciseSleepTimer timer;
timer.sleep(4);
memset(lpOutBuffer, 0, 16);
auto controls = (uint32_t*) lpOutBuffer;
+3 -1
View File
@@ -7,6 +7,7 @@
#include "games/game.h"
#include "util/detour.h"
#include "util/logging.h"
#include "util/precise_timer.h"
#include "util/memutils.h"
#include "rgb_cam.h"
@@ -221,10 +222,11 @@ namespace games::drs {
void start_touch() {
std::thread t([] {
log_info("drs", "starting touch input thread");
timeutils::PreciseSleepTimer timer;
// main loop
while (TRUE) {
std::this_thread::sleep_for(std::chrono::milliseconds(1));
timer.sleep(1);
TOUCH_EVENTS.clear();
touch_get_events(TOUCH_EVENTS);
+8 -7
View File
@@ -35,13 +35,14 @@ std::vector<Analog> &games::ftt::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("FutureTomTom");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Pad 1",
"Pad 2",
"Pad 3",
"Pad 4"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Pad 1", AnalogType::LinearPositive },
{ "Pad 2", AnalogType::LinearPositive },
{ "Pad 3", AnalogType::LinearPositive },
{ "Pad 4", AnalogType::LinearPositive }
});
}
return analogs;
+171
View File
@@ -0,0 +1,171 @@
#include "asio.h"
#include <windows.h>
#include <cstring>
#include "avs/game.h"
#include "gitadora.h"
#include "util/detour.h"
#include "util/logging.h"
namespace games::gitadora {
// Redirects the game's hard-coded "XONAR" ASIO driver lookup to the
// driver name in ASIO_DRIVER by intercepting registry calls to
// HKLM\SOFTWARE\ASIO. Sentinel HKEY values mark the redirected handles
// so we can recognise them on subsequent reg* calls.
static const HKEY PARENT_ASIO_REG_HANDLE = reinterpret_cast<HKEY>(0x4001);
static const HKEY DEVICE_ASIO_REG_HANDLE = reinterpret_cast<HKEY>(0x4002);
static const char *FAKE_ASIO_DEVICE_NAME = "XONAR";
static decltype(RegCloseKey) *RegCloseKey_orig = nullptr;
static decltype(RegEnumKeyA) *RegEnumKeyA_orig = nullptr;
static decltype(RegOpenKeyA) *RegOpenKeyA_orig = nullptr;
static decltype(RegOpenKeyExA) *RegOpenKeyExA_orig = nullptr;
static decltype(RegQueryValueExA) *RegQueryValueExA_orig = nullptr;
static HKEY real_asio_reg_handle = nullptr;
static HKEY real_asio_device_reg_handle = nullptr;
static LONG WINAPI RegOpenKeyExA_hook(HKEY hKey, LPCSTR lpSubKey, DWORD ulOptions, REGSAM samDesired,
PHKEY phkResult)
{
if (ASIO_DRIVER.has_value() &&
lpSubKey != nullptr &&
phkResult != nullptr &&
hKey == PARENT_ASIO_REG_HANDLE &&
_stricmp(lpSubKey, FAKE_ASIO_DEVICE_NAME) == 0) {
*phkResult = DEVICE_ASIO_REG_HANDLE;
log_info("gitadora::asio", "replacing '{}' with '{}'", lpSubKey, ASIO_DRIVER.value());
const auto result = RegOpenKeyExA_orig(
real_asio_reg_handle,
ASIO_DRIVER.value().c_str(),
ulOptions,
samDesired,
&real_asio_device_reg_handle);
if (result != ERROR_SUCCESS) {
log_warning(
"gitadora::asio",
"failed to open registry subkey '{}', error=0x{:x}",
ASIO_DRIVER.value(), result);
log_warning(
"gitadora::asio",
"due to improper ASIO setting, audio init will fail");
}
return result;
}
return RegOpenKeyExA_orig(hKey, lpSubKey, ulOptions, samDesired, phkResult);
}
static LONG WINAPI RegOpenKeyA_hook(HKEY hKey, LPCSTR lpSubKey, PHKEY phkResult) {
if (ASIO_DRIVER.has_value() &&
lpSubKey != nullptr &&
phkResult != nullptr &&
hKey == HKEY_LOCAL_MACHINE &&
_stricmp(lpSubKey, "software\\asio") == 0)
{
*phkResult = PARENT_ASIO_REG_HANDLE;
return RegOpenKeyA_orig(hKey, lpSubKey, &real_asio_reg_handle);
}
return RegOpenKeyA_orig(hKey, lpSubKey, phkResult);
}
static LONG WINAPI RegEnumKeyA_hook(HKEY hKey, DWORD dwIndex, LPSTR lpName, DWORD cchName) {
if (hKey == PARENT_ASIO_REG_HANDLE && ASIO_DRIVER.has_value()) {
if (dwIndex == 0) {
// forward to real handle just to verify the key exists; we
// overwrite the name with our fake driver string regardless
auto ret = RegEnumKeyA_orig(real_asio_reg_handle, dwIndex, lpName, cchName);
if (ret == ERROR_SUCCESS && lpName != nullptr && cchName > 0) {
log_info("gitadora::asio", "stubbing '{}' with '{}'", lpName, FAKE_ASIO_DEVICE_NAME);
strncpy(lpName, FAKE_ASIO_DEVICE_NAME, cchName);
lpName[cchName - 1] = '\0';
}
return ret;
} else {
return ERROR_NO_MORE_ITEMS;
}
}
return RegEnumKeyA_orig(hKey, dwIndex, lpName, cchName);
}
static LONG WINAPI RegQueryValueExA_hook(HKEY hKey, LPCSTR lpValueName, LPDWORD lpReserved, LPDWORD lpType,
LPBYTE lpData, LPDWORD lpcbData)
{
HKEY target = hKey;
if (ASIO_DRIVER.has_value() &&
lpValueName != nullptr &&
lpData != nullptr &&
lpcbData != nullptr &&
hKey == DEVICE_ASIO_REG_HANDLE) {
if (_stricmp(lpValueName, "Description") == 0) {
// engine may verify the driver name after open; ensure it still
// sees something containing "XONAR" so the substring check passes
const size_t len = strlen(FAKE_ASIO_DEVICE_NAME) + 1;
if (*lpcbData < len) {
*lpcbData = static_cast<DWORD>(len);
return ERROR_MORE_DATA;
}
memcpy(lpData, FAKE_ASIO_DEVICE_NAME, len);
*lpcbData = static_cast<DWORD>(len);
if (lpType != nullptr) {
*lpType = REG_SZ;
}
return ERROR_SUCCESS;
}
// for everything else (CLSID etc.) defer to the real driver subkey
target = real_asio_device_reg_handle;
}
return RegQueryValueExA_orig(target, lpValueName, lpReserved, lpType, lpData, lpcbData);
}
static LONG WINAPI RegCloseKey_hook(HKEY hKey) {
if (hKey == PARENT_ASIO_REG_HANDLE) {
if (real_asio_reg_handle != nullptr) {
RegCloseKey_orig(real_asio_reg_handle);
real_asio_reg_handle = nullptr;
}
return ERROR_SUCCESS;
}
if (hKey == DEVICE_ASIO_REG_HANDLE) {
if (real_asio_device_reg_handle != nullptr) {
RegCloseKey_orig(real_asio_device_reg_handle);
real_asio_device_reg_handle = nullptr;
}
return ERROR_SUCCESS;
}
return RegCloseKey_orig(hKey);
}
void asio_hook_init() {
if (!ASIO_DRIVER.has_value()) {
return;
}
log_info("gitadora::asio", "installing ASIO driver redirect: XONAR -> {}", ASIO_DRIVER.value());
RegCloseKey_orig = detour::iat_try(
"RegCloseKey", RegCloseKey_hook, avs::game::DLL_INSTANCE);
RegEnumKeyA_orig = detour::iat_try(
"RegEnumKeyA", RegEnumKeyA_hook, avs::game::DLL_INSTANCE);
RegOpenKeyA_orig = detour::iat_try(
"RegOpenKeyA", RegOpenKeyA_hook, avs::game::DLL_INSTANCE);
RegOpenKeyExA_orig = detour::iat_try(
"RegOpenKeyExA", RegOpenKeyExA_hook, avs::game::DLL_INSTANCE);
RegQueryValueExA_orig = detour::iat_try(
"RegQueryValueExA", RegQueryValueExA_hook, avs::game::DLL_INSTANCE);
}
}
+12
View File
@@ -0,0 +1,12 @@
#pragma once
namespace games::gitadora {
// installs IAT registry hooks in gfdm.dll that redirect the game's
// ASIO driver lookup (hard-coded "XONAR" substring) to a user-chosen
// driver name read from games::gitadora::ASIO_DRIVER.
//
// safe to call unconditionally; if ASIO_DRIVER is unset the hooks
// forward every call straight through to advapi32.
void asio_hook_init();
}
+410 -27
View File
@@ -1,18 +1,27 @@
#include "gitadora.h"
#include "asio.h"
#include "handle.h"
#include "bi2x_hook.h"
#include <unordered_map>
#include <ks.h>
#include <ksmedia.h>
#include "cfg/configurator.h"
#include "hooks/audio/audio.h"
#include "hooks/audio/mme.h"
#include "hooks/graphics/graphics.h"
#include "misc/wintouchemu.h"
#include "overlay/overlay.h"
#include "util/cpuutils.h"
#include "util/deferlog.h"
#include "util/detour.h"
#include "util/libutils.h"
#include "util/logging.h"
#include "util/sigscan.h"
#include "util/socd_cleaner.h"
#include "util/sysutils.h"
#include "util/utils.h"
#include "hooks/setupapihook.h"
namespace games::gitadora {
@@ -20,11 +29,13 @@ namespace games::gitadora {
// settings
bool TWOCHANNEL = false;
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;
std::optional<uint8_t> ARENA_WINDOW_COUNT = std::nullopt;
std::optional<std::string> ASIO_DRIVER = std::nullopt;
bool ALLOW_REALTEK_AUDIO = false;
/*
* Prevent GitaDora from creating folders on F drive
@@ -221,13 +232,6 @@ namespace games::gitadora {
}
#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;
@@ -237,12 +241,334 @@ namespace games::gitadora {
} else {
log_info("gitadora", "guitar pick SOCD algorithm: legacy");
}
#if SPICE64 && !SPICE_XP
if (is_arena_model()) {
// in full screen, if single-adapter option is checked, it's functionally
// the same as forcing a single monitor
if (!GRAPHICS_WINDOWED && GRAPHICS_FORCE_SINGLE_ADAPTER) {
ARENA_WINDOW_COUNT = 1;
}
// figure out default settings if user didn't provide one
if (!ARENA_WINDOW_COUNT.has_value()) {
if (!GRAPHICS_WINDOWED && sysutils::enumerate_monitors().size() < 4) {
log_info("gitadora", "arena model: <4 monitors, defaulting to single window mode");
ARENA_WINDOW_COUNT = 1;
} else {
ARENA_WINDOW_COUNT = 4;
}
}
const int count = ARENA_WINDOW_COUNT.value();
switch (count) {
case 1:
log_info("gitadora", "arena model: single-window mode");
GRAPHICS_FORCE_SINGLE_ADAPTER = true;
GRAPHICS_PREVENT_SECONDARY_WINDOWS = true;
break;
case 2:
if (!GRAPHICS_WINDOWED) {
log_fatal(
"gitadora",
"arena model: 2-window mode is not supported in fullscreen, choose 1 or 4");
}
log_info("gitadora", "arena model: two-window mode");
GRAPHICS_GITADORA_HIDE_SIDE_WINDOWS = true;
break;
case 4:
log_info("gitadora", "arena model: four-window mode");
break;
default:
log_fatal(
"gitadora",
"arena model: unsupported window count: {}", count);
}
}
#endif
}
}
#if SPICE64 && !SPICE_XP
static decltype(GetDisplayConfigBufferSizes) *GetDisplayConfigBufferSizes_orig = nullptr;
static decltype(QueryDisplayConfig) *QueryDisplayConfig_orig = nullptr;
static decltype(DisplayConfigGetDeviceInfo) *DisplayConfigGetDeviceInfo_orig = nullptr;
// cached primary real monitor: its path + source/target mode entries.
// modeInfoIdx values on the path are renumbered to 0 / 1 so the cache is self-contained.
static DISPLAYCONFIG_PATH_INFO real_primary_path = {};
static DISPLAYCONFIG_MODE_INFO real_primary_modes[2] = {}; // [0]=source, [1]=target
// fake monitors appended after the real ones. the game classifies monitors
// by outputTechnology + connectorInstance:
// HDMI -> main 4k monitor (real primary)
// DP connInstance 0 -> left
// DP connInstance 1 -> right
// DP connInstance 2 -> small (sub/touch)
// ids are negated on the fake monitor headers so they can be distinguished
// from real ones in DisplayConfigGetDeviceInfo.
struct FakeMonitor {
LONG id;
int width;
int height;
int offset_x;
int offset_y;
UINT32 connector_instance;
};
// ORDERING MATTERS: the d3d9 wrapper (FAKE_SUBSCREEN_ADAPTER) hands out
// adapters as "\\.\DISPLAY_SPICE_FAKE_{N}" for N=1,2,3. The game maps each
// adapter to a swap chain role via its DisplayConfig connector instance,
// so the entries here must be listed in the same order the wrapper enumerates
// them: id=1 -> adapter 1 -> left, id=2 -> adapter 2 -> right, id=3 -> adapter 3 -> small.
static constexpr FakeMonitor FAKE_MONITORS[] = {
{ 1, 1080, 1920, -100000, -100000, 0 }, // left (DP connector instance 0)
{ 2, 1080, 1920, -200000, -200000, 1 }, // right (DP connector instance 1)
{ 3, 800, 1280, -300000, -300000, 2 }, // small (DP connector instance 2, touch)
};
static constexpr UINT32 FAKE_MONITOR_COUNT = static_cast<UINT32>(std::size(FAKE_MONITORS));
// call QueryDisplayConfig once, keep only the primary monitor's path and its
// two referenced modes (source + target). modeInfoIdx values are rewritten to
// 0 and 1 so the cache is self-consistent.
static void cache_primary_monitor_info() {
UINT32 path_count = 0;
UINT32 mode_count = 0;
if (GetDisplayConfigBufferSizes_orig(
QDC_ONLY_ACTIVE_PATHS, &path_count, &mode_count) != ERROR_SUCCESS) {
log_fatal("gitadora", "cache_primary_monitor_info: GetDisplayConfigBufferSizes failed");
}
std::vector<DISPLAYCONFIG_PATH_INFO> all_paths(path_count);
std::vector<DISPLAYCONFIG_MODE_INFO> all_modes(mode_count);
if (QueryDisplayConfig_orig(
QDC_ONLY_ACTIVE_PATHS,
&path_count, all_paths.data(),
&mode_count, all_modes.data(),
nullptr) != ERROR_SUCCESS) {
log_fatal("gitadora", "cache_primary_monitor_info: QueryDisplayConfig failed");
}
all_paths.resize(path_count);
all_modes.resize(mode_count);
// pick the primary monitor: source mode at (0, 0)
auto primary = std::find_if(all_paths.begin(), all_paths.end(),
[&](const auto &p) {
const auto idx = p.sourceInfo.modeInfoIdx;
return idx < all_modes.size() &&
all_modes[idx].infoType == DISPLAYCONFIG_MODE_INFO_TYPE_SOURCE &&
all_modes[idx].sourceMode.position.x == 0 &&
all_modes[idx].sourceMode.position.y == 0;
});
if (primary == all_paths.end()) {
log_fatal("gitadora", "cache_primary_monitor_info: no primary monitor found");
}
real_primary_modes[0] = all_modes[primary->sourceInfo.modeInfoIdx];
real_primary_modes[1] = all_modes[primary->targetInfo.modeInfoIdx];
real_primary_path = *primary;
real_primary_path.sourceInfo.modeInfoIdx = 0;
real_primary_path.targetInfo.modeInfoIdx = 1;
log_info("gitadora", "cache_primary_monitor_info: cached primary monitor");
}
static
LONG
WINAPI
GetDisplayConfigBufferSizes_hook(
UINT32 Flags,
UINT32 *pNumPathArrayElements,
UINT32 *pNumModeInfoArrayElements)
{
// populate cached primary real monitor on the first call
static std::once_flag populate_once;
std::call_once(populate_once, cache_primary_monitor_info);
// always report exactly 1 real + N fake monitors
*pNumPathArrayElements = 1 + FAKE_MONITOR_COUNT;
*pNumModeInfoArrayElements = 2 + FAKE_MONITOR_COUNT * 2;
log_info(
"gitadora",
"GetDisplayConfigBufferSizes: 1 real path + {} fake monitor(s)",
FAKE_MONITOR_COUNT);
return ERROR_SUCCESS;
}
// write fake monitor i into the caller's path/mode arrays. layout (single-monitor
// assumption): index 0 in both arrays holds the cached primary real monitor, so
// fake i occupies path slot (1 + i) and mode slots (2 + i*2) / (2 + i*2 + 1).
static void insert_fake_monitor(
DISPLAYCONFIG_PATH_INFO *paths,
DISPLAYCONFIG_MODE_INFO *modes,
UINT32 i)
{
const FakeMonitor &m = FAKE_MONITORS[i];
const UINT32 src_idx = 2 + i * 2;
const UINT32 tgt_idx = src_idx + 1;
const LUID adapter_id { .LowPart = static_cast<DWORD>(-m.id), .HighPart = -m.id };
const UINT32 uid = static_cast<UINT32>(-m.id);
paths[1 + i] = {
.sourceInfo = {
.adapterId = adapter_id,
.id = uid,
.modeInfoIdx = src_idx,
.statusFlags = DISPLAYCONFIG_SOURCE_IN_USE,
},
.targetInfo = {
.adapterId = adapter_id,
.id = uid,
.modeInfoIdx = tgt_idx,
.outputTechnology = DISPLAYCONFIG_OUTPUT_TECHNOLOGY_DISPLAYPORT_EXTERNAL,
.rotation = DISPLAYCONFIG_ROTATION_IDENTITY,
.scaling = DISPLAYCONFIG_SCALING_IDENTITY,
.refreshRate = { .Numerator = 60000, .Denominator = 1000 },
.scanLineOrdering = DISPLAYCONFIG_SCANLINE_ORDERING_PROGRESSIVE,
.targetAvailable = TRUE,
.statusFlags = DISPLAYCONFIG_TARGET_IN_USE,
},
.flags = DISPLAYCONFIG_PATH_ACTIVE,
};
modes[src_idx] = {
.infoType = DISPLAYCONFIG_MODE_INFO_TYPE_SOURCE,
.id = uid,
.adapterId = adapter_id,
.sourceMode = {
.width = static_cast<UINT32>(m.width),
.height = static_cast<UINT32>(m.height),
.pixelFormat = DISPLAYCONFIG_PIXELFORMAT_32BPP,
.position = { .x = m.offset_x, .y = m.offset_y },
},
};
modes[tgt_idx] = {
.infoType = DISPLAYCONFIG_MODE_INFO_TYPE_TARGET,
.id = uid,
.adapterId = adapter_id,
.targetMode = {},
};
log_misc(
"gitadora",
"inserted fake monitor: id={}, width={}, height={}, offset_x={}, offset_y={}",
m.id, m.width, m.height, m.offset_x, m.offset_y);
}
static
LONG
WINAPI
QueryDisplayConfig_hook(
UINT32 flags,
UINT32* numPathArrayElements,
DISPLAYCONFIG_PATH_INFO* pathArray,
UINT32* numModeInfoArrayElements,
DISPLAYCONFIG_MODE_INFO* modeInfoArray,
DISPLAYCONFIG_TOPOLOGY_ID* currentTopologyId)
{
// copy cached primary real monitor into caller buffers at index 0
pathArray[0] = real_primary_path;
modeInfoArray[0] = real_primary_modes[0];
modeInfoArray[1] = real_primary_modes[1];
*numPathArrayElements = 1 + FAKE_MONITOR_COUNT;
*numModeInfoArrayElements = 2 + FAKE_MONITOR_COUNT * 2;
if (currentTopologyId != nullptr) {
*currentTopologyId = DISPLAYCONFIG_TOPOLOGY_EXTEND;
}
log_misc("gitadora", "QueryDisplayConfig returning fake monitor paths and modes");
// append fake monitors after the real one
for (UINT32 i = 0; i < FAKE_MONITOR_COUNT; i++) {
insert_fake_monitor(pathArray, modeInfoArray, i);
}
return ERROR_SUCCESS;
}
static
LONG
WINAPI
DisplayConfigGetDeviceInfo_hook(DISPLAYCONFIG_DEVICE_INFO_HEADER* requestPacket)
{
if (requestPacket == nullptr) {
return DisplayConfigGetDeviceInfo_orig(requestPacket);
}
// handle fake monitors (negative id) directly without calling orig
const auto id = static_cast<int>(requestPacket->id);
if (id < 0) {
if (requestPacket->type == DISPLAYCONFIG_DEVICE_INFO_GET_SOURCE_NAME) {
const auto sourceName = reinterpret_cast<DISPLAYCONFIG_SOURCE_DEVICE_NAME*>(requestPacket);
// name must match WrappedIDirect3D9::GetAdapterIdentifier
const std::string adapter_name = fmt::format("\\\\.\\DISPLAY_SPICE_FAKE_{}", -id);
wcscpy(sourceName->viewGdiDeviceName, s2ws(adapter_name).c_str());
log_misc("gitadora",
"DisplayConfigGetDeviceInfo: fake source id={} name={}", id, adapter_name);
return ERROR_SUCCESS;
}
if (requestPacket->type == DISPLAYCONFIG_DEVICE_INFO_GET_TARGET_NAME) {
const auto targetName = reinterpret_cast<DISPLAYCONFIG_TARGET_DEVICE_NAME*>(requestPacket);
const LONG fake_id = -id;
UINT32 conn_inst = 0xff;
for (const auto& f : FAKE_MONITORS) {
if (f.id == fake_id) {
conn_inst = f.connector_instance;
break;
}
}
targetName->outputTechnology = DISPLAYCONFIG_OUTPUT_TECHNOLOGY_DISPLAYPORT_EXTERNAL;
targetName->connectorInstance = conn_inst;
wcscpy(targetName->monitorFriendlyDeviceName, L"Spice Fake Monitor");
wcscpy(targetName->monitorDevicePath, L"\\\\?\\SpiceFakeMonitor");
log_misc("gitadora",
"DisplayConfigGetDeviceInfo: fake target id={} -> DP connInst {}",
id, targetName->connectorInstance);
return ERROR_SUCCESS;
}
}
const auto ret = DisplayConfigGetDeviceInfo_orig(requestPacket);
if (ret != ERROR_SUCCESS ||
requestPacket->type != DISPLAYCONFIG_DEVICE_INFO_GET_TARGET_NAME) {
return ret;
}
// override the cached primary real monitor target info to look like HDMI/0
const auto targetName = reinterpret_cast<DISPLAYCONFIG_TARGET_DEVICE_NAME*>(requestPacket);
const auto& target = real_primary_path.targetInfo;
if (target.id == targetName->header.id &&
target.adapterId.HighPart == targetName->header.adapterId.HighPart &&
target.adapterId.LowPart == targetName->header.adapterId.LowPart)
{
targetName->outputTechnology = DISPLAYCONFIG_OUTPUT_TECHNOLOGY_HDMI;
targetName->connectorInstance = 0;
log_info("gitadora",
"overriding primary monitor (id={}) to pretend to be HDMI",
targetName->header.id);
}
return ret;
}
#endif
void GitaDoraGame::attach() {
Game::attach();
// 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()) {
log_info("gitadora", "forcing UI scale to 250% for arena model");
overlay::UI_SCALE_PERCENT = 250;
}
// modules
HMODULE sharepj_module = libutils::try_module("libshare-pj.dll");
HMODULE bmsd2_module = libutils::try_module("libbmsd2.dll");
@@ -269,6 +595,12 @@ namespace games::gitadora {
#ifdef SPICE64
// gitadora arena model
auto aio = libutils::try_library("libaio.dll");
// before we start patching and hooking things, detect invalid configuration
if (aio != nullptr && !is_arena_model()) {
log_fatal("gitadora", "arena model i/o (libaio.dll) detected, but <spec> is not an arena model - bad prop XML files?");
}
if (aio != nullptr) {
SETUPAPI_SETTINGS settings{};
settings.class_guid[0] = 0x86E0D1E0;
@@ -294,39 +626,76 @@ namespace games::gitadora {
detour::iat_try("GetDriveTypeA", GetDriveTypeA_hook, avs::game::DLL_INSTANCE);
detour::iat_try("CreateDirectoryA", CreateDirectoryA_hook, avs::game::DLL_INSTANCE);
// ASIO driver redirect (XONAR -> user-configured driver)
asio_hook_init();
// volume change prevention
hooks::audio::mme::init(avs::game::DLL_INSTANCE);
// touch hook
if (ARENA_SINGLE_WINDOW) {
// fake Realtek audio injection
// if ASIO init succeeds, game tries to look for audio device with `Realtek` in friendly name
// if ASIO init fails, game opens default audio device
// therefore, it's safe to enable this hook by default regardless of ASIO preference
// (unless the user explicitly disables it, of course)
if (ALLOW_REALTEK_AUDIO) {
log_info(
"gitadora",
"fake Realtek audio injection disabled "
"(user's real Realtek audio may be used after successful ASIO init)");
} else {
log_info(
"gitadora",
"fake Realtek audio injection enabled "
"(create a fake Realtek audio device to prevent crashes after successful ASIO init)");
hooks::audio::INJECT_FAKE_REALTEK_AUDIO = true;
}
// monitor/touch hooks (windowed or full screen)
if (GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
// enable touch hook for subscreen overlay
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");
#if !SPICE_XP
if (!GRAPHICS_WINDOWED) {
// monitor hook: always pretend to have 1 primary real monitor + 3 fake monitors
// (LEFT / RIGHT / SMALL) so the game accepts the arena cab topology
GetDisplayConfigBufferSizes_orig =
detour::iat_try("GetDisplayConfigBufferSizes",
GetDisplayConfigBufferSizes_hook, avs::game::DLL_INSTANCE);
QueryDisplayConfig_orig =
detour::iat_try("QueryDisplayConfig",
QueryDisplayConfig_hook, avs::game::DLL_INSTANCE);
DisplayConfigGetDeviceInfo_orig =
detour::iat_try("DisplayConfigGetDeviceInfo",
DisplayConfigGetDeviceInfo_hook, avs::game::DLL_INSTANCE);
}
#endif
}
}
// window patch
if (GRAPHICS_WINDOWED && !replace_pattern(
gdme_module,
"754185ED753D8B4118BF0000CB02",
"9090????9090??????????????12", 0, 0))
{
log_warning("gitadora", "windowed mode failed");
if (!is_arena_model()) {
HMODULE gdme_module = libutils::try_module("libgdme.dll");
if (GRAPHICS_WINDOWED && !replace_pattern(
gdme_module,
"754185ED753D8B4118BF0000CB02",
"9090????9090??????????????12", 0, 0)) {
log_warning("gitadora", "windowed mode failed");
}
}
HMODULE bmsd_engine_module = libutils::try_module("libbmsd-engine.dll");
HMODULE bmsd_module = libutils::try_module("libbmsd.dll");
// two channel mod
if (TWOCHANNEL) {
bmsd2_boot_orig = detour::iat_try("bmsd2_boot", bmsd2_boot_hook, bmsd_module);
if (TWOCHANNEL && !is_arena_model()) {
HMODULE bmsd_engine_module = libutils::try_module("libbmsd-engine.dll");
HMODULE bmsd_module = libutils::try_module("libbmsd.dll");
bmsd2_boot_orig = detour::iat_try("bmsd2_boot", bmsd2_boot_hook, bmsd_module);
if (!(replace_pattern(bmsd_engine_module, "33000000488D", "03??????????", 0, 0) ||
replace_pattern(bmsd_engine_module, "330000000F10", "03??????????", 0, 0)))
{
replace_pattern(bmsd_engine_module, "330000000F10", "03??????????", 0, 0))) {
log_warning("gitadora", "two channel mode failed");
}
}
@@ -334,4 +703,18 @@ namespace games::gitadora {
#endif
}
void fix_audio_channel_mask(WAVEFORMATEX *format) {
if (!format || format->wFormatTag != WAVE_FORMAT_EXTENSIBLE) {
return;
}
auto ext = reinterpret_cast<WAVEFORMATEXTENSIBLE *>(format);
// fix the legacy 7.1 channel mask to the modern surround layout
// makes it more compatible with modern audio cards
if (ext->dwChannelMask == KSAUDIO_SPEAKER_7POINT1) {
ext->dwChannelMask = KSAUDIO_SPEAKER_7POINT1_SURROUND;
}
}
}
+8 -1
View File
@@ -2,6 +2,9 @@
#include <optional>
#include <windows.h>
#include <mmreg.h>
#include "avs/game.h"
#include "games/game.h"
#include "util/socd_cleaner.h"
@@ -11,11 +14,13 @@ namespace games::gitadora {
// settings
extern bool TWOCHANNEL;
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;
extern std::optional<uint8_t> ARENA_WINDOW_COUNT;
extern std::optional<std::string> ASIO_DRIVER;
extern bool ALLOW_REALTEK_AUDIO;
class GitaDoraGame : public games::Game {
public:
@@ -24,6 +29,8 @@ namespace games::gitadora {
virtual void attach() override;
};
void fix_audio_channel_mask(WAVEFORMATEX *format);
static inline bool is_drum() {
return (
avs::game::is_model({ "J32", "K32", "L32" }) ||
+12 -10
View File
@@ -86,19 +86,21 @@ std::vector<Button> &games::gitadora::get_buttons() {
std::vector<Analog> &games::gitadora::get_analogs() {
static std::vector<Analog> analogs;
using namespace GameAPI::Analogs;
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("GitaDora");
GameAPI::Analogs::sortAnalogs(&analogs,
"Guitar P1 Wail X",
"Guitar P1 Wail Y",
"Guitar P1 Wail Z",
"Guitar P1 Knob",
"Guitar P2 Wail X",
"Guitar P2 Wail Y",
"Guitar P2 Wail Z",
"Guitar P2 Knob"
);
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{"Guitar P1 Wail X", AnalogType::LinearCentered},
{"Guitar P1 Wail Y", AnalogType::LinearCentered},
{"Guitar P1 Wail Z", AnalogType::LinearCentered},
{"Guitar P1 Knob", AnalogType::Circular},
{"Guitar P2 Wail X", AnalogType::LinearCentered},
{"Guitar P2 Wail Y", AnalogType::LinearCentered},
{"Guitar P2 Wail Z", AnalogType::LinearCentered},
{"Guitar P2 Knob", AnalogType::Circular}
});
}
return analogs;
+3 -1
View File
@@ -2,6 +2,7 @@
#include "misc/eamuse.h"
#include "rawinput/rawinput.h"
#include "util/precise_timer.h"
#include "util/utils.h"
#include "iidx.h"
@@ -82,7 +83,8 @@ bool games::iidx::IIDXFMSerialHandle::FMSerialDevice::parse_msg(
}
// sleep - otherwise the IO thread will go too hard on the CPU
Sleep(1);
static thread_local timeutils::PreciseSleepTimer timer;
timer.sleep(1);
// generate message
auto msg = this->create_msg(msg_in, 0x2E);
+3 -1
View File
@@ -2,6 +2,7 @@
#include "misc/eamuse.h"
#include "rawinput/rawinput.h"
#include "util/precise_timer.h"
#include "util/utils.h"
#include "iidx.h"
@@ -82,7 +83,8 @@ bool games::iidx::BI2XSerialHandle::BI2XDevice::parse_msg(
}
// sleep - otherwise the IO thread will go too hard on the CPU
Sleep(1);
static thread_local timeutils::PreciseSleepTimer timer;
timer.sleep(1);
// generate message
auto msg = this->create_msg(msg_in, 0x2E);
+8 -38
View File
@@ -67,6 +67,8 @@ namespace games::iidx {
std::optional<std::string> SOUND_OUTPUT_DEVICE = std::nullopt;
std::optional<std::string> SOUND_OUTPUT_DEVICE_IN_EFFECT = 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;
std::optional<std::string> SUBSCREEN_OVERLAY_SIZE = std::nullopt;
std::optional<std::string> SCREEN_MODE = std::nullopt;
@@ -541,11 +543,7 @@ namespace games::iidx {
// if the user specified a value (other than auto), use it as the environment var
// probably "wasapi" or "asio", but it's not explicitly checked here for forward compat
if (SOUND_OUTPUT_DEVICE.has_value() && SOUND_OUTPUT_DEVICE.value() != "auto") {
log_info(
"iidx",
"using user-supplied \"{}\" for SOUND_OUTPUT_DEVICE",
SOUND_OUTPUT_DEVICE.value());
SetEnvironmentVariable("SOUND_OUTPUT_DEVICE", SOUND_OUTPUT_DEVICE.value().c_str());
// the environemnt variable was already set in launcher.cpp
SOUND_OUTPUT_DEVICE_IN_EFFECT = SOUND_OUTPUT_DEVICE;
return;
}
@@ -781,7 +779,7 @@ namespace games::iidx {
}
// return higher 8 bit
return (uint8_t) (ret_value >> 2);
return (uint8_t)(ret_value >> 2);
}
unsigned char get_slider(uint8_t slider) {
@@ -891,38 +889,10 @@ namespace games::iidx {
}
}
// patch iidx32+ for asio compatibility
// 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
// other devices as a XONAR, don't check for the exact string (common ASIO workaround for INF)
if (avs::game::is_ext(2024090100, INT_MAX) &&
!(SOUND_OUTPUT_DEVICE_IN_EFFECT.has_value() &&
SOUND_OUTPUT_DEVICE_IN_EFFECT.value() == "wasapi")) {
// in iidx32 final:
// ff 50 08 call QWORD PTR [rax+0x8] ; ASIO instance AddRef
// 48 8b 4b 08 mov rcx,QWORD PTR [rbx+0x8]
// 48 8b 01 mov rax,QWORD PTR [rcx]
// ff 50 08 call QWORD PTR [rax+0x8] ; ASIO instance AddRef
intptr_t result = replace_pattern(
avs::game::DLL_INSTANCE,
"FF50????????????????FF50??4533C94533C0418D51",
"????????????????????909090??????????????????",
0, 0);
if (result == 0) {
log_warning(
"iidx",
"Failed to apply ASIO compatibility fix for iidx32+. "
"Unless patches are applied, your ASIO device may hang or fail to work");
} else {
log_info(
"iidx",
"Successfully applied ASIO compatibility fix for iidx32+ using signature matching @ 0x{:x}.",
result);
}
}
// note: the iidx32+ ASIO refcount bug (a duplicate AddRef on the ASIO instance with
// no matching Release, which leaks the driver and can hang non-XONAR devices) is now
// handled transparently by the WrappedAsio proxy (see hooks/audio/asio_proxy.cpp),
// so no game-DLL signature patch is needed here anymore
#endif
+11 -10
View File
@@ -63,16 +63,17 @@ std::vector<Analog> &games::iidx::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Beatmania IIDX");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Turntable P1",
"Turntable P2",
"VEFX",
"Low-EQ",
"Hi-EQ",
"Filter",
"Play Volume"
);
using namespace GameAPI::Analogs;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Turntable P1", AnalogType::Circular },
{ "Turntable P2", AnalogType::Circular },
{ "VEFX", AnalogType::LinearPositive },
{ "Low-EQ", AnalogType::LinearPositive },
{ "Hi-EQ", AnalogType::LinearPositive },
{ "Filter", AnalogType::LinearPositive },
{ "Play Volume", AnalogType::LinearPositive }
});
}
return analogs;
}
+3 -1
View File
@@ -3,6 +3,7 @@
#if SPICE64 && !SPICE_XP
#include "util/logging.h"
#include "util/precise_timer.h"
#include "util/utils.h"
#include "mf_wrappers.h"
@@ -399,6 +400,7 @@ namespace games::iidx {
void IIDXLocalCamera::CreateThread() {
// Create thread
m_drawThread = new std::thread([this]() {
timeutils::PreciseSleepTimer timer;
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_BELOW_NORMAL);
double accumulator = 0.0;
@@ -412,7 +414,7 @@ namespace games::iidx {
accumulator -= 1.0;
floorFrameTimeMicroSec += 1;
}
std::this_thread::sleep_for(std::chrono::microseconds(floorFrameTimeMicroSec));
timer.sleep(std::chrono::microseconds(floorFrameTimeMicroSec));
}
});
}
+3 -1
View File
@@ -15,6 +15,7 @@
#include "touch/touch.h"
#include "util/libutils.h"
#include "util/logging.h"
#include "util/precise_timer.h"
#define POKE_NATIVE_TOUCH 0
@@ -200,6 +201,7 @@ namespace games::iidx::poke {
// create new thread
THREAD_RUNNING = true;
THREAD = new std::thread([] {
timeutils::PreciseSleepTimer timer;
// log
log_info("poke", "enabled");
@@ -319,7 +321,7 @@ namespace games::iidx::poke {
}
// slow down
Sleep(50);
timer.sleep(50);
}
return nullptr;
+6 -1
View File
@@ -92,6 +92,9 @@ namespace games {
games.push_back(ddr);
buttons.insert({ ddr, ddr::get_buttons() });
lights.insert({ ddr, ddr::get_lights() });
buttons_help.insert({ ddr, ddr::get_buttons_help() });
analogs_help.insert({ ddr, ddr::get_analogs_help() });
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"});
@@ -441,6 +444,8 @@ namespace games {
// overlay button definitions
names.emplace_back("Screenshot");
vkey_defaults.push_back(VK_SNAPSHOT);
names.emplace_back("Toggle All Windows");
vkey_defaults.push_back(VK_OEM_3); // backtick `
names.emplace_back("Toggle Main Menu");
vkey_defaults.push_back(VK_ESCAPE);
names.emplace_back("Toggle Sub Screen");
@@ -465,7 +470,7 @@ namespace games {
vkey_defaults.push_back(VK_F10);
names.emplace_back("Toggle Screen Resize");
vkey_defaults.push_back(VK_F11);
names.emplace_back("Toggle Overlay");
names.emplace_back("Toggle FPS");
vkey_defaults.push_back(VK_F12);
names.emplace_back("Toggle Camera Control");
vkey_defaults.push_back(0xFF);
+2 -1
View File
@@ -8,6 +8,7 @@ namespace games {
namespace OverlayButtons {
enum {
Screenshot,
ToggleAllWindows,
ToggleMainMenu,
ToggleSubScreen,
InsertCoin,
@@ -20,7 +21,7 @@ namespace games {
ToggleControl,
TogglePatchManager,
ToggleScreenResize,
ToggleOverlay,
ToggleFps,
ToggleCameraControl,
TriggerPinMacroP1,
TriggerPinMacroP2,
+86 -13
View File
@@ -19,7 +19,7 @@
namespace games::jb {
// touch stuff
bool TOUCH_LEGACY_BOX = false;
JubeatTouchAlgorithm TOUCH_ALGORITHM = Improved;
static bool TOUCH_ENABLE = false;
static bool TOUCH_ATTACHED = false;
static bool IS_PORTRAIT = true;
@@ -78,7 +78,7 @@ namespace games::jb {
// note that the IO code in device.cpp will correctly compensate for orientation, depending on the model.
TOUCH_POINTS.clear();
touch_get_points(TOUCH_POINTS);
if (TOUCH_LEGACY_BOX) {
if (TOUCH_ALGORITHM == Legacy) {
auto offset = IS_PORTRAIT ? 580 : 0;
for (auto &tp : TOUCH_POINTS) {
@@ -94,6 +94,17 @@ namespace games::jb {
}
} else {
for (auto &tp : TOUCH_POINTS) {
// check window out of bounds
if (IS_PORTRAIT) {
if (tp.x > 768 || tp.y > 1360) {
continue;
}
} else {
if (tp.x > 1360 || tp.y > 768) {
continue;
}
}
int x_relative = tp.x;
int y_relative = tp.y;
@@ -110,19 +121,66 @@ namespace games::jb {
y_relative -= 8;
}
if (x_relative < 0 || y_relative < 0) {
int x_index = -1;
int x_hitbox = 0;
int y_index = -1;
int y_hitbox = 0;
// x_hitbox and y_hitbox is relative to top-left pixel of each button
if (x_relative >= 0) {
x_index = x_relative / JB_BUTTON_HITBOX;
x_hitbox = x_relative % JB_BUTTON_HITBOX;
}
if (y_relative >= 0) {
y_index = y_relative / JB_BUTTON_HITBOX;
y_hitbox = y_relative % JB_BUTTON_HITBOX;
}
// log_info("jb", "raw={}, idx={}, hitbox={}", tp.x, x_index, x_hitbox);
if (TOUCH_ALGORITHM == Improved) {
if (IS_PORTRAIT) {
// extend to left border
if (x_relative < 0) {
x_index = 0;
}
// right and bottom borders are covered by the hit box
} else {
// extend to top border
if (y_relative < 0) {
y_index = 0;
}
// extend to left border
if (x_relative < 0) {
x_index = 0;
}
// bottom border is covered by the hit box
// rightmost edge - ignore them entirely
if (x_index == 3 && JB_BUTTON_SIZE < x_hitbox) {
continue;
}
}
}
if (x_index < 0 || y_index < 0 || x_index > 3 || y_index > 3) {
continue;
}
// x_hitbox and y_hitbox is relative to top-left pixel of each button
int x_index = x_relative / JB_BUTTON_HITBOX;
int x_hitbox = x_relative % JB_BUTTON_HITBOX;
int y_index = y_relative / JB_BUTTON_HITBOX;
int y_hitbox = y_relative % JB_BUTTON_HITBOX;
// check if the gap was touched
if (x_hitbox > JB_BUTTON_SIZE || y_hitbox > JB_BUTTON_SIZE) {
continue;
if (TOUCH_ALGORITHM == AcAccurate) {
// in ac-accurate mode, touching the gap is ignored
if (x_hitbox > JB_BUTTON_SIZE || y_hitbox > JB_BUTTON_SIZE) {
continue;
}
} else if (TOUCH_ALGORITHM == Improved) {
// in improved mode, touching the gap triggers the closest button
if (x_index <= 2 && (JB_BUTTON_SIZE + JB_BUTTON_GAP / 2) < x_hitbox) {
x_index++;
}
if (y_index <= 2 && (JB_BUTTON_SIZE + JB_BUTTON_GAP / 2) < y_hitbox) {
y_index++;
}
}
// set the corresponding state
@@ -167,7 +225,7 @@ namespace games::jb {
void JBGame::pre_attach() {
if (!cfg::CONFIGURATOR_STANDALONE) {
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()) {
log_warning(
"jubeat",
@@ -178,7 +236,7 @@ namespace games::jb {
" c:\\jubeat\\contents\\spice.exe <- OK\n\n"
"To fix this, create a new directory and move ALL game files there.\n\n"
"Your current working directory: {}\n",
current_path.string());
current_path);
log_fatal(
"jubeat",
@@ -193,6 +251,21 @@ namespace games::jb {
// enable touch
TOUCH_ENABLE = true;
switch (TOUCH_ALGORITHM) {
case Legacy:
log_info("jubeat", "using 'legacy' touch targets");
break;
case Improved:
log_info("jubeat", "using 'improved' touch targets");
break;
case AcAccurate:
log_info("jubeat", "using 'ac accurate' touch targets");
break;
default:
log_fatal("jubeat", "unknown touch algo detected in touch_update, this is a bug");
break;
}
// enable debug logging of gftools
HMODULE gftools = libutils::try_module("gftools.dll");
detour::inline_hook((void *) GFDbgSetReportFunc, libutils::try_proc(
+7 -1
View File
@@ -4,8 +4,14 @@
namespace games::jb {
enum JubeatTouchAlgorithm {
Legacy,
Improved,
AcAccurate
};
// touch stuff
extern bool TOUCH_LEGACY_BOX;
extern JubeatTouchAlgorithm TOUCH_ALGORITHM;
extern bool TOUCH_STATE[16];
void touch_update();
+5 -5
View File
@@ -36,11 +36,11 @@ std::vector<Analog> &games::mga::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Metal Gear");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Joy X",
"Joy Y"
);
using namespace GameAPI::Analogs;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Joy X", AnalogType::LinearCentered },
{ "Joy Y", AnalogType::LinearCentered }
});
}
return analogs;
+32 -31
View File
@@ -165,37 +165,38 @@ std::vector<Analog> &games::nost::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Nostalgia");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Key 1",
"Key 2",
"Key 3",
"Key 4",
"Key 5",
"Key 6",
"Key 7",
"Key 8",
"Key 9",
"Key 10",
"Key 11",
"Key 12",
"Key 13",
"Key 14",
"Key 15",
"Key 16",
"Key 17",
"Key 18",
"Key 19",
"Key 20",
"Key 21",
"Key 22",
"Key 23",
"Key 24",
"Key 25",
"Key 26",
"Key 27",
"Key 28"
);
using namespace GameAPI::Analogs;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Key 1", AnalogType::LinearPositive },
{ "Key 2", AnalogType::LinearPositive },
{ "Key 3", AnalogType::LinearPositive },
{ "Key 4", AnalogType::LinearPositive },
{ "Key 5", AnalogType::LinearPositive },
{ "Key 6", AnalogType::LinearPositive },
{ "Key 7", AnalogType::LinearPositive },
{ "Key 8", AnalogType::LinearPositive },
{ "Key 9", AnalogType::LinearPositive },
{ "Key 10", AnalogType::LinearPositive },
{ "Key 11", AnalogType::LinearPositive },
{ "Key 12", AnalogType::LinearPositive },
{ "Key 13", AnalogType::LinearPositive },
{ "Key 14", AnalogType::LinearPositive },
{ "Key 15", AnalogType::LinearPositive },
{ "Key 16", AnalogType::LinearPositive },
{ "Key 17", AnalogType::LinearPositive },
{ "Key 18", AnalogType::LinearPositive },
{ "Key 19", AnalogType::LinearPositive },
{ "Key 20", AnalogType::LinearPositive },
{ "Key 21", AnalogType::LinearPositive },
{ "Key 22", AnalogType::LinearPositive },
{ "Key 23", AnalogType::LinearPositive },
{ "Key 24", AnalogType::LinearPositive },
{ "Key 25", AnalogType::LinearPositive },
{ "Key 26", AnalogType::LinearPositive },
{ "Key 27", AnalogType::LinearPositive },
{ "Key 28", AnalogType::LinearPositive }
});
}
return analogs;
}
+3 -1
View File
@@ -9,6 +9,7 @@
#include "misc/eamuse.h"
#include "touch/touch.h"
#include "util/logging.h"
#include "util/precise_timer.h"
namespace games::nost::poke {
@@ -63,6 +64,7 @@ namespace games::nost::poke {
// create new thread
THREAD_RUNNING = true;
THREAD = new std::thread([] {
timeutils::PreciseSleepTimer timer;
const DWORD touch_id = (DWORD)(0xFFFFFFFE);
const int swipe_anim_total_frames = 6;
@@ -178,7 +180,7 @@ namespace games::nost::poke {
}
// slow down
Sleep(30);
timer.sleep(30);
}
return nullptr;
+6 -2
View File
@@ -4,6 +4,7 @@
#include "touchpanel.h"
#include "util/logging.h"
#include "util/precise_timer.h"
#include "touch/touch.h"
using namespace std::chrono_literals;
@@ -44,6 +45,9 @@ bool games::onpara::TouchPanelHandle::open(LPCWSTR lpFileName) {
}
int games::onpara::TouchPanelHandle::read(LPVOID lpBuffer, DWORD nNumberOfBytesToRead) {
static thread_local timeutils::PreciseSleepTimer timer;
DWORD i;
auto buffer = reinterpret_cast<uint8_t *>(lpBuffer);
@@ -67,7 +71,7 @@ int games::onpara::TouchPanelHandle::read(LPVOID lpBuffer, DWORD nNumberOfBytesT
enqueue_packet(report);
// prevent cpu bullying
std::this_thread::sleep_for(1ms);
timer.sleep(1);
}
// copy from output queue
@@ -133,4 +137,4 @@ bool games::onpara::TouchPanelHandle::close() {
log_info("touchpanel", "Closed COM1 (Touch Panel)");
return true;
}
}
+74
View File
@@ -4,6 +4,7 @@
#include "util/detour.h"
#include "util/libutils.h"
#include "util/logging.h"
#include "util/sigscan.h"
#define OTOCA_DEBUG_VERBOSE 0
#if OTOCA_DEBUG_VERBOSE
@@ -116,6 +117,73 @@ namespace games::otoca {
return ret;
}
static void patch_holo_print_hang() {
// arkkep.dll's print method sets the printer busy (0x66 / Printing_Busy),
// then bails out with -1 WITHOUT printing when its holo parameter is
// nonzero (the card path passes 0 and works). The completion callback that
// clears busy never fires, so the page's poll loop spins forever -> hang.
// The image band is already built, so flip the je that skips the bail-out
// into a jmp (74 -> EB) to route holo through the print path like card.
//
// je issue_print ; <- patched to jmp
// or eax, -1 ; holo: return without printing
// ret 10h
auto arkkep = libutils::try_module("arkkep.dll");
if (arkkep == nullptr) {
log_warning("otoca", "arkkep.dll not loaded; skipping holo print hang fix");
return;
}
auto result = replace_pattern(
arkkep,
"C7465866000000895DC0C74710080700007416",
"C7465866000000895DC0C7471008070000EB16",
0, 0);
if (result) {
log_info("otoca", "patched hologram print hang in arkkep.dll");
} else {
log_warning("otoca", "could not patch hologram print hang (incompatible arkkep.dll?)");
}
}
static void patch_holo_print_search() {
// before printing, arkkep walks the page's printer list looking for one
// whose capability flag (byte at entry+120h) matches the job type
// (0 = card, 1 = holo). Our emulated printer is only card-capable, so a
// holo job finds no match and aborts without printing ("not found holo
// printer"). The emulated printer serves both media, so force the compare
// to always match by turning `cmp cl,[edi+120h]` into `cmp cl,cl` + NOPs,
// which always sets ZF. Two such compares exist, so patch both.
//
// cmp cl, [edi+120h] ; <- patched to `cmp cl,cl` (3A 8F.. -> 3A C9..)
// je printer_found
auto arkkep = libutils::try_module("arkkep.dll");
if (arkkep == nullptr) {
log_warning("otoca", "arkkep.dll not loaded; skipping holo print search fix");
return;
}
int patched = 0;
while (patched < 2) {
auto result = replace_pattern(
arkkep,
"3A8F20010000",
"3AC990909090",
0, 0);
if (!result) {
break;
}
patched++;
}
if (patched > 0) {
log_info("otoca", "patched hologram printer search in arkkep.dll ({} site(s))", patched);
} else {
log_warning("otoca", "could not patch hologram printer search (incompatible arkkep.dll?)");
}
}
void OtocaGame::attach() {
Game::attach();
@@ -129,6 +197,12 @@ namespace games::otoca {
p4io_hook();
games::shared::printer_attach();
// fix hologram print hard hang in arkkep.dll
patch_holo_print_hang();
// make hologram jobs find the emulated printer (else they abort unprinted)
patch_holo_print_search();
if (BYPASS_CAMERA) {
libutils::try_library("libcamera.dll");
const auto libcamera = "libcamera.dll";
+6 -5
View File
@@ -51,11 +51,12 @@ std::vector<Analog> &games::pc::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Polaris Chord");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Fader-L",
"Fader-R"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Fader-L", AnalogType::LinearCentered },
{ "Fader-R", AnalogType::LinearCentered }
});
}
return analogs;
+1 -1
View File
@@ -261,7 +261,7 @@ namespace games::popn {
} else if (requestPacket->type == DISPLAYCONFIG_DEVICE_INFO_GET_SOURCE_NAME) {
const auto source = reinterpret_cast<DISPLAYCONFIG_SOURCE_DEVICE_NAME*>(requestPacket);
// value must match WrappedIDirect3D9::GetAdapterIdentifier
wcscpy(source->viewGdiDeviceName, L"\\\\.\\DISPLAY_SPICE_FAKE");
wcscpy(source->viewGdiDeviceName, L"\\\\.\\DISPLAY_SPICE_FAKE_1");
} else {
log_fatal(
"popn",
+27 -13
View File
@@ -4,29 +4,34 @@
#include "hooks/devicehook.h"
#include "hooks/audio/backends/dsound/dsound_backend.h"
#include "util/detour.h"
#include "util/precise_timer.h"
#include "util/logging.h"
#include "cfg/configurator.h"
#include "touch.h"
namespace games::rb {
uint16_t TOUCH_POLL_RATE = 0;
}
static decltype(SleepEx) *SleepEx_orig;
static DWORD WINAPI SleepEx_hook(DWORD dwMilliseconds, BOOL bAltertable) {
static DWORD WINAPI SleepEx_hook(DWORD dwMilliseconds, BOOL bAlertable) {
/*
* Increase touch poll from ~110 FPS to ~500 FPS
*/
// increase touch poll rate
if (dwMilliseconds == 8) {
static bool initialized = false;
if (!initialized) {
initialized = true;
dwMilliseconds = 1000 / games::rb::TOUCH_POLL_RATE;
}
// if we only sleep for 1ms we also don't need the high priority RB sets
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_BELOW_NORMAL);
}
dwMilliseconds = 1;
// most calls from rb are actually non-alertable
if (!bAlertable) {
static thread_local timeutils::PreciseSleepTimer timer;
timer.sleep(dwMilliseconds);
return 0;
}
// call original
return SleepEx_orig(dwMilliseconds, bAltertable);
return SleepEx_orig(dwMilliseconds, bAlertable);
}
games::rb::RBGame::RBGame() : Game("Reflec Beat") {
@@ -35,6 +40,10 @@ games::rb::RBGame::RBGame() : Game("Reflec Beat") {
void games::rb::RBGame::attach() {
Game::attach();
if (1000 < games::rb::TOUCH_POLL_RATE) {
log_fatal("rb", "-rbtouchsize is set too high; cannot exceed 1000");
}
// init stuff
devicehook_init();
@@ -47,7 +56,12 @@ void games::rb::RBGame::attach() {
}
// hooks
SleepEx_orig = detour::iat_try("SleepEx", SleepEx_hook, avs::game::DLL_INSTANCE);
if (0 < TOUCH_POLL_RATE) {
log_info("rb", "force increasing touch poll rate by hooking SleepEx ({}Hz)", TOUCH_POLL_RATE);
SleepEx_orig = detour::iat_try("SleepEx", SleepEx_hook, avs::game::DLL_INSTANCE);
} else {
log_info("rb", "not changing touch poll rate (120Hz by default)");
}
}
void games::rb::RBGame::detach() {
+2
View File
@@ -7,6 +7,8 @@
namespace games::rb {
extern uint16_t TOUCH_SCALING;
extern uint8_t TOUCH_SIZE;
extern uint16_t TOUCH_POLL_RATE;
class RBGame : public games::Game {
public:
+14 -9
View File
@@ -13,6 +13,7 @@ static std::string WINDOW_TITLE = "REFLEC BEAT";
namespace games::rb {
uint16_t TOUCH_SCALING = 1000;
uint8_t TOUCH_SIZE = 1;
}
games::rb::ReflecBeatTouchDeviceHandle::ReflecBeatTouchDeviceHandle(bool log_fps) {
@@ -160,16 +161,20 @@ int games::rb::ReflecBeatTouchDeviceHandle::read(LPVOID lpBuffer, DWORD nNumberO
const auto point_x = (int) ((x - window_width / 2.0) * 48.0 / 54.0 + window_width / 2.0);
const auto point_y = (int) (y - window_height / 76);
// insert 9 times with offset to double the precision
// center
grid_insert(data, point_x, point_y);
grid_insert(data, point_x - offset_x, point_y);
grid_insert(data, point_x - offset_x, point_y - offset_y);
grid_insert(data, point_x - offset_x, point_y + offset_y);
grid_insert(data, point_x + offset_x, point_y);
grid_insert(data, point_x + offset_x, point_y + offset_y);
grid_insert(data, point_x + offset_x, point_y - offset_y);
grid_insert(data, point_x, point_y - offset_y);
grid_insert(data, point_x, point_y + offset_y);
// surrounding points
if (games::rb::TOUCH_SIZE == 3) {
grid_insert(data, point_x - offset_x, point_y); // west
grid_insert(data, point_x - offset_x, point_y - offset_y); // northwest
grid_insert(data, point_x - offset_x, point_y + offset_y); // southwest
grid_insert(data, point_x + offset_x, point_y); // east
grid_insert(data, point_x + offset_x, point_y + offset_y); // southeast
grid_insert(data, point_x + offset_x, point_y - offset_y); // northeast
grid_insert(data, point_x, point_y - offset_y); // north
grid_insert(data, point_x, point_y + offset_y); // south
}
}
// copy data to buffer
+7 -6
View File
@@ -35,12 +35,13 @@ std::vector<Analog> &games::rf3d::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Road Fighters 3D");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Wheel",
"Accelerate",
"Brake"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Wheel", AnalogType::LinearCentered },
{ "Accelerate", AnalogType::LinearPositive },
{ "Brake", AnalogType::LinearPositive }
});
}
return analogs;
+8 -7
View File
@@ -31,13 +31,14 @@ std::vector<Analog> &games::sc::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Steel Chronicle");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Left Stick X",
"Left Stick Y",
"Right Stick X",
"Right Stick Y"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Left Stick X", AnalogType::LinearCentered },
{ "Left Stick Y", AnalogType::LinearCentered },
{ "Right Stick X", AnalogType::LinearCentered },
{ "Right Stick Y", AnalogType::LinearCentered }
});
}
return analogs;
+7
View File
@@ -7,6 +7,7 @@
#include "hooks/sleephook.h"
#include "hooks/libraryhook.h"
#include "launcher/launcher.h"
#include "overlay/notifications.h"
#include "util/detour.h"
#include "util/fileutils.h"
#include "util/libutils.h"
@@ -397,8 +398,14 @@ namespace games::shared {
// logging
if (success) {
log_info("printer", "printer emulation has written an image to {}", image_path);
overlay::notifications::add(
overlay::notifications::Severity::Success,
fmt::format("Printer: saved {}", fileutils::basename(image_path)));
} else {
log_warning("printer", "printer emulation failed to write image to {}", image_path);
overlay::notifications::add(
overlay::notifications::Severity::Error,
fmt::format("Printer: failed to write {}", fileutils::basename(image_path)));
}
}
}
+6 -5
View File
@@ -31,11 +31,12 @@ std::vector<Analog> &games::silentscope::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Silent Scope: Bone Eater");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Gun X",
"Gun Y"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Gun X", AnalogType::LinearCentered },
{ "Gun Y", AnalogType::LinearCentered }
});
}
return analogs;
+8 -7
View File
@@ -50,13 +50,14 @@ std::vector<Analog> &games::we::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Winning Eleven");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Pad Stick Left X",
"Pad Stick Left Y",
"Pad Stick Right X",
"Pad Stick Right Y"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Pad Stick Left X", AnalogType::LinearCentered },
{ "Pad Stick Left Y", AnalogType::LinearCentered },
{ "Pad Stick Right X", AnalogType::LinearCentered },
{ "Pad Stick Right Y", AnalogType::LinearCentered }
});
}
return analogs;
@@ -0,0 +1,74 @@
#include "asio_driver_scan.h"
#include <algorithm>
#include <windows.h>
#include "util/utils.h"
namespace hooks::audio {
static constexpr char ASIO_REG_PATH[] = "software\\asio";
static constexpr char ASIO_REG_DESC[] = "description";
// enumerate a single registry view, appending to entries while merging
// duplicates discovered in another view. Drivers are matched by name (not
// CLSID): the game's ASIO loader selects drivers by name, and some vendors
// register the same CLSID under different 32-bit/64-bit names (e.g. "XONAR
// SOUND CARD" vs "XONAR SOUND CARD(64)"), which are distinct user choices.
static void scan_view(
REGSAM wow64_flag,
bool is_64bit,
std::vector<AsioDriverScanEntry> &entries) {
HKEY hkEnum = nullptr;
if (RegOpenKeyExA(HKEY_LOCAL_MACHINE, ASIO_REG_PATH, 0,
KEY_READ | wow64_flag, &hkEnum) != ERROR_SUCCESS) {
return;
}
char key_name[256];
for (DWORD index = 0;
RegEnumKeyA(hkEnum, index, key_name, sizeof(key_name)) == ERROR_SUCCESS;
index++) {
// read description (display name), fall back to the key name
char desc[256] = { 0 };
DWORD size = sizeof(desc);
std::string name = key_name;
if (RegGetValueA(hkEnum,
key_name,
ASIO_REG_DESC,
RRF_RT_REG_SZ | wow64_flag,
nullptr,
desc,
&size) == ERROR_SUCCESS && desc[0]) {
name = desc;
}
// merge with an existing entry from the other view (match by name)
const std::string name_lower = strtolower(name);
auto it = std::find_if(entries.begin(), entries.end(), [&](const auto &e) {
return strtolower(e.name) == name_lower;
});
if (it == entries.end()) {
entries.push_back({ name });
it = entries.end() - 1;
}
it->found_32bit |= !is_64bit;
it->found_64bit |= is_64bit;
}
RegCloseKey(hkEnum);
}
std::vector<AsioDriverScanEntry> scan_asio_drivers() {
std::vector<AsioDriverScanEntry> entries;
// 64-bit view first so it wins ordering when present in both
scan_view(KEY_WOW64_64KEY, true, entries);
scan_view(KEY_WOW64_32KEY, false, entries);
return entries;
}
}
@@ -0,0 +1,15 @@
#pragma once
#include <string>
#include <vector>
namespace hooks::audio {
struct AsioDriverScanEntry {
std::string name;
bool found_32bit = false;
bool found_64bit = false;
};
std::vector<AsioDriverScanEntry> scan_asio_drivers();
}
File diff suppressed because it is too large Load Diff
+216
View File
@@ -0,0 +1,216 @@
#pragma once
#include <atomic>
#include <memory>
#include <string>
#include <vector>
#include <windows.h>
#include "external/asio/asio.h"
#include "external/asio/iasiodrv.h"
namespace hooks::audio::asio {
// returns true if a CoCreateInstance call is instantiating a registered ASIO driver.
// ASIO hosts pass the driver CLSID as both class id and interface id; we also validate
// it against the system's registered ASIO drivers to avoid false positives
bool is_asio_creation(REFCLSID rclsid, REFIID riid);
// wrap a real ASIO driver instance, taking ownership of the supplied reference, and
// return a proxy that forwards every call to it
IUnknown *wrap(REFCLSID clsid, void *real);
}
// transparent proxy around a real ASIO driver; a single place to intercept ASIO traffic
struct WrappedAsio final : IAsio {
WrappedAsio(IAsio *real, REFCLSID clsid, std::string name)
: pReal(real), clsid(clsid), driver_name(std::move(name)) {
}
WrappedAsio(const WrappedAsio &) = delete;
WrappedAsio &operator=(const WrappedAsio &) = delete;
virtual ~WrappedAsio();
// selects which source channel pair of a multichannel ASIO output reaches the device's
// 2.0 front pair. when not None, the proxy presents the game's expected multichannel
// layout to the host so it proceeds to create_buffers, then opens only a two-channel
// stream on the real device and routes the selected pair onto it (see create_buffers).
// Front is the plain "force two channel" case (forward the device's own front pair);
// the others copy a different pair onto 0/1. assumes a standard 7.1 layout (0-indexed).
// set once at boot, before any wrapper exists, so it needs no synchronization
enum class StereoDownmix {
None, // feature disabled - full multichannel passthrough
Front, // channels 0/1 - the device front pair is forwarded as-is (no copy)
Center, // channel 2 duplicated to both 0 and 1
Rear, // channels 4/5 -> 0/1
Side, // channels 6/7 -> 0/1
};
static StereoDownmix STEREO_DOWNMIX;
// true when a stereo extraction is configured, i.e. the real device should open a 2.0
// stream and only the selected pair should reach it. the former standalone
// FORCE_TWO_CHANNELS flag is now just the Front case of this
static bool force_two_channels() {
return STEREO_DOWNMIX != StereoDownmix::None;
}
// some games hardcode a multichannel ASIO output and bail before create_buffers if
// get_channels reports fewer, so we report at least this many output channels when a
// stereo extraction is active
static constexpr long FORCED_OUTPUT_CHANNELS = 8;
// maps an option string ("front", "center", "rear", "side") to a StereoDownmix value,
// returning None for anything unrecognized
static StereoDownmix name_to_stereo_downmix(const char *name);
#pragma region IUnknown
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppv) override;
ULONG STDMETHODCALLTYPE AddRef() override;
ULONG STDMETHODCALLTYPE Release() override;
#pragma endregion
#pragma region IAsio
AsioBool __thiscall init(void *sys_handle) override;
void __thiscall get_driver_name(char *name) override;
long __thiscall get_driver_version() override;
void __thiscall get_error_message(char *string) override;
AsioError __thiscall start() override;
AsioError __thiscall stop() override;
AsioError __thiscall get_channels(long *num_input_channels, long *num_output_channels) override;
AsioError __thiscall get_latencies(long *input_latency, long *output_latency) override;
AsioError __thiscall get_buffer_size(
long *min_size,
long *max_size,
long *preferred_size,
long *granularity) override;
AsioError __thiscall can_sample_rate(AsioSampleRate sample_rate) override;
AsioError __thiscall get_sample_rate(AsioSampleRate *sample_rate) override;
AsioError __thiscall set_sample_rate(AsioSampleRate sample_rate) override;
AsioError __thiscall get_clock_sources(ASIOClockSource *clocks, long *num_sources) override;
AsioError __thiscall set_clock_source(long reference) override;
AsioError __thiscall get_sample_position(ASIOSamples *s_pos, ASIOTimeStamp *t_stamp) override;
AsioError __thiscall get_channel_info(AsioChannelInfo *info) override;
AsioError __thiscall create_buffers(
AsioBufferInfo *buffer_infos,
long num_channels,
long buffer_size,
AsioCallbacks *callbacks) override;
AsioError __thiscall dispose_buffers() override;
AsioError __thiscall control_panel() override;
AsioError __thiscall future(long selector, void *opt) override;
AsioError __thiscall output_ready() override;
#pragma endregion
private:
// create_buffers implementation used when a stereo extraction is active: forwards only
// the channels the real device has and hands the game throwaway buffers for the rest
AsioError create_buffers_front_pair(
AsioBufferInfo *buffer_infos,
long num_channels,
long buffer_size,
AsioCallbacks *callbacks);
// if any post-processing effect (volume boost or stereo downmix) is active, saves the
// game's callbacks and returns a proxy callback set (our buffer-switch trampolines) to
// hand the real driver instead, so we can rework its output buffers after the game
// fills them. otherwise returns the game's callbacks unchanged. called at create_buffers
// time, before the stream starts
AsioCallbacks *install_proxy_callbacks(AsioCallbacks *game_callbacks);
// records a device output channel whose buffers we scale by the volume boost. queries
// the real driver for the channel's sample format. called at create_buffers time
void record_volume_output_channel(const AsioBufferInfo &info);
// the real device's output sample format, queried from its first output channel. all
// output channels of a device share one format, so this characterizes them all. returns
// ASIOSTLastEntry if the device has no output channels or the query fails
AsioSampleType device_output_sample_type();
// locates the destination pair (device channels 0/1) and the configured source channels
// in the game's buffer set so the realtime path can copy the selected pair onto 0/1.
// a no-op unless STEREO_DOWNMIX selects a non-front pair. called at create_buffers time
void record_downmix_channels(AsioBufferInfo *buffer_infos, long num_channels, long buffer_size);
// publishes the captured post-process state to the realtime thread once the buffers
// exist, making our trampolines start reworking output. called at the end of either
// create_buffers path
void publish_post_process(long buffer_size);
// detaches this instance from the realtime trampolines so they stop touching its
// buffers. called from dispose_buffers and the destructor
void detach_post_process();
// multiplies every recorded output channel's buffer for the given double-buffer index
// by the volume boost. runs on the driver's realtime thread from our buffer switch
void apply_output_volume(long double_buffer_index);
// copies the configured source channel pair onto device channels 0/1 for the given
// double-buffer index. runs on the driver's realtime thread from our buffer switch
void apply_downmix(long double_buffer_index);
// realtime-thread trampolines for the buffer-switch callbacks, handed to the real
// driver in place of the game's; ASIO callbacks carry no user data, so they reach the
// active wrapper through active_instance, call the game's original, then rework output.
// the other two callbacks (sample_rate_did_change, asio_message) are forwarded as the
// game's own pointers, so they need no trampoline
static void __cdecl proxy_buffer_switch(long double_buffer_index, AsioBool direct_process);
static AsioTime * __cdecl proxy_buffer_switch_time_info(
AsioTime *params, long double_buffer_index, AsioBool direct_process);
// the single wrapper whose proxy callbacks are installed (ASIO is single-instance with
// one running stream); read by the static trampolines to reach the right wrapper
static std::atomic<WrappedAsio *> active_instance;
IAsio *const pReal;
const CLSID clsid;
// registry name of the driver (not get_driver_name), used in our logs as a single
// unambiguous name; constant for our lifetime
std::string driver_name;
// our own reference count; we hold one reference on pReal and release it when this
// drops to zero
std::atomic<ULONG> ref_count {1};
// throwaway double buffers handed to the channels we discard when a stereo extraction
// is active (see create_buffers). owned for the lifetime of the buffer set and freed
// in dispose_buffers; only read by the game from its own bufferSwitch, never by us
std::vector<std::unique_ptr<uint8_t[]>> dummy_buffers;
// one device output channel scaled by the volume boost in our buffer switch
struct VolumeOutputChannel {
void *buffers[2];
AsioSampleType type;
};
// the game's original callbacks (captured when we install our proxy set) and the proxy
// set we hand the real driver; the realtime trampolines reach the game's buffer_switch
// through game_callbacks regardless of which effect is active
AsioCallbacks game_callbacks {};
AsioCallbacks proxy_callbacks {};
// volume boost state, captured at create_buffers time and published to the realtime
// thread via active_instance once fully built; untouched while the stream runs.
// volume_active gates whether the realtime path scales any buffers
bool volume_active = false;
float volume_gain = 1.0f;
long volume_buffer_size = 0;
std::vector<VolumeOutputChannel> volume_channels;
// one device channel (0 or 1) fed by a source channel during stereo downmix; both
// buffer pointers are indexed by the ASIO double-buffer index, the same as the channels
struct DownmixCopy {
void *dst[2];
void *src[2];
};
// stereo downmix state, captured at create_buffers time and published alongside the
// volume state; untouched while the stream runs. downmix_active gates whether the
// realtime path copies the selected source pair onto device channels 0/1. copies[0]
// feeds device channel 0, copies[1] feeds device channel 1
bool downmix_active = false;
DownmixCopy downmix_copies[2] {};
size_t downmix_bytes = 0;
};
+11
View File
@@ -14,6 +14,7 @@
#include "audio_private.h"
#include "acm.h"
#include "asio_proxy.h"
#ifdef _MSC_VER
DEFINE_GUID(CLSID_MMDeviceEnumerator,
@@ -39,9 +40,15 @@ namespace hooks::audio {
// public globals
bool ENABLED = true;
bool VOLUME_HOOK_ENABLED = true;
std::optional<DownmixAlgorithm> DOWNMIX_ALGORITHM = std::nullopt;
float VOLUME_BOOST = 1.0f;
std::optional<uint32_t> RESAMPLE_RATE = std::nullopt;
std::optional<uint32_t> EXCLUSIVE_BUFFER_MS = std::nullopt;
bool WASAPI_COMPATIBILITY_MODE = false;
bool USE_DUMMY = false;
WAVEFORMATEXTENSIBLE FORMAT {};
std::optional<Backend> BACKEND = std::nullopt;
bool INJECT_FAKE_REALTEK_AUDIO = false;
std::optional<size_t> ASIO_DRIVER_ID = std::nullopt;
std::string ASIO_DRIVER_NAME = "";
bool ASIO_FORCE_UNLOAD_ON_STOP = false;
@@ -91,6 +98,10 @@ static HRESULT STDAPICALLTYPE CoCreateInstance_hook(
// wrap object
auto mmde = reinterpret_cast<IMMDeviceEnumerator **>(ppv);
*mmde = new WrappedIMMDeviceEnumerator(*mmde);
} else if (ppv != nullptr && *ppv != nullptr && hooks::audio::asio::is_asio_creation(rclsid, riid)) {
// wrap every ASIO driver so calls pass through to the real driver
*ppv = hooks::audio::asio::wrap(rclsid, *ppv);
}
// return original result
+30
View File
@@ -1,5 +1,6 @@
#pragma once
#include <cstdint>
#include <optional>
#include <string>
@@ -16,11 +17,40 @@ namespace hooks::audio {
WaveOut,
};
// surround-to-stereo downmix algorithm
enum class DownmixAlgorithm {
FrontOnly, // keep only the front channels
RearOnly, // keep only the rear/back channels
SideOnly, // keep only the side channels
AC4, // AC-4 stereo downmix coefficients (ETSI TS 103 190-1)
Normalize, // all channels equally loud, LFE dropped
};
extern bool ENABLED;
extern bool VOLUME_HOOK_ENABLED;
extern std::optional<DownmixAlgorithm> DOWNMIX_ALGORITHM;
extern float VOLUME_BOOST;
// target sample rate the hooked output is resampled to, if set
extern std::optional<uint32_t> RESAMPLE_RATE;
// minimum WASAPI exclusive buffer duration (milliseconds), if set. enlarges the device buffer
// to avoid underrun crackle on endpoints that cannot service a tiny buffer in time.
extern std::optional<uint32_t> EXCLUSIVE_BUFFER_MS;
// when true, WASAPI compatibility mode is active: exclusive-mode streams are redirected to
// shared mode. the Windows audio engine performs any required sample-rate / channel / bit-depth
// conversion, so the game's format is passed through unchanged and other applications can play
// audio simultaneously.
extern bool WASAPI_COMPATIBILITY_MODE;
extern bool USE_DUMMY;
extern WAVEFORMATEXTENSIBLE FORMAT;
extern std::optional<Backend> BACKEND;
// when true, a synthetic "Realtek" render endpoint is injected into device enumeration that
// discards all audio. used by gitadora arena, whose device search crashes when no render
// endpoint reports a "Realtek" friendly name.
extern bool INJECT_FAKE_REALTEK_AUDIO;
extern std::optional<size_t> ASIO_DRIVER_ID;
extern std::string ASIO_DRIVER_NAME;
extern bool ASIO_FORCE_UNLOAD_ON_STOP;
@@ -1,5 +1,6 @@
#include "device_collection.h"
#include "device.h"
#include "null_device.h"
#include "util/utils.h"
#include "util/logging.h"
@@ -28,17 +29,48 @@ ULONG STDMETHODCALLTYPE WrappedIMMDeviceCollection::Release() {
return refs;
}
bool WrappedIMMDeviceCollection::should_inject_fake_realtek() const {
return null_render_device_enabled()
&& (data_flow == eRender || data_flow == eAll);
}
HRESULT STDMETHODCALLTYPE WrappedIMMDeviceCollection::GetCount(UINT *pcDevices) {
// when active, hide all real devices and present only the synthetic one
if (should_inject_fake_realtek()) {
if (pcDevices == nullptr) {
return E_POINTER;
}
*pcDevices = 1;
return S_OK;
}
return pReal->GetCount(pcDevices);
}
HRESULT STDMETHODCALLTYPE WrappedIMMDeviceCollection::Item(UINT nDevice, IMMDevice **ppDevice) {
if (ppDevice == nullptr) {
return E_POINTER;
}
// when active, the only device in the collection is the synthetic fake Realtek
// render device; all real devices are hidden
if (should_inject_fake_realtek()) {
if (nDevice != 0) {
return E_INVALIDARG;
}
log_info("audio", "WrappedIMMDeviceCollection::Item[{}] -> synthetic fake Realtek render device", nDevice);
*ppDevice = new NullMMDevice();
return S_OK;
}
log_info("audio", "WrappedIMMDeviceCollection::Item[{}]", nDevice);
// call original
const auto hr = pReal->Item(nDevice, ppDevice);
// wrap interface
*ppDevice = new WrappedIMMDevice(*ppDevice);
if (SUCCEEDED(hr) && *ppDevice != nullptr) {
*ppDevice = new WrappedIMMDevice(*ppDevice);
}
return hr;
}
@@ -4,7 +4,8 @@
#include <mmdeviceapi.h>
struct WrappedIMMDeviceCollection : IMMDeviceCollection {
explicit WrappedIMMDeviceCollection(IMMDeviceCollection *orig) : pReal(orig) {
WrappedIMMDeviceCollection(IMMDeviceCollection *orig, EDataFlow dataFlow)
: pReal(orig), data_flow(dataFlow) {
}
WrappedIMMDeviceCollection(const WrappedIMMDeviceCollection &) = delete;
@@ -24,5 +25,9 @@ struct WrappedIMMDeviceCollection : IMMDeviceCollection {
#pragma endregion
private:
// whether the synthetic fake Realtek render device should be appended to this collection
bool should_inject_fake_realtek() const;
IMMDeviceCollection *const pReal;
const EDataFlow data_flow;
};
@@ -45,7 +45,7 @@ HRESULT STDMETHODCALLTYPE WrappedIMMDeviceEnumerator::EnumAudioEndpoints(
{
const auto hr = pReal->EnumAudioEndpoints(dataFlow, dwStateMask, ppDevices);
if (SUCCEEDED(hr) && (ppDevices != nullptr) && (*ppDevices != nullptr)) {
*ppDevices = new WrappedIMMDeviceCollection(*ppDevices);
*ppDevices = new WrappedIMMDeviceCollection(*ppDevices, dataFlow);
}
return hr;
}
@@ -0,0 +1,195 @@
#include "null_device.h"
#include <atomic>
#include <cstring>
#include <audioclient.h>
#include "hooks/audio/audio.h"
#include "hooks/audio/audio_private.h"
#include "hooks/audio/backends/wasapi/dummy_audio_client.h"
#include "util/logging.h"
#include "util/utils.h"
#include "null_discard_backend.h"
// friendly name reported by the synthetic device. must contain "Realtek" so the
// gitadora arena device search matches it.
static const wchar_t NULL_DEVICE_FRIENDLY_NAME[] = L"Realtek High Definition Audio";
// arbitrary identifier reported by the synthetic device.
static const wchar_t NULL_DEVICE_ID[] = L"{spice2x-null-render-device}";
// PKEY_Device_FriendlyName, hardcoded to avoid pulling in functiondiscoverykeys_devpkey.h
static const PROPERTYKEY PKEY_DEVICE_FRIENDLY_NAME_LOCAL = {
{ 0xa45c254e, 0xdf1c, 0x4efd, { 0x80, 0x20, 0x67, 0xd1, 0x46, 0xa8, 0x50, 0xe0 } },
14
};
bool null_render_device_enabled() {
return hooks::audio::INJECT_FAKE_REALTEK_AUDIO;
}
// duplicate a wide string into CoTaskMem so the caller can free it with
// CoTaskMemFree / PropVariantClear as the COM API contract requires.
static LPWSTR co_task_wcsdup(const wchar_t *src) {
const size_t bytes = (wcslen(src) + 1) * sizeof(wchar_t);
auto *dst = static_cast<LPWSTR>(CoTaskMemAlloc(bytes));
if (dst != nullptr) {
memcpy(dst, src, bytes);
}
return dst;
}
namespace {
// minimal IPropertyStore that only answers PKEY_Device_FriendlyName.
struct NullPropertyStore : IPropertyStore {
std::atomic<ULONG> ref_cnt = 1;
virtual ~NullPropertyStore() = default;
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppvObj) override {
if (ppvObj == nullptr) {
return E_POINTER;
}
if (riid == __uuidof(IUnknown) || riid == __uuidof(IPropertyStore)) {
this->AddRef();
*ppvObj = this;
return S_OK;
}
*ppvObj = nullptr;
return E_NOINTERFACE;
}
ULONG STDMETHODCALLTYPE AddRef() override {
return ++this->ref_cnt;
}
ULONG STDMETHODCALLTYPE Release() override {
const ULONG refs = --this->ref_cnt;
if (refs == 0) {
delete this;
}
return refs;
}
HRESULT STDMETHODCALLTYPE GetCount(DWORD *cProps) override {
if (cProps == nullptr) {
return E_POINTER;
}
*cProps = 1;
return S_OK;
}
HRESULT STDMETHODCALLTYPE GetAt(DWORD iProp, PROPERTYKEY *pkey) override {
if (pkey == nullptr) {
return E_POINTER;
}
if (iProp != 0) {
return E_INVALIDARG;
}
*pkey = PKEY_DEVICE_FRIENDLY_NAME_LOCAL;
return S_OK;
}
HRESULT STDMETHODCALLTYPE GetValue(REFPROPERTYKEY key, PROPVARIANT *pv) override {
if (pv == nullptr) {
return E_POINTER;
}
PropVariantInit(pv);
if (key.fmtid == PKEY_DEVICE_FRIENDLY_NAME_LOCAL.fmtid
&& key.pid == PKEY_DEVICE_FRIENDLY_NAME_LOCAL.pid) {
pv->pwszVal = co_task_wcsdup(NULL_DEVICE_FRIENDLY_NAME);
if (pv->pwszVal == nullptr) {
return E_OUTOFMEMORY;
}
pv->vt = VT_LPWSTR;
}
// unknown keys are returned as VT_EMPTY / S_OK
return S_OK;
}
HRESULT STDMETHODCALLTYPE SetValue(REFPROPERTYKEY, REFPROPVARIANT) override {
return STG_E_ACCESSDENIED;
}
HRESULT STDMETHODCALLTYPE Commit() override {
return S_OK;
}
};
}
#pragma region IUnknown
HRESULT STDMETHODCALLTYPE NullMMDevice::QueryInterface(REFIID riid, void **ppvObj) {
if (ppvObj == nullptr) {
return E_POINTER;
}
if (riid == __uuidof(IUnknown) || riid == __uuidof(IMMDevice)) {
this->AddRef();
*ppvObj = this;
return S_OK;
}
*ppvObj = nullptr;
return E_NOINTERFACE;
}
ULONG STDMETHODCALLTYPE NullMMDevice::AddRef() {
return ++this->ref_cnt;
}
ULONG STDMETHODCALLTYPE NullMMDevice::Release() {
const ULONG refs = --this->ref_cnt;
if (refs == 0) {
delete this;
}
return refs;
}
#pragma endregion
#pragma region IMMDevice
HRESULT STDMETHODCALLTYPE NullMMDevice::Activate(
REFIID iid,
DWORD,
PROPVARIANT *,
void **ppInterface)
{
if (ppInterface == nullptr) {
return E_POINTER;
}
*ppInterface = nullptr;
log_info("audio::null", "NullMMDevice::Activate {}", guid2s(iid));
if (iid == IID_IAudioClient) {
// release any previously persisted client
if (hooks::audio::CLIENT != nullptr) {
hooks::audio::CLIENT->Release();
}
auto *client = static_cast<IAudioClient *>(new DummyIAudioClient(new NullDiscardBackend()));
*ppInterface = client;
// persist the audio client
hooks::audio::CLIENT = client;
hooks::audio::CLIENT->AddRef();
return S_OK;
}
return E_NOINTERFACE;
}
HRESULT STDMETHODCALLTYPE NullMMDevice::OpenPropertyStore(DWORD, IPropertyStore **ppProperties) {
if (ppProperties == nullptr) {
return E_POINTER;
}
*ppProperties = new NullPropertyStore();
return S_OK;
}
HRESULT STDMETHODCALLTYPE NullMMDevice::GetId(LPWSTR *ppstrId) {
if (ppstrId == nullptr) {
return E_POINTER;
}
*ppstrId = co_task_wcsdup(NULL_DEVICE_ID);
return *ppstrId != nullptr ? S_OK : E_OUTOFMEMORY;
}
HRESULT STDMETHODCALLTYPE NullMMDevice::GetState(DWORD *pdwState) {
if (pdwState == nullptr) {
return E_POINTER;
}
*pdwState = DEVICE_STATE_ACTIVE;
return S_OK;
}
#pragma endregion
@@ -0,0 +1,39 @@
#pragma once
#include <atomic>
#include <mmdeviceapi.h>
// returns true when a synthetic render endpoint should be injected into device
// enumeration. games like gitadora arena search the render endpoint list for a
// device whose friendly name contains "Realtek" and crash with a null pointer
// dereference when no match exists. presenting a fake match that routes to the
// null audio backend lets the search succeed while discarding the audio.
bool null_render_device_enabled();
// fake IMMDevice that reports a "Realtek" friendly name and activates straight
// into the null audio backend, never touching real hardware.
struct NullMMDevice : IMMDevice {
NullMMDevice() = default;
NullMMDevice(const NullMMDevice &) = delete;
NullMMDevice &operator=(const NullMMDevice &) = delete;
virtual ~NullMMDevice() = default;
#pragma region IUnknown
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void **ppvObj) override;
ULONG STDMETHODCALLTYPE AddRef() override;
ULONG STDMETHODCALLTYPE Release() override;
#pragma endregion
#pragma region IMMDevice
HRESULT STDMETHODCALLTYPE Activate(REFIID iid, DWORD dwClsCtx, PROPVARIANT *pActivationParams, void **ppInterface) override;
HRESULT STDMETHODCALLTYPE OpenPropertyStore(DWORD stgmAccess, IPropertyStore **ppProperties) override;
HRESULT STDMETHODCALLTYPE GetId(LPWSTR *ppstrId) override;
HRESULT STDMETHODCALLTYPE GetState(DWORD *pdwState) override;
#pragma endregion
private:
std::atomic<ULONG> ref_cnt = 1;
};
@@ -0,0 +1,141 @@
#include "null_discard_backend.h"
#include <algorithm>
#include <chrono>
#include "hooks/audio/util.h"
#include "util/logging.h"
#include "util/precise_timer.h"
NullDiscardBackend::~NullDiscardBackend() {
this->running = false;
if (this->pacing_thread.joinable()) {
this->pacing_thread.join();
}
}
const WAVEFORMATEXTENSIBLE &NullDiscardBackend::format() const noexcept {
return this->format_;
}
HRESULT NullDiscardBackend::on_initialize(
AUDCLNT_SHAREMODE *,
DWORD *,
REFERENCE_TIME *hnsBufferDuration,
REFERENCE_TIME *,
const WAVEFORMATEX *pFormat,
LPCGUID)
{
copy_wave_format(&this->format_, pFormat);
// honor the game's requested buffer duration, falling back to 10 ms
constexpr REFERENCE_TIME DEFAULT_REFTIME = 100000; // 10 ms in 100-ns units
this->period_reftime = (hnsBufferDuration && *hnsBufferDuration > 0)
? *hnsBufferDuration
: DEFAULT_REFTIME;
this->buffer_frames = std::max<uint32_t>(1, static_cast<uint32_t>(
static_cast<double>(this->format_.Format.nSamplesPerSec)
* this->period_reftime / 10000000.0 + 0.5));
log_info("audio::null", "initializing null render device with {} channels, {} Hz, {}-bit",
this->format_.Format.nChannels,
this->format_.Format.nSamplesPerSec,
this->format_.Format.wBitsPerSample);
return S_OK;
}
HRESULT NullDiscardBackend::on_get_buffer_size(uint32_t *buffer_frames) {
*buffer_frames = this->buffer_frames;
return S_OK;
}
HRESULT NullDiscardBackend::on_get_stream_latency(REFERENCE_TIME *latency) {
*latency = this->period_reftime;
return S_OK;
}
HRESULT NullDiscardBackend::on_get_current_padding(std::optional<uint32_t> &padding_frames) {
// discarded immediately, so the buffer always reads as fully drained
padding_frames = 0;
return S_OK;
}
HRESULT NullDiscardBackend::on_is_format_supported(
AUDCLNT_SHAREMODE *,
const WAVEFORMATEX *,
WAVEFORMATEX **ppClosestMatch)
{
if (ppClosestMatch) {
*ppClosestMatch = nullptr;
}
return S_OK;
}
HRESULT NullDiscardBackend::on_get_mix_format(WAVEFORMATEX **) {
return E_NOTIMPL;
}
HRESULT NullDiscardBackend::on_get_device_period(
REFERENCE_TIME *default_device_period,
REFERENCE_TIME *minimum_device_period)
{
if (default_device_period) {
*default_device_period = this->period_reftime;
}
if (minimum_device_period) {
*minimum_device_period = this->period_reftime;
}
return S_OK;
}
HRESULT NullDiscardBackend::on_start() {
if (!this->running.exchange(true)) {
this->pacing_thread = std::thread(&NullDiscardBackend::pace_loop, this);
}
return S_OK;
}
HRESULT NullDiscardBackend::on_stop() {
return S_OK;
}
HRESULT NullDiscardBackend::on_set_event_handle(HANDLE *event_handle) {
// keep the game's event so pace_loop() can wake it; there is no real device behind it
this->relay_handle = *event_handle;
return S_OK;
}
HRESULT NullDiscardBackend::on_get_buffer(uint32_t num_frames_requested, BYTE **ppData) {
const size_t buffer_size =
static_cast<size_t>(this->format_.Format.nBlockAlign) * num_frames_requested;
if (this->scratch.size() < buffer_size) {
this->scratch.resize(buffer_size);
}
*ppData = this->scratch.data();
return S_OK;
}
HRESULT NullDiscardBackend::on_release_buffer(uint32_t, DWORD) {
// discard the audio entirely
return S_OK;
}
void NullDiscardBackend::pace_loop() {
using namespace std::chrono;
timeutils::PreciseSleepTimer timer;
// audio is discarded, so timing precision and drift do not matter; just wake the
// game once per buffer period to keep its render thread from blocking on the event.
const auto period = duration_cast<steady_clock::duration>(
duration<double>(this->period_reftime / 10000000.0));
while (this->running.load()) {
if (this->relay_handle) {
SetEvent(this->relay_handle);
}
timer.sleep(period);
}
}
@@ -0,0 +1,54 @@
#pragma once
#include <atomic>
#include <optional>
#include <thread>
#include <vector>
#include <audioclient.h>
#include "hooks/audio/implementations/backend.h"
// discards all audio while pacing the game's event handle once per buffer period, so the game
// keeps running normally with nothing output to any real device. routed through the shared
// DummyIAudioClient, the same plumbing the asio backend uses.
struct NullDiscardBackend final : AudioBackend {
~NullDiscardBackend() final;
const WAVEFORMATEXTENSIBLE &format() const noexcept override;
HRESULT on_initialize(
AUDCLNT_SHAREMODE *,
DWORD *,
REFERENCE_TIME *hnsBufferDuration,
REFERENCE_TIME *,
const WAVEFORMATEX *pFormat,
LPCGUID) override;
HRESULT on_get_buffer_size(uint32_t *buffer_frames) override;
HRESULT on_get_stream_latency(REFERENCE_TIME *latency) override;
HRESULT on_get_current_padding(std::optional<uint32_t> &padding_frames) override;
HRESULT on_is_format_supported(
AUDCLNT_SHAREMODE *,
const WAVEFORMATEX *,
WAVEFORMATEX **ppClosestMatch) override;
HRESULT on_get_mix_format(WAVEFORMATEX **) override;
HRESULT on_get_device_period(
REFERENCE_TIME *default_device_period,
REFERENCE_TIME *minimum_device_period) override;
HRESULT on_start() override;
HRESULT on_stop() override;
HRESULT on_set_event_handle(HANDLE *event_handle) override;
HRESULT on_get_buffer(uint32_t num_frames_requested, BYTE **ppData) override;
HRESULT on_release_buffer(uint32_t, DWORD) override;
private:
void pace_loop();
WAVEFORMATEXTENSIBLE format_ {};
uint32_t buffer_frames = 0;
REFERENCE_TIME period_reftime = 0;
HANDLE relay_handle = nullptr;
std::vector<BYTE> scratch;
std::thread pacing_thread;
std::atomic<bool> running = false;
};
@@ -4,6 +4,7 @@
#include <ksmedia.h>
#include "avs/game.h"
#include "games/gitadora/gitadora.h"
#include "hooks/audio/audio.h"
#include "hooks/audio/util.h"
#include "hooks/audio/backends/wasapi/util.h"
@@ -41,6 +42,27 @@ static void fix_rec_format(WAVEFORMATEX *pFormat) {
pFormat->nAvgBytesPerSec = pFormat->nSamplesPerSec * pFormat->nBlockAlign;
}
// decide whether the given multi-channel format should be downmixed to stereo and which algorithm
// to use. an explicit user selection (-downmix) takes precedence; otherwise gitadora arena
// two-channel mode defaults to the AC-4 algorithm.
static std::optional<hooks::audio::DownmixAlgorithm> resolve_downmix(const WAVEFORMATEX *format) {
if (format == nullptr
|| format->nChannels <= 2
|| format->wFormatTag != WAVE_FORMAT_EXTENSIBLE) {
return std::nullopt;
}
if (hooks::audio::DOWNMIX_ALGORITHM.has_value()) {
return hooks::audio::DOWNMIX_ALGORITHM;
}
if (games::gitadora::is_arena_model() && games::gitadora::TWOCHANNEL) {
return hooks::audio::DownmixAlgorithm::AC4;
}
return std::nullopt;
}
IAudioClient *wrap_audio_client(IAudioClient *audio_client) {
log_misc("audio::wasapi", "wrapping IAudioClient");
@@ -145,13 +167,51 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioClient::Initialize(
fix_rec_format(const_cast<WAVEFORMATEX *>(pFormat));
}
// apply the -wasapishared option: redirect an exclusive request to shared mode. once redirected,
// spice's own downmix/resample paths below are skipped (gated on redirected_from_exclusive) and
// the shared engine handles any format conversion via AUTOCONVERTPCM (PCM / float only).
if (hooks::audio::SharedRedirect::wants(ShareMode, pFormat)) {
this->shared.apply(&ShareMode, &StreamFlags, &hnsPeriodicity);
} else if (hooks::audio::WASAPI_COMPATIBILITY_MODE && ShareMode == AUDCLNT_SHAREMODE_SHARED) {
log_warning(
"audio::wasapi",
"-wasapishared is enabled but the game is already opening a shared-mode stream; "
"the option has no effect");
}
WAVEFORMATEXTENSIBLE stereo_storage = {};
WAVEFORMATEXTENSIBLE resample_storage = {};
const WAVEFORMATEX *device_format = pFormat;
if (!this->shared.redirected_from_exclusive) {
// when downmixing, open the real device as stereo while the game keeps writing its native
// multi-channel format into the scratch buffer.
if (auto algorithm = resolve_downmix(pFormat)) {
this->downmix.setup(pFormat, &stereo_storage, *algorithm);
device_format = reinterpret_cast<const WAVEFORMATEX *>(&stereo_storage);
log_info("audio::wasapi", "downmix enabled: {} channels -> 2 channels ({})",
pFormat->nChannels, hooks::audio::Downmix::algorithm_name(*algorithm));
} else if (games::gitadora::is_arena_model()) {
games::gitadora::fix_audio_channel_mask(const_cast<WAVEFORMATEX *>(pFormat));
}
// when resampling, open the real device at the target rate while the game keeps writing its
// native-rate audio into the scratch buffer. this runs on whatever device_format is now: the
// game's native format, or the stereo format produced above when downmix is also active, so
// the two stages chain as multi-channel -> stereo -> resampled stereo.
if (auto target_rate = hooks::audio::Resampler::resolve(device_format)) {
const uint32_t src_rate = device_format->nSamplesPerSec;
this->resample.setup(device_format, &resample_storage, *target_rate);
device_format = reinterpret_cast<const WAVEFORMATEX *>(&resample_storage);
log_info("audio::wasapi", "resample enabled: {} Hz -> {} Hz{}",
src_rate, *target_rate, this->downmix.enabled ? " (after downmix)" : "");
}
}
// verbose output
log_info("audio::wasapi", "IAudioClient::Initialize hook hit");
log_info("audio::wasapi", "... ShareMode : {}", share_mode_str(ShareMode));
log_info("audio::wasapi", "... StreamFlags : {}", stream_flags_str(StreamFlags));
log_info("audio::wasapi", "... hnsBufferDuration : {}", hnsBufferDuration);
log_info("audio::wasapi", "... hnsPeriodicity : {}", hnsPeriodicity);
print_format(pFormat);
print_format(ShareMode, StreamFlags, hnsBufferDuration, hnsPeriodicity, device_format);
if (this->backend) {
SAFE_CALL("AudioBackend", "on_initialize", this->backend->on_initialize(
@@ -163,27 +223,67 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioClient::Initialize(
AudioSessionGuid));
log_info("audio::wasapi", "AudioBackend::on_initialize call finished");
log_info("audio::wasapi", "... ShareMode : {}", share_mode_str(ShareMode));
log_info("audio::wasapi", "... StreamFlags : {}", stream_flags_str(StreamFlags));
log_info("audio::wasapi", "... hnsBufferDuration : {}", hnsBufferDuration);
log_info("audio::wasapi", "... hnsPeriodicity : {}", hnsPeriodicity);
print_format(pFormat);
print_format(ShareMode, StreamFlags, hnsBufferDuration, hnsPeriodicity, pFormat);
}
// check for exclusive mode
if (ShareMode == AUDCLNT_SHAREMODE_EXCLUSIVE) {
this->exclusive_mode = true;
this->frame_size = pFormat->nChannels * (pFormat->wBitsPerSample / 8);
this->frame_size = device_format->nChannels * (device_format->wBitsPerSample / 8);
// optionally enlarge the exclusive buffer. games request a very small buffer (e.g. 3 ms)
// which some endpoints (notably NVIDIA HDMI/DP display audio) cannot service in time,
// underrunning mid-period and crackling. a larger buffer gives the device slack. exclusive
// mode requires periodicity == buffer_duration, so raise both together; the initialize
// paths below handle any required buffer-size realignment.
if (hooks::audio::EXCLUSIVE_BUFFER_MS.has_value()) {
const REFERENCE_TIME min_duration =
(REFERENCE_TIME) hooks::audio::EXCLUSIVE_BUFFER_MS.value() * 10000;
if (hnsBufferDuration < min_duration) {
log_info("audio::wasapi",
"raising exclusive buffer from {} hns to {} hns ({} ms)",
hnsBufferDuration, min_duration, hooks::audio::EXCLUSIVE_BUFFER_MS.value());
hnsBufferDuration = min_duration;
if (hnsPeriodicity != 0) {
hnsPeriodicity = min_duration;
}
}
}
}
// call next
HRESULT ret = pReal->Initialize(
ShareMode,
StreamFlags,
hnsBufferDuration,
hnsPeriodicity,
pFormat,
AudioSessionGuid);
// call next. the resampler owns the device interaction whenever it is active (including when
// chained after the downmix), otherwise the downmix does, otherwise the device is opened
// directly.
HRESULT ret;
if (this->resample.enabled) {
ret = this->resample.initialize(
pReal,
ShareMode,
StreamFlags,
hnsBufferDuration,
hnsPeriodicity,
device_format,
AudioSessionGuid);
} else if (this->downmix.enabled) {
ret = this->downmix.initialize(
pReal,
ShareMode,
StreamFlags,
hnsBufferDuration,
hnsPeriodicity,
device_format,
AudioSessionGuid);
} else {
ret = initialize_with_alignment_retry(
pReal,
"audio::wasapi",
ShareMode,
StreamFlags,
hnsBufferDuration,
hnsPeriodicity,
device_format,
AudioSessionGuid);
}
// check for failure
if (FAILED(ret)) {
@@ -192,7 +292,8 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioClient::Initialize(
}
log_info("audio::wasapi", "IAudioClient::Initialize success, hr={}", FMT_HRESULT(ret));
copy_wave_format(&hooks::audio::FORMAT, pFormat);
copy_wave_format(&hooks::audio::FORMAT, device_format);
copy_wave_format(&this->device_format, device_format);
return ret;
}
@@ -214,7 +315,21 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioClient::GetBufferSize(UINT32 *pNumBufferF
}
}
CHECK_RESULT(pReal->GetBufferSize(pNumBufferFrames));
HRESULT ret = pReal->GetBufferSize(pNumBufferFrames);
// report the buffer size at the game's native rate; the real device buffer is at the
// resampled rate, so translate it back so the game paces its writes correctly.
if (SUCCEEDED(ret) && this->resample.enabled && pNumBufferFrames) {
*pNumBufferFrames = this->resample.frames_device_to_game(*pNumBufferFrames);
}
// redirected to shared mode: clamp the reported buffer to one device period (see SharedRedirect).
if (SUCCEEDED(ret) && this->shared.redirected_from_exclusive && pNumBufferFrames) {
*pNumBufferFrames = this->shared.clamp_buffer_size(
pReal, this->device_format.Format.nSamplesPerSec, *pNumBufferFrames);
}
CHECK_RESULT(ret);
}
HRESULT STDMETHODCALLTYPE WrappedIAudioClient::GetStreamLatency(REFERENCE_TIME *phnsLatency) {
static std::once_flag printed;
@@ -256,7 +371,15 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioClient::GetCurrentPadding(UINT32 *pNumPad
}
}
CHECK_RESULT(pReal->GetCurrentPadding(pNumPaddingFrames));
HRESULT ret = pReal->GetCurrentPadding(pNumPaddingFrames);
// the device buffer is at the resampled rate; report padding at the game's native rate so the
// game's free-space calculation stays paced correctly.
if (SUCCEEDED(ret) && this->resample.enabled && pNumPaddingFrames) {
*pNumPaddingFrames = this->resample.padding_device_to_game(*pNumPaddingFrames);
}
CHECK_RESULT(ret);
}
HRESULT STDMETHODCALLTYPE WrappedIAudioClient::IsFormatSupported(
AUDCLNT_SHAREMODE ShareMode,
@@ -274,6 +397,54 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioClient::IsFormatSupported(
fix_rec_format(const_cast<WAVEFORMATEX *>(pFormat));
}
// log the format the game is asking about
log_info("audio::wasapi", "IAudioClient::IsFormatSupported hook hit");
print_format(ShareMode, pFormat);
// under the exclusive->shared redirect, report the exclusive format as supported so the game
// doesn't fall back before reaching Initialize.
if (hooks::audio::SharedRedirect::wants(ShareMode, pFormat)) {
log_info("audio::wasapi", "... reporting supported (will redirect to shared mode)");
if (ppClosestMatch) {
*ppClosestMatch = nullptr;
}
return S_OK;
}
// when downmixing, the real device is opened as stereo, so check whether the equivalent
// stereo format is supported instead of the multi-channel one. when resampling is also active
// it chains onto that stereo format, so check the resampled stereo format.
if (resolve_downmix(pFormat)) {
WAVEFORMATEXTENSIBLE stereo_storage = {};
hooks::audio::Downmix::make_stereo_format(pFormat, &stereo_storage);
const WAVEFORMATEX *check_format = reinterpret_cast<const WAVEFORMATEX *>(&stereo_storage);
WAVEFORMATEXTENSIBLE resample_storage = {};
if (auto target_rate = hooks::audio::Resampler::resolve(check_format)) {
hooks::audio::Resampler::make_device_format(check_format, &resample_storage, *target_rate);
check_format = reinterpret_cast<const WAVEFORMATEX *>(&resample_storage);
}
log_info("audio::wasapi", "... checking device format instead (after downmix/resample):");
print_format(check_format);
CHECK_RESULT(pReal->IsFormatSupported(ShareMode, check_format, ppClosestMatch));
} else if (games::gitadora::is_arena_model()) {
games::gitadora::fix_audio_channel_mask(const_cast<WAVEFORMATEX *>(pFormat));
} else if (auto target_rate = hooks::audio::Resampler::resolve(pFormat)) {
// when resampling, the real device is opened at the target rate, so check whether the
// equivalent format at that rate is supported instead of the game's native rate.
WAVEFORMATEXTENSIBLE resample_storage = {};
hooks::audio::Resampler::make_device_format(pFormat, &resample_storage, *target_rate);
const auto resample_format = reinterpret_cast<const WAVEFORMATEX *>(&resample_storage);
log_info("audio::wasapi", "... checking device format instead (after resample):");
print_format(resample_format);
CHECK_RESULT(pReal->IsFormatSupported(ShareMode, resample_format, ppClosestMatch));
}
if (this->backend) {
HRESULT ret = this->backend->on_is_format_supported(&ShareMode, pFormat, ppClosestMatch);
@@ -466,5 +637,6 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioClient::InitializeSharedAudioStream(
log_info("audio::wasapi", "IAudioClient3::InitializeSharedAudioStream success, hr={}", FMT_HRESULT(ret));
copy_wave_format(&hooks::audio::FORMAT, pFormat);
copy_wave_format(&this->device_format, pFormat);
return ret;
}
@@ -8,8 +8,11 @@
#include "hooks/audio/audio_private.h"
#include "util/logging.h"
#include "audio_render_client.h"
#include "downmix.h"
#include "resample.h"
#include "shared.h"
#include "audio_render_client.h"
// {1FBC8530-AF3E-4128-B418-115DE72F76B6}
static const GUID IID_WrappedIAudioClient = {
0x1fbc8530, 0xaf3e, 0x4128, { 0xb4, 0x18, 0x11, 0x5d, 0xe7, 0x2f, 0x76, 0xb6 }
@@ -92,5 +95,22 @@ struct WrappedIAudioClient : IAudioClient3 {
IAudioClient3 *const pReal3;
AudioBackend *const backend;
bool exclusive_mode = false;
// -wasapishared redirect state: when an exclusive request was redirected to shared mode, the
// engine converts the native format and the reported buffer size is clamped (see SharedRedirect).
hooks::audio::SharedRedirect shared;
int frame_size = 0;
// the format the real device was opened with (after any downmix). used to scale the final
// output buffer for the volume boost.
WAVEFORMATEXTENSIBLE device_format = {};
// surround -> stereo downmix. the real device is opened as stereo while the game keeps
// writing multi-channel audio into a scratch buffer that we downmix in the render client.
hooks::audio::Downmix downmix;
// native-rate -> target-rate sample-rate conversion. the real device is opened at the target
// rate while the game keeps writing its native-rate audio into a scratch buffer that we
// resample in the render client.
hooks::audio::Resampler resample;
};
@@ -1,10 +1,71 @@
#include "audio_render_client.h"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <cstring>
#include "audio_client.h"
#include "hooks/audio/audio.h"
#include "util.h"
#include "wasapi_private.h"
const char CLASS_NAME[] = "WrappedIAudioRenderClient";
// scale every sample of an interleaved device buffer by `gain`, clamped to the format's range.
// supports 16/24/32-bit PCM and 32-bit float; other formats are left untouched.
static void apply_gain(BYTE *buffer, UINT32 frames, const WAVEFORMATEXTENSIBLE &fmt, float gain) {
const WAVEFORMATEX &f = fmt.Format;
const size_t samples = (size_t) frames * f.nChannels;
bool is_float = is_ieee_float(&f);
if (is_float && f.wBitsPerSample == 32) {
auto p = reinterpret_cast<float *>(buffer);
for (size_t i = 0; i < samples; i++) {
p[i] = std::clamp(p[i] * gain, -1.0f, 1.0f);
}
return;
}
switch (f.wBitsPerSample) {
case 16: {
auto p = reinterpret_cast<int16_t *>(buffer);
for (size_t i = 0; i < samples; i++) {
p[i] = (int16_t) std::clamp((int) std::lround(p[i] * gain), -32768, 32767);
}
break;
}
case 24: {
// packed 24-bit little-endian
for (size_t i = 0; i < samples; i++) {
BYTE *s = buffer + i * 3;
int32_t v = s[0] | (s[1] << 8) | (s[2] << 16);
if (v & 0x800000) {
v |= ~0xFFFFFF; // sign extend
}
int64_t scaled = std::clamp<int64_t>(
std::llround((double) v * gain), -8388608, 8388607);
s[0] = scaled & 0xFF;
s[1] = (scaled >> 8) & 0xFF;
s[2] = (scaled >> 16) & 0xFF;
}
break;
}
case 32: {
auto p = reinterpret_cast<int32_t *>(buffer);
for (size_t i = 0; i < samples; i++) {
p[i] = (int32_t) std::clamp(
std::llround((double) p[i] * gain),
(long long) INT32_MIN, (long long) INT32_MAX);
}
break;
}
default:
break;
}
}
HRESULT STDMETHODCALLTYPE WrappedIAudioRenderClient::QueryInterface(REFIID riid, void **ppvObj) {
if (ppvObj == nullptr) {
return E_POINTER;
@@ -51,6 +112,25 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioRenderClient::GetBuffer(UINT32 NumFramesR
return S_OK;
}
// downmix + resample chained: the game writes its multi-channel native-rate audio into the
// downmix scratch, which is downmixed to stereo and then resampled on release. size the
// resampler's (stereo) input scratch now and hand the game the multi-channel downmix scratch.
if (this->client->downmix.enabled && this->client->resample.enabled) {
BYTE *resample_scratch = nullptr;
this->client->resample.get_buffer(NumFramesRequested, &resample_scratch);
CHECK_RESULT(this->client->downmix.get_scratch(NumFramesRequested, ppData));
// surround downmix: reserve the real (stereo) device buffer, but hand the game a
// multi-channel scratch buffer that we downmix on release
} else if (this->client->downmix.enabled) {
CHECK_RESULT(this->client->downmix.get_buffer(pReal, NumFramesRequested, ppData));
// resample: hand the game a native-rate scratch buffer that we convert on release. the real
// device buffer is acquired in ReleaseBuffer once the converted frame count is known.
} else if (this->client->resample.enabled) {
CHECK_RESULT(this->client->resample.get_buffer(NumFramesRequested, ppData));
}
// call original
HRESULT ret = pReal->GetBuffer(NumFramesRequested, ppData);
@@ -75,14 +155,72 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioRenderClient::ReleaseBuffer(UINT32 NumFra
return S_OK;
}
// fix for audio pop effect
if (this->buffers_to_mute > 0 && this->client->frame_size > 0) {
// zero out = mute
memset(this->audio_buffer, 0, NumFramesWritten * this->client->frame_size);
this->buffers_to_mute--;
// downmix + resample chained: downmix the game's multi-channel scratch into the resampler's
// stereo input scratch, then let the resampler convert and push it to the device. a silent
// buffer skips the downmix and feeds silence straight through.
if (this->client->downmix.enabled && this->client->resample.enabled) {
if ((dwFlags & AUDCLNT_BUFFERFLAGS_SILENT) == 0) {
this->client->downmix.downmix_into(
this->client->resample.input_data(), NumFramesWritten);
}
return this->client->resample.flush(
pReal,
this->client->pReal,
NumFramesWritten,
dwFlags,
hooks::audio::VOLUME_BOOST);
}
CHECK_RESULT(pReal->ReleaseBuffer(NumFramesWritten, dwFlags));
// resample: convert the game's native-rate scratch and push as many output frames as the
// device has room for, applying the volume boost to the converted output. handles acquiring
// and releasing the real device buffer itself.
if (this->client->resample.enabled) {
return this->client->resample.flush(
pReal,
this->client->pReal,
NumFramesWritten,
dwFlags,
hooks::audio::VOLUME_BOOST);
}
// resolve the real device buffer for whichever path produced the audio
BYTE *device_buffer;
if (this->client->downmix.enabled) {
// downmix the game's multi-channel scratch into the real stereo buffer held since GetBuffer
this->client->downmix.write_device_buffer(NumFramesWritten, dwFlags);
device_buffer = this->client->downmix.current_buffer();
} else {
device_buffer = this->audio_buffer;
// mute the first few buffers to avoid a startup pop
if (this->buffers_to_mute > 0 && this->client->frame_size > 0) {
memset(this->audio_buffer, 0, NumFramesWritten * this->client->frame_size);
this->buffers_to_mute--;
}
}
// boost the final output volume just before it reaches the device, layout-agnostic
if (hooks::audio::VOLUME_BOOST != 1.0f
&& device_buffer != nullptr
&& (dwFlags & AUDCLNT_BUFFERFLAGS_SILENT) == 0) {
static std::once_flag boost_printed;
std::call_once(boost_printed, []() {
log_info("audio::wasapi", "volume boost active: gain={}", hooks::audio::VOLUME_BOOST);
});
apply_gain(device_buffer, NumFramesWritten, this->client->device_format,
hooks::audio::VOLUME_BOOST);
}
HRESULT ret = pReal->ReleaseBuffer(NumFramesWritten, dwFlags);
if (this->client->downmix.enabled) {
this->client->downmix.buffer_released();
}
if (FAILED(ret)) {
PRINT_FAILED_RESULT(CLASS_NAME, __func__, ret);
}
return ret;
}
@@ -0,0 +1,264 @@
#include "downmix.h"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <cstring>
#include <audioclient.h>
#include <ks.h>
#include <ksmedia.h>
#include "util/logging.h"
#include "util.h"
namespace hooks::audio {
namespace {
constexpr float ATT_3DB = 0.70710678f;
// speakers routed to the left/right output; anything else (center) feeds both sides
constexpr DWORD LEFT_SPEAKERS = SPEAKER_FRONT_LEFT | SPEAKER_BACK_LEFT | SPEAKER_SIDE_LEFT
| SPEAKER_FRONT_LEFT_OF_CENTER | SPEAKER_TOP_FRONT_LEFT | SPEAKER_TOP_BACK_LEFT;
constexpr DWORD RIGHT_SPEAKERS = SPEAKER_FRONT_RIGHT | SPEAKER_BACK_RIGHT | SPEAKER_SIDE_RIGHT
| SPEAKER_FRONT_RIGHT_OF_CENTER | SPEAKER_TOP_FRONT_RIGHT | SPEAKER_TOP_BACK_RIGHT;
// the speaker mask is only present on WAVE_FORMAT_EXTENSIBLE formats
DWORD read_channel_mask(const WAVEFORMATEX *fmt) {
if (fmt->wFormatTag == WAVE_FORMAT_EXTENSIBLE
&& fmt->cbSize >= sizeof(WAVEFORMATEXTENSIBLE) - sizeof(WAVEFORMATEX)) {
return reinterpret_cast<const WAVEFORMATEXTENSIBLE *>(fmt)->dwChannelMask;
}
return 0;
}
// call visit(channel_index, speaker_bit) for each present speaker, in channel order
template <typename F>
void for_each_speaker(DWORD mask, int channels, F &&visit) {
int channel = 0;
for (int bit = 0; bit < 18 && channel < channels; bit++) {
const DWORD speaker = 1u << bit;
if (mask & speaker) {
visit(channel++, speaker);
}
}
}
}
void Downmix::setup(const WAVEFORMATEX *game_format, WAVEFORMATEXTENSIBLE *stereo_out,
DownmixAlgorithm algorithm) {
this->enabled = true;
this->algorithm = algorithm;
this->bytes_per_sample = game_format->wBitsPerSample / 8;
this->game_frame_size = game_format->nChannels * this->bytes_per_sample;
this->is_float = is_ieee_float(game_format);
// supported: 16/24/32-bit integer PCM and 32-bit float; anything else mixes to silence
const bool supported = this->is_float
? this->bytes_per_sample == 4
: (this->bytes_per_sample >= 2 && this->bytes_per_sample <= 4);
if (!supported) {
log_fatal(
"audio::downmix",
"unsupported sample format ({}-bit {}), downmix will output silence",
game_format->wBitsPerSample, this->is_float ? "float" : "int");
}
this->left_mix.clear();
this->right_mix.clear();
this->build_layout_mix(game_format);
make_stereo_format(game_format, stereo_out);
}
void Downmix::make_stereo_format(const WAVEFORMATEX *game_format,
WAVEFORMATEXTENSIBLE *stereo_out) {
const int bytes_per_sample = game_format->wBitsPerSample / 8;
memcpy(stereo_out, game_format, sizeof(WAVEFORMATEXTENSIBLE));
stereo_out->Format.nChannels = 2;
stereo_out->Format.nBlockAlign = 2 * bytes_per_sample;
stereo_out->Format.nAvgBytesPerSec =
game_format->nSamplesPerSec * stereo_out->Format.nBlockAlign;
stereo_out->dwChannelMask = SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT;
}
HRESULT Downmix::initialize(IAudioClient *real, AUDCLNT_SHAREMODE share_mode, DWORD stream_flags,
REFERENCE_TIME buffer_duration, REFERENCE_TIME periodicity,
const WAVEFORMATEX *device_format, LPCGUID session_guid) {
// the smaller stereo buffer can end up unaligned for the device when the game sized the
// duration for its larger multi-channel format; the helper recovers from that.
return initialize_with_alignment_retry(real, "audio::downmix", share_mode, stream_flags,
buffer_duration, periodicity, device_format, session_guid);
}
void Downmix::add_channel(int channel, DWORD speaker, float gain) {
if (speaker & LEFT_SPEAKERS) {
this->left_mix.push_back({ channel, gain });
} else if (speaker & RIGHT_SPEAKERS) {
this->right_mix.push_back({ channel, gain });
} else { // center: feed both sides
this->left_mix.push_back({ channel, gain });
this->right_mix.push_back({ channel, gain });
}
}
// AC-4 stereo downmix (ETSI TS 103 190-1): front pair at unity, everything else -3 dB, LFE dropped
void Downmix::build_ac4_mix(DWORD mask, int channels) {
for_each_speaker(mask, channels, [&](int ch, DWORD speaker) {
if (speaker == SPEAKER_LOW_FREQUENCY) {
return;
}
const bool front_pair = speaker & (SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT);
this->add_channel(ch, speaker, front_pair ? 1.0f : ATT_3DB);
});
}
// keep only the channels in `keep` (front/rear/side), each at unity gain
void Downmix::build_extract_mix(DWORD mask, int channels, DWORD keep) {
for_each_speaker(mask, channels, [&](int ch, DWORD speaker) {
if (speaker & keep) {
this->add_channel(ch, speaker, 1.0f);
}
});
}
// keep every channel (LFE dropped), then average each side so its gains sum to unity
void Downmix::build_normalize_mix(DWORD mask, int channels) {
for_each_speaker(mask, channels, [&](int ch, DWORD speaker) {
if (speaker != SPEAKER_LOW_FREQUENCY) {
this->add_channel(ch, speaker, 1.0f);
}
});
for (auto *mix : { &this->left_mix, &this->right_mix }) {
if (!mix->empty()) {
const float gain = 1.0f / mix->size();
for (auto &c : *mix) {
c.gain = gain;
}
}
}
}
// fallback when no speaker mask is present: fold interleaved L/R pairs (even->left, odd->right)
void Downmix::build_pairs_mix(int channels, float gain) {
for (int ch = 0; ch < channels; ch++) {
(((ch & 1) == 0) ? this->left_mix : this->right_mix).push_back({ ch, gain });
}
}
void Downmix::build_layout_mix(const WAVEFORMATEX *game_format) {
const int channels = game_format->nChannels;
const DWORD mask = read_channel_mask(game_format);
// without a mask the layout is unknown: extract/normalize have nothing to act on, so all
// algorithms fall back to folding L/R pairs (AC-4 still attenuates by -3 dB)
if (mask == 0) {
this->build_pairs_mix(channels,
this->algorithm == DownmixAlgorithm::AC4 ? ATT_3DB : 1.0f);
return;
}
switch (this->algorithm) {
case DownmixAlgorithm::FrontOnly:
this->build_extract_mix(mask, channels,
SPEAKER_FRONT_LEFT | SPEAKER_FRONT_RIGHT);
break;
case DownmixAlgorithm::RearOnly:
this->build_extract_mix(mask, channels,
SPEAKER_BACK_LEFT | SPEAKER_BACK_RIGHT | SPEAKER_BACK_CENTER);
break;
case DownmixAlgorithm::SideOnly:
this->build_extract_mix(mask, channels,
SPEAKER_SIDE_LEFT | SPEAKER_SIDE_RIGHT);
break;
case DownmixAlgorithm::Normalize:
this->build_normalize_mix(mask, channels);
break;
case DownmixAlgorithm::AC4:
this->build_ac4_mix(mask, channels);
break;
}
}
void Downmix::process(BYTE *dst, const BYTE *src, UINT32 frames) const {
const int bps = this->bytes_per_sample;
const int src_stride = this->game_frame_size;
const int dst_stride = 2 * bps;
if (dst == nullptr || src == nullptr || bps <= 0) {
return;
}
// sum each speaker's source channels into the matching stereo output
for (UINT32 i = 0; i < frames; i++) {
const BYTE *in = src + (size_t) i * src_stride;
BYTE *out = dst + (size_t) i * dst_stride;
float left = 0.0f;
float right = 0.0f;
for (const auto &c : this->left_mix) {
left += read_sample(in + c.channel * bps, bps, this->is_float) * c.gain;
}
for (const auto &c : this->right_mix) {
right += read_sample(in + c.channel * bps, bps, this->is_float) * c.gain;
}
write_sample(out, bps, this->is_float, left);
write_sample(out + bps, bps, this->is_float, right);
}
}
HRESULT Downmix::get_buffer(IAudioRenderClient *real, UINT32 frames, BYTE **ppData) {
const size_t needed = (size_t) frames * this->game_frame_size;
if (this->scratch.size() < needed) {
this->scratch.resize(needed);
}
HRESULT ret = real->GetBuffer(frames, &this->device_buffer);
if (FAILED(ret)) {
this->device_buffer = nullptr;
return ret;
}
*ppData = this->scratch.data();
return S_OK;
}
HRESULT Downmix::get_scratch(UINT32 frames, BYTE **ppData) {
const size_t needed = (size_t) frames * this->game_frame_size;
if (this->scratch.size() < needed) {
this->scratch.resize(needed);
}
*ppData = this->scratch.data();
return S_OK;
}
void Downmix::downmix_into(BYTE *dst, UINT32 frames) const {
this->process(dst, this->scratch.data(), frames);
}
void Downmix::write_device_buffer(UINT32 frames, DWORD flags) {
const int bps = this->bytes_per_sample;
const int dst_stride = 2 * bps;
if (this->device_buffer == nullptr || frames == 0 || bps <= 0) {
return;
}
// mute the first few buffers to avoid a pop on stream start
if (this->buffers_to_mute > 0) {
memset(this->device_buffer, 0, (size_t) frames * dst_stride);
this->buffers_to_mute--;
} else if ((flags & AUDCLNT_BUFFERFLAGS_SILENT) == 0) {
this->process(this->device_buffer, this->scratch.data(), frames);
}
}
}

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