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Author SHA1 Message Date
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
125 changed files with 11118 additions and 690 deletions
+62 -4
View File
@@ -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 (WinXP lacks D3DCOMPILER_47.dll).
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
@@ -496,6 +504,7 @@ set(SOURCE_FILES ${SOURCE_FILES}
hooks/audio/backends/mmdevice/device_enumerator.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/dummy_audio_client.cpp
hooks/audio/backends/wasapi/dummy_audio_clock.cpp
hooks/audio/backends/wasapi/dummy_audio_render_client.cpp
@@ -517,12 +526,19 @@ 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 +572,7 @@ 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 +624,9 @@ set(SOURCE_FILES ${SOURCE_FILES}
reader/structuredmessage.cpp
reader/crypt.cpp
# sdk
sdk/sdk.cpp
# stubs
stubs/stubs.cpp
@@ -633,6 +653,7 @@ 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
@@ -707,6 +728,10 @@ 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 d3dcompiler)
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 +751,9 @@ 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 d3dcompiler)
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 +766,7 @@ 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 +784,7 @@ 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 +888,36 @@ 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} ${RESOURCE_FILES} sdk/sample/v0/cpp/v0_cpp.def)
set_target_properties(spicetools_sdk_sample_v0_cpp_64 PROPERTIES PREFIX "")
set_target_properties(spicetools_sdk_sample_v0_cpp_64 PROPERTIES OUTPUT_NAME "sdk_sample_v0_cpp")
if(NOT MSVC)
set_target_properties(spicetools_sdk_sample_v0_cpp_64 PROPERTIES COMPILE_FLAGS "-m64" LINK_FLAGS "-m64")
endif()
# output directories
####################
@@ -869,14 +927,14 @@ set_target_properties(spicetools_cfg spicetools_cfg_linux
RUNTIME_OUTPUT_DIRECTORY "${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
View File
@@ -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.
+6 -3
View File
@@ -1,14 +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
@@ -109,9 +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);
}
});
}
@@ -512,4 +515,4 @@ acio::MDXFModule::~MDXFModule() {
if (IS_THREAD_NEEDED) {
mdxf_thread_stop();
}
}
}
+1
View File
@@ -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
View File
@@ -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;
}
}
+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 -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());
+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"/>
<analog name="Turntable P2" devid="Player 2" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<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"/>
<analog name="Turntable P2" devid="arcin (2p)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="true" smoothing="false" multiplier="1"/>
<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"/>
<analog name="Key 2" devid="Analogs key 01-28" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 3" devid="Analogs key 01-28" index="6" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 4" devid="Analogs key 01-28" index="7" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 5" devid="Analogs key 01-28" index="8" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 6" devid="Analogs key 01-28" index="9" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 7" devid="Analogs key 01-28" index="10" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 8" devid="Analogs key 01-28" index="11" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 9" devid="Analogs key 01-28" index="12" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 10" devid="Analogs key 01-28" index="13" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 11" devid="Analogs key 01-28" index="14" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 12" devid="Analogs key 01-28" index="15" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 13" devid="Analogs key 01-28" index="16" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 14" devid="Analogs key 01-28" index="17" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 15" devid="Analogs key 01-28" index="18" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 16" devid="Analogs key 01-28" index="19" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 17" devid="Analogs key 01-28" index="20" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 18" devid="Analogs key 01-28" index="21" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 19" devid="Analogs key 01-28" index="22" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 20" devid="Analogs key 01-28" index="23" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 21" devid="Analogs key 01-28" index="24" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 22" devid="Analogs key 01-28" index="25" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 23" devid="Analogs key 01-28" index="26" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 24" devid="Analogs key 01-28" index="27" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 25" devid="Analogs key 01-28" index="28" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 26" devid="Analogs key 01-28" index="29" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 27" devid="Analogs key 01-28" index="30" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 28" devid="Analogs key 01-28" index="31" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<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"/>
<analog name="Guitar P1 Wail Y" devid="Gitaller P1" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Guitar P1 Wail Z" devid="Gitaller P1" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<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"/>
<analog name="VOL-R" devid="Buttons (MI_01)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<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>
+12 -16
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"
@@ -172,7 +172,7 @@ 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
# 64 bit Windows XP
@@ -185,7 +185,7 @@ 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 ""
@@ -269,6 +269,8 @@ rm -rf ${OUTDIR_EXTRAS}
mkdir -p ${OUTDIR_EXTRAS}
mkdir -p ${OUTDIR_EXTRAS}/largeaddressaware
mkdir -p ${OUTDIR_EXTRAS}/linux
mkdir -p ${OUTDIR_EXTRAS}/sdk/samples/32
mkdir -p ${OUTDIR_EXTRAS}/sdk/samples/64
if ((BUILD_XP > 0))
then
mkdir -p ${OUTDIR_EXTRAS}/winxp
@@ -281,16 +283,8 @@ 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
@@ -298,16 +292,15 @@ 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
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 > 0))
then
cp ${BUILDDIR_WINXP_32}/spicetools/spicecfg.exe ${OUTDIR_EXTRAS}/winxp 2>/dev/null
@@ -326,6 +319,9 @@ 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
+74 -2
View File
@@ -237,7 +237,8 @@ float Analog::applyDeadzone(float raw_value) {
deadzone = -deadzone;
}
if (getType() != GameAPI::Analogs::AnalogType::LinearPositive) {
// 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;
@@ -290,4 +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;
}
+40
View File
@@ -1,5 +1,6 @@
#pragma once
#include <cstdint>
#include <array>
#include <string>
#include <cmath>
@@ -34,6 +35,11 @@ struct AnalogMovingAverage {
float cosine;
};
struct AnalogDelayEntry {
double time_in_ms;
float value;
};
class Analog {
private:
std::string name;
@@ -63,6 +69,15 @@ private:
float divisor_previous_value = 0.5f;
unsigned short divisor_region = 0;
// relative input mode
float rel_mode_absolute_value = 0.5f;
float rel_mode_last_read_time_s = 0.f;
bool relative_mode = false;
// delay
uint32_t delay_ms = 0;
std::queue<AnalogDelayEntry> delayed_inputs;
float calculateAngularDifference(float old_rads, float new_rads);
float normalizeAngle(float rads);
float normalizeAnalogValue(float value);
@@ -83,6 +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) {
@@ -98,7 +115,9 @@ public:
smoothing = false;
deadzone_mirror = false;
setMultiplier(1);
setRelativeMode(false);
setLastState(0.5f);
setDelayMs(0);
}
inline void clearBindings() {
@@ -195,6 +214,19 @@ public:
this->last_state = last_state;
}
inline bool isRelativeMode() const {
return this->relative_mode;
}
inline void setRelativeMode(bool relative_mode) {
if (relative_mode) {
this->smoothing = false;
}
this->relative_mode = relative_mode;
this->rel_mode_absolute_value = 0.5f;
this->rel_mode_last_read_time_s = 0.f;
}
inline GameAPI::Analogs::AnalogType getType() const {
return this->type;
}
@@ -202,4 +234,12 @@ public:
inline void setType(GameAPI::Analogs::AnalogType type) {
this->type = type;
}
inline uint32_t getDelayMs() const {
return this->delay_ms;
}
inline void setDelayMs(uint32_t delay_ms) {
this->delay_ms = delay_ms;
}
};
+34 -21
View File
@@ -679,38 +679,45 @@ float GameAPI::Analogs::getState(rawinput::RawInputManager *manager, rawinput::D
}
// deadzone
// do not apply deadzone to circular analogs since it doesn't make sense
if (analog.isDeadzoneSet() && analog.getType() != AnalogType::Circular) {
// 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.getType() == AnalogType::Circular) {
// integer multiplier
value = analog.applyMultiplier(value);
// smoothing/sensitivity
if (analog.getSmoothing() || analog.isSensitivitySet()) {
float rads = value * (float) M_TAU;
if (analog.isRelativeMode()) {
value = analog.getRelativeModeValue(value);
// smoothing
if (analog.getSmoothing()) {
} else {
// integer multiplier
value = analog.applyMultiplier(value);
// preserve direction
if (rads >= M_TAU) {
rads -= 0.0001f;
// smoothing/sensitivity
if (analog.getSmoothing() || analog.isSensitivitySet()) {
float rads = value * (float) M_TAU;
// 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);
}
// sensitivity
if (analog.isSensitivitySet()) {
rads = analog.applyAngularSensitivity(rads);
// apply to value
value = rads * (float) M_1_TAU;
}
// apply to value
value = rads * (float) M_1_TAU;
}
} else {
// sensitivity
@@ -760,6 +767,12 @@ float GameAPI::Analogs::getState(rawinput::RawInputManager *manager, rawinput::D
value = std::clamp(value, 0.f, 1.f);
}
}
// delay
if (analog.getDelayMs() > 0) {
value = analog.getDelayedValue(value);
}
break;
}
case rawinput::MIDI: {
+32 -3
View File
@@ -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");
@@ -252,6 +252,8 @@ bool Config::addGame(Game &game) {
bool invert = false;
bool smoothing = false;
int multiplier = 1;
bool relative_mode = false;
uint32_t delay = 0;
tinyxml2::XMLError err1 = gameAnalogNode->QueryIntAttribute("index", &index);
gameAnalogNode->QueryFloatAttribute("sensivity", &sensitivity);
gameAnalogNode->QueryFloatAttribute("deadzone", &deadzone);
@@ -259,6 +261,8 @@ bool Config::addGame(Game &game) {
gameAnalogNode->QueryBoolAttribute("invert", &invert);
gameAnalogNode->QueryBoolAttribute("smoothing", &smoothing);
gameAnalogNode->QueryIntAttribute("multiplier", &multiplier);
gameAnalogNode->QueryBoolAttribute("relative", &relative_mode);
gameAnalogNode->QueryUnsignedAttribute("delay_ms", &delay);
const char *devid = gameAnalogNode->Attribute("devid");
if (err1 != tinyxml2::XMLError::XML_SUCCESS || !devid) {
@@ -273,6 +277,8 @@ bool Config::addGame(Game &game) {
gameAnalogNode->SetAttribute("invert", it.getInvert());
gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
gameAnalogNode->SetAttribute("delay_ms", it.getDelayMs());
gameAnalogsNode->InsertEndChild(gameAnalogNode);
} else {
it.setIndex(static_cast<unsigned short int>(index));
@@ -283,6 +289,8 @@ bool Config::addGame(Game &game) {
it.setInvert(invert);
it.setSmoothing(smoothing);
it.setMultiplier(multiplier);
it.setRelativeMode(relative_mode);
it.setDelayMs(delay);
}
} else {
gameAnalogNode = this->configFile.NewElement("analog");
@@ -294,6 +302,8 @@ bool Config::addGame(Game &game) {
gameAnalogNode->SetAttribute("invert", it.getInvert());
gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
gameAnalogNode->SetAttribute("delay_ms", it.getDelayMs());
gameAnalogNode->SetAttribute("devid", it.getDeviceIdentifier().c_str());
gameAnalogsNode->InsertEndChild(gameAnalogNode);
}
@@ -447,6 +457,8 @@ bool Config::addGame(Game &game) {
gameAnalogNode->SetAttribute("invert", it.getInvert());
gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
gameAnalogNode->SetAttribute("delay_ms", it.getDelayMs());
gameAnalogsNode->InsertEndChild(gameAnalogNode);
}
@@ -474,13 +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
@@ -679,6 +698,8 @@ bool Config::updateBinding(const Game &game, const Analog &analog) {
gameAnalogNode->SetAttribute("invert", analog.getInvert());
gameAnalogNode->SetAttribute("smoothing", analog.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", analog.getMultiplier());
gameAnalogNode->SetAttribute("relative", analog.isRelativeMode());
gameAnalogNode->SetAttribute("delay_ms", analog.getDelayMs());
gameAnalogNode->SetAttribute("devid", analog.getDeviceIdentifier().c_str());
} else {
gameAnalogNode = this->configFile.NewElement("analog");
@@ -689,6 +710,8 @@ bool Config::updateBinding(const Game &game, const Analog &analog) {
gameAnalogNode->SetAttribute("invert", analog.getInvert());
gameAnalogNode->SetAttribute("smoothing", analog.getSmoothing());
gameAnalogNode->SetAttribute("multiplier", analog.getMultiplier());
gameAnalogNode->SetAttribute("relative", analog.isRelativeMode());
gameAnalogNode->SetAttribute("delay_ms", analog.getDelayMs());
gameAnalogNode->SetAttribute("devid", analog.getDeviceIdentifier().c_str());
gameAnalogsNode->InsertEndChild(gameAnalogNode);
}
@@ -1125,6 +1148,8 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
bool invert = false;
bool smoothing = false;
int multiplier = 1;
bool relative_mode = false;
uint32_t delay = 0;
gameAnalogNode->QueryIntAttribute("index", &index);
gameAnalogNode->QueryFloatAttribute("sensivity", &sensitivity);
gameAnalogNode->QueryFloatAttribute("deadzone", &deadzone);
@@ -1132,6 +1157,8 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
gameAnalogNode->QueryBoolAttribute("invert", &invert);
gameAnalogNode->QueryBoolAttribute("smoothing", &smoothing);
gameAnalogNode->QueryIntAttribute("multiplier", &multiplier);
gameAnalogNode->QueryBoolAttribute("relative", &relative_mode);
gameAnalogNode->QueryUnsignedAttribute("delay_ms", &delay);
const char *devid = gameAnalogNode->Attribute("devid");
// create analog and add to list
@@ -1143,6 +1170,8 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
analog.setInvert(invert);
analog.setSmoothing(smoothing);
analog.setMultiplier(multiplier);
analog.setRelativeMode(relative_mode);
analog.setDelayMs(delay);
if (devid) {
analog.setDeviceIdentifier(devid);
}
+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 -3
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() {
@@ -16,11 +20,78 @@ 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;
+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);
};
}
+4
View File
@@ -69,6 +69,8 @@ namespace overlay::windows {
el->SetAttribute("invert", analog.invert);
el->SetAttribute("smoothing", analog.smoothing);
el->SetAttribute("multiplier", analog.multiplier);
el->SetAttribute("relative", analog.relative_mode);
el->SetAttribute("delay_ms", analog.delay_ms);
parent->InsertEndChild(el);
}
@@ -90,6 +92,8 @@ namespace overlay::windows {
el->QueryBoolAttribute("invert", &a.invert);
el->QueryBoolAttribute("smoothing", &a.smoothing);
el->QueryIntAttribute("multiplier", &a.multiplier);
el->QueryBoolAttribute("relative", &a.relative_mode);
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>
+1
View File
@@ -20,6 +20,7 @@ Usage:
#include <memory>
#include <string>
#include <map>
#include <cstdint>
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+7
View File
@@ -21,5 +21,12 @@ set(IMGUI_SOURCES
misc/cpp/imgui_stdlib.cpp
)
# spice2x: DX11 backend is only built for non-XP toolchains. WinXP lacks
# D3DCOMPILER_47.dll, and including this TU would pull in D3DCompile imports.
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})
+697
View File
@@ -0,0 +1,697 @@
// 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
// 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.
// 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(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(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>
+4 -2
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@@ -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)) {
@@ -243,6 +244,7 @@ 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 +253,7 @@ namespace games::ccj {
if (!tbThreadRunning)
break;
std::this_thread::sleep_for(10ms);
timer.sleep(10);
}
});
}
+3 -1
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@@ -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;
+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
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@@ -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);
+166
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@@ -0,0 +1,166 @@
#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(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)
{
// ASIO\XONAR redirect to ASIO\<configured>
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;
}
// open of the ASIO root: hand back a sentinel
if (ASIO_DRIVER.has_value() &&
lpSubKey != nullptr &&
phkResult != nullptr &&
hKey == HKEY_LOCAL_MACHINE &&
_stricmp(lpSubKey, "software\\asio") == 0)
{
*phkResult = PARENT_ASIO_REG_HANDLE;
return RegOpenKeyExA_orig(hKey, lpSubKey, ulOptions, samDesired, &real_asio_reg_handle);
}
return RegOpenKeyExA_orig(hKey, lpSubKey, ulOptions, samDesired, 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);
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();
}
+385 -28
View File
@@ -1,18 +1,26 @@
#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/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 +28,12 @@ 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;
/*
* Prevent GitaDora from creating folders on F drive
@@ -221,13 +230,6 @@ 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 +239,334 @@ 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");
@@ -294,39 +618,58 @@ 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) {
// 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 +677,18 @@ 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;
}
}
}
+7 -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 +14,12 @@ 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;
class GitaDoraGame : public games::Game {
public:
@@ -24,6 +28,8 @@ 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" }) ||
+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);
+1 -36
View File
@@ -783,42 +783,7 @@ namespace games::iidx {
}
// return higher 8 bit
uint8_t result = (uint8_t) (ret_value >> 2);
// delay
if ((player == 0 && TT_DELAY_P1 > 0) ||
(player == 1 && TT_DELAY_P2 > 0)) {
static std::queue<std::pair<double, uint8_t>> delay_queue[2];
auto &queue = delay_queue[player];
const auto max_delta_ms =
static_cast<double>((player == 0) ? TT_DELAY_P1 : TT_DELAY_P2);
// always push a new value
const auto now = get_performance_milliseconds();
queue.push(std::make_pair(now, result));
// drain the queue down to reasonable length to prevent unconstrained growth
// this would accommodate 1 second at ~1000Hz
// (in reality all three iidx I/O emulation runs well under 500Hz)
while (queue.size() > 1024) {
queue.pop();
}
// pop until we find one that falls just under the time threshold
while (!queue.empty()) {
const auto delta_t = now - queue.front().first;
if (delta_t <= max_delta_ms) {
break;
}
queue.pop();
}
result = queue.front().second;
}
return result;
return (uint8_t)(ret_value >> 2);
}
unsigned char get_slider(uint8_t slider) {
-2
View File
@@ -31,8 +31,6 @@ namespace games::iidx {
extern bool NATIVE_TOUCH;
extern std::optional<std::string> SOUND_OUTPUT_DEVICE;
extern std::optional<std::string> ASIO_DRIVER;
extern uint32_t TT_DELAY_P1;
extern uint32_t TT_DELAY_P2;
extern uint8_t DIGITAL_TT_SENS;
extern std::optional<std::string> SUBSCREEN_OVERLAY_SIZE;
extern std::optional<std::string> SCREEN_MODE;
+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;
+84 -11
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
@@ -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();
+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";
+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
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)));
}
}
}
+2
View File
@@ -39,6 +39,8 @@ 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;
bool USE_DUMMY = false;
WAVEFORMATEXTENSIBLE FORMAT {};
std::optional<Backend> BACKEND = std::nullopt;
+11
View File
@@ -16,8 +16,19 @@ 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;
extern bool USE_DUMMY;
extern WAVEFORMATEXTENSIBLE FORMAT;
extern std::optional<Backend> BACKEND;
@@ -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 +167,27 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioClient::Initialize(
fix_rec_format(const_cast<WAVEFORMATEX *>(pFormat));
}
// when downmixing, open the real device as stereo while the game keeps writing its native
// multi-channel format into the scratch buffer.
WAVEFORMATEXTENSIBLE stereo_storage = {};
const WAVEFORMATEX *device_format = pFormat;
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));
}
// 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(device_format);
if (this->backend) {
SAFE_CALL("AudioBackend", "on_initialize", this->backend->on_initialize(
@@ -173,17 +209,29 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioClient::Initialize(
// 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);
}
// call next
HRESULT ret = pReal->Initialize(
ShareMode,
StreamFlags,
hnsBufferDuration,
hnsPeriodicity,
pFormat,
AudioSessionGuid);
HRESULT ret;
if (this->downmix.enabled) {
ret = this->downmix.initialize(
pReal,
ShareMode,
StreamFlags,
hnsBufferDuration,
hnsPeriodicity,
device_format,
AudioSessionGuid);
} else {
ret = pReal->Initialize(
ShareMode,
StreamFlags,
hnsBufferDuration,
hnsPeriodicity,
device_format,
AudioSessionGuid);
}
// check for failure
if (FAILED(ret)) {
@@ -192,7 +240,8 @@ 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;
}
@@ -274,6 +323,18 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioClient::IsFormatSupported(
fix_rec_format(const_cast<WAVEFORMATEX *>(pFormat));
}
// when downmixing, the real device is opened as stereo, so check whether the equivalent
// stereo format is supported instead of the multi-channel one.
if (resolve_downmix(pFormat)) {
WAVEFORMATEXTENSIBLE stereo_storage = {};
hooks::audio::Downmix::make_stereo_format(pFormat, &stereo_storage);
const auto stereo_format = reinterpret_cast<const WAVEFORMATEX *>(&stereo_storage);
CHECK_RESULT(pReal->IsFormatSupported(ShareMode, stereo_format, ppClosestMatch));
} else if (games::gitadora::is_arena_model()) {
games::gitadora::fix_audio_channel_mask(const_cast<WAVEFORMATEX *>(pFormat));
}
if (this->backend) {
HRESULT ret = this->backend->on_is_format_supported(&ShareMode, pFormat, ppClosestMatch);
@@ -466,5 +527,6 @@ 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;
}
@@ -8,6 +8,8 @@
#include "hooks/audio/audio_private.h"
#include "util/logging.h"
#include "downmix.h"
#include "audio_render_client.h"
// {1FBC8530-AF3E-4128-B418-115DE72F76B6}
@@ -93,4 +95,12 @@ struct WrappedIAudioClient : IAudioClient3 {
AudioBackend *const backend;
bool exclusive_mode = false;
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;
};
@@ -1,10 +1,72 @@
#include "audio_render_client.h"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <cstring>
#include "audio_client.h"
#include "hooks/audio/audio.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;
// KSDATAFORMAT_SUBTYPE_IEEE_FLOAT has Data1 == 3, _PCM has Data1 == 1
bool is_float = f.wFormatTag == WAVE_FORMAT_IEEE_FLOAT
|| (f.wFormatTag == WAVE_FORMAT_EXTENSIBLE && fmt.SubFormat.Data1 == 0x00000003);
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 +113,12 @@ HRESULT STDMETHODCALLTYPE WrappedIAudioRenderClient::GetBuffer(UINT32 NumFramesR
return S_OK;
}
// surround downmix: reserve the real (stereo) device buffer, but hand the game a
// multi-channel scratch buffer that we downmix on release
if (this->client->downmix.enabled) {
CHECK_RESULT(this->client->downmix.get_buffer(pReal, NumFramesRequested, ppData));
}
// call original
HRESULT ret = pReal->GetBuffer(NumFramesRequested, ppData);
@@ -75,14 +143,44 @@ 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) {
// resolve the real device buffer for whichever path produced the audio
BYTE *device_buffer;
if (this->client->downmix.enabled) {
// zero out = mute
memset(this->audio_buffer, 0, NumFramesWritten * this->client->frame_size);
// 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;
this->buffers_to_mute--;
// 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--;
}
}
CHECK_RESULT(pReal->ReleaseBuffer(NumFramesWritten, dwFlags));
// 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 +1,332 @@
#include "downmix.h"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <cstring>
#include <audioclient.h>
#include <ks.h>
#include <ksmedia.h>
#include "util/logging.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);
}
}
}
}
// read one sample at `p` as a normalized float in [-1, 1]
static inline float read_sample(const BYTE *p, int bytes, bool is_float) {
if (is_float) {
float v;
memcpy(&v, p, sizeof(float));
return v;
}
switch (bytes) {
case 2: {
int16_t v;
memcpy(&v, p, sizeof(v));
return v * (1.0f / 32768.0f);
}
case 3: {
int32_t v = p[0] | (p[1] << 8) | (p[2] << 16);
if (v & 0x800000) {
v |= ~0xFFFFFF; // sign extend
}
return v * (1.0f / 8388608.0f);
}
case 4: {
int32_t v;
memcpy(&v, p, sizeof(v));
return (float) (v * (1.0 / 2147483648.0));
}
default:
return 0.0f;
}
}
// write the normalized float `value` to the sample at `p`, clamping to the format's range
static inline void write_sample(BYTE *p, int bytes, bool is_float, float value) {
if (is_float) {
float v = std::clamp(value, -1.0f, 1.0f);
memcpy(p, &v, sizeof(v));
return;
}
switch (bytes) {
case 2: {
int16_t v = (int16_t) std::clamp(
(int) std::lround(value * 32768.0f), -32768, 32767);
memcpy(p, &v, sizeof(v));
break;
}
case 3: {
int32_t v = (int32_t) std::clamp<int64_t>(
std::llround((double) value * 8388608.0), -8388608, 8388607);
p[0] = v & 0xFF;
p[1] = (v >> 8) & 0xFF;
p[2] = (v >> 16) & 0xFF;
break;
}
case 4: {
int32_t v = (int32_t) std::clamp<int64_t>(
std::llround((double) value * 2147483648.0), INT32_MIN, INT32_MAX);
memcpy(p, &v, sizeof(v));
break;
}
default:
break;
}
}
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;
// KSDATAFORMAT_SUBTYPE_IEEE_FLOAT has Data1 == 3 (matches apply_gain detection)
this->is_float = game_format->wFormatTag == WAVE_FORMAT_IEEE_FLOAT
|| (game_format->wFormatTag == WAVE_FORMAT_EXTENSIBLE
&& reinterpret_cast<const WAVEFORMATEXTENSIBLE *>(game_format)
->SubFormat.Data1 == 0x00000003);
// 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) {
HRESULT ret = real->Initialize(share_mode, stream_flags, buffer_duration, periodicity,
device_format, 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. recover by asking the device for the next
// aligned buffer size and re-initializing with a matching duration.
if (ret == AUDCLNT_E_BUFFER_SIZE_NOT_ALIGNED) {
UINT32 aligned_frames = 0;
if (SUCCEEDED(real->GetBufferSize(&aligned_frames)) && aligned_frames > 0) {
REFERENCE_TIME aligned_duration = (REFERENCE_TIME)
(10000.0 * 1000 / device_format->nSamplesPerSec * aligned_frames + 0.5);
log_info("audio::downmix",
"buffer not aligned, retrying with {} frames ({} hns)",
aligned_frames, aligned_duration);
ret = real->Initialize(share_mode, stream_flags, aligned_duration,
periodicity != 0 ? aligned_duration : 0, device_format, session_guid);
}
}
return ret;
}
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;
}
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);
}
}
}
@@ -0,0 +1,142 @@
#pragma once
#include <optional>
#include <vector>
#include <windows.h>
#include <mmreg.h>
#include <audioclient.h>
#include "hooks/audio/audio.h"
struct IAudioClient;
struct IAudioRenderClient;
namespace hooks::audio {
// Generic WASAPI surround-to-stereo downmix. The real device is opened in stereo while the
// game keeps writing its native multi-channel audio into a scratch buffer; on release that
// buffer is mixed down into the two front channels.
//
// The mix is derived from the source format's speaker mask according to the selected
// DownmixAlgorithm:
// FrontOnly / RearOnly / SideOnly - keep only that group of channels, routed to their side
// AC4 - AC-4 stereo downmix coefficients (ETSI TS 103 190-1 §6.2.17): front left/right
// pass at 0 dB, center and surrounds fold in at -3 dB, LFE dropped
// Normalize - every channel folded in (center to both sides) with each output side averaged
// so its channels are equally loud, LFE dropped
struct Downmix {
// a source channel routed into one output speaker at the given gain
struct Contribution {
int channel;
float gain;
};
// map an option value (front/rear/side/ac4/normalize) to its algorithm.
static std::optional<DownmixAlgorithm> name_to_algorithm(const char *value) {
if (_stricmp(value, "front") == 0) {
return DownmixAlgorithm::FrontOnly;
} else if (_stricmp(value, "rear") == 0) {
return DownmixAlgorithm::RearOnly;
} else if (_stricmp(value, "side") == 0) {
return DownmixAlgorithm::SideOnly;
} else if (_stricmp(value, "ac4") == 0) {
return DownmixAlgorithm::AC4;
} else if (_stricmp(value, "normalize") == 0) {
return DownmixAlgorithm::Normalize;
}
return std::nullopt;
}
// human-readable name of an algorithm, for logging.
static const char *algorithm_name(DownmixAlgorithm algorithm) {
switch (algorithm) {
case DownmixAlgorithm::FrontOnly: return "front";
case DownmixAlgorithm::RearOnly: return "rear";
case DownmixAlgorithm::SideOnly: return "side";
case DownmixAlgorithm::AC4: return "ac4";
case DownmixAlgorithm::Normalize: return "normalize";
default: return "unknown";
}
}
// whether the downmix is active for the current stream
bool enabled = false;
// algorithm used to fold the multi-channel audio into stereo
DownmixAlgorithm algorithm = DownmixAlgorithm::AC4;
// size in bytes of one frame of the game's multi-channel format
int game_frame_size = 0;
// size in bytes of a single sample (per channel)
int bytes_per_sample = 0;
// whether samples are IEEE floating point rather than integer PCM
bool is_float = false;
// enable the downmix for the given game format and fill stereo_out with the equivalent
// stereo format to open the real device with.
void setup(const WAVEFORMATEX *game_format, WAVEFORMATEXTENSIBLE *stereo_out,
DownmixAlgorithm algorithm);
// build the stereo format equivalent to game_format (same sample rate and bit depth).
static void make_stereo_format(const WAVEFORMATEX *game_format,
WAVEFORMATEXTENSIBLE *stereo_out);
// initialize the real device with the stereo format. downmixing reduces the channel count,
// shrinking the buffer's byte size, so the duration the game sized for its multi-channel
// format can leave the smaller stereo buffer unaligned. on AUDCLNT_E_BUFFER_SIZE_NOT_ALIGNED
// this performs the standard WASAPI realignment and retries.
HRESULT initialize(IAudioClient *real, AUDCLNT_SHAREMODE share_mode, DWORD stream_flags,
REFERENCE_TIME buffer_duration, REFERENCE_TIME periodicity,
const WAVEFORMATEX *device_format, LPCGUID session_guid);
// mix `frames` frames of multi-channel `src` down into stereo `dst`.
void process(BYTE *dst, const BYTE *src, UINT32 frames) const;
// grab the real stereo device buffer and hand the game the scratch buffer to write into.
HRESULT get_buffer(IAudioRenderClient *real, UINT32 frames, BYTE **ppData);
// mix the scratch buffer into the stereo device buffer held since get_buffer. the caller
// owns releasing the device buffer afterwards (see current_buffer / buffer_released).
void write_device_buffer(UINT32 frames, DWORD flags);
// the real device buffer currently held, or null.
BYTE *current_buffer() const { return this->device_buffer; }
// forget the held device buffer once the caller has released it.
void buffer_released() { this->device_buffer = nullptr; }
private:
// build the mix from the source speaker layout for the selected algorithm
void build_layout_mix(const WAVEFORMATEX *game_format);
// per-algorithm builders, each filling left_mix / right_mix from the speaker mask
void build_ac4_mix(DWORD mask, int channels);
void build_extract_mix(DWORD mask, int channels, DWORD keep);
void build_normalize_mix(DWORD mask, int channels);
// fallback for streams without a speaker mask: fold interleaved L/R pairs at `gain`
void build_pairs_mix(int channels, float gain);
// append one source channel to the output side(s) matching its speaker, at `gain`
void add_channel(int channel, DWORD speaker, float gain);
// source channels summed into each output speaker
std::vector<Contribution> left_mix;
std::vector<Contribution> right_mix;
// buffer the game writes its multi-channel audio into between get/release
std::vector<BYTE> scratch;
// the real stereo device buffer currently held, or null
BYTE *device_buffer = nullptr;
// leading buffers to silence to avoid a pop on stream start
int buffers_to_mute = 16;
};
}
@@ -3,6 +3,7 @@
#include "hooks/audio/audio.h"
#include "hooks/audio/backends/wasapi/audio_client.h"
#include "hooks/audio/backends/wasapi/defs.h"
#include "util/precise_timer.h"
static REFERENCE_TIME WASAPI_TARGET_REFTIME = TARGET_REFTIME;
@@ -185,6 +186,7 @@ HRESULT WaveOutBackend::on_get_buffer(uint32_t num_frames_requested, BYTE **ppDa
}
HRESULT WaveOutBackend::on_release_buffer(uint32_t num_frames_written, DWORD dwFlags) {
bool written = false;
timeutils::PreciseSleepTimer timer;
// reset the dispatcher event
ResetEvent(this->dispatcher_event);
@@ -209,7 +211,7 @@ HRESULT WaveOutBackend::on_release_buffer(uint32_t num_frames_written, DWORD dwF
// avoid pegging the CPU
if (!written) {
Sleep(1);
timer.sleep(1);
}
}
@@ -0,0 +1,275 @@
// dx11 / dxgi hook entrypoint. trampolines d3d11.dll / dxgi.dll exports
// the moment those DLLs appear (LDR notification + poll-thread fallback),
// then drives proactive vtable capture so we don't lose the race against
// the execexe loader. per-vtable hook implementations live in the sibling
// files (d3d11_swapchain / d3d11_factory / d3d11_vtable_capture /
// d3d11_screenshot).
//
// note: never LoadLibrary d3d11/dxgi -- execexe pre-loads them itself and
// fails (error 0xa) if they're already in the loader's module list.
//
// 64-bit only.
#include "d3d11_backend.h"
#ifndef SPICE_D3D11
void graphics_d3d11_init() {}
void graphics_d3d11_shutdown() {}
#else
#include <atomic>
#include <thread>
#include <chrono>
#include <cwchar>
#include <mutex>
#include <windows.h>
#include <d3d11.h>
#include <dxgi.h>
#include <dxgi1_2.h>
#include "d3d11_internal.h"
#include "util/nt_loader.h"
namespace {
using D3D11CreateDeviceAndSwapChain_t = HRESULT(WINAPI *)(
IDXGIAdapter *, D3D_DRIVER_TYPE, HMODULE, UINT,
const D3D_FEATURE_LEVEL *, UINT, UINT,
const DXGI_SWAP_CHAIN_DESC *, IDXGISwapChain **,
ID3D11Device **, D3D_FEATURE_LEVEL *, ID3D11DeviceContext **);
using CreateDXGIFactory_t = HRESULT(WINAPI *)(REFIID, void **);
using CreateDXGIFactory1_t = HRESULT(WINAPI *)(REFIID, void **);
using CreateDXGIFactory2_t = HRESULT(WINAPI *)(UINT, REFIID, void **);
D3D11CreateDeviceAndSwapChain_t D3D11CreateDeviceAndSwapChain_orig = nullptr;
CreateDXGIFactory_t CreateDXGIFactory_orig = nullptr;
CreateDXGIFactory1_t CreateDXGIFactory1_orig = nullptr;
CreateDXGIFactory2_t CreateDXGIFactory2_orig = nullptr;
std::atomic<bool> g_d3d11_exports_hooked { false };
std::atomic<bool> g_dxgi_exports_hooked { false };
// ----------------------------------------------------------------------
// top-level export hooks
HRESULT WINAPI D3D11CreateDeviceAndSwapChain_hook(
IDXGIAdapter *pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags,
const D3D_FEATURE_LEVEL *pFeatureLevels, UINT FeatureLevels, UINT SDKVersion,
const DXGI_SWAP_CHAIN_DESC *pSwapChainDesc, IDXGISwapChain **ppSwapChain,
ID3D11Device **ppDevice, D3D_FEATURE_LEVEL *pFeatureLevel,
ID3D11DeviceContext **ppImmediateContext)
{
HRESULT res = D3D11CreateDeviceAndSwapChain_orig(
pAdapter, DriverType, Software, Flags,
pFeatureLevels, FeatureLevels, SDKVersion,
pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext);
if (SUCCEEDED(res) && ppSwapChain && *ppSwapChain) {
if (pSwapChainDesc) {
d3d11_hooks::note_main_hwnd(pSwapChainDesc->OutputWindow);
}
d3d11_hooks::install_swapchain_hooks(*ppSwapChain);
}
return res;
}
#define DEFINE_FACTORY_HOOK(NAME, SIG_PARAMS, ORIG_ARGS) \
HRESULT WINAPI NAME##_hook SIG_PARAMS { \
HRESULT res = NAME##_orig ORIG_ARGS; \
if (SUCCEEDED(res) && ppFactory && *ppFactory) { \
d3d11_hooks::install_factory_hooks( \
reinterpret_cast<IUnknown *>(*ppFactory)); \
} \
return res; \
}
DEFINE_FACTORY_HOOK(CreateDXGIFactory,
(REFIID riid, void **ppFactory),
(riid, ppFactory))
DEFINE_FACTORY_HOOK(CreateDXGIFactory1,
(REFIID riid, void **ppFactory),
(riid, ppFactory))
DEFINE_FACTORY_HOOK(CreateDXGIFactory2,
(UINT Flags, REFIID riid, void **ppFactory),
(Flags, riid, ppFactory))
#undef DEFINE_FACTORY_HOOK
// ----------------------------------------------------------------------
// export trampoline plumbing
// serializes trampoline_export() so the LDR notification callback and the
// poll thread don't race each other into MinHook against the same target.
std::mutex g_export_mutex;
bool trampoline_export(const char *dll, const char *name, void *hook, void **orig) {
std::lock_guard<std::mutex> lock(g_export_mutex);
if (*orig) {
return true;
}
HMODULE mod = GetModuleHandleA(dll);
if (!mod) {
return false;
}
void *addr = reinterpret_cast<void *>(GetProcAddress(mod, name));
if (!addr) {
return false;
}
*orig = addr; // trampoline_try reads *orig before overwriting it.
if (!detour::trampoline_try(addr, hook, orig)) {
*orig = nullptr;
return false;
}
log_info("graphics::d3d11", "trampolined {}!{}", dll, name);
return true;
}
void try_install_d3d11_exports() {
if (g_d3d11_exports_hooked) {
return;
}
if (trampoline_export("d3d11.dll", "D3D11CreateDeviceAndSwapChain",
(void *) D3D11CreateDeviceAndSwapChain_hook,
(void **) &D3D11CreateDeviceAndSwapChain_orig)) {
g_d3d11_exports_hooked = true;
}
}
void try_install_dxgi_exports() {
if (g_dxgi_exports_hooked) {
return;
}
struct entry { const char *name; void *hook; void **orig; };
const entry entries[] = {
{ "CreateDXGIFactory", (void *) CreateDXGIFactory_hook,
(void **) &CreateDXGIFactory_orig },
{ "CreateDXGIFactory1", (void *) CreateDXGIFactory1_hook,
(void **) &CreateDXGIFactory1_orig },
{ "CreateDXGIFactory2", (void *) CreateDXGIFactory2_hook,
(void **) &CreateDXGIFactory2_orig },
};
bool any = false;
for (auto &e : entries) {
any |= trampoline_export("dxgi.dll", e.name, e.hook, e.orig);
}
if (any) {
g_dxgi_exports_hooked = true;
}
}
void try_capture_if_ready() {
if (g_d3d11_exports_hooked && g_dxgi_exports_hooked) {
d3d11_hooks::try_capture_vtables();
}
}
// ----------------------------------------------------------------------
// LDR notification + polling fallback
bool dll_name_ends_with(PCUNICODE_STRING name, const wchar_t *suffix) {
if (!name || !name->Buffer) {
return false;
}
const size_t n = name->Length / sizeof(WCHAR);
const size_t s = wcslen(suffix);
return n >= s && _wcsnicmp(name->Buffer + n - s, suffix, s) == 0;
}
VOID CALLBACK ldr_dll_notification(
ULONG reason, PCLDR_DLL_NOTIFICATION_DATA data, PVOID /*context*/)
{
if (reason != LDR_DLL_NOTIFICATION_REASON_LOADED || !data) {
return;
}
if (dll_name_ends_with(data->Loaded.BaseDllName, L"d3d11.dll")) {
try_install_d3d11_exports();
} else if (dll_name_ends_with(data->Loaded.BaseDllName, L"dxgi.dll")) {
try_install_dxgi_exports();
}
}
// execexe maps d3d11/dxgi via a path that bypasses LdrLoadDll, so the
// notification above never fires for those DLLs and we have to poll.
std::atomic<bool> g_stop { false };
std::thread g_poll_thread;
std::mutex g_init_mutex;
PVOID g_ldr_cookie = nullptr;
void poll_thread() {
using namespace std::chrono_literals;
for (int32_t i = 0; i < 120 && !g_stop.load(); ++i) {
try_install_d3d11_exports();
try_install_dxgi_exports();
if (g_d3d11_exports_hooked && g_dxgi_exports_hooked) {
d3d11_hooks::try_capture_vtables();
return;
}
// sliced so shutdown doesn't have to wait a full second.
for (int32_t s = 0; s < 10 && !g_stop.load(); ++s) {
std::this_thread::sleep_for(100ms);
}
}
}
} // namespace
void graphics_d3d11_init() {
// dx11 titles always run under execexe. skipping on pure-dx9 games keeps
// their startup path completely untouched (no exports patched, no poll
// thread, no LDR callback).
if (!GetModuleHandleW(L"execexe.dll")) {
return;
}
std::lock_guard<std::mutex> lock(g_init_mutex);
if (g_poll_thread.joinable()) {
return; // already initialized
}
log_info("graphics::d3d11", "initializing");
// trampoline now if either DLL is already in the PEB.
try_install_d3d11_exports();
try_install_dxgi_exports();
try_capture_if_ready();
// catches standard LdrLoadDll loads.
auto reg = reinterpret_cast<decltype(&LdrRegisterDllNotification)>(
GetProcAddress(GetModuleHandleW(L"ntdll.dll"), "LdrRegisterDllNotification"));
if (reg) {
NTSTATUS st = reg(0, ldr_dll_notification, nullptr, &g_ldr_cookie);
if (NT_SUCCESS(st)) {
log_info("graphics::d3d11", "registered LDR DLL notification");
} else {
g_ldr_cookie = nullptr;
log_warning("graphics::d3d11",
"LdrRegisterDllNotification failed: {:#x}", (unsigned long)st);
}
}
// catches the execexe loader path that bypasses LdrLoadDll.
g_poll_thread = std::thread(poll_thread);
}
void graphics_d3d11_shutdown() {
std::lock_guard<std::mutex> lock(g_init_mutex);
// unregister first so the callback can't fire mid-teardown.
if (g_ldr_cookie) {
auto unreg = reinterpret_cast<decltype(&LdrUnregisterDllNotification)>(
GetProcAddress(GetModuleHandleW(L"ntdll.dll"), "LdrUnregisterDllNotification"));
if (unreg) {
unreg(g_ldr_cookie);
}
g_ldr_cookie = nullptr;
}
g_stop.store(true);
if (g_poll_thread.joinable()) {
g_poll_thread.join();
}
}
#endif // SPICE_D3D11
@@ -0,0 +1,24 @@
#pragma once
#include "overlay/overlay.h"
void graphics_d3d11_init();
void graphics_d3d11_shutdown();
#ifdef SPICE_D3D11
struct ID3D11Device;
struct ID3D11DeviceContext;
struct ID3D11RenderTargetView;
struct IDXGISwapChain;
namespace overlay::d3d11 {
void render(ID3D11Device *device,
ID3D11DeviceContext *context,
IDXGISwapChain *swapchain,
ID3D11RenderTargetView **rtv);
}
#endif
@@ -0,0 +1,102 @@
// dx11 factory vtable hooks. patches CreateSwapChain / CreateSwapChainForHwnd
// so we can install_swapchain_hooks against every newly-created swapchain.
#include "d3d11_backend.h"
#ifdef SPICE_D3D11
#include <mutex>
#include <windows.h>
#include <d3d11.h>
#include <dxgi.h>
#include <dxgi1_2.h>
#include "d3d11_internal.h"
namespace {
using CreateSwapChain_t = HRESULT(STDMETHODCALLTYPE *)(
IDXGIFactory *, IUnknown *, DXGI_SWAP_CHAIN_DESC *, IDXGISwapChain **);
using CreateSwapChainForHwnd_t = HRESULT(STDMETHODCALLTYPE *)(
IDXGIFactory2 *, IUnknown *, HWND,
const DXGI_SWAP_CHAIN_DESC1 *,
const DXGI_SWAP_CHAIN_FULLSCREEN_DESC *,
IDXGIOutput *, IDXGISwapChain1 **);
CreateSwapChain_t CreateSwapChain_orig = nullptr;
CreateSwapChainForHwnd_t CreateSwapChainForHwnd_orig = nullptr;
bool g_factory_hooked = false;
bool g_factory2_hooked = false;
std::mutex g_hook_mutex;
HRESULT STDMETHODCALLTYPE CreateSwapChain_hook(
IDXGIFactory *factory, IUnknown *pDevice,
DXGI_SWAP_CHAIN_DESC *pDesc, IDXGISwapChain **ppSwapChain)
{
HRESULT res = CreateSwapChain_orig(factory, pDevice, pDesc, ppSwapChain);
if (SUCCEEDED(res) && ppSwapChain && *ppSwapChain) {
if (pDesc) {
d3d11_hooks::note_main_hwnd(pDesc->OutputWindow);
}
d3d11_hooks::install_swapchain_hooks(*ppSwapChain);
}
return res;
}
HRESULT STDMETHODCALLTYPE CreateSwapChainForHwnd_hook(
IDXGIFactory2 *factory, IUnknown *pDevice, HWND hWnd,
const DXGI_SWAP_CHAIN_DESC1 *pDesc,
const DXGI_SWAP_CHAIN_FULLSCREEN_DESC *pFullscreenDesc,
IDXGIOutput *pRestrictToOutput, IDXGISwapChain1 **ppSwapChain)
{
HRESULT res = CreateSwapChainForHwnd_orig(
factory, pDevice, hWnd, pDesc, pFullscreenDesc, pRestrictToOutput, ppSwapChain);
if (SUCCEEDED(res) && ppSwapChain && *ppSwapChain) {
d3d11_hooks::note_main_hwnd(hWnd);
d3d11_hooks::install_swapchain_hooks(*ppSwapChain);
}
return res;
}
// QI-and-hook helper: dedupes the IDXGIFactory / IDXGIFactory2 install paths.
template<typename Iface>
void install_on(IUnknown *factory, bool &flag,
size_t vtbl_index, void *hook, void **orig, const char *name)
{
if (flag) {
return;
}
Iface *f = nullptr;
if (FAILED(factory->QueryInterface(IID_PPV_ARGS(&f))) || !f) {
return;
}
if (d3d11_hooks::hook_vtbl(f, vtbl_index, hook, orig, name)) {
flag = true;
}
f->Release();
}
} // namespace
namespace d3d11_hooks {
void install_factory_hooks(IUnknown *factory) {
if (!factory) {
return;
}
std::lock_guard<std::mutex> lock(g_hook_mutex);
install_on<IDXGIFactory>(factory, g_factory_hooked, 10,
(void *) CreateSwapChain_hook, (void **) &CreateSwapChain_orig,
"IDXGIFactory::CreateSwapChain");
install_on<IDXGIFactory2>(factory, g_factory2_hooked, 15,
(void *) CreateSwapChainForHwnd_hook, (void **) &CreateSwapChainForHwnd_orig,
"IDXGIFactory2::CreateSwapChainForHwnd");
}
}
#endif // SPICE_D3D11
@@ -0,0 +1,59 @@
#pragma once
// internal glue for the dx11 backend. all symbols gated on SPICE_D3D11.
#include "overlay/overlay.h"
#ifdef SPICE_D3D11
#include <memory>
#include "util/detour.h"
#include "util/logging.h"
struct HWND__; typedef HWND__ *HWND;
struct IUnknown;
struct IDXGISwapChain;
namespace d3d11_hooks {
void install_swapchain_hooks(IDXGISwapChain *swapchain);
void install_factory_hooks(IUnknown *factory);
void try_capture_vtables();
// first non-null swapchain HWND wins; later ones (sub-screens, IME
// helpers) are ignored. the dummy capture window is exempted via
// ignore_hwnd.
void note_main_hwnd(HWND hwnd);
HWND main_hwnd();
void ignore_hwnd(HWND hwnd);
// capture backbuffer to PNG if a screenshot was requested.
void try_screenshot(IDXGISwapChain *swapchain);
// trampoline a virtual method by vtable index. on failure *orig is null.
inline bool hook_vtbl(void *iface, size_t index,
void *hook, void **orig, const char *name)
{
void **vtbl = *reinterpret_cast<void ***>(iface);
void *target = vtbl[index];
// trampoline_try reads *orig before overwriting it.
*orig = target;
if (!detour::trampoline_try(target, hook, orig)) {
*orig = nullptr;
log_warning("graphics::d3d11", "failed to hook {}", name);
return false;
}
log_info("graphics::d3d11", "hooked {}", name);
return true;
}
// minimal COM RAII used by capture / screenshot paths.
struct com_release {
void operator()(IUnknown *p) const { if (p) p->Release(); }
};
template<typename T> using com_ptr = std::unique_ptr<T, com_release>;
}
#endif
@@ -0,0 +1,165 @@
// dx11 screenshot capture. mirrors the d3d9 backend: copy the current
// backbuffer into a staging texture, force alpha=255, write PNG via
// stb_image_write, push to clipboard and notify.
#include "d3d11_backend.h"
#ifdef SPICE_D3D11
#include <vector>
#include <windows.h>
#include <d3d11.h>
#include <dxgi.h>
#include "d3d11_internal.h"
#include "external/stb_image_write.h"
#include "hooks/graphics/graphics.h"
#include "misc/clipboard.h"
#include "overlay/notifications.h"
#include "util/fileutils.h"
using d3d11_hooks::com_ptr;
namespace {
// copy the swapchain backbuffer into a CPU-readable staging texture and
// flatten it into an RGBA8 buffer (BGRA backbuffers are swizzled,
// alpha is forced to 255).
bool copy_backbuffer_to_rgba(IDXGISwapChain *swapchain,
ID3D11Device *device,
ID3D11DeviceContext *context,
std::vector<uint8_t> &out,
uint32_t &out_w, uint32_t &out_h)
{
ID3D11Texture2D *raw_bb = nullptr;
if (FAILED(swapchain->GetBuffer(0, IID_PPV_ARGS(&raw_bb))) || !raw_bb) {
return false;
}
com_ptr<ID3D11Texture2D> backbuffer(raw_bb);
D3D11_TEXTURE2D_DESC desc {};
backbuffer->GetDesc(&desc);
// MSAA backbuffers can't be CopyResource'd into a non-MS staging target.
com_ptr<ID3D11Texture2D> resolved;
ID3D11Texture2D *source = backbuffer.get();
if (desc.SampleDesc.Count > 1) {
D3D11_TEXTURE2D_DESC rd = desc;
rd.SampleDesc.Count = 1;
rd.SampleDesc.Quality = 0;
rd.Usage = D3D11_USAGE_DEFAULT;
rd.BindFlags = D3D11_BIND_RENDER_TARGET;
rd.CPUAccessFlags = 0;
rd.MiscFlags = 0;
ID3D11Texture2D *r = nullptr;
if (FAILED(device->CreateTexture2D(&rd, nullptr, &r)) || !r) {
return false;
}
resolved.reset(r);
context->ResolveSubresource(resolved.get(), 0, backbuffer.get(), 0, desc.Format);
source = resolved.get();
}
D3D11_TEXTURE2D_DESC sd {};
sd.Width = desc.Width;
sd.Height = desc.Height;
sd.MipLevels = 1;
sd.ArraySize = 1;
sd.Format = desc.Format;
sd.SampleDesc.Count = 1;
sd.Usage = D3D11_USAGE_STAGING;
sd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
ID3D11Texture2D *raw_staging = nullptr;
if (FAILED(device->CreateTexture2D(&sd, nullptr, &raw_staging)) || !raw_staging) {
return false;
}
com_ptr<ID3D11Texture2D> staging(raw_staging);
context->CopyResource(staging.get(), source);
D3D11_MAPPED_SUBRESOURCE mapped {};
if (FAILED(context->Map(staging.get(), 0, D3D11_MAP_READ, 0, &mapped))) {
return false;
}
// backbuffers from GetDesc are always fully-typed (never _TYPELESS).
const bool is_bgra = desc.Format == DXGI_FORMAT_B8G8R8A8_UNORM
|| desc.Format == DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
out.resize(static_cast<size_t>(desc.Width) * desc.Height * 4);
const uint8_t *src_base = reinterpret_cast<const uint8_t *>(mapped.pData);
for (uint32_t y = 0; y < desc.Height; ++y) {
const uint8_t *row = src_base + static_cast<size_t>(y) * mapped.RowPitch;
uint8_t *dst = out.data() + static_cast<size_t>(y) * desc.Width * 4;
for (uint32_t x = 0; x < desc.Width; ++x) {
dst[x * 4 + 0] = row[x * 4 + (is_bgra ? 2 : 0)];
dst[x * 4 + 1] = row[x * 4 + 1];
dst[x * 4 + 2] = row[x * 4 + (is_bgra ? 0 : 2)];
dst[x * 4 + 3] = 255;
}
}
context->Unmap(staging.get(), 0);
out_w = desc.Width;
out_h = desc.Height;
return true;
}
} // namespace
namespace d3d11_hooks {
void try_screenshot(IDXGISwapChain *swapchain) {
if (!swapchain || !graphics_screenshot_consume()) {
return;
}
auto file_path = graphics_screenshot_genpath();
if (file_path.empty()) {
return;
}
ID3D11Device *raw_device = nullptr;
if (FAILED(swapchain->GetDevice(IID_PPV_ARGS(&raw_device))) || !raw_device) {
return;
}
com_ptr<ID3D11Device> device(raw_device);
ID3D11DeviceContext *raw_ctx = nullptr;
device->GetImmediateContext(&raw_ctx);
if (!raw_ctx) {
return;
}
com_ptr<ID3D11DeviceContext> context(raw_ctx);
std::vector<uint8_t> pixels;
uint32_t w = 0, h = 0;
if (!copy_backbuffer_to_rgba(swapchain, device.get(), context.get(), pixels, w, h)) {
log_warning("graphics::d3d11", "screenshot: failed to capture backbuffer");
overlay::notifications::add(
overlay::notifications::Severity::Error,
"Screenshot failed to capture");
return;
}
log_info("graphics::d3d11", "saving screenshot to {}", file_path);
if (stbi_write_png(file_path.c_str(), (int) w, (int) h, 4,
pixels.data(), (int) w * 4))
{
clipboard::copy_image(file_path);
overlay::notifications::add(
overlay::notifications::Severity::Success,
fmt::format("Screenshot saved: {}", fileutils::basename(file_path)));
} else {
log_warning("graphics::d3d11", "screenshot: stbi_write_png failed");
overlay::notifications::add(
overlay::notifications::Severity::Error,
"Screenshot failed to save");
}
}
}
#endif // SPICE_D3D11
@@ -0,0 +1,289 @@
// dx11 swapchain vtable hooks + per-frame overlay pump.
//
// dxgi shares vtables across swapchain instances, so we only need to patch
// Present / Present1 / ResizeBuffers once on the first instance we see.
// each frame we lazily attach the overlay to whichever swapchain is
// presenting, then drive its imgui update / new_frame / render cycle.
#include "d3d11_backend.h"
#ifdef SPICE_D3D11
#include <atomic>
#include <mutex>
#include <windows.h>
#include <d3d11.h>
#include <dxgi.h>
#include <dxgi1_2.h>
#include "d3d11_internal.h"
#include "external/imgui/imgui.h"
#include "external/imgui/backends/imgui_impl_dx11.h"
#include "overlay/imgui/impl_spice.h"
#include "games/io.h"
#include "hooks/graphics/graphics.h"
#include "launcher/launcher.h"
#include "misc/eamuse.h"
// --------------------------------------------------------------------------
// overlay render bridge
namespace overlay::d3d11 {
// sRGB backbuffers need a UNORM view: ImGui vertex colors are already
// sRGB-encoded, so an extra linear->sRGB conversion would wash the
// overlay out white.
static DXGI_FORMAT to_unorm_view(DXGI_FORMAT fmt) {
switch (fmt) {
case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: return DXGI_FORMAT_R8G8B8A8_UNORM;
case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: return DXGI_FORMAT_B8G8R8A8_UNORM;
default: return fmt;
}
}
static void ensure_rtv(ID3D11Device *device,
IDXGISwapChain *swapchain,
ID3D11RenderTargetView **rtv)
{
if (*rtv || !device || !swapchain) {
return;
}
ID3D11Texture2D *backbuffer = nullptr;
if (FAILED(swapchain->GetBuffer(0, IID_PPV_ARGS(&backbuffer))) || !backbuffer) {
return;
}
D3D11_TEXTURE2D_DESC td {};
backbuffer->GetDesc(&td);
const DXGI_FORMAT view_fmt = to_unorm_view(td.Format);
if (view_fmt != td.Format) {
D3D11_RENDER_TARGET_VIEW_DESC rtvd {};
rtvd.Format = view_fmt;
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
device->CreateRenderTargetView(backbuffer, &rtvd, rtv);
} else {
device->CreateRenderTargetView(backbuffer, nullptr, rtv);
}
backbuffer->Release();
}
// bind the backbuffer (lazily creating the RTV) and draw the imgui
// frame on top. reset_invalidate releases *rtv on ResizeBuffers.
void render(ID3D11Device *device,
ID3D11DeviceContext *context,
IDXGISwapChain *swapchain,
ID3D11RenderTargetView **rtv)
{
ensure_rtv(device, swapchain, rtv);
if (!*rtv || !context) {
return;
}
// present happens immediately after, so no need to save the previous
// RT binding (flip-model resets it anyway).
context->OMSetRenderTargets(1, rtv, nullptr);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
}
}
// --------------------------------------------------------------------------
// file-local state + per-frame helpers
namespace {
using Present_t = HRESULT(STDMETHODCALLTYPE *)(
IDXGISwapChain *, UINT, UINT);
using ResizeBuffers_t = HRESULT(STDMETHODCALLTYPE *)(
IDXGISwapChain *, UINT, UINT, UINT, DXGI_FORMAT, UINT);
using Present1_t = HRESULT(STDMETHODCALLTYPE *)(
IDXGISwapChain1 *, UINT, UINT, const DXGI_PRESENT_PARAMETERS *);
Present_t Present_orig = nullptr;
ResizeBuffers_t ResizeBuffers_orig = nullptr;
Present1_t Present1_orig = nullptr;
bool g_swapchain_hooked = false;
bool g_swapchain1_hooked = false;
void try_create_overlay(IDXGISwapChain *swapchain) {
if (!swapchain || overlay::OVERLAY) {
return;
}
DXGI_SWAP_CHAIN_DESC desc {};
if (FAILED(swapchain->GetDesc(&desc)) || !desc.OutputWindow) {
return;
}
// only attach to the main game window; ignore sub-screens / IME helpers.
HWND main = d3d11_hooks::main_hwnd();
if (main && desc.OutputWindow != main) {
return;
}
ID3D11Device *device = nullptr;
if (FAILED(swapchain->GetDevice(IID_PPV_ARGS(&device))) || !device) {
return;
}
ID3D11DeviceContext *context = nullptr;
device->GetImmediateContext(&context);
if (context) {
overlay::create_d3d11(desc.OutputWindow, device, context, swapchain);
RECT cr {};
::GetClientRect(desc.OutputWindow, &cr);
log_info("graphics::d3d11",
"attached overlay to swapchain hwnd=0x{:x} backbuffer={}x{} client={}x{}",
(uintptr_t) desc.OutputWindow,
desc.BufferDesc.Width, desc.BufferDesc.Height,
cr.right - cr.left, cr.bottom - cr.top);
context->Release();
}
device->Release();
}
// rising-edge screenshot hotkey poll (mirrors d3d9 backend behaviour).
void poll_screenshot_hotkey() {
static bool s_down = false;
auto buttons = games::get_buttons_overlay(eamuse_get_game());
const bool pressed = buttons
&& (!overlay::OVERLAY || overlay::OVERLAY->hotkeys_triggered())
&& GameAPI::Buttons::getState(RI_MGR,
buttons->at(games::OverlayButtons::Screenshot));
if (pressed && !s_down) {
graphics_screenshot_trigger();
}
s_down = pressed;
}
void pump_overlay(IDXGISwapChain *swapchain) {
if (!overlay::OVERLAY || !overlay::OVERLAY->uses_swapchain(swapchain)) {
return;
}
poll_screenshot_hotkey();
// size imgui to the backbuffer (not window client). dxgi may upscale
// a small backbuffer into a larger client rect; without this override
// imgui would draw past the RTV and the mouse mapping would be off.
DXGI_SWAP_CHAIN_DESC desc {};
if (SUCCEEDED(swapchain->GetDesc(&desc))) {
ImGui_ImplSpice_SetDisplaySizeOverride(
(float) desc.BufferDesc.Width,
(float) desc.BufferDesc.Height);
}
overlay::OVERLAY->update();
overlay::OVERLAY->new_frame();
overlay::OVERLAY->render();
// after overlay render so toasts/menus end up in the saved image.
d3d11_hooks::try_screenshot(swapchain);
}
// ----------------------------------------------------------------------
// swapchain method hooks
HRESULT STDMETHODCALLTYPE Present_hook(
IDXGISwapChain *swapchain, UINT SyncInterval, UINT Flags)
{
try_create_overlay(swapchain);
pump_overlay(swapchain);
return Present_orig(swapchain, SyncInterval, Flags);
}
HRESULT STDMETHODCALLTYPE Present1_hook(
IDXGISwapChain1 *swapchain, UINT SyncInterval, UINT Flags,
const DXGI_PRESENT_PARAMETERS *pParams)
{
try_create_overlay(swapchain);
pump_overlay(swapchain);
return Present1_orig(swapchain, SyncInterval, Flags, pParams);
}
HRESULT STDMETHODCALLTYPE ResizeBuffers_hook(
IDXGISwapChain *swapchain, UINT BufferCount, UINT Width, UINT Height,
DXGI_FORMAT NewFormat, UINT SwapChainFlags)
{
const bool ours = overlay::OVERLAY && overlay::OVERLAY->uses_swapchain(swapchain);
if (ours) {
log_info("graphics::d3d11", "ResizeBuffers {}x{} fmt={}",
Width, Height, (int32_t) NewFormat);
overlay::OVERLAY->reset_invalidate();
}
HRESULT res = ResizeBuffers_orig(
swapchain, BufferCount, Width, Height, NewFormat, SwapChainFlags);
if (ours && SUCCEEDED(res)) {
overlay::OVERLAY->reset_recreate();
}
return res;
}
} // namespace
// --------------------------------------------------------------------------
// d3d11_hooks public surface: main-window tracking + vtable install.
namespace d3d11_hooks {
namespace {
std::atomic<HWND> g_main_hwnd { nullptr };
std::atomic<HWND> g_ignored_hwnd { nullptr };
}
void note_main_hwnd(HWND hwnd) {
if (!hwnd || hwnd == g_ignored_hwnd.load()) {
return;
}
HWND expected = nullptr;
if (g_main_hwnd.compare_exchange_strong(expected, hwnd)) {
log_info("graphics::d3d11", "main hwnd recorded: 0x{:x}",
(uintptr_t) hwnd);
}
}
HWND main_hwnd() {
return g_main_hwnd.load();
}
void ignore_hwnd(HWND hwnd) {
g_ignored_hwnd.store(hwnd);
}
// patch IDXGISwapChain::Present + ResizeBuffers and (if implemented)
// IDXGISwapChain1::Present1. idempotent; flag is set only after success
// so failed attempts can be retried on the next swapchain.
void install_swapchain_hooks(IDXGISwapChain *swapchain) {
if (!swapchain) {
return;
}
static std::mutex s_hook_mutex;
std::lock_guard<std::mutex> lock(s_hook_mutex);
if (!g_swapchain_hooked) {
const bool a = hook_vtbl(swapchain, 8, (void *) Present_hook,
(void **) &Present_orig, "IDXGISwapChain::Present");
const bool b = hook_vtbl(swapchain, 13, (void *) ResizeBuffers_hook,
(void **) &ResizeBuffers_orig, "IDXGISwapChain::ResizeBuffers");
if (a && b) {
g_swapchain_hooked = true;
}
}
if (!g_swapchain1_hooked) {
IDXGISwapChain1 *sc1 = nullptr;
if (SUCCEEDED(swapchain->QueryInterface(IID_PPV_ARGS(&sc1))) && sc1) {
if (hook_vtbl(sc1, 22, (void *) Present1_hook,
(void **) &Present1_orig, "IDXGISwapChain1::Present1")) {
g_swapchain1_hooked = true;
}
sc1->Release();
}
}
}
}
#endif // SPICE_D3D11
@@ -0,0 +1,175 @@
// proactive vtable capture for the dx11 backend.
//
// titles under the execexe loader routinely race past our export-level
// trampolines, so the game's first real swapchain never goes through us.
// we sidestep that by creating a throwaway device + swapchain ourselves
// the moment d3d11.dll + dxgi.dll appear, which patches the shared
// IDXGISwapChain[1] / IDXGIFactory[2] vtables ahead of the game.
#include "d3d11_backend.h"
#ifdef SPICE_D3D11
#include <atomic>
#include <memory>
#include <windows.h>
#include <d3d11.h>
#include <dxgi.h>
#include <dxgi1_2.h>
#include "d3d11_internal.h"
using d3d11_hooks::com_ptr;
namespace {
using D3D11CreateDevice_t = HRESULT(WINAPI *)(
IDXGIAdapter *, D3D_DRIVER_TYPE, HMODULE, UINT,
const D3D_FEATURE_LEVEL *, UINT, UINT,
ID3D11Device **, D3D_FEATURE_LEVEL *, ID3D11DeviceContext **);
using CreateDXGIFactory1_t = HRESULT(WINAPI *)(REFIID, void **);
using CreateDXGIFactory2_t = HRESULT(WINAPI *)(UINT, REFIID, void **);
std::atomic<bool> g_vtables_captured { false };
template<typename Fn>
Fn resolve(HMODULE mod, const char *name) {
return reinterpret_cast<Fn>(GetProcAddress(mod, name));
}
com_ptr<IDXGIFactory2> create_factory2(CreateDXGIFactory2_t f2,
CreateDXGIFactory1_t f1)
{
IDXGIFactory2 *raw = nullptr;
if (f2 && SUCCEEDED(f2(0, IID_PPV_ARGS(&raw))) && raw) {
return com_ptr<IDXGIFactory2>(raw);
}
IDXGIFactory1 *factory1 = nullptr;
if (f1 && SUCCEEDED(f1(IID_PPV_ARGS(&factory1))) && factory1) {
factory1->QueryInterface(IID_PPV_ARGS(&raw));
factory1->Release();
}
return com_ptr<IDXGIFactory2>(raw);
}
bool create_dummy_device(D3D11CreateDevice_t create,
com_ptr<ID3D11Device> &device,
com_ptr<ID3D11DeviceContext> &context)
{
static constexpr D3D_FEATURE_LEVEL levels[] = {
D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0,
};
// hardware first, then WARP so headless / unusual configs still work.
for (auto type : { D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP }) {
ID3D11Device *d = nullptr;
ID3D11DeviceContext *c = nullptr;
D3D_FEATURE_LEVEL got;
if (SUCCEEDED(create(nullptr, type, nullptr, 0,
levels, ARRAYSIZE(levels), D3D11_SDK_VERSION,
&d, &got, &c)) && d) {
device.reset(d);
context.reset(c);
return true;
}
}
return false;
}
} // namespace
namespace d3d11_hooks {
// create a throwaway device + swapchain to patch the shared vtables before
// the game's loader races past our export trampolines. safe to call
// repeatedly; runs at most once.
void try_capture_vtables() {
if (g_vtables_captured.load()) {
return;
}
HMODULE d3d11 = GetModuleHandleW(L"d3d11.dll");
HMODULE dxgi = GetModuleHandleW(L"dxgi.dll");
if (!d3d11 || !dxgi) {
return;
}
auto create_device = resolve<D3D11CreateDevice_t>(d3d11, "D3D11CreateDevice");
auto f2 = resolve<CreateDXGIFactory2_t>(dxgi, "CreateDXGIFactory2");
auto f1 = resolve<CreateDXGIFactory1_t>(dxgi, "CreateDXGIFactory1");
if (!create_device || (!f1 && !f2)) {
return;
}
// serialize concurrent calls (poll thread + LDR notification). only
// flip g_vtables_captured after success so failed attempts remain
// retriable on the next tick.
static std::atomic<bool> in_progress { false };
if (in_progress.exchange(true)) {
return;
}
struct scope_clear {
std::atomic<bool> &flag;
~scope_clear() { flag.store(false); }
} clear { in_progress };
// hidden message-only window; STATIC is always registered by user32.
HWND dummy_hwnd = CreateWindowExW(
0, L"STATIC", L"", 0, 0, 0, 1, 1,
HWND_MESSAGE, nullptr, GetModuleHandleW(nullptr), nullptr);
if (!dummy_hwnd) {
log_warning("graphics::d3d11",
"vtable capture: CreateWindowExW failed (gle={})", (unsigned long)GetLastError());
return;
}
auto destroy_hwnd = std::unique_ptr<HWND__, decltype(&DestroyWindow)>(
dummy_hwnd, &DestroyWindow);
// if the game's CreateDXGIFactory_hook already raced us, our
// CreateSwapChainForHwnd call below would trip the hook and try to
// record dummy_hwnd as the main window. block that.
ignore_hwnd(dummy_hwnd);
auto factory2 = create_factory2(f2, f1);
if (!factory2) {
log_warning("graphics::d3d11", "vtable capture: CreateDXGIFactory* failed");
return;
}
com_ptr<ID3D11Device> device;
com_ptr<ID3D11DeviceContext> context;
if (!create_dummy_device(create_device, device, context)) {
log_warning("graphics::d3d11", "vtable capture: D3D11CreateDevice failed");
return;
}
DXGI_SWAP_CHAIN_DESC1 desc {};
desc.Width = 1;
desc.Height = 1;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferCount = 2;
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
IDXGISwapChain1 *raw_sc = nullptr;
HRESULT hr = factory2->CreateSwapChainForHwnd(
device.get(), dummy_hwnd, &desc, nullptr, nullptr, &raw_sc);
if (FAILED(hr) || !raw_sc) {
log_warning("graphics::d3d11",
"vtable capture: CreateSwapChainForHwnd failed (hr={:#x})", (unsigned long)hr);
return;
}
com_ptr<IDXGISwapChain1> swapchain(raw_sc);
install_swapchain_hooks(swapchain.get());
install_factory_hooks(factory2.get());
g_vtables_captured.store(true);
log_info("graphics::d3d11", "vtable capture complete (via dummy swapchain)");
}
}
#endif // SPICE_D3D11
@@ -28,8 +28,10 @@
#include "misc/eamuse.h"
#include "misc/wintouchemu.h"
#include "overlay/overlay.h"
#include "overlay/notifications.h"
#include "util/detour.h"
#include "util/deferlog.h"
#include "util/fileutils.h"
#include "util/flags_helper.h"
#include "util/libutils.h"
#include "util/logging.h"
@@ -465,15 +467,21 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::RegisterSoftwareDevice(void *pIniti
UINT STDMETHODCALLTYPE WrappedIDirect3D9::GetAdapterCount() {
UINT result = pReal->GetAdapterCount();
if (!FAKE_SUBSCREEN_ADAPTER && games::popn::is_pikapika_model() && result == 1) {
FAKE_SUBSCREEN_ADAPTER = true;
log_info(
"graphics::d3d9",
"GetAdapterCount returned 1, popn needs 2 adapters - enabliing fake submonitor mode");
}
if (!FAKE_SUBSCREEN_ADAPTER) {
if (games::popn::is_pikapika_model() && result == 1) {
FAKE_SUBSCREEN_ADAPTER = true;
log_info(
"graphics::d3d9",
"GetAdapterCount returned {}, popn needs 2 adapters - enabling fake submonitor mode", result);
return 2;
if (FAKE_SUBSCREEN_ADAPTER) {
return 2;
} else if (games::gitadora::is_arena_model() && !GRAPHICS_WINDOWED && result < 4) {
FAKE_SUBSCREEN_ADAPTER = true;
log_info(
"graphics::d3d9",
"GetAdapterCount returned {}, gfdm needs 4 adapters - enabling fake submonitor mode", result);
return 4;
}
}
return result;
@@ -485,12 +493,14 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::GetAdapterIdentifier(
D3DADAPTER_IDENTIFIER9 *pIdentifier)
{
if (FAKE_SUBSCREEN_ADAPTER && Adapter == 1 && pIdentifier) {
if (FAKE_SUBSCREEN_ADAPTER && Adapter > 0 && pIdentifier) {
*pIdentifier = {};
strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY_SPICE_FAKE");
const std::string adapter_name = fmt::format("\\\\.\\DISPLAY_SPICE_FAKE_{}", Adapter);
strcpy(pIdentifier->DeviceName, adapter_name.c_str());
log_misc(
"graphics::d3d9",
"GetAdapterIdentifier called for fake subscreen adapter 1: {}",
"GetAdapterIdentifier called for fake subscreen adapter {}: {}",
Adapter,
pIdentifier->DeviceName);
return S_OK;
}
@@ -499,8 +509,8 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::GetAdapterIdentifier(
}
UINT STDMETHODCALLTYPE WrappedIDirect3D9::GetAdapterModeCount(UINT Adapter, D3DFORMAT Format) {
if (FAKE_SUBSCREEN_ADAPTER && Adapter == 1) {
log_misc("graphics::d3d9", "GetAdapterModeCount called for fake subscreen adapter");
if (FAKE_SUBSCREEN_ADAPTER && Adapter > 0) {
log_misc("graphics::d3d9", "GetAdapterModeCount called for fake subscreen adapter {}", Adapter);
return 1;
}
@@ -513,8 +523,8 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::EnumAdapterModes(
UINT Mode,
D3DDISPLAYMODE *pMode)
{
if (FAKE_SUBSCREEN_ADAPTER && Adapter == 1) {
log_misc("graphics::d3d9", "EnumAdapterModes called for fake subscreen adapter");
if (FAKE_SUBSCREEN_ADAPTER && Adapter > 0) {
log_misc("graphics::d3d9", "EnumAdapterModes called for fake subscreen adapter {}", Adapter);
if (Mode == 0 && pMode) {
pMode->Width = 1280;
pMode->Height = 800;
@@ -622,8 +632,8 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::CheckDeviceFormat(
D3DRESOURCETYPE RType,
D3DFORMAT CheckFormat)
{
if (FAKE_SUBSCREEN_ADAPTER && Adapter == 1) {
log_misc("graphics::d3d9", "CheckDeviceFormat called for fake subscreen adapter");
if (FAKE_SUBSCREEN_ADAPTER && Adapter > 0) {
log_misc("graphics::d3d9", "CheckDeviceFormat called for fake subscreen adapter {}", Adapter);
return D3D_OK;
}
@@ -708,7 +718,7 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::GetDeviceCaps(UINT Adapter, D3DDEVT
}
// in windowed mode, LDJ will always launch two windows, no special handling needed here
} else if (avs::game::is_model("KFC")) {
if (GRAPHICS_WINDOWED && GRAPHICS_PREVENT_SECONDARY_WINDOW) {
if (GRAPHICS_WINDOWED && GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
// user wants windowed mode but does not want subscreen at all
pCaps->NumberOfAdaptersInGroup = 1;
} else {
@@ -1143,10 +1153,15 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::CreateDeviceEx(
*ppReturnedDeviceInterface = new WrappedIDirect3DDevice9(hFocusWindow, *ppReturnedDeviceInterface);
// initialize sub screen if IIDX/SDVX requested a multi-head context
if (avs::game::is_model({"LDJ", "KFC", "M39"}) &&
// initialize sub screen if the game requested a multi-head context
if (avs::game::is_model({"LDJ", "KFC", "M39", "M32"}) &&
(orig_behavior_flags & D3DCREATE_ADAPTERGROUP_DEVICE)) {
graphics_d3d9_ldj_init_sub_screen(*ppReturnedDeviceInterface, &pPresentationParameters[1]);
UINT i = 1;
if (games::gitadora::is_arena_model()) {
i = 2;
}
graphics_d3d9_ldj_init_sub_screen(*ppReturnedDeviceInterface, &pPresentationParameters[i]);
}
}
@@ -1196,7 +1211,13 @@ static void graphics_d3d9_ldj_init_sub_screen(IDirect3DDevice9Ex *device, D3DPRE
log_info("graphics::d3d9", "created additional swap chain for windowed mode");
}
} else {
hr = device->GetSwapChain(1, &SUB_SWAP_CHAIN);
int swapchain = 1;
if (games::gitadora::is_arena_model()) {
swapchain = 2;
}
hr = device->GetSwapChain(swapchain, &SUB_SWAP_CHAIN);
if (FAILED(hr)) {
log_warning("graphics::d3d9", "failed to acquire fullscreen sub swap chain, hr={}", FMT_HRESULT(hr));
} else {
@@ -1233,7 +1254,7 @@ static void graphics_d3d9_ldj_on_present(IDirect3DDevice9 *wrapped_device) {
// iidx/sdvx
int swapchain = 1;
if (games::gitadora::is_arena_model()) {
swapchain = 3;
swapchain = 2;
}
if (!ATTEMPTED_SUB_SWAP_CHAIN_ACQUIRE && SUB_SWAP_CHAIN == nullptr) {
@@ -1415,11 +1436,18 @@ static void save_screenshot(const std::string &file_path, UINT height, IDirect3D
if (FAILED(hr)) {
log_warning("graphics::d3d9", "Failed to save screenshot");
overlay::notifications::add(
overlay::notifications::Severity::Error,
"Screenshot failed to save");
return;
}
// save to clipboard
clipboard::copy_image(file_path);
overlay::notifications::add(
overlay::notifications::Severity::Success,
fmt::format("Screenshot saved: {}", fileutils::basename(file_path)));
} else {
log_warning("graphics::d3d9", "Direct3D save helper function not available");
}
@@ -1430,6 +1458,15 @@ void graphics_d3d9_on_present(
IDirect3DDevice9 *device,
IDirect3DDevice9 *wrapped_device) {
// image resize / orientation swap. run here (the present path) rather than from `EndScene`,
// which may fire several times per frame on multi-pass / render-to-texture games. this is the
// single point guaranteed to be after the game's last `EndScene` and before the real `Present`,
// so the back buffer is fully drawn and the expensive StretchRect work happens exactly once per
// frame. it must run before the overlay is rendered so the overlay isn't scaled with the image.
if (cfg::SCREENRESIZE->enable_screen_resize || GRAPHICS_FS_ORIENTATION_SWAP) {
SurfaceHook(device);
}
// Do overlay init as many d3d9 hooks create a dummy instance to get vtable offsets and never
// call `Present`. This avoids race conditions on `IDirect3D9::CreateDevice` like with
// `dx9osd.dll` for pfreepanic.
@@ -1452,8 +1489,7 @@ void graphics_d3d9_on_present(
// for IIDX TDJ / SDVX UFC, handle subscreen
const bool is_vm = games::sdvx::is_valkyrie_model();
const bool is_tdj = avs::game::is_model("LDJ") && games::iidx::TDJ_MODE;
const bool is_gfdm_arena =
games::gitadora::is_arena_model() && games::gitadora::ARENA_SINGLE_WINDOW;
const bool is_gfdm_arena = games::gitadora::is_arena_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS;
const bool is_pika = games::popn::is_pikapika_model();
if (is_vm || is_tdj || is_gfdm_arena || is_pika) {
graphics_d3d9_ldj_on_present(wrapped_device);
@@ -129,13 +129,17 @@ ULONG STDMETHODCALLTYPE WrappedIDirect3DDevice9::Release() {
this->main_swapchain->Release();
this->main_swapchain = nullptr;
}
if (this->sub_swapchain) {
this->sub_swapchain->Release();
this->sub_swapchain = nullptr;
for (auto &sc : this->sub_swapchain) {
if (sc) {
sc->Release();
sc = nullptr;
}
}
if (this->fake_sub_swapchain) {
this->fake_sub_swapchain->Release();
this->fake_sub_swapchain = nullptr;
for (auto &sc : this->fake_sub_swapchain) {
if (sc) {
sc->Release();
sc = nullptr;
}
}
if (overlay::ENABLED) {
@@ -249,28 +253,69 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::CreateAdditionalSwapChain(
{
WRAP_VERBOSE;
HRESULT hr = pReal->CreateAdditionalSwapChain(pPresentationParameters, ppSwapChain);
int index = 0;
bool create_swap_chain = false;
bool create_fake_swap_chain = false;
if (avs::game::is_model({"LDJ", "KFC", "M39"})) {
create_swap_chain = true;
} else if (games::gitadora::is_arena_model() &&
games::gitadora::ARENA_SINGLE_WINDOW &&
pPresentationParameters->BackBufferWidth == 800) {
create_swap_chain = true;
(GRAPHICS_PREVENT_SECONDARY_WINDOWS || GRAPHICS_GITADORA_HIDE_SIDE_WINDOWS)) {
if (pPresentationParameters->BackBufferWidth == 800) {
// SMALL (subscreen)
create_swap_chain = true;
index = 0;
} else if (pPresentationParameters->BackBufferWidth == 1080) {
// LEFT/RIGHT
create_swap_chain = true;
index = 1;
if (sub_swapchain[index] || fake_sub_swapchain[index]) {
index = 2;
}
create_fake_swap_chain = GRAPHICS_GITADORA_HIDE_SIDE_WINDOWS &&
!GRAPHICS_PREVENT_SECONDARY_WINDOWS;
} else {
log_warning("graphics::d3d9", "unknown swap chain detected in CreateAdditionalSwapChain");
}
}
if (create_fake_swap_chain) {
if (!fake_sub_swapchain[index]) {
log_info(
"graphics::d3d9",
"CreateAdditionalSwapChain called for hidden GITADORA side swap chain {}, "
"using fake swap chain",
index);
fake_sub_swapchain[index] =
new FakeIDirect3DSwapChain9(this, pPresentationParameters, false);
}
fake_sub_swapchain[index]->AddRef();
*ppSwapChain = static_cast<IDirect3DSwapChain9 *>(fake_sub_swapchain[index]);
return D3D_OK;
}
HRESULT hr = pReal->CreateAdditionalSwapChain(pPresentationParameters, ppSwapChain);
if (create_swap_chain) {
if (SUCCEEDED(hr) && !sub_swapchain) {
sub_swapchain = new WrappedIDirect3DSwapChain9(this, *ppSwapChain);
sub_swapchain->should_run_hooks = false;
} else if (FAILED(hr) && !fake_sub_swapchain) {
log_misc(
"graphics::d3d9",
"CreateAdditionalSwapChain called for swap chain {}, creating swap chain",
index);
if (SUCCEEDED(hr) && !sub_swapchain[index]) {
sub_swapchain[index] = new WrappedIDirect3DSwapChain9(this, *ppSwapChain);
sub_swapchain[index]->should_run_hooks = false;
} else if (FAILED(hr) && !fake_sub_swapchain[index]) {
log_warning("graphics::d3d9",
"failed to create sub swap chain, hr={}, using fake swap chain",
FMT_HRESULT(hr));
fake_sub_swapchain = new FakeIDirect3DSwapChain9(this, pPresentationParameters, false);
fake_sub_swapchain->AddRef();
*ppSwapChain = static_cast<IDirect3DSwapChain9 *>(fake_sub_swapchain);
fake_sub_swapchain[index] = new FakeIDirect3DSwapChain9(this, pPresentationParameters, false);
fake_sub_swapchain[index]->AddRef();
*ppSwapChain = static_cast<IDirect3DSwapChain9 *>(fake_sub_swapchain[index]);
return D3D_OK;
}
@@ -308,22 +353,20 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::GetSwapChain(
if (iSwapChain == 1 && avs::game::is_model({"LDJ", "KFC", "M39"})) {
swap = true;
}
if (games::gitadora::is_arena_model() &&
games::gitadora::ARENA_SINGLE_WINDOW &&
iSwapChain == 3) {
if (games::gitadora::is_arena_model() && iSwapChain == 2) {
swap = true;
}
if (swap) {
if (sub_swapchain) {
sub_swapchain->AddRef();
*ppSwapChain = static_cast<IDirect3DSwapChain9 *>(sub_swapchain);
if (sub_swapchain[0]) {
sub_swapchain[0]->AddRef();
*ppSwapChain = static_cast<IDirect3DSwapChain9 *>(sub_swapchain[0]);
graphics_screens_register(iSwapChain);
return D3D_OK;
} else if (fake_sub_swapchain) {
fake_sub_swapchain->AddRef();
*ppSwapChain = static_cast<IDirect3DSwapChain9 *>(fake_sub_swapchain);
} else if (fake_sub_swapchain[0]) {
fake_sub_swapchain[0]->AddRef();
*ppSwapChain = static_cast<IDirect3DSwapChain9 *>(fake_sub_swapchain[0]);
graphics_screens_register(iSwapChain);
return D3D_OK;
@@ -344,7 +387,7 @@ UINT STDMETHODCALLTYPE WrappedIDirect3DDevice9::GetNumberOfSwapChains() {
UINT n = pReal->GetNumberOfSwapChains();
if (sub_swapchain && avs::game::is_model({"LDJ", "KFC", "M39"})) {
if (sub_swapchain[0] && avs::game::is_model({"LDJ", "KFC", "M39"})) {
n += 1;
}
@@ -717,18 +760,15 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::BeginScene() {
static IDirect3DSurface9 *topSurface = nullptr;
static IDirect3DSurface9 *backbuffer = nullptr;
static LPDIRECT3DSWAPCHAIN9 mSwapChain = nullptr;
static IDirect3DTexture9* tex;
static IDirect3DTexture9 *tex = nullptr;
static UINT topSurface_width = 0;
static UINT topSurface_height = 0;
static float topSurface_aspect_ratio = 1.f;
static UINT backbuffer_width = 0;
static UINT backbuffer_height = 0;
void SurfaceHook(IDirect3DDevice9 *pReal) {
D3DPRESENT_PARAMETERS param {};
pReal->GetSwapChain(0, &mSwapChain);
mSwapChain->GetPresentParameters(&param);
// phase 0 - create a surface that has the same aspect ratio as the original back buffer
// but larger in size. this is needed to ensure that when the user zooms out, we have
@@ -736,8 +776,20 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
//
// (only done once)
if (!topSurface) {
topSurface_width = param.BackBufferWidth * 3;
topSurface_height = param.BackBufferHeight * 3;
// GetSwapChain/GetBackBuffer AddRef their out parameters; the swap chain is only
// needed here (during one-time init), so release it after use to avoid a per-frame
// ref leak. The backbuffer ref is intentionally retained for the lifetime of the
// cached resources.
LPDIRECT3DSWAPCHAIN9 swapChain = nullptr;
D3DPRESENT_PARAMETERS param {};
pReal->GetSwapChain(0, &swapChain);
swapChain->GetPresentParameters(&param);
backbuffer_width = param.BackBufferWidth;
backbuffer_height = param.BackBufferHeight;
topSurface_width = backbuffer_width * 3;
topSurface_height = backbuffer_height * 3;
topSurface_aspect_ratio = (float)topSurface_width / (float)topSurface_height;
if (pReal->CreateTexture(topSurface_width, topSurface_height, 1,
D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8,
@@ -750,16 +802,18 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
param.BackBufferWidth, param.BackBufferHeight, param.BackBufferCount);
tex->GetSurfaceLevel(0, &topSurface);
if (mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &backbuffer) != D3D_OK) {
if (swapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &backbuffer) != D3D_OK) {
log_warning("graphics::d3d9", "SurfaceHook - GetBackBuffer failed");
}
swapChain->Release();
}
// pre-calculate dimensions used for phase 1
const int rectLeft = param.BackBufferWidth;
const int rectTop = param.BackBufferHeight;
const int w = param.BackBufferWidth;
const int h = param.BackBufferHeight;
const int rectLeft = backbuffer_width;
const int rectTop = backbuffer_height;
const int w = backbuffer_width;
const int h = backbuffer_height;
// this code used to clear the surface using ColorFill on every call, but
// this turned out to be very expensive, leading to major frame drops in
@@ -769,9 +823,7 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
cfg::SCREENRESIZE->need_surface_clean = false;
}
D3DLOCKED_RECT rect;
HRESULT hr;
topSurface->LockRect(&rect, NULL, D3DLOCK_DONOTWAIT);
// phase 1 - copy the original back buffer onto the new surface.
// we draw it 1:1 in the center of the surface.
@@ -834,7 +886,6 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
originRect2.left, originRect2.top, originRect2.right, originRect2.bottom);
}
}
topSurface->UnlockRect();
// phase 2 - viewport calculation - do the actual zoom / offset math
// figure out what region of the surface to copy back to the back buffer.
@@ -909,7 +960,6 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
// targetRect.left, targetRect.top, targetRect.right, targetRect.bottom);
// phase 3 - draw the surface to back buffer
backbuffer->LockRect(&rect, NULL, D3DLOCK_DONOTWAIT);
bool use_linear_filter = true;
if (cfg::SCREENRESIZE->enable_screen_resize) {
use_linear_filter = cfg::SCREENRESIZE->enable_linear_filter;
@@ -918,7 +968,6 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
topSurface, &targetRect,
backbuffer, nullptr,
use_linear_filter ? D3DTEXF_LINEAR : D3DTEXF_NONE);
backbuffer->UnlockRect();
if (hr != D3D_OK) {
log_warning(
"graphics::d3d9",
@@ -930,10 +979,6 @@ void SurfaceHook(IDirect3DDevice9 *pReal) {
HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::EndScene() {
WRAP_DEBUG;
if (cfg::SCREENRESIZE->enable_screen_resize || GRAPHICS_FS_ORIENTATION_SWAP) {
SurfaceHook(pReal);
}
static std::once_flag printed;
std::call_once(printed, []() {
log_misc("graphics::d3d9", "WrappedIDirect3DDevice9::EndScene");
@@ -35,6 +35,10 @@ static const GUID IID_WrappedIDirect3DDevice9 = {
0x6dec0d40, 0x1339, 0x4bda, { 0xa5, 0xf2, 0x22, 0x31, 0xd4, 0x1, 0xf, 0xd1 }
};
// applies the image resize / orientation swap by copying the back buffer through an
// oversized intermediate surface and back. expects the real (unwrapped) device.
void SurfaceHook(IDirect3DDevice9 *pReal);
struct WrappedIDirect3DDevice9 : IDirect3DDevice9Ex {
explicit WrappedIDirect3DDevice9(HWND hFocusWindow, IDirect3DDevice9 *orig)
: hFocusWindow(hFocusWindow), pReal(orig), is_d3d9ex(false) {
@@ -204,7 +208,8 @@ struct WrappedIDirect3DDevice9 : IDirect3DDevice9Ex {
std::atomic_ulong refs = 1;
WrappedIDirect3DSwapChain9 *main_swapchain = nullptr;
WrappedIDirect3DSwapChain9 *sub_swapchain = nullptr;
FakeIDirect3DSwapChain9 *fake_sub_swapchain = nullptr;
WrappedIDirect3DSwapChain9 *sub_swapchain[3] = { nullptr, nullptr, nullptr };
FakeIDirect3DSwapChain9 *fake_sub_swapchain[3] = { nullptr, nullptr, nullptr };
IDirect3DVertexShader9 *vertex_shader = nullptr;
};
+281 -25
View File
@@ -18,6 +18,7 @@
#include "games/iidx/iidx.h"
#include "games/popn/popn.h"
#include "hooks/graphics/backends/d3d9/d3d9_backend.h"
#include "hooks/graphics/backends/d3d11/d3d11_backend.h"
#include "launcher/shutdown.h"
#include "overlay/overlay.h"
#include "touch/touch.h"
@@ -39,6 +40,8 @@ struct CaptureData {
HWND TDJ_SUBSCREEN_WINDOW = nullptr;
HWND SDVX_SUBSCREEN_WINDOW = nullptr;
HWND GFDM_SUBSCREEN_WINDOW = nullptr;
static HWND GFDM_LEFT_WINDOW = nullptr;
static HWND GFDM_RIGHT_WINDOW = nullptr;
HWND POPN_SUBSCREEN_WINDOW = nullptr;
bool FAKE_SUBSCREEN_ADAPTER = false;
@@ -61,6 +64,7 @@ static std::condition_variable GRAPHICS_CAPTURE_CV[GRAPHICS_CAPTURE_SCREEN_NO] {
static std::optional<graphics_orientation> target_orientation_on_boot;
static UINT target_refresh_rate_on_boot = 0;
static std::optional<std::pair<uint32_t, uint32_t>> target_resolution_on_boot;
static bool monitor_settings_changed = false;
static bool monitor_layout_needs_reset = false;
@@ -75,7 +79,8 @@ UINT GRAPHICS_FORCE_REFRESH = 0;
std::optional<uint32_t> GRAPHICS_FORCE_REFRESH_SUB;
std::optional<int> GRAPHICS_FORCE_VSYNC_BUFFER;
bool GRAPHICS_FORCE_SINGLE_ADAPTER = false;
bool GRAPHICS_PREVENT_SECONDARY_WINDOW = false;
bool GRAPHICS_PREVENT_SECONDARY_WINDOWS = false;
bool GRAPHICS_GITADORA_HIDE_SIDE_WINDOWS = false;
graphics_dx9on12_state GRAPHICS_9_ON_12_STATE = DX9ON12_AUTO;
bool GRAPHICS_9_ON_12_REQUESTED_BY_GAME = false;
bool SUBSCREEN_FORCE_REDRAW = false;
@@ -120,6 +125,128 @@ static void reset_window_hook(HWND hWnd) {
}
}
static std::string gitadora_canonical_window_name(const std::string &window_name) {
if (window_name == "GITADORA") {
return "GITADORA";
}
if (window_name.ends_with("LEFT")) {
return "LEFT";
}
if (window_name.ends_with("RIGHT")) {
return "RIGHT";
}
if (window_name.ends_with("SMALL")) {
return "SMALL";
}
return "";
}
static const char *gitadora_window_name_for_hwnd(HWND hWnd) {
if (hWnd == nullptr) {
return nullptr;
}
if (GRAPHICS_HOOKED_WINDOW.has_value() && hWnd == GRAPHICS_HOOKED_WINDOW.value()) {
return "GITADORA";
}
if (hWnd == GFDM_LEFT_WINDOW) {
return "LEFT";
}
if (hWnd == GFDM_RIGHT_WINDOW) {
return "RIGHT";
}
if (hWnd == GFDM_SUBSCREEN_WINDOW) {
return "SMALL";
}
return nullptr;
}
static bool is_gfdm_known_window(HWND hWnd) {
return gitadora_window_name_for_hwnd(hWnd) != nullptr;
}
static bool gitadora_should_block_game_window_placement(HWND hWnd) {
if (!GRAPHICS_WINDOWED || !games::gitadora::is_arena_model()) {
return false;
}
const auto window_name = gitadora_window_name_for_hwnd(hWnd);
return window_name != nullptr && graphics_gitadora_has_window_monitor(window_name);
}
static void gitadora_remember_window(HWND hWnd, const std::string &window_name) {
if (window_name == "LEFT") {
GFDM_LEFT_WINDOW = hWnd;
} else if (window_name == "RIGHT") {
GFDM_RIGHT_WINDOW = hWnd;
} else if (window_name == "SMALL") {
GFDM_SUBSCREEN_WINDOW = hWnd;
}
}
static bool gitadora_should_allow_small_resize() {
return GRAPHICS_WINDOWED &&
games::gitadora::is_arena_model() &&
!graphics_gitadora_is_borderless_windowed();
}
static void gitadora_apply_small_resize_style(DWORD &style) {
if (!gitadora_should_allow_small_resize()) {
return;
}
style |= WS_SIZEBOX;
style |= WS_MAXIMIZEBOX;
style |= WS_SYSMENU;
}
static void gitadora_force_window_style(HWND hWnd) {
if (!GRAPHICS_WINDOWED || !games::gitadora::is_arena_model() || hWnd == nullptr) {
return;
}
DWORD style = GetWindowLongA(hWnd, GWL_STYLE);
DWORD style_ex = GetWindowLongA(hWnd, GWL_EXSTYLE);
const DWORD style_orig = style;
const DWORD style_ex_orig = style_ex;
graphics_gitadora_apply_window_style(style, style_ex);
if (hWnd == GFDM_SUBSCREEN_WINDOW) {
gitadora_apply_small_resize_style(style);
}
if (style == style_orig && style_ex == style_ex_orig) {
return;
}
if (SetWindowLongA_orig != nullptr) {
SetWindowLongA_orig(hWnd, GWL_STYLE, static_cast<LONG>(style));
SetWindowLongA_orig(hWnd, GWL_EXSTYLE, static_cast<LONG>(style_ex));
} else {
SetWindowLongA(hWnd, GWL_STYLE, static_cast<LONG>(style));
SetWindowLongA(hWnd, GWL_EXSTYLE, static_cast<LONG>(style_ex));
}
const UINT flags =
SWP_NOMOVE |
SWP_NOSIZE |
SWP_NOZORDER |
SWP_NOACTIVATE |
SWP_FRAMECHANGED;
if (SetWindowPos_orig != nullptr) {
SetWindowPos_orig(hWnd, nullptr, 0, 0, 0, 0, flags);
} else {
SetWindowPos(hWnd, nullptr, 0, 0, 0, 0, flags);
}
log_misc(
"graphics",
"GITADORA window style override: hwnd={}, style 0x{:x}->0x{:x}, ex 0x{:x}->0x{:x}",
fmt::ptr(hWnd),
style_orig,
style,
style_ex_orig,
style_ex);
}
// window procedure
static LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
@@ -163,6 +290,7 @@ static LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM l
if (wintouchemu::INJECT_MOUSE_AS_WM_TOUCH) {
// drop mouse inputs since only wintouches should be used
switch (uMsg) {
case WM_MOUSEMOVE:
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_MBUTTONDOWN:
@@ -280,6 +408,18 @@ static LRESULT CALLBACK WsubWindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPAR
log_misc("graphics", "ignore WM_CLOSE for subscreen window");
return false;
}
if (hWnd == GFDM_SUBSCREEN_WINDOW && (uMsg == WM_MOVE || uMsg == WM_SIZE)) {
update_spicetouch_window_dimensions(hWnd);
if (SPICETOUCH_TOUCH_HWND) {
SetWindowPos(
SPICETOUCH_TOUCH_HWND, HWND_TOP,
SPICETOUCH_TOUCH_X, SPICETOUCH_TOUCH_Y,
SPICETOUCH_TOUCH_WIDTH, SPICETOUCH_TOUCH_HEIGHT,
SWP_NOZORDER | SWP_NOREDRAW | SWP_NOREPOSITION | SWP_NOACTIVATE);
}
}
return CallWindowProcA(WSUB_WNDPROC_ORIG, hWnd, uMsg, wParam, lParam);
}
@@ -343,28 +483,55 @@ static HWND WINAPI CreateWindowExA_hook(DWORD dwExStyle, LPCSTR lpClassName, LPC
fmt::ptr(lpParam));
// gfdm
std::string effective_window_name = window_name;
if (avs::game::is_model({"J32", "J33", "K32", "K33", "L32", "L33", "M32"})) {
// set window name
if (!lpWindowName) {
lpWindowName = "GITADORA";
effective_window_name = "GITADORA";
}
}
bool is_tdj_sub_window = avs::game::is_model("LDJ") && window_name.ends_with(" sub");
bool is_sdvx_sub_window = avs::game::is_model("KFC") && window_name.ends_with(" Sub Screen");
bool is_popn_sub_window = avs::game::is_model("M39") && window_name.ends_with("Sub Screen");
bool is_gfdm_sub_window = games::gitadora::is_arena_model() && window_name.ends_with("SMALL");
const std::string gfdm_window_name = games::gitadora::is_arena_model()
? gitadora_canonical_window_name(effective_window_name)
: "";
const bool is_gfdm_window = !gfdm_window_name.empty();
const bool is_gfdm_sub_window = gfdm_window_name == "SMALL";
const bool allow_gfdm_small_resize =
is_gfdm_sub_window && gitadora_should_allow_small_resize();
// hide maximize button (prevent misaligned touches)
if ((is_tdj_sub_window && GRAPHICS_IIDX_WSUB) || is_sdvx_sub_window || is_gfdm_sub_window || is_popn_sub_window) {
dwStyle &= ~(WS_MAXIMIZEBOX);
// update style / ex-style
if (is_tdj_sub_window || is_sdvx_sub_window || is_gfdm_sub_window || is_popn_sub_window) {
// hide maximize button (prevent misaligned touches)
if (!allow_gfdm_small_resize) {
dwStyle &= ~(WS_MAXIMIZEBOX);
}
// mouse clicks become misaligned when resized
if (!allow_gfdm_small_resize) {
dwStyle &= ~(WS_SIZEBOX);
}
// borderless
if (GRAPHICS_WINDOWED && GRAPHICS_WSUB_BORDERLESS) {
dwStyle &= ~(WS_OVERLAPPEDWINDOW);
}
// don't show the sub window on task bar / alt-tab targets
if (!GRAPHICS_WINDOWED) {
dwExStyle &= ~(WS_EX_APPWINDOW);
dwExStyle |= WS_EX_TOOLWINDOW;
}
}
// mouse clicks become misaligned when resized
if (is_gfdm_sub_window) {
dwStyle &= ~(WS_SIZEBOX);
if (allow_gfdm_small_resize) {
gitadora_apply_small_resize_style(dwStyle);
}
if ((is_tdj_sub_window || is_sdvx_sub_window || is_popn_sub_window) && GRAPHICS_WSUB_BORDERLESS) {
dwStyle &= ~(WS_OVERLAPPEDWINDOW);
if (is_gfdm_window) {
graphics_gitadora_apply_window_style(dwStyle, dwExStyle);
}
if (is_sdvx_sub_window) {
@@ -385,6 +552,16 @@ static HWND WINAPI CreateWindowExA_hook(DWORD dwExStyle, LPCSTR lpClassName, LPC
}
}
if (is_gfdm_window) {
graphics_gitadora_apply_window_monitor(
gfdm_window_name,
x,
y,
nWidth,
nHeight,
true);
}
if (GRAPHICS_WINDOWED) {
graphics_window_check_bounds_before_creation(x, y, nWidth, nHeight);
}
@@ -411,14 +588,20 @@ static HWND WINAPI CreateWindowExA_hook(DWORD dwExStyle, LPCSTR lpClassName, LPC
}
// only hook touch window if multiple windows are allowed
if (is_gfdm_sub_window && !games::gitadora::ARENA_SINGLE_WINDOW) {
GFDM_SUBSCREEN_WINDOW = result;
if (gfdm_window_name == "LEFT" || gfdm_window_name == "RIGHT") {
gitadora_remember_window(result, gfdm_window_name);
}
if (is_gfdm_sub_window && GRAPHICS_WINDOWED && !GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
gitadora_remember_window(result, gfdm_window_name);
graphics_hook_subscreen_window(GFDM_SUBSCREEN_WINDOW);
}
if (is_gfdm_window && GRAPHICS_WINDOWED && !GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
gitadora_force_window_style(result);
}
if (is_popn_sub_window) {
POPN_SUBSCREEN_WINDOW = result;
if (!GRAPHICS_PREVENT_SECONDARY_WINDOW) {
if (!GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
graphics_hook_subscreen_window(POPN_SUBSCREEN_WINDOW);
}
}
@@ -603,6 +786,12 @@ static BOOL WINAPI MoveWindow_hook(HWND hWnd, int X, int Y, int nWidth, int nHei
}
}
// Monitor overrides are applied at creation time. Suppress later game
// placement calls instead of resizing again during scene transitions.
if (gitadora_should_block_game_window_placement(hWnd)) {
return TRUE;
}
// call original
return MoveWindow_orig(hWnd, X, Y, nWidth, nHeight, bRepaint);
}
@@ -656,8 +845,17 @@ static LONG WINAPI SetWindowLongA_hook(HWND hWnd, int nIndex, LONG dwNewLong) {
dwNewLong |= WS_OVERLAPPEDWINDOW;
}
// call original
return SetWindowLongA_orig(hWnd, nIndex, dwNewLong);
const bool force_gfdm_style =
GRAPHICS_WINDOWED &&
games::gitadora::is_arena_model() &&
is_gfdm_known_window(hWnd) &&
(nIndex == GWL_STYLE || nIndex == GWL_EXSTYLE);
const auto result = SetWindowLongA_orig(hWnd, nIndex, dwNewLong);
if (force_gfdm_style) {
gitadora_force_window_style(hWnd);
}
return result;
}
static LONG WINAPI SetWindowLongW_hook(HWND hWnd, int nIndex, LONG dwNewLong) {
@@ -667,8 +865,17 @@ static LONG WINAPI SetWindowLongW_hook(HWND hWnd, int nIndex, LONG dwNewLong) {
dwNewLong |= WS_OVERLAPPEDWINDOW;
}
// call original
return SetWindowLongW_orig(hWnd, nIndex, dwNewLong);
const bool force_gfdm_style =
GRAPHICS_WINDOWED &&
games::gitadora::is_arena_model() &&
is_gfdm_known_window(hWnd) &&
(nIndex == GWL_STYLE || nIndex == GWL_EXSTYLE);
const auto result = SetWindowLongW_orig(hWnd, nIndex, dwNewLong);
if (force_gfdm_style) {
gitadora_force_window_style(hWnd);
}
return result;
}
static BOOL WINAPI SetWindowPos_hook(HWND hWnd, HWND hWndInsertAfter,
@@ -679,6 +886,13 @@ static BOOL WINAPI SetWindowPos_hook(HWND hWnd, HWND hWndInsertAfter,
return TRUE;
}
// Monitor overrides are applied at creation time. Suppress later game
// placement calls instead of resizing again during scene transitions.
if (gitadora_should_block_game_window_placement(hWnd) &&
(uFlags & (SWP_NOMOVE | SWP_NOSIZE)) != (SWP_NOMOVE | SWP_NOSIZE)) {
return TRUE;
}
// prevent gitadora arena model from shifting windows around if the user has preferences
if (GRAPHICS_WINDOWED && games::gitadora::is_arena_model() &&
GRAPHICS_HOOKED_WINDOW.has_value() && hWnd == GRAPHICS_HOOKED_WINDOW.value() &&
@@ -692,14 +906,21 @@ static BOOL WINAPI SetWindowPos_hook(HWND hWnd, HWND hWndInsertAfter,
static BOOL WINAPI ShowWindow_hook(HWND hWnd, int nCmdShow) {
if (games::gitadora::is_arena_model() &&
games::gitadora::ARENA_SINGLE_WINDOW &&
GRAPHICS_PREVENT_SECONDARY_WINDOWS &&
hWnd != GRAPHICS_HOOKED_WINDOW) {
log_info("graphics", "ShowWindow_hook - hiding sub window {}", fmt::ptr(hWnd));
return true;
}
if (games::gitadora::is_arena_model() &&
GRAPHICS_GITADORA_HIDE_SIDE_WINDOWS &&
(hWnd == GFDM_LEFT_WINDOW || hWnd == GFDM_RIGHT_WINDOW)) {
log_info("graphics", "ShowWindow_hook - hiding GITADORA side window {}", fmt::ptr(hWnd));
return true;
}
if (games::popn::is_pikapika_model() &&
GRAPHICS_PREVENT_SECONDARY_WINDOW &&
GRAPHICS_PREVENT_SECONDARY_WINDOWS &&
hWnd == POPN_SUBSCREEN_WINDOW) {
log_info("graphics", "ShowWindow_hook - hiding sub window {}", fmt::ptr(hWnd));
return true;
@@ -831,6 +1052,7 @@ void graphics_init() {
// init backends
graphics_d3d9_init();
graphics_d3d11_init();
// general hooks
ChangeDisplaySettingsA_orig = detour::iat_try("ChangeDisplaySettingsA", ChangeDisplaySettingsA_hook);
@@ -1278,8 +1500,13 @@ void change_primary_monitor(const std::string &monitor_name) {
Sleep(2000);
}
void update_monitor(bool is_boot, std::optional<graphics_orientation> target_orientation, UINT target_refresh_rate) {
// note: all of this is only being done for the primary motnior
void update_monitor(
bool is_boot,
std::optional<graphics_orientation> target_orientation,
UINT target_refresh_rate,
std::optional<std::pair<uint32_t, uint32_t>> target_resolution) {
// note: all of this is only being done for the primary monitor
// get current settings
DEVMODEA dm = {};
@@ -1357,6 +1584,22 @@ void update_monitor(bool is_boot, std::optional<graphics_orientation> target_ori
needs_update = true;
}
if (target_resolution.has_value()) {
if (dm.dmPelsWidth != target_resolution.value().first ||
dm.dmPelsHeight != target_resolution.value().second) {
log_misc(
"graphics",
"current resolution {}, {} => desired resolution {}, {}",
dm.dmPelsWidth, dm.dmPelsHeight,
target_resolution.value().first, target_resolution.value().second);
dm.dmPelsWidth = target_resolution.value().first;
dm.dmPelsHeight = target_resolution.value().second;
needs_update = true;
}
}
if (!needs_update) {
// nothing to do
log_misc("graphics", "display settings are already up to date, no changes needed");
@@ -1393,17 +1636,30 @@ void update_monitor(bool is_boot, std::optional<graphics_orientation> target_ori
}
}
void update_monitor_on_boot(std::optional<graphics_orientation> target_orientation, UINT target_refresh_rate) {
void update_monitor_on_boot(
std::optional<graphics_orientation> target_orientation,
UINT target_refresh_rate,
std::optional<std::pair<uint32_t, uint32_t>> target_resolution) {
target_orientation_on_boot = target_orientation;
target_refresh_rate_on_boot = target_refresh_rate;
target_resolution_on_boot = target_resolution;
log_misc("graphics", "applying monitor updates at boot...");
update_monitor(true, target_orientation, target_refresh_rate);
update_monitor(
true,
target_orientation,
target_refresh_rate,
target_resolution);
}
void update_monitor_at_runtime() {
if (monitor_settings_changed) {
if (!GRAPHICS_WINDOWED && monitor_settings_changed) {
log_misc("graphics", "applying monitor updates at runtime as window regained focus...");
update_monitor(false, target_orientation_on_boot, target_refresh_rate_on_boot);
update_monitor(
false,
target_orientation_on_boot,
target_refresh_rate_on_boot,
target_resolution_on_boot);
}
}
+22 -3
View File
@@ -38,7 +38,8 @@ extern UINT GRAPHICS_FORCE_REFRESH;
extern std::optional<uint32_t> GRAPHICS_FORCE_REFRESH_SUB;
extern std::optional<int> GRAPHICS_FORCE_VSYNC_BUFFER;
extern bool GRAPHICS_FORCE_SINGLE_ADAPTER;
extern bool GRAPHICS_PREVENT_SECONDARY_WINDOW;
extern bool GRAPHICS_PREVENT_SECONDARY_WINDOWS;
extern bool GRAPHICS_GITADORA_HIDE_SIDE_WINDOWS;
extern std::optional<std::pair<uint32_t, uint32_t>> GRAPHICS_FS_CUSTOM_RESOLUTION;
extern std::optional<std::pair<uint32_t, uint32_t>> GRAPHICS_FS_CUSTOM_RESOLUTION_SUB;
extern bool GRAPHICS_FS_ORIENTATION_SWAP;
@@ -55,6 +56,10 @@ extern bool GRAPHICS_WINDOW_ALWAYS_ON_TOP;
extern bool GRAPHICS_WINDOW_BACKBUFFER_SCALE;
extern bool GRAPHICS_WINDOW_DISABLE_ROUNDED_CORNERS;
extern std::optional<HWND> GRAPHICS_HOOKED_WINDOW;
extern std::string GRAPHICS_GITADORA_MAIN_MONITOR;
extern std::string GRAPHICS_GITADORA_LEFT_MONITOR;
extern std::string GRAPHICS_GITADORA_RIGHT_MONITOR;
extern std::string GRAPHICS_GITADORA_SMALL_MONITOR;
extern bool GRAPHICS_IIDX_WSUB;
extern std::optional<std::string> GRAPHICS_WSUB_SIZE;
@@ -115,8 +120,22 @@ bool graphics_window_resize_breaks_game();
bool graphics_window_move_and_resize_breaks_game();
void graphics_load_windowed_subscreen_parameters();
void graphics_window_check_bounds_before_creation(int &x, int &y, const int width, const int height);
bool graphics_gitadora_is_borderless_windowed();
void graphics_gitadora_apply_window_style(DWORD &style, DWORD &style_ex);
bool graphics_gitadora_apply_window_monitor(
const std::string &window_name,
int &x,
int &y,
int &width,
int &height,
bool log_change);
bool graphics_gitadora_has_window_monitor(const std::string &window_name);
void change_primary_monitor(const std::string &monitor_name);
void update_monitor_on_boot(std::optional<graphics_orientation> target_orientation, UINT target_refresh_rate);
void update_monitor_on_boot(
std::optional<graphics_orientation> target_orientation,
UINT target_refresh_rate,
std::optional<std::pair<uint32_t, uint32_t>> target_resolution);
void update_monitor_at_runtime();
void reset_monitor_on_exit();
void reset_monitor_on_exit();
@@ -26,6 +26,10 @@ bool GRAPHICS_WINDOW_ALWAYS_ON_TOP = false;
bool GRAPHICS_WINDOW_BACKBUFFER_SCALE = false;
bool GRAPHICS_WINDOW_DISABLE_ROUNDED_CORNERS = false;
std::optional<HWND> GRAPHICS_HOOKED_WINDOW;
std::string GRAPHICS_GITADORA_MAIN_MONITOR;
std::string GRAPHICS_GITADORA_LEFT_MONITOR;
std::string GRAPHICS_GITADORA_RIGHT_MONITOR;
std::string GRAPHICS_GITADORA_SMALL_MONITOR;
// IIDX Windowed Subscreen - starts out as false, enabled by IIDX module on pre-attach as needed
bool GRAPHICS_IIDX_WSUB = false;
@@ -51,6 +55,173 @@ static const DWORD SETWINDOWPOS_NOOP =
SWP_NOZORDER |
SWP_ASYNCWINDOWPOS;
static int graphics_effective_window_decoration() {
if (GRAPHICS_WINDOW_STYLE.has_value()) {
return GRAPHICS_WINDOW_STYLE.value();
}
if (cfg::SCREENRESIZE != nullptr) {
return cfg::SCREENRESIZE->window_decoration;
}
return cfg::WindowDecorationMode::Default;
}
bool graphics_gitadora_is_borderless_windowed() {
return GRAPHICS_WINDOWED &&
graphics_effective_window_decoration() == cfg::WindowDecorationMode::Borderless;
}
static const std::string &graphics_gitadora_monitor_for_window_name(
const std::string &window_name) {
if (window_name == "GITADORA") {
return GRAPHICS_GITADORA_MAIN_MONITOR;
}
if (window_name == "LEFT") {
return GRAPHICS_GITADORA_LEFT_MONITOR;
}
if (window_name == "RIGHT") {
return GRAPHICS_GITADORA_RIGHT_MONITOR;
}
if (window_name == "SMALL") {
return GRAPHICS_GITADORA_SMALL_MONITOR;
}
static const std::string empty;
return empty;
}
bool graphics_gitadora_has_window_monitor(const std::string &window_name) {
const auto &monitor_name = graphics_gitadora_monitor_for_window_name(window_name);
return !monitor_name.empty();
}
static bool graphics_monitor_rect_from_name(
const std::string &monitor_name,
RECT &rect,
bool log_change) {
DEVMODEA devmode {};
devmode.dmSize = sizeof(devmode);
if (!EnumDisplaySettingsA(monitor_name.c_str(), ENUM_CURRENT_SETTINGS, &devmode)) {
if (log_change) {
log_warning(
"graphics-windowed",
"failed to get monitor settings for {}",
monitor_name);
}
return false;
}
rect.left = devmode.dmPosition.x;
rect.top = devmode.dmPosition.y;
rect.right = rect.left + static_cast<LONG>(devmode.dmPelsWidth);
rect.bottom = rect.top + static_cast<LONG>(devmode.dmPelsHeight);
return true;
}
static bool graphics_gitadora_apply_monitor_rect(
const std::string &monitor_name,
const std::string &window_name,
int &x,
int &y,
int &width,
int &height,
bool log_change) {
if (!GRAPHICS_WINDOWED || !games::gitadora::is_arena_model()) {
return false;
}
if (monitor_name.empty()) {
return false;
}
RECT rect {};
if (!graphics_monitor_rect_from_name(monitor_name, rect, log_change)) {
return false;
}
x = rect.left;
y = rect.top;
width = rect.right - rect.left;
height = rect.bottom - rect.top;
if (log_change) {
log_info(
"graphics-windowed",
"GITADORA {} monitor override: {} => pos=({}, {}), size={}x{}",
window_name,
monitor_name,
x,
y,
width,
height);
}
return true;
}
static bool graphics_gitadora_apply_main_monitor_to_config() {
if (cfg::SCREENRESIZE == nullptr || !graphics_gitadora_is_borderless_windowed()) {
return false;
}
int x = 0;
int y = 0;
int width = 0;
int height = 0;
if (!graphics_gitadora_apply_monitor_rect(
GRAPHICS_GITADORA_MAIN_MONITOR,
"GITADORA",
x,
y,
width,
height,
false)) {
return false;
}
cfg::SCREENRESIZE->enable_window_resize = true;
cfg::SCREENRESIZE->client_keep_aspect_ratio = false;
cfg::SCREENRESIZE->window_offset_x = x;
cfg::SCREENRESIZE->window_offset_y = y;
cfg::SCREENRESIZE->client_width = width;
cfg::SCREENRESIZE->client_height = height;
return true;
}
void graphics_gitadora_apply_window_style(DWORD &style, DWORD &style_ex) {
if (!GRAPHICS_WINDOWED || !games::gitadora::is_arena_model()) {
return;
}
switch (graphics_effective_window_decoration()) {
case cfg::WindowDecorationMode::Borderless:
style &= ~WS_OVERLAPPEDWINDOW;
style_ex &= ~WS_EX_CLIENTEDGE;
style_ex &= ~WS_EX_WINDOWEDGE;
break;
case cfg::WindowDecorationMode::ResizableFrame:
style |= WS_OVERLAPPEDWINDOW;
break;
case cfg::WindowDecorationMode::Default:
default:
break;
}
}
bool graphics_gitadora_apply_window_monitor(
const std::string &window_name,
int &x,
int &y,
int &width,
int &height,
bool log_change) {
return graphics_gitadora_apply_monitor_rect(
graphics_gitadora_monitor_for_window_name(window_name),
window_name,
x,
y,
width,
height,
log_change);
}
void graphics_capture_initial_window(HWND hWnd) {
if (!GRAPHICS_WINDOWED) {
return;
@@ -181,6 +352,8 @@ void graphics_load_windowed_parameters() {
}
}
graphics_gitadora_apply_main_monitor_to_config();
// only override if true; don't stomp on user setting
if (GRAPHICS_WINDOW_ALWAYS_ON_TOP) {
cfg::SCREENRESIZE->window_always_on_top = true;
+94
View File
@@ -0,0 +1,94 @@
#include <winsock2.h>
#include <windows.h>
#include <iptypes.h>
#include <iphlpapi.h>
#include <icmpapi.h>
#include <algorithm>
#include <cstddef>
#include <cstring>
#include "util/detour.h"
#include "util/logging.h"
namespace {
#pragma pack(push, 1)
struct IcmpHdr {
uint8_t type;
uint8_t code;
uint16_t checksum_be;
};
#pragma pack(pop)
decltype(IcmpSendEcho) *IcmpSendEcho_orig = nullptr;
DWORD WINAPI IcmpSendEcho_hook(
HANDLE IcmpHandle,
IPAddr DestinationAddress,
LPVOID RequestData,
WORD RequestSize,
PIP_OPTION_INFORMATION RequestOptions,
LPVOID ReplyBuffer,
DWORD ReplySize,
DWORD Timeout) {
if (!IcmpSendEcho_orig) {
SetLastError(ERROR_INVALID_FUNCTION);
return 0;
}
DWORD n = IcmpSendEcho_orig(
IcmpHandle,
DestinationAddress,
RequestData,
RequestSize,
RequestOptions,
ReplyBuffer,
ReplySize,
Timeout);
if (n != 0) {
return n;
}
if (ReplyBuffer == nullptr || ReplySize < sizeof(ICMP_ECHO_REPLY) || RequestData == nullptr) {
return 0;
}
if (RequestSize < sizeof(IcmpHdr)) {
return 0;
}
const auto *req = reinterpret_cast<const uint8_t *>(RequestData);
const auto *ih = reinterpret_cast<const IcmpHdr *>(req);
if (ih->type != 8 || ih->code != 0) {
return 0;
}
memset(ReplyBuffer, 0, ReplySize);
auto *reply = reinterpret_cast<ICMP_ECHO_REPLY *>(ReplyBuffer);
const size_t data_off = offsetof(ICMP_ECHO_REPLY, Data);
const size_t avail = ReplySize > data_off ? ReplySize - data_off : 0;
const size_t copy_len = (std::min)(static_cast<size_t>(RequestSize), avail);
reply->Address = DestinationAddress;
reply->Status = IP_SUCCESS;
reply->RoundTripTime = 1;
reply->DataSize = static_cast<USHORT>(copy_len);
if (copy_len > 0) {
memcpy(reinterpret_cast<uint8_t *>(ReplyBuffer) + data_off, RequestData, copy_len);
}
SetLastError(ERROR_SUCCESS);
return 1;
}
} // namespace
void icmphook_iphlpapi_install() {
static bool done = false;
if (done) {
return;
}
done = true;
if (!detour::trampoline_try(
"iphlpapi.dll",
"IcmpSendEcho",
(void *) IcmpSendEcho_hook,
(void **) &IcmpSendEcho_orig)) {
log_warning("network", "ICMP emulation: IcmpSendEcho hook was not installed");
}
}
+692
View File
@@ -0,0 +1,692 @@
#include "icmphook_net.h"
#include "util/detour.h"
#include "util/logging.h"
#include <iphlpapi.h>
#include <mutex>
#include <deque>
#include <vector>
#include <chrono>
#include <cstring>
#include <atomic>
#include <condition_variable>
#include <unordered_map>
void icmphook_iphlpapi_install();
#ifndef SPICE64
using socket_uint = unsigned int;
#else
using socket_uint = unsigned long long;
#endif
namespace icmphook_internal {
constexpr uint32_t k_loopback_host = 0x7f000001u;
#pragma pack(push, 1)
struct IcmpHeaderView {
uint8_t type;
uint8_t code;
uint16_t checksum_be;
};
#pragma pack(pop)
bool icmp_packet_valid(const uint8_t *icmp, size_t len) {
if (len < sizeof(IcmpHeaderView)) {
return false;
}
unsigned sum = 0;
for (size_t i = 0; i + 1 < len; i += 2) {
sum += (static_cast<unsigned>(icmp[i]) << 8) | icmp[i + 1];
sum = (sum >> 16) + (sum & 0xFFFF);
}
if (len & 1) {
sum += static_cast<unsigned>(icmp[len - 1]) << 8;
sum = (sum >> 16) + (sum & 0xFFFF);
}
sum = (sum >> 16) + (sum & 0xFFFF);
return sum == 0xFFFFu || sum == 0;
}
bool icmp_build_echo_reply(std::vector<uint8_t> &out, const uint8_t *req, size_t req_len) {
if (req_len < sizeof(IcmpHeaderView)) {
return false;
}
out.resize(req_len);
memcpy(out.data(), req, req_len);
auto *hdr = reinterpret_cast<IcmpHeaderView *>(out.data());
hdr->type = 0;
hdr->code = 0;
hdr->checksum_be = 0;
unsigned sum = 0;
for (size_t i = 0; i + 1 < out.size(); i += 2) {
sum += (static_cast<unsigned>(out[i]) << 8) | out[i + 1];
sum = (sum >> 16) + (sum & 0xFFFF);
}
if (out.size() & 1) {
sum += static_cast<unsigned>(out[out.size() - 1]) << 8;
sum = (sum >> 16) + (sum & 0xFFFF);
}
sum = (sum >> 16) + (sum & 0xFFFF);
uint16_t csum = static_cast<uint16_t>(~sum);
hdr->checksum_be = htons(csum);
return true;
}
bool icmp_fix_pointer(
const uint8_t *base,
size_t total_len,
const uint8_t **icmp_start,
size_t *icmp_len) {
if (total_len >= 20 && (base[0] >> 4) == 4) {
size_t ihl = (base[0] & 0x0Fu) * 4;
if (ihl < 20 || ihl > total_len || base[9] != IPPROTO_ICMP) {
return false;
}
*icmp_start = base + ihl;
*icmp_len = total_len - ihl;
return true;
}
*icmp_start = base;
*icmp_len = total_len;
return true;
}
bool ipv4_encode_datagram(
std::vector<uint8_t> &out,
uint32_t src_host_order,
uint32_t dst_host_order,
const uint8_t *payload,
size_t payload_len) {
const size_t hdr_len = 20;
if (payload_len > 0xFFFFu - hdr_len) {
return false;
}
const auto total_len = static_cast<uint16_t>(hdr_len + payload_len);
out.resize(hdr_len + payload_len);
uint8_t *p = out.data();
memset(p, 0, hdr_len);
p[0] = 0x45;
p[1] = 0;
p[2] = static_cast<uint8_t>(total_len >> 8);
p[3] = static_cast<uint8_t>(total_len & 0xFF);
p[6] = 0x40;
p[8] = 1;
p[9] = IPPROTO_ICMP;
uint32_t src_wire = htonl(src_host_order);
uint32_t dst_wire = htonl(dst_host_order);
memcpy(p + 12, &src_wire, 4);
memcpy(p + 16, &dst_wire, 4);
unsigned sum = 0;
for (size_t i = 0; i < hdr_len; i += 2) {
sum += (static_cast<unsigned>(p[i]) << 8) | p[i + 1];
while (sum >> 16) {
sum = (sum & 0xFFFF) + (sum >> 16);
}
}
uint16_t hdr_csum = static_cast<uint16_t>(~sum);
p[10] = static_cast<uint8_t>(hdr_csum >> 8);
p[11] = static_cast<uint8_t>(hdr_csum & 0xFF);
memcpy(p + hdr_len, payload, payload_len);
return true;
}
// Cached adapter list. Populated once per process: adapter changes after the
// first ICMP send are intentionally not picked up, in exchange for avoiding
// repeated IP Helper calls on every emulated send.
std::once_flag g_adapters_cache_init;
std::vector<uint8_t> g_adapters_cache;
void fill_adapters_cache() {
std::call_once(g_adapters_cache_init, []() {
ULONG buf_len = 0;
DWORD r = GetAdaptersInfo(nullptr, &buf_len);
if (r != ERROR_BUFFER_OVERFLOW && r != ERROR_SUCCESS) {
return;
}
if (buf_len == 0) {
return;
}
g_adapters_cache.resize(buf_len);
auto *info = reinterpret_cast<PIP_ADAPTER_INFO>(g_adapters_cache.data());
if (GetAdaptersInfo(info, &buf_len) != ERROR_SUCCESS) {
g_adapters_cache.clear();
}
});
}
uint32_t local_ipv4_for_peer(
uint32_t peer_host_order,
uint32_t bind_pref_host_order,
bool has_bind) {
if (peer_host_order == k_loopback_host) {
return k_loopback_host;
}
if (has_bind && bind_pref_host_order != 0) {
return bind_pref_host_order;
}
fill_adapters_cache();
if (g_adapters_cache.empty()) {
return peer_host_order;
}
auto *info = reinterpret_cast<PIP_ADAPTER_INFO>(g_adapters_cache.data());
for (PIP_ADAPTER_INFO a = info; a != nullptr; a = a->Next) {
uint32_t ip = ntohl(inet_addr(a->IpAddressList.IpAddress.String));
uint32_t mask = ntohl(inet_addr(a->IpAddressList.IpMask.String));
if (mask == 0) {
continue;
}
if ((peer_host_order & mask) == (ip & mask)) {
return ip;
}
}
return peer_host_order;
}
struct EmuSock {
std::deque<std::vector<uint8_t>> queue;
std::condition_variable_any cv;
DWORD rx_timeout_ms = INFINITE;
bool nonblocking = false;
bool has_bind = false;
uint32_t bind_ip_host = 0;
};
std::recursive_mutex g_mu;
std::unordered_map<SOCKET, std::unique_ptr<EmuSock>> g_socks;
std::atomic<uint32_t> g_seq{1};
// Fast-path flag so the bind() hook in networkhook.cpp can short-circuit
// without taking g_mu when the ICMP feature was never enabled.
std::atomic<bool> g_installed{false};
decltype(socket) *socket_orig = nullptr;
decltype(WSASocketW) *WSASocketW_orig = nullptr;
decltype(WSASocketA) *WSASocketA_orig = nullptr;
decltype(closesocket) *closesocket_orig = nullptr;
decltype(bind) *bind_trampoline_orig = nullptr;
decltype(sendto) *sendto_orig = nullptr;
decltype(recvfrom) *recvfrom_orig = nullptr;
decltype(WSASendTo) *WSASendTo_orig = nullptr;
decltype(WSARecvFrom) *WSARecvFrom_orig = nullptr;
decltype(ioctlsocket) *ioctlsocket_orig = nullptr;
decltype(setsockopt) *setsockopt_orig = nullptr;
EmuSock *lookup(SOCKET s) {
std::lock_guard<std::recursive_mutex> lock(g_mu);
auto it = g_socks.find(s);
if (it == g_socks.end()) {
return nullptr;
}
return it->second.get();
}
SOCKET alloc_icmp_socket() {
std::lock_guard<std::recursive_mutex> lock(g_mu);
for (;;) {
uint32_t x = g_seq.fetch_add(1, std::memory_order_relaxed);
SOCKET s = (SOCKET)(socket_uint)(0xE0000000u | (x & 0x0FFFFFFFu));
if (s == INVALID_SOCKET) {
continue;
}
if (g_socks.find(s) == g_socks.end()) {
g_socks[s] = std::make_unique<EmuSock>();
return s;
}
}
}
void release_icmp_socket(SOCKET s) {
std::lock_guard<std::recursive_mutex> lock(g_mu);
auto it = g_socks.find(s);
if (it != g_socks.end()) {
it->second->cv.notify_all();
g_socks.erase(it);
}
}
bool process_icmp_send(SOCKET s, const uint8_t *buf, int len, const sockaddr *to, int tolen) {
if (len <= 0 || tolen < (int) sizeof(sockaddr_in) || !buf || !to) {
return true;
}
auto *sin = reinterpret_cast<const sockaddr_in *>(to);
if (sin->sin_family != AF_INET) {
return true;
}
uint32_t peer_host = ntohl(sin->sin_addr.s_addr);
const uint8_t *icmp_ptr = nullptr;
size_t icmp_len = 0;
const auto *raw = reinterpret_cast<const uint8_t *>(buf);
if (!icmp_fix_pointer(raw, static_cast<size_t>(len), &icmp_ptr, &icmp_len)) {
return true;
}
if (!icmp_packet_valid(icmp_ptr, icmp_len)) {
return true;
}
if (icmp_len < sizeof(IcmpHeaderView)) {
return true;
}
const auto *ih = reinterpret_cast<const IcmpHeaderView *>(icmp_ptr);
if (ih->type != 8 || ih->code != 0) {
return true;
}
std::vector<uint8_t> icmp_reply;
if (!icmp_build_echo_reply(icmp_reply, icmp_ptr, icmp_len)) {
return true;
}
std::vector<uint8_t> packet;
{
std::lock_guard<std::recursive_mutex> lock(g_mu);
auto it = g_socks.find(s);
if (it == g_socks.end()) {
return true;
}
EmuSock *es = it->second.get();
uint32_t local_host = local_ipv4_for_peer(peer_host, es->bind_ip_host, es->has_bind);
if (!ipv4_encode_datagram(
packet, peer_host, local_host, icmp_reply.data(), icmp_reply.size())) {
return true;
}
es->queue.push_back(std::move(packet));
es->cv.notify_all();
}
return true;
}
SOCKET WINAPI socket_hook(int af, int type, int protocol) {
if (af == AF_INET && type == SOCK_RAW && protocol == IPPROTO_ICMP) {
SOCKET s = alloc_icmp_socket();
log_info("network", "ICMP emulation: allocated raw socket {}", (socket_uint) s);
return s;
}
return socket_orig(af, type, protocol);
}
SOCKET WINAPI WSASocketW_hook(
int af,
int type,
int protocol,
LPWSAPROTOCOL_INFOW lpProtocolInfo,
GROUP g,
DWORD dwFlags) {
const bool is_raw_icmp =
af == AF_INET && type == SOCK_RAW && protocol == IPPROTO_ICMP;
if (lpProtocolInfo == nullptr && is_raw_icmp) {
SOCKET s = alloc_icmp_socket();
log_info("network", "ICMP emulation: allocated raw WSASocketW {}", (socket_uint) s);
return s;
}
return WSASocketW_orig(af, type, protocol, lpProtocolInfo, g, dwFlags);
}
SOCKET WINAPI WSASocketA_hook(
int af,
int type,
int protocol,
LPWSAPROTOCOL_INFOA lpProtocolInfo,
GROUP g,
DWORD dwFlags) {
const bool is_raw_icmp =
af == AF_INET && type == SOCK_RAW && protocol == IPPROTO_ICMP;
if (lpProtocolInfo == nullptr && is_raw_icmp) {
SOCKET s = alloc_icmp_socket();
log_info("network", "ICMP emulation: allocated raw WSASocketA {}", (socket_uint) s);
return s;
}
return WSASocketA_orig(af, type, protocol, lpProtocolInfo, g, dwFlags);
}
int WINAPI closesocket_hook(SOCKET s) {
if (lookup(s)) {
release_icmp_socket(s);
return 0;
}
return closesocket_orig(s);
}
int WINAPI bind_hook_ws2(SOCKET s, const sockaddr *name, int namelen) {
{
std::lock_guard<std::recursive_mutex> lock(g_mu);
auto it = g_socks.find(s);
if (it != g_socks.end() && name && namelen >= (int) sizeof(sockaddr_in)) {
auto *in = reinterpret_cast<const sockaddr_in *>(name);
if (in->sin_family != AF_INET) {
WSASetLastError(WSAEAFNOSUPPORT);
return SOCKET_ERROR;
}
it->second->has_bind = true;
it->second->bind_ip_host = ntohl(in->sin_addr.s_addr);
return 0;
}
}
return bind_trampoline_orig(s, name, namelen);
}
int WINAPI sendto_hook(
SOCKET s, const char *buf, int len, int flags, const sockaddr *to, int tolen) {
EmuSock *es = lookup(s);
if (!es) {
return sendto_orig(s, buf, len, flags, to, tolen);
}
if (!buf || !to) {
WSASetLastError(WSAEFAULT);
return SOCKET_ERROR;
}
process_icmp_send(s, reinterpret_cast<const uint8_t *>(buf), len, to, tolen);
return len;
}
int WINAPI WSASendTo_hook(
SOCKET s,
LPWSABUF lpBuffers,
DWORD dwBufferCount,
LPDWORD lpNumberOfBytesSent,
DWORD dwFlags,
const sockaddr *lpTo,
int iTolen,
LPWSAOVERLAPPED lpOverlapped,
LPWSAOVERLAPPED_COMPLETION_ROUTINE lpCompletionRoutine) {
EmuSock *es = lookup(s);
if (!es) {
return WSASendTo_orig(
s,
lpBuffers,
dwBufferCount,
lpNumberOfBytesSent,
dwFlags,
lpTo,
iTolen,
lpOverlapped,
lpCompletionRoutine);
}
if (lpOverlapped != nullptr) {
WSASetLastError(WSAEOPNOTSUPP);
return SOCKET_ERROR;
}
if (dwBufferCount != 1 || !lpBuffers || !lpNumberOfBytesSent) {
WSASetLastError(WSAEINVAL);
return SOCKET_ERROR;
}
int len = (int) lpBuffers[0].len;
process_icmp_send(
s,
reinterpret_cast<const uint8_t *>(lpBuffers[0].buf),
len,
lpTo,
iTolen);
*lpNumberOfBytesSent = static_cast<DWORD>(len);
return 0;
}
// Dequeue one datagram for an emulated ICMP socket into the caller-provided
// buffer. If out_full_dgram_bytes is non-null, it receives the full packet
// size (before truncation to len) so callers can signal WSAEMSGSIZE.
int emu_recv_dequeue(
SOCKET s, char *buf, int len, sockaddr *from, int *fromlen,
size_t *out_full_dgram_bytes) {
if (!buf || len <= 0) {
WSASetLastError(WSAEINVAL);
return SOCKET_ERROR;
}
std::vector<uint8_t> pkt;
{
std::unique_lock<std::recursive_mutex> lock(g_mu);
auto it = g_socks.find(s);
if (it == g_socks.end()) {
WSASetLastError(WSAENOTSOCK);
return SOCKET_ERROR;
}
auto wait_pred = [&] {
auto j = g_socks.find(s);
return j == g_socks.end() || !j->second->queue.empty();
};
EmuSock *es = it->second.get();
if (es->nonblocking) {
if (es->queue.empty()) {
WSASetLastError(WSAEWOULDBLOCK);
return SOCKET_ERROR;
}
} else if (es->rx_timeout_ms == INFINITE || es->rx_timeout_ms == 0) {
it->second->cv.wait(lock, wait_pred);
} else {
const auto timeout = std::chrono::milliseconds(es->rx_timeout_ms);
if (!it->second->cv.wait_for(lock, timeout, wait_pred)) {
WSASetLastError(WSAETIMEDOUT);
return SOCKET_ERROR;
}
}
it = g_socks.find(s);
if (it == g_socks.end()) {
WSASetLastError(WSAENOTSOCK);
return SOCKET_ERROR;
}
es = it->second.get();
if (es->queue.empty()) {
WSASetLastError(WSAENOTSOCK);
return SOCKET_ERROR;
}
pkt = std::move(es->queue.front());
es->queue.pop_front();
}
if (out_full_dgram_bytes) {
*out_full_dgram_bytes = pkt.size();
}
const int take = (len < (int) pkt.size()) ? len : (int) pkt.size();
memcpy(buf, pkt.data(), static_cast<size_t>(take));
if (from && fromlen && *fromlen >= (int) sizeof(sockaddr_in)) {
auto *out = reinterpret_cast<sockaddr_in *>(from);
memset(out, 0, sizeof(*out));
out->sin_family = AF_INET;
if (pkt.size() >= 20) {
memcpy(&out->sin_addr, pkt.data() + 12, 4);
} else {
out->sin_addr.s_addr = htonl(k_loopback_host);
}
*fromlen = sizeof(sockaddr_in);
}
return take;
}
int WINAPI recvfrom_hook(
SOCKET s, char *buf, int len, int flags, sockaddr *from, int *fromlen) {
if (!lookup(s)) {
return recvfrom_orig(s, buf, len, flags, from, fromlen);
}
return emu_recv_dequeue(s, buf, len, from, fromlen, nullptr);
}
int WINAPI WSARecvFrom_hook(
SOCKET s,
LPWSABUF lpBuffers,
DWORD dwBufferCount,
LPDWORD lpNumberOfBytesRecvd,
LPDWORD lpFlags,
sockaddr *lpFrom,
LPINT lpFromlen,
LPWSAOVERLAPPED lpOverlapped,
LPWSAOVERLAPPED_COMPLETION_ROUTINE lpCompletionRoutine) {
if (!lookup(s)) {
return WSARecvFrom_orig(
s,
lpBuffers,
dwBufferCount,
lpNumberOfBytesRecvd,
lpFlags,
lpFrom,
lpFromlen,
lpOverlapped,
lpCompletionRoutine);
}
if (lpOverlapped != nullptr) {
WSASetLastError(WSAEOPNOTSUPP);
return SOCKET_ERROR;
}
if (dwBufferCount != 1 || !lpBuffers || !lpNumberOfBytesRecvd) {
WSASetLastError(WSAEINVAL);
return SOCKET_ERROR;
}
sockaddr_in from_tmp{};
int fromlen_tmp = sizeof(from_tmp);
size_t full_bytes = 0;
int r = emu_recv_dequeue(
s,
lpBuffers[0].buf,
(int) lpBuffers[0].len,
reinterpret_cast<sockaddr *>(&from_tmp),
&fromlen_tmp,
&full_bytes);
if (r == SOCKET_ERROR) {
return SOCKET_ERROR;
}
if (full_bytes > lpBuffers[0].len) {
WSASetLastError(WSAEMSGSIZE);
return SOCKET_ERROR;
}
*lpNumberOfBytesRecvd = static_cast<DWORD>(r);
if (lpFlags) {
*lpFlags = 0;
}
if (lpFrom && lpFromlen && *lpFromlen >= (int) sizeof(sockaddr_in)) {
*reinterpret_cast<sockaddr_in *>(lpFrom) = from_tmp;
*lpFromlen = sizeof(sockaddr_in);
}
return 0;
}
int WINAPI ioctlsocket_hook(SOCKET s, long cmd, u_long *argp) {
{
std::lock_guard<std::recursive_mutex> lock(g_mu);
auto it = g_socks.find(s);
if (it != g_socks.end()) {
EmuSock *es = it->second.get();
if (argp && static_cast<u_long>(cmd) == FIONBIO) {
es->nonblocking = (*argp != 0);
return 0;
}
WSASetLastError(WSAEOPNOTSUPP);
return SOCKET_ERROR;
}
}
return ioctlsocket_orig(s, cmd, argp);
}
int WINAPI setsockopt_hook(
SOCKET s, int level, int optname, const char *optval, int optlen) {
{
std::lock_guard<std::recursive_mutex> lock(g_mu);
auto it = g_socks.find(s);
if (it != g_socks.end()) {
const bool deref_optval = level == SOL_SOCKET && optlen >= (int) sizeof(DWORD);
if (deref_optval && optval) {
EmuSock *es = it->second.get();
auto v = reinterpret_cast<const DWORD *>(optval);
if (optname == SO_RCVTIMEO) {
DWORD ms = *v;
es->rx_timeout_ms = (ms == 0) ? INFINITE : ms;
return 0;
}
if (optname == SO_SNDTIMEO) {
return 0;
}
WSASetLastError(WSAEOPNOTSUPP);
return SOCKET_ERROR;
}
if (!deref_optval) {
WSASetLastError(WSAEOPNOTSUPP);
return SOCKET_ERROR;
}
}
}
return setsockopt_orig(s, level, optname, optval, optlen);
}
void install_icmphook_hooks() {
static bool done = false;
if (done) {
return;
}
done = true;
bool ok = true;
ok &= detour::trampoline_try(
"ws2_32.dll", "socket",
(void *) socket_hook, (void **) &socket_orig);
ok &= detour::trampoline_try(
"ws2_32.dll", "WSASocketW",
(void *) WSASocketW_hook, (void **) &WSASocketW_orig);
ok &= detour::trampoline_try(
"ws2_32.dll", "WSASocketA",
(void *) WSASocketA_hook, (void **) &WSASocketA_orig);
ok &= detour::trampoline_try(
"ws2_32.dll", "closesocket",
(void *) closesocket_hook, (void **) &closesocket_orig);
ok &= detour::trampoline_try(
"ws2_32.dll", "bind",
(void *) bind_hook_ws2, (void **) &bind_trampoline_orig);
ok &= detour::trampoline_try(
"ws2_32.dll", "sendto",
(void *) sendto_hook, (void **) &sendto_orig);
ok &= detour::trampoline_try(
"ws2_32.dll", "recvfrom",
(void *) recvfrom_hook, (void **) &recvfrom_orig);
ok &= detour::trampoline_try(
"ws2_32.dll", "WSASendTo",
(void *) WSASendTo_hook, (void **) &WSASendTo_orig);
ok &= detour::trampoline_try(
"ws2_32.dll", "WSARecvFrom",
(void *) WSARecvFrom_hook, (void **) &WSARecvFrom_orig);
ok &= detour::trampoline_try(
"ws2_32.dll", "ioctlsocket",
(void *) ioctlsocket_hook, (void **) &ioctlsocket_orig);
ok &= detour::trampoline_try(
"ws2_32.dll", "setsockopt",
(void *) setsockopt_hook, (void **) &setsockopt_orig);
if (!ok) {
log_warning(
"network",
"ICMP emulation: one or more ws2_32 hooks failed to install");
} else {
log_info("network", "ICMP emulation hooks installed (raw ICMP sockets)");
}
g_installed.store(true, std::memory_order_release);
}
} // namespace icmphook_internal
bool icmphook_is_emulated_socket(SOCKET s) {
if (!icmphook_internal::g_installed.load(std::memory_order_acquire)) {
return false;
}
std::lock_guard<std::recursive_mutex> lock(icmphook_internal::g_mu);
return icmphook_internal::g_socks.find(s) != icmphook_internal::g_socks.end();
}
bool icmphook_try_bind(SOCKET s, const struct sockaddr *name, int namelen, int *out_result) {
if (!icmphook_internal::g_installed.load(std::memory_order_acquire)) {
return false;
}
std::lock_guard<std::recursive_mutex> lock(icmphook_internal::g_mu);
if (icmphook_internal::g_socks.find(s) == icmphook_internal::g_socks.end()) {
return false;
}
*out_result = icmphook_internal::bind_hook_ws2(s, name, namelen);
return true;
}
void icmphook_net_init() {
icmphook_internal::install_icmphook_hooks();
icmphook_iphlpapi_install();
}
+13
View File
@@ -0,0 +1,13 @@
#pragma once
#include <winsock2.h>
bool icmphook_is_emulated_socket(SOCKET s);
/*!
* Handle bind() for emulated ICMP sockets: records interface address and succeeds without kernel bind.
* Returns true if this socket was handled (caller should return 0).
*/
bool icmphook_try_bind(SOCKET s, const struct sockaddr *name, int namelen, int *out_result);
void icmphook_net_init();
+136
View File
@@ -5,6 +5,7 @@
#include <stdlib.h>
#include <string>
#include <mutex>
#include <stddef.h>
#include "avs/core.h"
#include "avs/ea3.h"
@@ -14,15 +15,18 @@
#include "util/fileutils.h"
#include "util/libutils.h"
#include "util/deferlog.h"
#include "hooks/icmphook_net.h"
// hooking related stuff
static decltype(GetAdaptersInfo) *GetAdaptersInfo_orig = nullptr;
static decltype(GetIpAddrTable) *GetIpAddrTable_orig = nullptr;
static decltype(bind) *bind_orig = nullptr;
// settings
std::string NETWORK_ADDRESS = "10.9.0.0";
std::string NETWORK_SUBNET = "255.255.0.0";
static bool GetAdaptersInfo_log = true;
static bool GetIpAddrTable_log = true;
// network structs
static struct in_addr network;
@@ -42,6 +46,80 @@ static void defer_network_adapter_error() {
});
}
static bool is_valid_ipaddr_row(const MIB_IPADDRROW &row) {
static const auto loopback = inet_addr("127.0.0.1");
return row.dwAddr != 0 && row.dwAddr != loopback;
}
static MIB_IPADDRROW *find_preferred_ipaddr_row(PMIB_IPADDRTABLE table) {
if (table == nullptr || table->dwNumEntries == 0) {
return nullptr;
}
// prefer the row matching -adapternetwork/-adaptersubnet
for (DWORD i = 0; i < table->dwNumEntries; i++) {
auto &row = table->table[i];
if (!is_valid_ipaddr_row(row)) {
continue;
}
auto row_prefix = row.dwAddr & row.dwMask;
if (row_prefix == prefix.s_addr && row.dwMask == subnet.s_addr) {
return &row;
}
}
// fall back to the interface Windows would route through by default
PMIB_IPFORWARDTABLE pIpForwardTable = (MIB_IPFORWARDTABLE *) malloc(sizeof(MIB_IPFORWARDTABLE));
DWORD dwSize = 0;
if (GetIpForwardTable(pIpForwardTable, &dwSize, TRUE) == ERROR_INSUFFICIENT_BUFFER) {
free(pIpForwardTable);
pIpForwardTable = (MIB_IPFORWARDTABLE *) malloc(dwSize);
}
if (GetIpForwardTable(pIpForwardTable, &dwSize, TRUE) != NO_ERROR || pIpForwardTable->dwNumEntries == 0) {
free(pIpForwardTable);
return nullptr;
}
DWORD best = pIpForwardTable->table[0].dwForwardIfIndex;
free(pIpForwardTable);
for (DWORD i = 0; i < table->dwNumEntries; i++) {
auto &row = table->table[i];
if (row.dwIndex == best && is_valid_ipaddr_row(row)) {
return &row;
}
}
// last resort: keep a deterministic valid row instead of exposing all adapters
for (DWORD i = 0; i < table->dwNumEntries; i++) {
auto &row = table->table[i];
if (is_valid_ipaddr_row(row)) {
return &row;
}
}
return nullptr;
}
static void keep_only_ipaddr_row(PMIB_IPADDRTABLE table, MIB_IPADDRROW *row) {
if (table == nullptr || row == nullptr) {
return;
}
if (GetIpAddrTable_log) {
in_addr addr {};
addr.s_addr = row->dwAddr;
log_info("network", "Using preferred IP address row: {}", inet_ntoa(addr));
}
table->table[0] = *row;
table->dwNumEntries = 1;
GetIpAddrTable_log = false;
}
static ULONG WINAPI GetAdaptersInfo_hook(PIP_ADAPTER_INFO pAdapterInfo, PULONG pOutBufLen) {
// call orig
@@ -182,6 +260,50 @@ static ULONG WINAPI GetAdaptersInfo_hook(PIP_ADAPTER_INFO pAdapterInfo, PULONG p
return ret;
}
static DWORD WINAPI GetIpAddrTable_hook(PMIB_IPADDRTABLE pIpAddrTable, PULONG pdwSize, BOOL bOrder) {
auto input_size = pdwSize != nullptr ? *pdwSize : 0;
auto ret = GetIpAddrTable_orig(pIpAddrTable, pdwSize, bOrder);
if (ret == NO_ERROR) {
auto row = find_preferred_ipaddr_row(pIpAddrTable);
if (row != nullptr) {
keep_only_ipaddr_row(pIpAddrTable, row);
}
return ret;
}
if (ret != ERROR_INSUFFICIENT_BUFFER || pIpAddrTable == nullptr || pdwSize == nullptr) {
return ret;
}
// If the caller's buffer is large enough for the filtered single-row table,
// satisfy the call even when Windows needed more room for all adapters.
const auto one_row_size = offsetof(MIB_IPADDRTABLE, table) + sizeof(MIB_IPADDRROW);
if (input_size < one_row_size) {
return ret;
}
auto full_size = *pdwSize;
auto table = (PMIB_IPADDRTABLE) malloc(full_size);
if (table == nullptr) {
return ret;
}
auto full_ret = GetIpAddrTable_orig(table, &full_size, bOrder);
if (full_ret == NO_ERROR) {
auto row = find_preferred_ipaddr_row(table);
if (row != nullptr) {
keep_only_ipaddr_row(pIpAddrTable, row);
*pdwSize = one_row_size;
ret = NO_ERROR;
}
}
free(table);
return ret;
}
static int WINAPI bind_hook(SOCKET s, const struct sockaddr *name, int namelen) {
#ifdef __clang__
@@ -189,6 +311,11 @@ static int WINAPI bind_hook(SOCKET s, const struct sockaddr *name, int namelen)
#pragma ide diagnostic ignored "OCDFAInspection"
#endif
int icmp_bind_result = 0;
if (icmphook_try_bind(s, name, namelen, &icmp_bind_result)) {
return icmp_bind_result;
}
// cast to sockaddr_in
struct sockaddr_in *in_name = (struct sockaddr_in *) name;
@@ -237,6 +364,15 @@ void networkhook_init() {
GetAdaptersInfo_orig = orig_addr;
}
// GetIpAddrTable hook
auto ip_addr_table_orig_addr = detour::iat_try(
"GetIpAddrTable", GetIpAddrTable_hook, nullptr);
if (!ip_addr_table_orig_addr) {
log_warning("network", "Could not hook GetIpAddrTable");
} else if (GetIpAddrTable_orig == nullptr) {
GetIpAddrTable_orig = ip_addr_table_orig_addr;
}
/*
* Bind Hook
*/
+170 -22
View File
@@ -3,8 +3,11 @@
#include <memory>
#include <vector>
#include <cmath>
#include <cstdlib>
#include <assert.h>
#include <shlwapi.h>
#include <windows.h>
#include <cfg/configurator.h>
#include "api/modules/capture.h"
@@ -69,6 +72,7 @@
#include "games/museca/museca.h"
#include "hooks/avshook.h"
#include "hooks/audio/audio.h"
#include "hooks/audio/backends/wasapi/downmix.h"
#include "hooks/debughook.h"
#include "hooks/devicehook.h"
#include "hooks/graphics/nvenc_hook.h"
@@ -76,6 +80,7 @@
#include "hooks/graphics/graphics.h"
#include "hooks/lang.h"
#include "hooks/networkhook.h"
#include "hooks/icmphook_net.h"
#include "hooks/unisintrhook.h"
#include "launcher/launcher.h"
#include "launcher/logger.h"
@@ -93,11 +98,13 @@
#include "misc/sde.h"
#include "misc/wintouchemu.h"
#include "overlay/overlay.h"
#include "overlay/notifications.h"
#include "overlay/windows/patch_manager.h"
#include "overlay/windows/iidx_seg.h"
#include "rawinput/rawinput.h"
#include "rawinput/touch.h"
#include "reader/reader.h"
#include "sdk/sdk.h"
#include "stubs/stubs.h"
#include "touch/touch.h"
#include "util/cpuutils.h"
@@ -107,6 +114,7 @@
#include "util/libutils.h"
#include "util/logging.h"
#include "util/peb.h"
#include "util/precise_timer.h"
#include "util/socd_cleaner.h"
#include "util/sysutils.h"
#include "util/tapeled.h"
@@ -242,6 +250,7 @@ int main_implementation(int argc, char *argv[]) {
bool easrv_smart = false;
bool load_stubs = false;
bool netfix_disable = false;
bool icmphook_enable = false;
bool lang_disable = false;
std::string process_priority_str = "high";
bool cardio_enabled = false;
@@ -297,6 +306,26 @@ int main_implementation(int argc, char *argv[]) {
}
auto &options = *options_ptr;
#if !SPICE_XP
{
// skip elevation only if AutoElevate is explicitly set to "user"
const bool skip_elevation = options[launcher::Options::AutoElevate].is_active() &&
options[launcher::Options::AutoElevate].value_text() == "user";
if (!skip_elevation && !sysutils::is_running_as_admin()) {
log_info("launcher", "relaunching with administrator privileges");
if (sysutils::relaunch_as_admin()) {
exit(0);
} else {
// elevation failed or was denied by the user
log_fatal("launcher", "failed to launch with administrator privileges");
exit(1);
}
}
}
#endif // !SPICE_XP
// check options
// TODO: get rid of some booleans here and make use of the options directly
if (options[launcher::Options::OpenConfigurator].value_bool()) {
@@ -349,7 +378,7 @@ int main_implementation(int argc, char *argv[]) {
}
if (options[launcher::Options::spice2x_SDVXNoSub].value_bool()) {
GRAPHICS_FORCE_SINGLE_ADAPTER = true;
GRAPHICS_PREVENT_SECONDARY_WINDOW = true;
GRAPHICS_PREVENT_SECONDARY_WINDOWS = true;
}
if (options[launcher::Options::DXDisplayAdapter].is_active() &&
options[launcher::Options::DXDisplayAdapter].value_uint32() != D3DADAPTER_DEFAULT) {
@@ -383,6 +412,16 @@ int main_implementation(int argc, char *argv[]) {
monitor_orientation = ORIENTATION_CW;
}
std::optional<std::pair<uint32_t, uint32_t>> monitor_resolution;
if (options[launcher::Options::ChangeResolution].is_active()) {
std::pair<uint32_t, uint32_t> result;
if (parse_width_height(options[launcher::Options::ChangeResolution].value_text(), result)) {
monitor_resolution = result;
} else if (!cfg_run && !cfg::CONFIGURATOR_STANDALONE) {
log_fatal("launcher", "failed to parse -changeres");
}
}
if (options[launcher::Options::spice2x_NoD3D9DeviceHook].value_bool()) {
D3D9_DEVICE_HOOK_DISABLE = true;
// touch emulation gets disabled, might as well turn these on
@@ -518,12 +557,6 @@ int main_implementation(int argc, char *argv[]) {
if (options[launcher::Options::IIDXTDJMode].value_bool()) {
games::iidx::TDJ_MODE = true;
}
if (options[launcher::Options::IIDXTTDelayP1].is_active()) {
games::iidx::TT_DELAY_P1 = options[launcher::Options::IIDXTTDelayP1].value_uint32();
}
if (options[launcher::Options::IIDXTTDelayP2].is_active()) {
games::iidx::TT_DELAY_P2 = options[launcher::Options::IIDXTTDelayP2].value_uint32();
}
if (options[launcher::Options::spice2x_IIDXDigitalTTSensitivity].is_active()) {
games::iidx::DIGITAL_TT_SENS = (uint8_t)
options[launcher::Options::spice2x_IIDXDigitalTTSensitivity].value_uint32();
@@ -598,7 +631,7 @@ int main_implementation(int argc, char *argv[]) {
}
if (options[launcher::Options::PopnNoSub].value_bool()) {
GRAPHICS_FORCE_SINGLE_ADAPTER = true;
GRAPHICS_PREVENT_SECONDARY_WINDOW = true;
GRAPHICS_PREVENT_SECONDARY_WINDOWS = true;
}
if (options[launcher::Options::PopnSubMonitorOverride].is_active()) {
sysutils::SECOND_MONITOR_OVERRIDE = options[launcher::Options::PopnSubMonitorOverride].value_text();
@@ -615,9 +648,22 @@ int main_implementation(int argc, char *argv[]) {
if (options[launcher::Options::GitaDoraCabinetType].is_active()) {
games::gitadora::CAB_TYPE = options[launcher::Options::GitaDoraCabinetType].value_uint32();
}
if (options[launcher::Options::GitaDoraArenaSingleWindow].value_bool() && GRAPHICS_WINDOWED) {
games::gitadora::ARENA_SINGLE_WINDOW = true;
// gitadora arena layout
if (options[launcher::Options::GitaDoraArenaSingleWindow].value_bool()) {
games::gitadora::ARENA_WINDOW_COUNT = 1;
}
if (options[launcher::Options::GitaDoraArenaWindowLayout].is_active()) {
const auto window_count = options[launcher::Options::GitaDoraArenaWindowLayout].value_text();
if (window_count == "1") {
games::gitadora::ARENA_WINDOW_COUNT = 1;
} else if (window_count == "2") {
games::gitadora::ARENA_WINDOW_COUNT = 2;
} else if (window_count == "4") {
games::gitadora::ARENA_WINDOW_COUNT = 4;
}
}
if (options[launcher::Options::GitaDoraWailHold].is_active()) {
socd::TILT_HOLD_MS = options[launcher::Options::GitaDoraWailHold].value_uint32();
}
@@ -634,6 +680,9 @@ int main_implementation(int argc, char *argv[]) {
if (options[launcher::Options::GitaDoraSubOverlaySize].is_active()) {
games::gitadora::SUBSCREEN_OVERLAY_SIZE = options[launcher::Options::GitaDoraSubOverlaySize].value_text();
}
if (options[launcher::Options::GitaDoraArenaAsioDriver].is_active()) {
games::gitadora::ASIO_DRIVER = options[launcher::Options::GitaDoraArenaAsioDriver].value_text();
}
if (options[launcher::Options::LoadNostalgiaModule].value_bool()) {
attach_nostalgia = true;
}
@@ -726,6 +775,9 @@ int main_implementation(int argc, char *argv[]) {
if (options[launcher::Options::DisableNetworkFixes].value_bool()) {
netfix_disable = true;
}
if (options[launcher::Options::EnableICMPHook].value_bool()) {
icmphook_enable = true;
}
if (options[launcher::Options::DisableACPHook].value_bool()) {
lang_disable = true;
}
@@ -883,6 +935,12 @@ int main_implementation(int argc, char *argv[]) {
PIN_MACRO_ENABLED = true;
PIN_MACRO_VALUES[1] = options[launcher::Options::Player2PinMacro].value_text();
}
if (options[launcher::Options::AutoPinMacroTrigger0].is_active()) {
AUTO_PIN_MACRO_TRIGGER[0] = options[launcher::Options::AutoPinMacroTrigger0].value_text();
}
if (options[launcher::Options::AutoPinMacroTrigger1].is_active()) {
AUTO_PIN_MACRO_TRIGGER[1] = options[launcher::Options::AutoPinMacroTrigger1].value_text();
}
for (auto &reader : options[launcher::Options::ICCAReaderPort].values_text()) {
static int reader_id = 0;
@@ -1037,6 +1095,17 @@ int main_implementation(int argc, char *argv[]) {
if (options[launcher::Options::spice2x_DisableVolumeHook].value_bool()) {
hooks::audio::VOLUME_HOOK_ENABLED = false;
}
if (options[launcher::Options::DownmixAudioToStereo].is_active()) {
auto &name = options[launcher::Options::DownmixAudioToStereo].value_text();
hooks::audio::DOWNMIX_ALGORITHM = hooks::audio::Downmix::name_to_algorithm(name.c_str());
}
if (options[launcher::Options::VolumeBoost].is_active()) {
const double decibels = std::strtod(
options[launcher::Options::VolumeBoost].value_text().c_str(), nullptr);
if (decibels > 0.0) {
hooks::audio::VOLUME_BOOST = (float) std::pow(10.0, decibels / 20.0);
}
}
if (options[launcher::Options::AudioBackend].is_active()) {
auto &name = options[launcher::Options::AudioBackend].value_text();
@@ -1127,6 +1196,22 @@ int main_implementation(int argc, char *argv[]) {
GRAPHICS_WINDOW_ALWAYS_ON_TOP = options[launcher::Options::spice2x_WindowAlwaysOnTop].value_bool();
GRAPHICS_WINDOW_BACKBUFFER_SCALE = options[launcher::Options::WindowForceScaling].value_bool();
GRAPHICS_WINDOW_DISABLE_ROUNDED_CORNERS = options[launcher::Options::WindowDisableRoundedCorners].value_bool();
if (options[launcher::Options::GitaDoraWindowedMainMonitor].is_active()) {
GRAPHICS_GITADORA_MAIN_MONITOR =
options[launcher::Options::GitaDoraWindowedMainMonitor].value_text();
}
if (options[launcher::Options::GitaDoraWindowedLeftMonitor].is_active()) {
GRAPHICS_GITADORA_LEFT_MONITOR =
options[launcher::Options::GitaDoraWindowedLeftMonitor].value_text();
}
if (options[launcher::Options::GitaDoraWindowedRightMonitor].is_active()) {
GRAPHICS_GITADORA_RIGHT_MONITOR =
options[launcher::Options::GitaDoraWindowedRightMonitor].value_text();
}
if (options[launcher::Options::GitaDoraWindowedSmallMonitor].is_active()) {
GRAPHICS_GITADORA_SMALL_MONITOR =
options[launcher::Options::GitaDoraWindowedSmallMonitor].value_text();
}
// IIDX/SDVX Windowed Subscreen
if (options[launcher::Options::spice2x_IIDXWindowedSubscreenSize].is_active()) {
@@ -1152,11 +1237,32 @@ int main_implementation(int argc, char *argv[]) {
}
if (options[launcher::Options::spice2x_JubeatLegacyTouch].value_bool()) {
games::jb::TOUCH_LEGACY_BOX = true;
games::jb::TOUCH_ALGORITHM = games::jb::JubeatTouchAlgorithm::Legacy;
}
if (options[launcher::Options::JubeatTouchAlgo].is_active()) {
if (options[launcher::Options::JubeatTouchAlgo].value_text() == "accurate") {
games::jb::TOUCH_ALGORITHM = games::jb::JubeatTouchAlgorithm::AcAccurate;
} else if (options[launcher::Options::JubeatTouchAlgo].value_text() == "legacy") {
games::jb::TOUCH_ALGORITHM = games::jb::JubeatTouchAlgorithm::Legacy;
} else {
games::jb::TOUCH_ALGORITHM = games::jb::JubeatTouchAlgorithm::Improved;
}
}
// reflec beat touch emulation
if (options[launcher::Options::spice2x_RBTouchScale].is_active()) {
games::rb::TOUCH_SCALING = options[launcher::Options::spice2x_RBTouchScale].value_uint32();
}
if (options[launcher::Options::RBTouchSize].is_active()) {
const auto text = options[launcher::Options::RBTouchSize].value_text();
if (text == "3") {
games::rb::TOUCH_SIZE = 3;
}
}
if (options[launcher::Options::RBTouchPollRate].is_active()) {
games::rb::TOUCH_POLL_RATE = options[launcher::Options::RBTouchPollRate].value_uint32();
}
if (options[launcher::Options::spice2x_AsioForceUnload].value_bool()) {
hooks::audio::ASIO_FORCE_UNLOAD_ON_STOP = true;
}
@@ -1278,6 +1384,14 @@ int main_implementation(int argc, char *argv[]) {
games::loveplus::CAMERA_ENABLE = true;
}
if (options[launcher::Options::DisableHighResTimer].value_bool()) {
timeutils::TIMER_HACKS_DISABLE = true;
}
if (options[launcher::Options::CfgForceSoftwareRender].value_bool()) {
cfg::CONFIGURATOR_FORCE_SOFTWARE_RENDER = true;
}
// API debugging
if (api_debug && !cfg::CONFIGURATOR_STANDALONE) {
API_CONTROLLER = std::make_unique<api::Controller>(api_port, api_pass, api_pretty);
@@ -1537,16 +1651,18 @@ int main_implementation(int argc, char *argv[]) {
}
// early hooks
for (auto &hook : early_hooks) {
log_info("launcher", "loading early hook DLL {}", hook);
libutils::print_dll_info(hook);
HMODULE module;
if (!(module = libutils::try_library(hook))) {
log_warning("launcher", "failed to load early hook {}: {}", hook, get_last_error_string());
deferredlogs::defer_error_messages({
fmt::format("failed to load early hook {}:", hook),
fmt::format(" {}", get_last_error_string())
});
if (!cfg_run) {
for (auto &hook : early_hooks) {
log_info("launcher", "loading early hook DLL {}", hook);
libutils::print_dll_info(hook);
HMODULE module;
if (!(module = libutils::try_library(hook))) {
log_warning("launcher", "failed to load early hook {}: {}", hook, get_last_error_string());
deferredlogs::defer_error_messages({
fmt::format("failed to load early hook {}:", hook),
fmt::format(" {}", get_last_error_string())
});
}
}
}
@@ -2177,7 +2293,7 @@ int main_implementation(int argc, char *argv[]) {
if (options[launcher::Options::PrimaryMonitor].is_active()) {
change_primary_monitor(options[launcher::Options::PrimaryMonitor].value_text());
}
update_monitor_on_boot(monitor_orientation, GRAPHICS_FORCE_REFRESH);
update_monitor_on_boot(monitor_orientation, GRAPHICS_FORCE_REFRESH, monitor_resolution);
// initialize raw input
RI_MGR = std::make_unique<rawinput::RawInputManager>();
@@ -2230,10 +2346,18 @@ int main_implementation(int argc, char *argv[]) {
hooks::lang::early_init();
}
// use high resolution timer for this process
timeutils::set_timer_resolution();
// load DLLs
avs::core::load_dll();
avs::ea3::load_dll();
// ICMP emulation (opt-in; before games open raw ICMP sockets)
if (icmphook_enable) {
icmphook_net_init();
}
// net fix
if (!netfix_disable) {
networkhook_init();
@@ -2364,6 +2488,7 @@ int main_implementation(int argc, char *argv[]) {
});
} else {
bt5api_hook(module);
sdk::register_sdk_hooks(hook, module);
}
}
@@ -2390,6 +2515,24 @@ int main_implementation(int argc, char *argv[]) {
// eamuse init
eamuse_autodetect_game();
// notification position: apply per-game default first, then the explicit
// user option (if set) wins over the default.
overlay::notifications::apply_game_default_position(eamuse_get_game());
if (options[launcher::Options::NotificationPosition].is_active()) {
const auto txt = options[launcher::Options::NotificationPosition].value_text();
if (txt == "topleft") {
overlay::notifications::POSITION = overlay::notifications::Position::TopLeft;
} else if (txt == "topright") {
overlay::notifications::POSITION = overlay::notifications::Position::TopRight;
} else if (txt == "bottomleft") {
overlay::notifications::POSITION = overlay::notifications::Position::BottomLeft;
} else if (txt == "bottomright") {
overlay::notifications::POSITION = overlay::notifications::Position::BottomRight;
} else if (txt == "off") {
overlay::notifications::ENABLED = false;
}
}
// unis device hook
unisintrhook_init();
@@ -2398,6 +2541,9 @@ int main_implementation(int argc, char *argv[]) {
bt5api_init();
}
// init SDK
sdk::init_sdk_modules();
// API
if (api_enable || std::min(api_serial_port.size(), api_serial_baud.size()) > 0) {
API_CONTROLLER = std::make_unique<api::Controller>(api_port, api_pass, api_pretty);
@@ -2505,6 +2651,8 @@ int main_implementation(int argc, char *argv[]) {
bt5api_dispose();
}
sdk::fini_sdk_modules();
// stop raw input
RI_MGR.reset();
+301 -66
View File
@@ -156,6 +156,28 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.category = "Network (Advanced)",
.sensitive = true,
},
{
// AutoPinMacroTrigger0
.title = "Player 1 PIN Macro Auto Trigger on Log",
.name = "autopinmacrotrigger0",
.desc =
"Substring matched against game log output to detect when Player 1's PIN entry "
"screen is ready. When the substring appears in any log line, the PIN macro is "
"typed for Player 1 only. Leave blank to disable auto-trigger for P1.",
.type = OptionType::Text,
.category = "Network (Advanced)",
},
{
// AutoPinMacroTrigger1
.title = "Player 2 PIN Macro Auto Trigger on Log",
.name = "autopinmacrotrigger1",
.desc =
"Substring matched against game log output to detect when Player 2's PIN entry "
"screen is ready. When the substring appears in any log line, the PIN macro is "
"typed for Player 2 only. Leave blank to disable auto-trigger for P2.",
.type = OptionType::Text,
.category = "Network (Advanced)",
},
{
.title = "Windowed Mode",
.name = "w",
@@ -203,7 +225,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
{
.title = "Show Cursor & Touch Emulation Enable",
.name = "s",
.desc = "Shows the cursor in the game window; also turns on touch emulation. Do not use if you use a real touch screen.",
.desc = "Shows the cursor in the game window; also turns on touch emulation. Do not enable this if you have a real touch screen.",
.type = OptionType::Bool,
.category = "Common",
},
@@ -265,7 +287,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.title = "Full Screen Orientation Swap (EXPERIMENTAL)",
.name = "forceresswap",
.desc =
"Allows you to play portrait games in in landscape (and vice versa) by transposing resolution and applying image scaling.\n\n"
"Allows you to play portrait games in landscape (and vice versa) by transposing resolution and applying image scaling.\n\n"
"Works great for some games, but can COMPLETELY BREAK other games - YMMV!\n\n"
"Strongly consider combining this with -forceres option to render at monitor native resolution\n\n"
"WARNING: for SDVX, this messes with camera angle for note lanes, causing it to be zoomed out, and causes performance issues "
@@ -312,7 +334,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.name = "sp2x-dx9on12",
.display_name = "dx9on12",
.aliases= "dx9on12",
.desc = "Use D3D9On12 wrapper library, requires Windows 10. Has no effect games on that don't use DX9. Can cause some games to crash.\n\n"
.desc = "Use D3D9On12 wrapper library, requires Windows 10. Has no effect on games that don't use DX9. Can cause some games to crash.\n\n"
"Default: auto (use DX9 for most games, but turn on 9on12 for games that require it on non-NVIDIA GPUs).",
.type = OptionType::Enum,
.category = "Graphics (Common)",
@@ -446,6 +468,21 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.setting_name = "200",
.category = "Overlay",
},
{
// NotificationPosition
.title = "Notifications",
.name = "toast",
.desc = "Select where notifications will appear on the screen.",
.type = OptionType::Enum,
.category = "Overlay",
.elements = {
{"off", ""},
{"topleft", ""},
{"topright", ""},
{"bottomleft", ""},
{"bottomright", ""},
},
},
{
// spice2x_FpsAutoShow
.title = "Auto Show FPS/Clock",
@@ -655,30 +692,6 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.game_name = "Beatmania IIDX",
.category = "Game Options",
},
{
// IIDXTTDelayP1
.title = "IIDX TT Delay ms (Player 1)",
.name = "iidxttdelayp1",
.desc = "Delays turntable by number of milliseconds. "
"Delay will be *at most* the specified period; maximum error is dependent on the game's poll rate. "
"As usual, changing any option requires a restart. Default: 0 (no delay).",
.type = OptionType::Integer,
.setting_name = "(0-500)",
.game_name = "Beatmania IIDX",
.category = "Game Options (Advanced)",
},
{
// IIDXTTDelayP2
.title = "IIDX TT Delay ms (Player 2)",
.name = "iidxttdelayp2",
.desc = "Delays turntable by number of milliseconds. "
"Delay will be *at most* the specified period; maximum error is dependent on the game's poll rate. "
"As usual, changing any option requires a restart. Default: 0 (no delay).",
.type = OptionType::Integer,
.setting_name = "(0-500)",
.game_name = "Beatmania IIDX",
.category = "Game Options (Advanced)",
},
{
// spice2x_IIDXDigitalTTSensitivity
.title = "IIDX Digital TT Sensitivity",
@@ -1064,7 +1077,10 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
{
.title = "GitaDora Two Channel Audio",
.name = "2ch",
.desc = "Attempt to reduce audio channels down to just two channels.",
.desc = "Attempt to reduce audio channels down to just two channels.\n\n"
"Arena Model: downmixes 7.1 to stereo using the AC-4 stereo downmix coefficients "
"(ETSI TS 103 190-1). The WASAPI Stereo Downmix option, if set, overrides this "
"algorithm.",
.type = OptionType::Bool,
.game_name = "GitaDora",
.category = "Game Options",
@@ -1078,23 +1094,13 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.category = "Game Options",
.elements = {{"1", "DX"}, {"2", "SD"}, {"3", "SD2 - white cab"}},
},
{
// GitaDoraArenaSingleWindow
.title = "GitaDora Arena Single Window (EXPERIMENTAL)",
.name = "gdaonewindow",
.desc = "For Arena Model, when combined with windowed mode, only show the main game window; enables subscreen overlay.",
.type = OptionType::Bool,
.game_name = "GitaDora",
.category = "Game Options",
},
{
// GitaDoraLefty
.title = "GitaDora Lefty Guitar (for Digital Wailing)",
.name = "gdlefty",
.desc = "Enables lefty mode, flipping motion sensor directions. Default: off.\n\n"
"Without this option, enabling LEFT in the game option will continuously trigger UP wail.\n\n"
"Has no effect if you are using analog bindings for X/Y axis; expectation is that your controller "
"handles this correctly (most do not, however).\n\n"
"Has no effect if you are using analog bindings for X/Y axis; most controllers do not handle this correctly.\n\n"
"As always, remember to restart the game after changing options. If you need to change in the game, "
"use the I/O panel overlay window.",
.type = OptionType::Enum,
@@ -1153,6 +1159,51 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
{"large", ""}
},
},
{
// GitaDoraArenaSingleWindow
.title = "GitaDora Arena Disable Subscreens (DEPRECATED - use -gdalayout)",
.name = "gdaonewindow",
.desc = "DEPRECATED - use -gdalayout.\n\n"
"For Arena Model:\n\n"
"Windowed mode: instead of 4 windows, create 1 window.\n\n"
"Fullscreen mode: instead of requiring 4 monitors, use only the primary monitor. WARNING: requires 4K monitor.\n\n"
"To access the subscreen, use the subscreen overlay.",
.type = OptionType::Bool,
.hidden = true,
.game_name = "GitaDora",
.category = "Game Options",
},
{
// GitaDoraArenaWindowLayout
.title = "GitaDora Arena Layout (EXPERIMENTAL)",
.name = "gdalayout",
.desc = "For Arena Model: select how many windows to create.\n\n"
"1 window: main only; use the subscreen overlay for SMALL.\n\n"
"2 windows: main + SMALL. Note: currently only works for windowed mode, broken for fullscreen.\n\n"
"4 windows: main + LEFT + RIGHT + SMALL. Fullscreen requires exactly 4 monitors in the "
"right resolution; see wiki for details.",
.type = OptionType::Enum,
.game_name = "GitaDora",
.category = "Game Options",
.elements = {
{"1", "1 window"},
{"2", "2 windows"},
{"4", "4 windows"}
},
},
{
// GitaDoraArenaAsioDriver
.title = "GitaDora Arena ASIO driver",
.name = "gdaasio",
.desc = "For Arena Model: ASIO driver name to use in place of XONAR. "
"String should match a subkey under HKLM\\SOFTWARE\\ASIO\\\n\n"
"Requires 7.1 @ 48kHz; if the game rejects your ASIO device, it will automatically "
"fall back to using WASAPI.",
.type = OptionType::Text,
.game_name = "GitaDora",
.category = "Game Options",
.picker = OptionPickerType::AsioDriver,
},
{
.title = "Force Load Jubeat Module",
.name = "jb",
@@ -1292,7 +1343,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
{
.title = "Force Load LovePlus Module",
.name = "loveplus",
.desc = "manually enable LovePlus module.",
.desc = "Manually enable LovePlus module.",
.type = OptionType::Bool,
.game_name = "LovePlus",
.category = "Game Options (Advanced)",
@@ -1300,7 +1351,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
{
.title = "Force Load Charge Machine Module",
.name = "pcm",
.desc = "manually enable Charge Machine module.",
.desc = "Manually enable Charge Machine module.",
.type = OptionType::Bool,
.game_name = "Charge Machine",
.category = "Game Options (Advanced)",
@@ -1308,7 +1359,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
{
.title = "Force Load Ongaku Paradise Module",
.name = "onpara",
.desc = "manually enable Ongaku Paradise module.",
.desc = "Manually enable Ongaku Paradise module.",
.type = OptionType::Bool,
.game_name = "Ongaku Paradise",
.category = "Game Options (Advanced)",
@@ -1316,7 +1367,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
{
.title = "Force Load Busou Shinki Module",
.name = "busou",
.desc = "manually enable Busou Shinki module.",
.desc = "Manually enable Busou Shinki module.",
.type = OptionType::Bool,
.game_name = "Busou Shinki: Armored Princess Battle Conductor",
.category = "Game Options (Advanced)",
@@ -1325,7 +1376,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
// LoadCCJModule
.title = "Force Load Chase Chase Jokers Module",
.name = "ccj",
.desc = "manually enable Chase Chase Jokers module.",
.desc = "Manually enable Chase Chase Jokers module.",
.type = OptionType::Bool,
.game_name = "Chase Chase Jokers",
.category = "Game Options (Advanced)",
@@ -1334,7 +1385,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
// LoadQKSModule
.title = "Force Load QuizKnock STADIUM Module",
.name = "qks",
.desc = "manually enable QuizKnock STADIUM module",
.desc = "Manually enable QuizKnock STADIUM module.",
.type = OptionType::Bool,
.game_name = "QuizKnock STADIUM",
.category = "Game Options (Advanced)",
@@ -1343,7 +1394,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
// LoadMFGModule
.title = "Force Load Mahjong Fight Girl Module",
.name = "mfg",
.desc = "manually enable Mahjong Fight Girl module.",
.desc = "Manually enable Mahjong Fight Girl module.",
.type = OptionType::Bool,
.game_name = "Mahjong Fight Girl",
.category = "Game Options (Advanced)",
@@ -1352,7 +1403,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
// LoadPCModule
.title = "Force Load Polaris Chord Module",
.name = "pc",
.desc = "manually enable Polaris Chord module.",
.desc = "Manually enable Polaris Chord module.",
.type = OptionType::Bool,
.game_name = "Polaris Chord",
.category = "Game Options (Advanced)",
@@ -1361,7 +1412,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
// LoadMusecaModule
.title = "Force Load Museca Module",
.name = "museca",
.desc = "manually enable Museca module.",
.desc = "Manually enable Museca module.",
.type = OptionType::Bool,
.game_name = "Museca",
.category = "Game Options (Advanced)",
@@ -1485,7 +1536,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
{
.title = "API Verbose Logging",
.name = "apilogging",
.desc = "verbose logging of API activity.",
.desc = "Verbose logging of API activity.",
.type = OptionType::Bool,
.category = "API (Dev)",
},
@@ -1608,8 +1659,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.title = "Force Touch Emulation",
.name = "touchemuforce",
.desc = "Force enable hook for GetTouchInputInfo API and inject WM_TOUCH events. "
"This is automatically turned on when needed, so it is not typically required to "
"turn it on manually. Do not enable this unless you have trouble.",
"This is automatically enabled when needed and is typically not required. Do not enable this unless you have trouble.",
.type = OptionType::Bool,
.category = "Touch Parameters",
},
@@ -1712,7 +1762,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
"legacy: Preserve buggy old behavior (Default)\n\n"
"fix: Add E00401 to non-FeliCa cards, scan FeliCa cards as-is (Recommended for most users)\n\n"
"all: Add E00401 to all cards, including FeliCa cards (For really old games only)\n\n"
"The algorithm is simple; the prefix is applied, the scanned card number is appended upto 8 bytes, and remaining digits are discarded. "
"The algorithm is simple; the prefix is applied, the scanned card number is appended up to 8 bytes, and remaining digits are discarded. "
"For example, abcd56780123 is converted to e00401abcd567801 on card in. This results in different card numbers so "
"be careful when connecting to servers!",
.type = OptionType::Enum,
@@ -1743,7 +1793,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
{
.title = "Realtime Process Priority (DEPRECATED - use -processpriority instead)",
.name = "realtime",
.desc = "Sets the process priority to realtime, can help with odd lag spikes.",
.desc = "Sets the process priority to realtime; can help with odd lag spikes.",
.type = OptionType::Bool,
.hidden = true,
.category = "Performance",
@@ -1754,7 +1804,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.name = "sp2x-processpriority",
.display_name = "processpriority",
.aliases= "processpriority",
.desc = "Sets the process priority, can help with odd lag spikes. Default: high.",
.desc = "Sets the process priority, which can help with odd lag spikes. Default: high.",
.type = OptionType::Enum,
.category = "Performance",
.elements = {
@@ -1831,7 +1881,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.desc = "Disables all audio hooks, including device initialization and volume hooks.\n\n"
"Default: off (allow Spice to hook IMMDeviceEnumerator for and optionally let "
"you use a different backend instead of exclusive WASAPI).\n\n"
"Check this if you want games to natively access your audio device.",
"Check this to allow games to natively access your audio device.",
.type = OptionType::Bool,
.category = "Audio (Hacks)",
},
@@ -1843,7 +1893,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.aliases= "volumehookdisable",
.desc = "Disables audio volume hook.\n\n"
"Default: off (prevent games from changing audio volume by hooking IAudioEndpointVolume).\n\n"
"Check this if you want games to freely change your volume.",
"Check this to allow games to freely change your volume.",
.type = OptionType::Bool,
.category = "Audio (Hacks)",
},
@@ -1891,6 +1941,49 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.hidden = true,
.category = "Audio (Hacks)",
},
{
// DownmixAudioToStereo
.title = "WASAPI Stereo Downmix",
.name = "downmix",
.desc = "Downmixes multi-channel (surround) audio output to stereo.\n\n"
"Note that in all of the options, subwoofer (LFE) is dropped.\n\n"
"ac4 (recommended): AC-4 algorithm (ETSI TS 103 190-1) - front left/right pass "
"through, center and surrounds fold in at -3 dB.\n\n"
"normalize: all channels equally loud.\n\n"
"front: front channels only.\n\n"
"rear: rear channels only.\n\n"
"side: side channels only.",
.type = OptionType::Enum,
.category = "Audio",
.elements = {
{"ac4", "AC-4 downmix"},
{"normalize", "All channels"},
{"front", "Front channels only"},
{"rear", "Rear channels only"},
{"side", "Side channels only"},
},
},
{
// VolumeBoost
.title = "WASAPI Boost Audio Volume",
.name = "volumeboost",
.desc = "Artificially amplifies the hooked audio output by the selected amount, applied "
"right before the audio reaches the device. Works regardless of channel layout or "
"downmixing.\n\n"
"Louder settings may cause clipping/distortion, use caution.",
.type = OptionType::Enum,
.category = "Audio",
.elements = {
{"3", "+3 dB"},
{"6", "+6 dB"},
{"9", "+9 dB"},
{"12", "+12 dB"},
{"15", "+15 dB"},
{"20", "+20 dB"},
{"25", "+25 dB"},
{"30", "+30 dB"},
},
},
{
// DelayBy5Seconds
.title = "Delay by 5 Seconds (DEPRECATED - use -sleepduration instead)",
@@ -1944,6 +2037,15 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
{"3", "Landscape, Flipped"}
},
},
{
// ChangeResolution
.title = "Change Monitor Resolution",
.name = "changeres",
.desc = "Changes monitor resolution before booting the game.",
.type = OptionType::Text,
.setting_name = "1280,720",
.category = "Monitor"
},
{
.title = "AVS Log Level",
.name = "loglevel",
@@ -1976,7 +2078,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
{
.title = "Blocking Logger",
.name = "logblock",
.desc = "Slower but safer logging used for debugging.",
.desc = "Slower but safer logging for debugging.",
.type = OptionType::Bool,
.category = "Debug Log",
},
@@ -2263,6 +2365,54 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.type = OptionType::Bool,
.category = "Graphics (Windowed)",
},
{
// GitaDoraWindowedMainMonitor
.title = "GitaDora Windowed Main Monitor",
.name = "gdwmainmonitor",
.desc = "For GITADORA Arena windowed mode: place and size the "
"main window to fill this monitor.",
.type = OptionType::Text,
.setting_name = "\\\\.\\DISPLAY1",
.game_name = "GitaDora",
.category = "Graphics (Windowed)",
.picker = OptionPickerType::Monitor,
},
{
// GitaDoraWindowedLeftMonitor
.title = "GitaDora Windowed LEFT Monitor",
.name = "gdwleftmonitor",
.desc = "For GITADORA Arena windowed mode: place and size the "
"LEFT window to fill this monitor.",
.type = OptionType::Text,
.setting_name = "\\\\.\\DISPLAY2",
.game_name = "GitaDora",
.category = "Graphics (Windowed)",
.picker = OptionPickerType::Monitor,
},
{
// GitaDoraWindowedRightMonitor
.title = "GitaDora Windowed RIGHT Monitor",
.name = "gdwrightmonitor",
.desc = "For GITADORA Arena windowed mode: place and size the "
"RIGHT window to fill this monitor.",
.type = OptionType::Text,
.setting_name = "\\\\.\\DISPLAY3",
.game_name = "GitaDora",
.category = "Graphics (Windowed)",
.picker = OptionPickerType::Monitor,
},
{
// GitaDoraWindowedSmallMonitor
.title = "GitaDora Windowed SMALL Monitor",
.name = "gdwsmallmonitor",
.desc = "For GITADORA Arena windowed mode: place and size the "
"SMALL touch window to fill this monitor.",
.type = OptionType::Text,
.setting_name = "\\\\.\\DISPLAY4",
.game_name = "GitaDora",
.category = "Graphics (Windowed)",
.picker = OptionPickerType::Monitor,
},
{
// spice2x_IIDXWindowedSubscreenSize
.title = "IIDX Windowed Subscreen Size",
@@ -2303,19 +2453,35 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
},
{
// spice2x_JubeatLegacyTouch
.title = "JB Legacy Touch Targets",
.title = "JB Legacy Touch Targets (Deprecated - use -jubeattouchalgo instead)",
.name = "sp2x-jubeatlegacytouch",
.display_name = "jubeatlegacytouch",
.aliases= "jubeatlegacytouch",
.desc = "For touch screen players - use the legacy & less accurate grid-based layout for touch recognition, "
"instead of the new & more accurate touch targets. Default: off.",
.desc = "Deprecated - use -jubeattouchalgo instead.",
.type = OptionType::Bool,
.hidden = true,
.game_name = "Jubeat",
.category = "Game Options",
},
{
.title = "JB Touch Algorithm",
.name = "jubeattouchalgo",
.desc = "For touch screen players: choose the touch algorithm to use.\n\n"
"legacy - evenly divide the grid into 16 squares; old spicetools behavior, slightly inaccurate in gaps\n\n"
"improved (default) - squares register as-is, gaps will trigger the closest square\n\n"
"accurate - only touches within squares will trigger; gaps do nothing (for AC size touch screens)",
.type = OptionType::Enum,
.game_name = "Jubeat",
.category = "Game Options",
.elements = {
{"legacy", ""},
{"improved", ""},
{"accurate", ""},
},
},
{
// spice2x_RBTouchScale
.title = "RB Scale Touch Input",
.title = "RB Touch Emulation Scale",
.name = "sp2x-rbscaletouch",
.display_name = "rbscaletouch",
.aliases= "rbscaletouch",
@@ -2325,6 +2491,31 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.game_name = "Reflec Beat",
.category = "Game Options",
},
{
// RBTouchSize
.title = "RB Touch Emulation Size",
.name = "rbtouchsize",
.desc = "Size of the touch area; how many IR sensors a single finger activates. Default: 1 (1x1).",
.type = OptionType::Enum,
.game_name = "Reflec Beat",
.category = "Game Options",
.elements = {
{"1", "1x1"},
{"3", "3x3"},
},
},
{
// RBTouchPollRate
.title = "RB Touch Emulation Poll Hz",
.name = "rbtouchhz",
.desc = "By default, the game polls for touch at 120Hz. "
"This option overrides that rate; enter a number betwen 1 and 1000.\n\n"
"It should be noted that higher poll does not necessarily improve accuracy or performance.",
.type = OptionType::Integer,
.setting_name = "250",
.game_name = "Reflec Beat",
.category = "Game Options",
},
{
// spice2x_AsioForceUnload
.title = "ASIO Force Unload On Stop",
@@ -2501,7 +2692,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.aliases= "nonvapi",
.desc = "Completely block the game from accessing NVAPI. Can be used if NVAPI is returning undesirable "
"results to the game (e.g., wrong values from NvDisplayConfig for SDVX). You may need to apply additional "
"hex edits in order to boot the game correctly.",
"hex edits to boot the game correctly.",
.type = OptionType::Bool,
.category = "Graphics (Common)",
},
@@ -2549,7 +2740,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.name = "sp2x-smx-stage",
.display_name = "smxstage",
.aliases= "smxstage",
.desc = "StepmaniaX stage will show up as a device that can recieve lighting output. "
.desc = "StepmaniaX stage will show up as a device that can receive lighting output. "
"For configurator, restart spicecfg.exe after enabling this to have the device show up for binding.",
.type = OptionType::Bool,
.category = "I/O Options",
@@ -2560,7 +2751,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.name = "sp2x-smx-dedicab",
.display_name = "smxdedicab",
.aliases = "smxdedicab",
.desc = "StepManiaX Dedicated Cabinet will show up as a device that can recieve lighting output. "
.desc = "StepManiaX Dedicated Cabinet will show up as a device that can receive lighting output. "
"For configurator, restart spicecfg.exe after enabling this to have the device show up for binding.",
.type = OptionType::Bool,
.category = "I/O Options"
@@ -2664,7 +2855,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
"Enables emulation of touch gestures to make it easier to navigate the game without a touchscreen.\n\n"
"This enables two things:\n"
" 1. Swipe/Touch bindings in Buttons tab (Swipe Next Page, etc)\n"
" 2. PIN pad bindings (make sure Unscramble Keypad patch is applied)).",
" 2. PIN pad bindings (make sure Unscramble Keypad patch is applied).",
.type = OptionType::Bool,
.game_name = "Nostalgia",
.category = "Game Options",
@@ -2793,7 +2984,51 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.type = OptionType::Bool,
.game_name = "Otoca D'or",
.category = "Game Options (Peripherals)",
}
},
{
// DisableHighResTimer
.title = "Use Legacy Timers",
.name = "notimerhacks",
.desc = "Disables high resolution timers, reverting to legacy behavior. "
"Recommended that you leave this OFF for optimal input latency, "
"unless you're on a resource-constrained system (e.g., old cabinet PC)",
.type = OptionType::Bool,
.category = "Development"
},
{
// EnableICMPHook
.title = "Enable ICMP Emulation",
.name = "icmphook",
.desc = "Emulate keepalive ping replies in user mode, so the game does not need to "
"open privileged raw ICMP sockets.",
.type = OptionType::Bool,
.category = "Network (Development)",
},
{
// AutoElevate
.title = "Run as",
.name = "runas",
.desc = "Controls whether spice will automatically re-launch with administrator privileges at startup.\n\n"
"admin (default): automatically re-launch with administrator privileges, "
"needed for most games to function properly\n\n"
"user: skip elevation, run with current user privileges; game may fail to launch, "
"crash, or critical features may silently fail; use at your own risk.",
.type = OptionType::Enum,
.category = "Development",
.elements = {
{"admin", ""},
{"user", ""},
},
},
{
// CfgForceSoftwareRender
.title = "Configurator Force Software Rendering",
.name = "forcesoftware",
.desc = "Forces the use of software rendering instead of hardware acceleration for "
"the configurator.",
.type = OptionType::Bool,
.category = "Development",
},
};
const std::vector<std::string> &launcher::get_categories(Options::OptionsCategory category) {
+20 -3
View File
@@ -20,6 +20,8 @@ namespace launcher {
Player2Card,
Player1PinMacro,
Player2PinMacro,
AutoPinMacroTrigger0,
AutoPinMacroTrigger1,
WindowedMode,
InjectHook,
EarlyInjectHook,
@@ -51,6 +53,7 @@ namespace launcher {
VREnable,
DisableOverlay,
OverlayScaling,
NotificationPosition,
spice2x_FpsAutoShow,
spice2x_FpsOpposite,
spice2x_SubScreenAutoShow,
@@ -69,8 +72,6 @@ namespace launcher {
IIDXAsioDriver,
IIDXBIO2FW,
IIDXTDJMode,
IIDXTTDelayP1,
IIDXTTDelayP2,
spice2x_IIDXDigitalTTSensitivity,
IIDXDigitalTTSocd,
spice2x_IIDXLDJForce720p,
@@ -108,11 +109,13 @@ namespace launcher {
LoadGitaDoraModule,
GitaDoraTwoChannelAudio,
GitaDoraCabinetType,
GitaDoraArenaSingleWindow,
GitaDoraLefty,
GitaDoraWailHold,
GitaDoraPickAlgo,
GitaDoraSubOverlaySize,
GitaDoraArenaSingleWindow,
GitaDoraArenaWindowLayout,
GitaDoraArenaAsioDriver,
LoadJubeatModule,
LoadReflecBeatModule,
LoadShogikaiModule,
@@ -196,11 +199,14 @@ namespace launcher {
AsioDriverId,
AsioDriverName,
AudioDummy,
DownmixAudioToStereo,
VolumeBoost,
DelayBy5Seconds,
spice2x_DelayByNSeconds,
LoadStubs,
AdjustOrientation,
spice2x_AutoOrientation,
ChangeResolution,
LogLevel,
EAAutomap,
EANetdump,
@@ -236,12 +242,19 @@ namespace launcher {
spice2x_WindowAlwaysOnTop,
WindowForceScaling,
WindowDisableRoundedCorners,
GitaDoraWindowedMainMonitor,
GitaDoraWindowedLeftMonitor,
GitaDoraWindowedRightMonitor,
GitaDoraWindowedSmallMonitor,
spice2x_IIDXWindowedSubscreenSize,
spice2x_IIDXWindowedSubscreenPosition,
IIDXWindowedSubscreenBorderless,
IIDXWindowedSubscreenAlwaysOnTop,
spice2x_JubeatLegacyTouch,
JubeatTouchAlgo,
spice2x_RBTouchScale,
RBTouchSize,
RBTouchPollRate,
spice2x_AsioForceUnload,
spice2x_IIDXNoESpec,
spice2x_IIDXWindowedTDJ,
@@ -281,6 +294,10 @@ namespace launcher {
LovePlusPrinterJPGQuality,
OptionConflictResolution,
OtocaCamHook,
DisableHighResTimer,
EnableICMPHook,
AutoElevate,
CfgForceSoftwareRender
};
enum class OptionsCategory {
+8
View File
@@ -8,12 +8,14 @@
#include "rawinput/rawinput.h"
#include "hooks/audio/audio.h"
#include "hooks/graphics/graphics.h"
#include "hooks/graphics/backends/d3d11/d3d11_backend.h"
#include "util/deferlog.h"
#include "util/logging.h"
#include "launcher.h"
#include "logger.h"
#include "nvapi/nvapi.h"
#include "sdk/sdk.h"
namespace launcher {
@@ -23,6 +25,12 @@ namespace launcher {
// therefore, subsystems need to be guarded against multiple unload attempts
log_info("launcher", "stopping subsystems");
sdk::fini_sdk_modules();
// stop dx11 background workers (poll thread, LDR notification)
// before anything else, so they can't race against the teardown.
graphics_d3d11_shutdown();
// reset monitor settings
reset_monitor_on_exit();
+4
View File
@@ -14,6 +14,7 @@
#include "util/detour.h"
#include "util/libutils.h"
#include "util/logging.h"
#include "util/memutils.h"
#include "cfg/configurator.h"
#include "logger.h"
@@ -175,6 +176,9 @@ static LONG WINAPI TopLevelExceptionFilter(struct _EXCEPTION_POINTERS *Exception
log_warning("signal", "minidump creation function not available, skipping");
}
// dump memory information
memutils::show_available_memory();
// this will stall all UI threads for this process
show_popup_for_crash();
+3 -1
View File
@@ -67,7 +67,9 @@ namespace superexit {
}
}
bool async_key_exit = GetAsyncKeyState(VK_MENU) && GetAsyncKeyState(VK_F4);
bool async_key_exit =
(GetAsyncKeyState(VK_MENU) & 0x8000) != 0 &&
(GetAsyncKeyState(VK_F4) & 0x8000) != 0;
bool overlay_exit = false;
auto buttons = games::get_buttons_overlay(eamuse_get_game());
+93 -11
View File
@@ -1,5 +1,6 @@
#include "eamuse.h"
#include <atomic>
#include <fstream>
#include <thread>
@@ -9,17 +10,20 @@
#include "rawinput/rawinput.h"
#include "games/sdvx/sdvx.h"
#include "util/logging.h"
#include "util/precise_timer.h"
#include "util/time.h"
#include "util/utils.h"
#include "overlay/overlay.h"
#include "overlay/notifications.h"
#include "bt5api.h"
// state
static constexpr double NOTIFICATION_THROTTLE_SECONDS = 3.0;
static bool CARD_INSERT[2] = {false, false};
static double CARD_INSERT_TIME[2] = {0, 0};
static double CARD_INSERT_TIMEOUT = 2.0;
static char CARD_INSERT_UID[2][8];
static char CARD_INSERT_UID[2][8] = {{0}, {0}};
static char CARD_INSERT_UID_ENABLE[2] = {false, false};
static int COIN_STOCK = 0;
static bool COIN_BLOCK = false;
@@ -43,6 +47,9 @@ static uint8_t AUTO_INSERT_CARD_CACHED_DATA[2][8];
// pin macro
bool PIN_MACRO_ENABLED = false;
std::string PIN_MACRO_VALUES[2] = {"", ""};
std::string AUTO_PIN_MACRO_TRIGGER[2];
static std::atomic_bool AUTO_PIN_MACRO_REQUEST[2] {false, false};
static bool AUTO_PIN_MACRO_PLAYER_ACTIVE[2] = {false, false};
static std::thread *PIN_MACRO_THREAD = nullptr;
static bool PIN_MACRO_THREAD_ACTIVE = false;
static uint16_t PIN_MACRO_TRIGGER_KEYS[2] = {
@@ -50,6 +57,18 @@ static uint16_t PIN_MACRO_TRIGGER_KEYS[2] = {
games::OverlayButtons::TriggerPinMacroP2
};
static bool pin_macro_log_hook(void *, const std::string &data, logger::Style, std::string &) {
for (int unit = 0; unit < 2; unit++) {
if (!AUTO_PIN_MACRO_PLAYER_ACTIVE[unit]) {
continue;
}
if (data.find(AUTO_PIN_MACRO_TRIGGER[unit]) != std::string::npos) {
AUTO_PIN_MACRO_REQUEST[unit].store(true);
}
}
return false;
}
bool eamuse_get_card(int active_count, int unit_id, uint8_t *card) {
// get unit index
@@ -102,6 +121,12 @@ bool eamuse_get_card(const std::filesystem::path &path, uint8_t *card, int index
"{} card override contains an invalid character sequence at byte {} (16 characters, 0-9/A-F only)",
card_override, n);
overlay::notifications::add_throttled(
overlay::notifications::Severity::Error,
fmt::format("eamuse.card_override_error.p{}", index + 1),
NOTIFICATION_THROTTLE_SECONDS,
fmt::format("[P{}] invalid card override", index + 1));
return false;
}
}
@@ -132,6 +157,11 @@ bool eamuse_get_card_from_file(const std::filesystem::path &path, uint8_t *card,
std::ifstream f(path);
if (!f) {
log_warning("eamuse", "{} can not be opened!", path);
overlay::notifications::add_throttled(
overlay::notifications::Severity::Error,
fmt::format("eamuse.card_file_error.p{}", index + 1),
NOTIFICATION_THROTTLE_SECONDS,
fmt::format("[P{}] can't open card file", index + 1));
return false;
}
@@ -143,6 +173,12 @@ bool eamuse_get_card_from_file(const std::filesystem::path &path, uint8_t *card,
// check size
if (length < 16) {
log_warning("eamuse", "{} is too small (must be at least 16 characters)", path);
overlay::notifications::add_throttled(
overlay::notifications::Severity::Error,
fmt::format("eamuse.card_file_error.p{}", index + 1),
NOTIFICATION_THROTTLE_SECONDS,
fmt::format("[P{}] card file error", index + 1));
return false;
}
@@ -162,6 +198,11 @@ bool eamuse_get_card_from_file(const std::filesystem::path &path, uint8_t *card,
"{} contains an invalid character sequence at byte {} (16 characters, 0-9/A-F only)",
path, n);
overlay::notifications::add_throttled(
overlay::notifications::Severity::Error,
fmt::format("eamuse.card_file_error.p{}", index + 1),
NOTIFICATION_THROTTLE_SECONDS,
fmt::format("[P{}] card file error", index + 1));
return false;
}
}
@@ -234,8 +275,16 @@ bool eamuse_card_insert_consume(int active_count, int unit_id) {
auto offset = unit_id * games::KeypadButtons::Size;
if ((CARD_INSERT[index] && fabs(get_performance_seconds() - CARD_INSERT_TIME[index]) < CARD_INSERT_TIMEOUT)
|| GameAPI::Buttons::getState(RI_MGR, keypad_buttons->at(games::KeypadButtons::InsertCard + offset))) {
log_info("eamuse", "[P{}] Card insert on reader (total active count: {})", unit_id+1, active_count);
CARD_INSERT[index] = false;
overlay::notifications::add_throttled(
overlay::notifications::Severity::Info,
fmt::format("eamuse.card_inserted.p{}", unit_id + 1),
NOTIFICATION_THROTTLE_SECONDS,
fmt::format("[P{}] card inserted", unit_id + 1));
return true;
}
@@ -286,6 +335,7 @@ void eamuse_coin_start_thread() {
COIN_INPUT_THREAD = new std::thread([]() {
auto overlay_buttons = games::get_buttons_overlay(eamuse_get_game());
static bool COIN_INPUT_KEY_STATE = false;
timeutils::PreciseSleepTimer timer;
while (COIN_INPUT_THREAD_ACTIVE) {
// check input key
@@ -305,7 +355,7 @@ void eamuse_coin_start_thread() {
}
// once every two frames
Sleep(1000 / 30);
timer.sleep(1000 / 30);
}
});
}
@@ -322,6 +372,25 @@ void eamuse_pin_macro_start_thread() {
// set active
PIN_MACRO_THREAD_ACTIVE = true;
// a unit is eligible for auto-trigger only if all the static prerequisites are
// satisfied at startup; precomputing this lets the log hook skip per-line checks
// on values that never change at runtime
for (int unit = 0; unit < 2; unit++) {
AUTO_PIN_MACRO_PLAYER_ACTIVE[unit] =
!AUTO_PIN_MACRO_TRIGGER[unit].empty() &&
!PIN_MACRO_VALUES[unit].empty();
if(!AUTO_PIN_MACRO_TRIGGER[unit].empty() && PIN_MACRO_VALUES[unit].empty()) {
log_warning("eamuse", "Configuration error; Pin Macro empty for P{}.", unit+1);
}
}
// register scene log hook so the macro fires on the per-game trigger string,
// but only if at least one player is eligible
if (AUTO_PIN_MACRO_PLAYER_ACTIVE[0] || AUTO_PIN_MACRO_PLAYER_ACTIVE[1]) {
logger::hook_add(pin_macro_log_hook, nullptr);
log_info("eamuse", "AUTO_PIN_MACRO enabled");
}
// create thread
PIN_MACRO_THREAD = new std::thread([]() {
uint16_t keypad_overrides[] = {
@@ -340,17 +409,27 @@ void eamuse_pin_macro_start_thread() {
size_t pin_index[2] = {PIN_MACRO_VALUES[0].length(), PIN_MACRO_VALUES[1].length()};
std::optional<uint8_t> active_unit = std::nullopt;
timeutils::PreciseSleepTimer timer;
while (PIN_MACRO_THREAD_ACTIVE) {
// wait for key press
// wait for key press or auto-trigger
if (!active_unit.has_value()) {
for (int unit = 0; unit < 2; unit++) {
if (PIN_MACRO_VALUES[unit].empty()) {
continue;
}
if (overlay_buttons &&
bool key_press = overlay_buttons &&
(!overlay::OVERLAY || overlay::OVERLAY->hotkeys_triggered()) &&
GameAPI::Buttons::getState(RI_MGR, overlay_buttons->at(PIN_MACRO_TRIGGER_KEYS[unit]))) {
GameAPI::Buttons::getState(RI_MGR, overlay_buttons->at(PIN_MACRO_TRIGGER_KEYS[unit]));
bool auto_request = AUTO_PIN_MACRO_REQUEST[unit].exchange(false);
if (auto_request) {
log_info("eamuse", "AUTO_PIN_MACRO_REQUEST detected for P{}", unit+1);
}
if (key_press || auto_request) {
overlay::notifications::add(
overlay::notifications::Severity::Info,
fmt::format("[P{}] PIN macro fired ({})",
unit + 1, auto_request ? "auto" : "manual"));
active_unit = unit;
// Reset key index
pin_index[unit] = 0;
@@ -359,7 +438,7 @@ void eamuse_pin_macro_start_thread() {
}
if (!active_unit.has_value()) {
Sleep(20);
timer.sleep(20);
continue;
}
}
@@ -375,22 +454,22 @@ void eamuse_pin_macro_start_thread() {
eamuse_set_keypad_overrides(unit, keypad_overrides[char_index]);
}
pin_index[unit]++;
Sleep(100);
timer.sleep(100);
// clear
eamuse_set_keypad_overrides(unit, 0);
Sleep(50);
timer.sleep(50);
// end of PIN
if (pin_index[unit] == PIN_MACRO_VALUES[unit].length()) {
active_unit = std::nullopt;
Sleep(120);
timer.sleep(120);
}
continue;
}
Sleep(200);
timer.sleep(200);
}
});
}
@@ -402,6 +481,9 @@ void eamuse_pin_macro_stop_thread() {
delete PIN_MACRO_THREAD;
PIN_MACRO_THREAD = nullptr;
}
if (AUTO_PIN_MACRO_PLAYER_ACTIVE[0] || AUTO_PIN_MACRO_PLAYER_ACTIVE[1]) {
logger::hook_remove(pin_macro_log_hook, nullptr);
}
}
void eamuse_set_keypad_overrides(size_t unit, uint16_t keypad_state) {
@@ -549,7 +631,7 @@ void eamuse_update_keypad_bindings() {
KEYPAD_BINDINGS = Config::getInstance().getKeypadBindings(EAMUSE_GAME_NAME);
}
std::string eamuse_get_game() {
const std::string &eamuse_get_game() {
return EAMUSE_GAME_NAME;
}
+2 -1
View File
@@ -38,6 +38,7 @@ extern float AUTO_INSERT_CARD_COOLDOWN;
extern bool PIN_MACRO_ENABLED;
extern std::string PIN_MACRO_VALUES[2];
extern std::string AUTO_PIN_MACRO_TRIGGER[2];
bool eamuse_get_card(int active_count, int unit_id, uint8_t *card);
bool eamuse_get_card(const std::filesystem::path &path, uint8_t *card, int unit_id);
@@ -77,7 +78,7 @@ bool eamuse_keypad_state_naive();
void eamuse_set_game(std::string game);
std::string eamuse_get_game();
const std::string &eamuse_get_game();
int eamuse_get_game_keypads();
int eamuse_get_game_keypads_name();
+17 -3
View File
@@ -38,6 +38,9 @@ namespace wintouchemu {
bool INJECT_MOUSE_AS_WM_TOUCH = false;
bool LOG_FPS = false;
bool ADD_TOUCH_FLAG_PRIMARY = false;
// state
double last_touch_event = 0.0;
static inline bool is_emu_enabled() {
return FORCE || !is_touch_available("wintouchemu::is_emu_enabled") || GRAPHICS_SHOW_CURSOR;
@@ -248,7 +251,10 @@ namespace wintouchemu {
touch_input->y -= SPICETOUCH_TOUCH_Y;
}
// log_misc("wintouchemu", "mouse state ({}, {})", to_string(touch_input->x), to_string(touch_input->y));
// log_misc(
// "wintouchemu",
// "mouse state ({}, {}) event={}",
// to_string(touch_input->x), to_string(touch_input->y), mouse_state.touch_event);
auto valid = true;
if (overlay::OVERLAY) {
@@ -410,7 +416,7 @@ namespace wintouchemu {
// same as iidx case above
log_info("wintouchemu", "use mouse cursor API for popn overlay subscreen");
USE_MOUSE = true;
} else if (games::gitadora::is_arena_model() && games::gitadora::ARENA_SINGLE_WINDOW) {
} else if (games::gitadora::is_arena_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
log_info("wintouchemu", "use mouse cursor API for gitadora overlay subscreen");
USE_MOUSE = true;
} else {
@@ -439,6 +445,8 @@ namespace wintouchemu {
}
}
const auto now = get_performance_milliseconds();
// update touch events
if (hWnd != nullptr) {
@@ -458,6 +466,7 @@ namespace wintouchemu {
// check if new events are available
if (event_count > 0) {
last_touch_event = now;
// send fake event to make the game update it's touch inputs
auto wndProc = (WNDPROC) GetWindowLongPtr(hWnd, GWLP_WNDPROC);
@@ -484,7 +493,12 @@ namespace wintouchemu {
// value from GetTouchInputInfo or fail to read dwFlags for valid events, so it's not OK to
// send empty events when the mouse button is not clicked/released
if (hWnd != nullptr && USE_MOUSE) {
bool button_pressed = ((GetKeyState(VK_LBUTTON) & 0x100) != 0);
bool button_pressed = get_async_primary_mouse();
// if there was a touch event in the last 500 ms, don't insert new button presses
if (button_pressed && (now - last_touch_event) < 500) {
button_pressed = false;
}
// figure out what kind of touch event to simulate
if (button_pressed && !mouse_state.last_button_pressed) {
+80 -45
View File
@@ -41,6 +41,8 @@ static INT64 g_TicksPerSecond = 0;
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
static double g_LastMouseMovement = 0.f;
static bool g_MouseCursorAutoHide = false;
static float g_DisplaySizeOverrideW = 0.0f;
static float g_DisplaySizeOverrideH = 0.0f;
constexpr size_t VKEY_MAX = 255;
static std::array<bool, VKEY_MAX> g_KeysDown;
@@ -179,12 +181,25 @@ void ImGui_ImplSpice_Shutdown() {
void ImGui_ImplSpice_UpdateDisplaySize() {
// backends that render to a surface different from the window's client
// area (e.g. dx11 swapchain backbuffer) can override the size here so
// ImGui's viewport matches the actual render target.
if (g_DisplaySizeOverrideW > 0.0f && g_DisplaySizeOverrideH > 0.0f) {
ImGui::GetIO().DisplaySize = ImVec2(g_DisplaySizeOverrideW, g_DisplaySizeOverrideH);
return;
}
// get display size
RECT rect;
::GetClientRect(g_hWnd, &rect);
ImGui::GetIO().DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
}
void ImGui_ImplSpice_SetDisplaySizeOverride(float w, float h) {
g_DisplaySizeOverrideW = w;
g_DisplaySizeOverrideH = h;
}
bool ImGui_ImplSpice_UpdateMouseCursor() {
// check if cursor should be changed
@@ -351,7 +366,16 @@ void ImGui_ImplSpice_NewFrame() {
// only process new input from devices if window is in focus
// (when not in focus, all mouse/keyboard events are treated as released)
const auto accept_new_input = superexit::has_focus() && !rawinput::OS_WINDOW_ACTIVE;
const auto overlay_visible = overlay::OVERLAY && overlay::OVERLAY->get_active();
const auto accept_new_input = superexit::has_focus() && !rawinput::OS_WINDOW_ACTIVE && overlay_visible;
// when running as standalone spicecfg.exe the configurator window proc feeds
// ImGui directly via WM_KEY*/WM_MOUSE*/WM_MOUSEWHEEL messages. The per-frame
// rawinput device walk and the 256-VK scan below are pure CPU waste in that
// case (and the dominant per-frame cost on low-end PCs), so short-circuit
// them entirely. Rebind dialogs that explicitly need fresh device state call
// RI_MGR->devices_get_updated() themselves; see overlay/windows/config.cpp.
const bool drive_input_from_rawinput = !cfg::CONFIGURATOR_STANDALONE;
// remember old state
std::array<BYTE, VKEY_MAX> KeysDownOld;
@@ -362,18 +386,22 @@ void ImGui_ImplSpice_NewFrame() {
const auto MouseDownOld = g_MouseDown;
// reset keys state
g_MouseDown.fill(false);
g_KeysDown.fill(false);
if (drive_input_from_rawinput) {
g_MouseDown.fill(false);
g_KeysDown.fill(false);
}
// apply windows mouse buttons
g_MouseDown[ImGuiMouseButton_Left] |= (get_async_primary_mouse()) != 0;
g_MouseDown[ImGuiMouseButton_Right] |= (get_async_secondary_mouse()) != 0;
g_MouseDown[ImGuiMouseButton_Middle] |= (GetAsyncKeyState(VK_MBUTTON)) != 0;
if (accept_new_input && drive_input_from_rawinput) {
g_MouseDown[ImGuiMouseButton_Left] |= get_async_primary_mouse();
g_MouseDown[ImGuiMouseButton_Right] |= get_async_secondary_mouse();
g_MouseDown[ImGuiMouseButton_Middle] |= (GetAsyncKeyState(VK_MBUTTON) & 0x8000) != 0;
}
// read new keys state
static long mouse_wheel_last = 0;
long mouse_wheel = 0;
if (RI_MGR != nullptr) {
if (drive_input_from_rawinput && RI_MGR != nullptr) {
auto devices = RI_MGR->devices_get();
for (auto &device : devices) {
switch (device.type) {
@@ -429,41 +457,45 @@ void ImGui_ImplSpice_NewFrame() {
}
}
// process keyboard input from all keyboard collapsed into one state (g_KeysDown)
for (size_t vKey = 0; vKey < VKEY_MAX; vKey++) {
const bool state = g_KeysDown[vKey];
const auto imgui_key = get_imgui_key(vKey);
const auto changed =
(state && !KeysDownOld[vKey]) ||
(!state && KeysDownOld[vKey]);
// process keyboard input from all keyboards collapsed into one state (g_KeysDown).
// Skipped entirely in standalone configurator mode where Win32 messages already
// drive io.AddKeyEvent / io.AddInputCharacter directly.
if (drive_input_from_rawinput) {
for (size_t vKey = 0; vKey < VKEY_MAX; vKey++) {
const bool state = g_KeysDown[vKey];
const auto imgui_key = get_imgui_key(vKey);
const auto changed =
(state && !KeysDownOld[vKey]) ||
(!state && KeysDownOld[vKey]);
if (imgui_key != ImGuiKey_None && changed) {
io.AddKeyEvent(imgui_key, state);
log_debug("imgui_impl_spice", "vkey {:#x} added as navigation event, state: {}", static_cast<uint64_t>(vKey), state);
if (imgui_key != ImGuiKey_None && changed) {
io.AddKeyEvent(imgui_key, state);
log_debug("imgui_impl_spice", "vkey {:#x} added as navigation event, state: {}", static_cast<uint64_t>(vKey), state);
// mod key must also be processed separately
const auto imgui_mod_key = get_imgui_mod_key(vKey);
if (imgui_mod_key != ImGuiMod_None) {
io.AddKeyEvent(imgui_mod_key, state);
// mod key must also be processed separately
const auto imgui_mod_key = get_imgui_mod_key(vKey);
if (imgui_mod_key != ImGuiMod_None) {
io.AddKeyEvent(imgui_mod_key, state);
}
}
}
// generate character input, but only if WM_CHAR didn't take over the functionality
// only detecting rising edges here - this means holding a key won't work
// (it's better than repeating a character input every frame - cost we pay for providing input
// on top of rawinput instead of WM_CHAR)
if (!overlay::USE_WM_CHAR_FOR_IMGUI_CHAR_INPUT && !KeysDownOld[vKey] && state) {
UCHAR buf[2];
auto ret = ToAscii(
static_cast<UINT>(vKey),
0,
static_cast<const BYTE *>(KeysDownOld.data()),
reinterpret_cast<LPWORD>(buf),
0);
if (ret > 0) {
for (int i = 0; i < ret; i++) {
overlay::OVERLAY->input_char(buf[i]);
log_debug("imgui_impl_spice", "vkey {:#x} inputted as character", vKey);
// generate character input, but only if WM_CHAR didn't take over the functionality
// only detecting rising edges here - this means holding a key won't work
// (it's better than repeating a character input every frame - cost we pay for providing input
// on top of rawinput instead of WM_CHAR)
if (!overlay::USE_WM_CHAR_FOR_IMGUI_CHAR_INPUT && !KeysDownOld[vKey] && state) {
UCHAR buf[2];
auto ret = ToAscii(
static_cast<UINT>(vKey),
0,
static_cast<const BYTE *>(KeysDownOld.data()),
reinterpret_cast<LPWORD>(buf),
0);
if (ret > 0) {
for (int i = 0; i < ret; i++) {
overlay::OVERLAY->input_char(buf[i]);
log_debug("imgui_impl_spice", "vkey {:#x} inputted as character", vKey);
}
}
}
}
@@ -472,23 +504,26 @@ void ImGui_ImplSpice_NewFrame() {
// set mouse wheel
long wheel_diff = mouse_wheel - mouse_wheel_last;
mouse_wheel_last = mouse_wheel;
if (wheel_diff != 0 && accept_new_input) {
if (wheel_diff != 0 && accept_new_input && drive_input_from_rawinput) {
io.AddMouseWheelEvent(0, wheel_diff);
}
// update OS mouse position
// update OS mouse position. The standalone configurator gets mouse position
// straight from WM_MOUSEMOVE, so skip the per-frame cursor poll there.
const auto old_mouse_pos = io.MousePos;
if (accept_new_input) {
if (accept_new_input && drive_input_from_rawinput) {
ImGui_ImplSpice_UpdateMousePos();
}
const auto new_mouse_pos = io.MousePos;
// update mouse buttons
// doing this after ImGui_ImplSpice_UpdateMousePos since it can set g_MouseDown for touch input
for (size_t i = 0; i < g_MouseDown.size(); i++) {
if (MouseDownOld[i] != g_MouseDown[i]) {
io.AddMouseButtonEvent(i, g_MouseDown[i]);
log_debug("imgui_impl_spice", "mouse button {} event", g_MouseDown[i]);
if (drive_input_from_rawinput) {
for (size_t i = 0; i < g_MouseDown.size(); i++) {
if (MouseDownOld[i] != g_MouseDown[i]) {
io.AddMouseButtonEvent(i, g_MouseDown[i]);
log_debug("imgui_impl_spice", "mouse button {} event", g_MouseDown[i]);
}
}
}
+1
View File
@@ -6,5 +6,6 @@
IMGUI_IMPL_API bool ImGui_ImplSpice_Init(HWND hWnd);
IMGUI_IMPL_API void ImGui_ImplSpice_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSpice_UpdateDisplaySize();
IMGUI_IMPL_API void ImGui_ImplSpice_SetDisplaySizeOverride(float w, float h);
IMGUI_IMPL_API bool ImGui_ImplSpice_UpdateMouseCursor();
IMGUI_IMPL_API void ImGui_ImplSpice_NewFrame();
+254
View File
@@ -0,0 +1,254 @@
#include "notifications.h"
#include <atomic>
#include <deque>
#include <mutex>
#include <unordered_map>
#include "external/imgui/imgui.h"
#include "external/imgui/imgui_internal.h"
#include "external/fmt/include/fmt/format.h"
#include "overlay/overlay.h"
#include "util/time.h"
namespace overlay::notifications {
bool ENABLED = true;
Position POSITION = Position::BottomRight;
struct Notification {
uint64_t id;
std::string text;
Severity severity;
double created_ms;
float duration_s;
};
static std::mutex g_mutex;
static std::deque<Notification> g_items;
static std::atomic<uint64_t> g_next_id { 1 };
static std::atomic<size_t> g_count { 0 };
// duration in seconds each notification stays visible
static constexpr float DURATION_S = 3.0f;
// maximum number of notifications kept in the queue (oldest dropped beyond this)
static constexpr size_t MAX_NOTIFICATIONS = 6;
// time (ms) over which a toast fades out at the end of its lifetime
static constexpr float FADE_OUT_MS = 400.0f;
// fixed width of each toast window, in unscaled pixels
static constexpr float TOAST_WIDTH = 320.0f;
// gap between the toast stack and the screen edges (right + bottom)
static constexpr float TOAST_MARGIN = 20.0f;
// vertical gap between stacked toasts
static constexpr float TOAST_SPACING = 8.0f;
// inner padding inside a toast window (horizontal / vertical)
static constexpr float TOAST_PAD_X = 10.0f;
static constexpr float TOAST_PAD_Y = 8.0f;
// width of the colored severity accent bar drawn on the left edge
static constexpr float TOAST_ACCENT_W = 6.0f;
// base opacity of the toast background (0..1), multiplied by the fade alpha
static constexpr float TOAST_BG_ALPHA = 0.85f;
static constexpr ImGuiWindowFlags TOAST_FLAGS =
ImGuiWindowFlags_NoDecoration
| ImGuiWindowFlags_NoInputs
| ImGuiWindowFlags_NoNav
| ImGuiWindowFlags_NoMove
| ImGuiWindowFlags_NoSavedSettings
| ImGuiWindowFlags_NoFocusOnAppearing
| ImGuiWindowFlags_NoBringToFrontOnFocus
| ImGuiWindowFlags_AlwaysAutoResize;
static ImU32 severity_accent(Severity sev) {
switch (sev) {
case Severity::Success: return IM_COL32(80, 200, 120, 255);
case Severity::Warning: return IM_COL32(230, 180, 60, 255);
case Severity::Error: return IM_COL32(220, 60, 60, 255);
case Severity::Info:
default: return IM_COL32(90, 160, 230, 255);
}
}
static bool is_expired(const Notification &n, double now_ms) {
return (now_ms - n.created_ms) >= (n.duration_s * 1000.0);
}
// returns 0.0 .. 1.0 fade alpha based on time remaining
static float compute_alpha(const Notification &n, double now_ms) {
const double remaining_ms = (n.duration_s * 1000.0) - (now_ms - n.created_ms);
if (remaining_ms >= FADE_OUT_MS) {
return 1.0f;
}
if (remaining_ms <= 0.0) {
return 0.0f;
}
return static_cast<float>(remaining_ms / FADE_OUT_MS);
}
// drop expired items and copy the rest under a single lock acquisition
static std::vector<Notification> snapshot_and_prune(double now_ms) {
std::vector<Notification> snapshot;
std::lock_guard<std::mutex> lock(g_mutex);
for (auto it = g_items.begin(); it != g_items.end();) {
if (is_expired(*it, now_ms)) {
it = g_items.erase(it);
} else {
++it;
}
}
g_count.store(g_items.size(), std::memory_order_release);
snapshot.assign(g_items.begin(), g_items.end());
return snapshot;
}
// is the configured anchor on the right edge of the screen?
static bool position_is_right(Position p) {
return p == Position::BottomRight || p == Position::TopRight;
}
// is the configured anchor on the bottom edge of the screen?
static bool position_is_bottom(Position p) {
return p == Position::BottomRight || p == Position::BottomLeft;
}
// draw a single toast anchored to the configured corner; `cursor_y` is the
// y-coordinate of the toast edge nearest the anchor (top edge for Top* anchors,
// bottom edge for Bottom* anchors). returns its height in pixels.
static float draw_toast(const Notification &n, float cursor_y, float alpha) {
const float toast_width = apply_scaling(TOAST_WIDTH);
const float margin = apply_scaling(TOAST_MARGIN);
const ImVec2 &display = ImGui::GetIO().DisplaySize;
const Position pos = POSITION;
const auto window_id = fmt::format("##spice_notif_{}", n.id);
// anchor x/pivot.x select the screen edge; pivot.y matches cursor_y semantics
const float anchor_x = position_is_right(pos) ? (display.x - margin) : margin;
const float pivot_x = position_is_right(pos) ? 1.0f : 0.0f;
const float pivot_y = position_is_bottom(pos) ? 1.0f : 0.0f;
ImGui::SetNextWindowPos(ImVec2(anchor_x, cursor_y),
ImGuiCond_Always, ImVec2(pivot_x, pivot_y));
ImGui::SetNextWindowSize(ImVec2(toast_width, 0.f), ImGuiCond_Always);
ImGui::SetNextWindowBgAlpha(TOAST_BG_ALPHA * alpha);
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, alpha);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding,
ImVec2(apply_scaling(TOAST_PAD_X), apply_scaling(TOAST_PAD_Y)));
float height = 0.f;
if (ImGui::Begin(window_id.c_str(), nullptr, TOAST_FLAGS)) {
const ImVec2 win_pos = ImGui::GetWindowPos();
const ImVec2 win_size = ImGui::GetWindowSize();
// accent bar on the left edge of the window
const ImU32 accent = severity_accent(n.severity);
const ImU32 accent_faded =
(accent & 0x00FFFFFFu) | (static_cast<ImU32>(alpha * 255.0f) << 24);
ImGui::GetWindowDrawList()->AddRectFilled(
win_pos,
ImVec2(win_pos.x + apply_scaling(TOAST_ACCENT_W), win_pos.y + win_size.y),
accent_faded);
// small gutter past the accent bar, then wrapped text
ImGui::Dummy(ImVec2(apply_scaling(2.0f), 0.f));
ImGui::SameLine();
ImGui::PushTextWrapPos(win_pos.x + win_size.x - apply_scaling(TOAST_PAD_X));
ImGui::TextUnformatted(n.text.c_str());
ImGui::PopTextWrapPos();
height = ImGui::GetWindowSize().y;
}
ImGui::End();
ImGui::PopStyleVar(2);
return height;
}
uint64_t add(Severity severity, std::string text) {
if (!ENABLED || !overlay::ENABLED || overlay::OVERLAY == nullptr) {
return 0;
}
Notification n {
.id = g_next_id.fetch_add(1, std::memory_order_relaxed),
.text = std::move(text),
.severity = severity,
.created_ms = get_performance_milliseconds(),
.duration_s = DURATION_S,
};
{
std::lock_guard<std::mutex> lock(g_mutex);
g_items.push_back(std::move(n));
while (g_items.size() > MAX_NOTIFICATIONS) {
g_items.pop_front();
}
g_count.store(g_items.size(), std::memory_order_release);
}
return n.id;
}
uint64_t add_throttled(Severity severity, const std::string &key,
double cooldown_seconds, std::string text) {
if (!ENABLED || !overlay::ENABLED || overlay::OVERLAY == nullptr) {
return 0;
}
// per-key last-emit timestamps live behind their own lock so we don't
// hold g_mutex across the map lookup.
static std::mutex throttle_mutex;
static std::unordered_map<std::string, double> last_emit_ms;
const double now_ms = get_performance_milliseconds();
{
std::lock_guard<std::mutex> lock(throttle_mutex);
auto it = last_emit_ms.find(key);
if (it != last_emit_ms.end()
&& (now_ms - it->second) < (cooldown_seconds * 1000.0)) {
return 0;
}
last_emit_ms[key] = now_ms;
}
return add(severity, std::move(text));
}
bool has_pending() {
return g_count.load(std::memory_order_acquire) > 0;
}
void draw() {
const double now_ms = get_performance_milliseconds();
const auto snapshot = snapshot_and_prune(now_ms);
if (snapshot.empty()) {
return;
}
// stack from the anchored edge with newest toast at the anchor.
// Bottom* anchors stack upward; Top* anchors stack downward.
const float spacing = apply_scaling(TOAST_SPACING);
const float margin = apply_scaling(TOAST_MARGIN);
const bool bottom = position_is_bottom(POSITION);
float cursor_y = bottom
? (ImGui::GetIO().DisplaySize.y - margin)
: margin;
for (auto it = snapshot.rbegin(); it != snapshot.rend(); ++it) {
const float alpha = compute_alpha(*it, now_ms);
const float height = draw_toast(*it, cursor_y, alpha);
cursor_y += bottom ? -(height + spacing) : (height + spacing);
}
}
void apply_game_default_position(const std::string &game_name) {
if (game_name == "Reflec Beat") {
POSITION = Position::TopRight;
}
// others keep the default (BottomRight)
}
}
+55
View File
@@ -0,0 +1,55 @@
#pragma once
#include <cstddef>
#include <cstdint>
#include <string>
namespace overlay::notifications {
// master switch for the notification system; when false, add() is a no-op.
// controlled by selecting "none" for the -notifypos launcher option.
extern bool ENABLED;
enum class Severity {
Info,
Success,
Warning,
Error,
};
// screen anchor for the toast stack. toasts stack away from the anchored edge.
enum class Position {
BottomRight,
BottomLeft,
TopRight,
TopLeft,
};
// current toast anchor. defaults to BottomRight; may be reassigned by
// apply_game_default_position() or by the user via -notifypos.
extern Position POSITION;
// apply the default toast position appropriate for a game (by display name,
// as returned by eamuse_get_game()). called once after game autodetect, before
// any user -notifypos override is applied.
void apply_game_default_position(const std::string &game_name);
// add a notification (thread-safe). returns the assigned id, or 0 if the
// notification was dropped (overlay disabled or notifications disabled).
uint64_t add(Severity severity, std::string text);
// rate-limited variant of add(). suppresses the toast if another call with
// the same `key` succeeded within the last `cooldown_seconds`. useful for
// events that can fire every frame (e.g. a button held down). returns the
// assigned id, or 0 if the toast was suppressed or dropped. thread-safe.
uint64_t add_throttled(Severity severity, const std::string &key,
double cooldown_seconds, std::string text);
// true if there is at least one notification that still needs to be drawn.
// safe to call from the render thread without locking the underlying store.
bool has_pending();
// draw all active notifications and prune expired ones.
// must be called from the ImGui render thread inside a NewFrame/EndFrame pair.
void draw();
}
+258 -16
View File
@@ -15,8 +15,18 @@
#include "build/resource.h"
#include "external/imgui/backends/imgui_impl_dx9.h"
#ifdef SPICE_D3D11
#include "external/imgui/backends/imgui_impl_dx11.h"
#include "hooks/graphics/backends/d3d11/d3d11_backend.h"
#endif
#include "overlay/imgui/impl_spice.h"
#include "overlay/imgui/impl_sw.h"
#include "overlay/notifications.h"
#ifdef SPICE_D3D11
#include <d3d11.h>
#include <dxgi.h>
#endif
#include "window.h"
#ifdef SPICE64
@@ -104,6 +114,21 @@ void overlay::create_d3d9(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device)
}
}
#ifdef SPICE_D3D11
void overlay::create_d3d11(HWND hWnd, ID3D11Device *device, ID3D11DeviceContext *context,
IDXGISwapChain *swapchain) {
if (!overlay::ENABLED) {
return;
}
const std::lock_guard<std::mutex> lock(OVERLAY_MUTEX);
if (!overlay::OVERLAY) {
overlay::OVERLAY = std::make_unique<overlay::SpiceOverlay>(hWnd, device, context, swapchain);
}
}
#endif
void overlay::create_software(HWND hWnd) {
if (!overlay::ENABLED) {
return;
@@ -164,6 +189,27 @@ overlay::SpiceOverlay::SpiceOverlay(HWND hWnd)
this->init();
}
#ifdef SPICE_D3D11
overlay::SpiceOverlay::SpiceOverlay(HWND hWnd, ID3D11Device *d3d11_device,
ID3D11DeviceContext *d3d11_context,
IDXGISwapChain *d3d11_swapchain)
: renderer(OverlayRenderer::D3D11),
hWnd(hWnd),
d3d11_device(d3d11_device),
d3d11_context(d3d11_context),
d3d11_swapchain(d3d11_swapchain) {
log_info("overlay", "initializing (D3D11)");
// increment reference counts
this->d3d11_device->AddRef();
this->d3d11_context->AddRef();
this->d3d11_swapchain->AddRef();
// init
this->init();
}
#endif
void overlay::SpiceOverlay::init() {
// init imgui
@@ -281,8 +327,9 @@ void overlay::SpiceOverlay::init() {
// disable config
io.IniFilename = nullptr;
// allow CTRL+WHEEL scaling
io.FontAllowUserScaling = true;
// allow CTRL+WHEEL scaling in the in-game overlay; disable for the standalone
// configurator so the mouse wheel always scrolls the configuration window.
io.FontAllowUserScaling = !cfg::CONFIGURATOR_STANDALONE;
// add default font
io.Fonts->AddFontDefaultBitmap();
@@ -316,6 +363,11 @@ void overlay::SpiceOverlay::init() {
case OverlayRenderer::D3D9:
ImGui_ImplDX9_Init(this->device);
break;
#ifdef SPICE_D3D11
case OverlayRenderer::D3D11:
ImGui_ImplDX11_Init(this->d3d11_device, this->d3d11_context);
break;
#endif
case OverlayRenderer::SOFTWARE:
imgui_sw::bind_imgui_painting();
break;
@@ -326,6 +378,11 @@ void overlay::SpiceOverlay::init() {
case OverlayRenderer::D3D9:
ImGui_ImplDX9_NewFrame();
break;
#ifdef SPICE_D3D11
case OverlayRenderer::D3D11:
ImGui_ImplDX11_NewFrame();
break;
#endif
case OverlayRenderer::SOFTWARE:
break;
}
@@ -415,7 +472,7 @@ void overlay::SpiceOverlay::init() {
window_sub = new overlay::windows::DRSDanceFloorDisplay(this);
} else if (avs::game::is_model("KFC")) {
window_sub = new overlay::windows::SDVXSubScreen(this);
} else if (games::gitadora::is_arena_model() && games::gitadora::ARENA_SINGLE_WINDOW) {
} else if (games::gitadora::is_arena_model()) {
window_sub = new overlay::windows::GitaDoraSubScreen(this);
} else if (games::popn::is_pikapika_model()) {
window_sub = new overlay::windows::PopnSubScreen(this);
@@ -448,6 +505,21 @@ overlay::SpiceOverlay::~SpiceOverlay() {
this->d3d->Release();
break;
#ifdef SPICE_D3D11
case OverlayRenderer::D3D11:
if (this->d3d11_rtv) {
this->d3d11_rtv->Release();
this->d3d11_rtv = nullptr;
}
ImGui_ImplDX11_Shutdown();
// drop references
this->d3d11_swapchain->Release();
this->d3d11_context->Release();
this->d3d11_device->Release();
break;
#endif
case OverlayRenderer::SOFTWARE:
imgui_sw::unbind_imgui_painting();
break;
@@ -465,8 +537,16 @@ void overlay::SpiceOverlay::new_frame() {
ImGui_ImplSpice_NewFrame();
this->total_elapsed += ImGui::GetIO().DeltaTime;
// check if inactive
if (!this->active) {
// notifications draw on top of the game without flipping `active`, so the input gates
// (see touch/touch.cpp WndProc, touch_get_points/events, graphics.cpp WM_CHAR) stay
// disabled and input continues to flow to the game.
// SOFTWARE renderer (spicecfg / configurator) never gets notifications - no room.
const bool draw_notifications = this->renderer != OverlayRenderer::SOFTWARE
&& overlay::notifications::has_pending();
// check if there is nothing to draw
this->has_pending_frame = false;
if (!this->active && !draw_notifications) {
return;
}
@@ -475,29 +555,97 @@ void overlay::SpiceOverlay::new_frame() {
case OverlayRenderer::D3D9:
ImGui_ImplDX9_NewFrame();
break;
#ifdef SPICE_D3D11
case OverlayRenderer::D3D11:
// refresh DisplaySize each frame; the dx11 swapchain hook pushes
// the current backbuffer dimensions into impl_spice via the
// size override so ImGui's viewport tracks ResizeBuffers calls.
ImGui_ImplSpice_UpdateDisplaySize();
ImGui_ImplDX11_NewFrame();
break;
#endif
case OverlayRenderer::SOFTWARE:
ImGui_ImplSpice_UpdateDisplaySize();
break;
}
ImGui::NewFrame();
this->has_pending_frame = true;
// build windows
for (auto &window : this->windows) {
window->build();
// build windows only when the overlay itself is active
if (this->active) {
for (auto &window : this->windows) {
window->build();
}
if (SHOW_DEBUG_LOG_WINDOW) {
ImGui::ShowDebugLogWindow(&SHOW_DEBUG_LOG_WINDOW);
}
}
if (SHOW_DEBUG_LOG_WINDOW) {
ImGui::ShowDebugLogWindow(&SHOW_DEBUG_LOG_WINDOW);
// draw notifications last so they paint on top of any overlay windows
if (draw_notifications) {
overlay::notifications::draw();
}
// end frame
ImGui::EndFrame();
}
// FNV-1a 64-bit hash helper used by the software renderer to detect idle frames.
static inline uint64_t overlay_fnv1a64(uint64_t h, const void *data, size_t len) {
const auto *p = static_cast<const uint8_t *>(data);
for (size_t i = 0; i < len; i++) {
h ^= p[i];
h *= 0x100000001B3ULL;
}
return h;
}
// Compute a hash over the visual content of ImDrawData. Only the geometry the
// software rasterizer actually consumes (vertex/index buffers + display size)
// feeds into the hash, so frames where ImGui produces identical draw data
// (i.e. nothing animated this tick) can skip the full pixel rasterization.
static uint64_t overlay_hash_draw_data(const ImDrawData *draw_data) {
uint64_t h = 0xcbf29ce484222325ULL;
if (draw_data == nullptr) {
return h;
}
const float display[4] = {
draw_data->DisplayPos.x,
draw_data->DisplayPos.y,
draw_data->DisplaySize.x,
draw_data->DisplaySize.y,
};
h = overlay_fnv1a64(h, display, sizeof(display));
const int cmd_lists = draw_data->CmdListsCount;
h = overlay_fnv1a64(h, &cmd_lists, sizeof(cmd_lists));
for (int i = 0; i < draw_data->CmdListsCount; i++) {
const ImDrawList *cmd_list = draw_data->CmdLists[i];
if (cmd_list == nullptr) {
continue;
}
const int vtx_count = cmd_list->VtxBuffer.Size;
const int idx_count = cmd_list->IdxBuffer.Size;
h = overlay_fnv1a64(h, &vtx_count, sizeof(vtx_count));
h = overlay_fnv1a64(h, &idx_count, sizeof(idx_count));
if (vtx_count > 0) {
h = overlay_fnv1a64(h, cmd_list->VtxBuffer.Data,
static_cast<size_t>(vtx_count) * sizeof(ImDrawVert));
}
if (idx_count > 0) {
h = overlay_fnv1a64(h, cmd_list->IdxBuffer.Data,
static_cast<size_t>(idx_count) * sizeof(ImDrawIdx));
}
}
return h;
}
void overlay::SpiceOverlay::render() {
// check if inactive
if (!this->active) {
// skip if new_frame() didn't begin a frame this tick
if (!this->has_pending_frame) {
return;
}
@@ -507,8 +655,35 @@ void overlay::SpiceOverlay::render() {
// implementation render
switch (this->renderer) {
case OverlayRenderer::D3D9:
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
if (cfg::CONFIGURATOR_STANDALONE) {
const auto *draw_data = ImGui::GetDrawData();
const uint64_t draw_hash = overlay_hash_draw_data(draw_data);
const auto &io = ImGui::GetIO();
const int display_w = static_cast<int>(std::ceil(io.DisplaySize.x));
const int display_h = static_cast<int>(std::ceil(io.DisplaySize.y));
const bool size_matches = (this->d3d9_last_display_w == display_w
&& this->d3d9_last_display_h == display_h);
if (this->d3d9_has_last_draw_hash
&& draw_hash == this->d3d9_last_draw_hash
&& size_matches) {
this->d3d9_frame_dirty = false;
break;
}
this->d3d9_last_draw_hash = draw_hash;
this->d3d9_has_last_draw_hash = true;
this->d3d9_last_display_w = display_w;
this->d3d9_last_display_h = display_h;
this->d3d9_frame_dirty = true;
} else {
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
}
break;
#ifdef SPICE_D3D11
case OverlayRenderer::D3D11:
overlay::d3d11::render(this->d3d11_device, this->d3d11_context,
this->d3d11_swapchain, &this->d3d11_rtv);
break;
#endif
case OverlayRenderer::SOFTWARE: {
// get display metrics
@@ -517,6 +692,23 @@ void overlay::SpiceOverlay::render() {
auto height = static_cast<size_t>(std::ceil(io.DisplaySize.y));
auto pixels = width * height;
// skip the (expensive) full software rasterization when the draw data
// is byte-identical to the previous frame and the existing pixel
// buffer still matches the current display size.
const auto *draw_data = ImGui::GetDrawData();
const uint64_t draw_hash = overlay_hash_draw_data(draw_data);
const bool size_matches = (this->pixel_data_width == width
&& this->pixel_data_height == height
&& this->pixel_data.size() >= pixels);
if (this->sw_has_last_draw_hash
&& draw_hash == this->sw_last_draw_hash
&& size_matches) {
this->sw_pixels_dirty = false;
break;
}
this->sw_last_draw_hash = draw_hash;
this->sw_has_last_draw_hash = true;
// make sure buffer is big enough
if (this->pixel_data.size() < pixels) {
this->pixel_data.resize(pixels, 0);
@@ -533,6 +725,7 @@ void overlay::SpiceOverlay::render() {
imgui_sw::paint_imgui(&this->pixel_data[0], width, height, options);
pixel_data_width = width;
pixel_data_height = height;
this->sw_pixels_dirty = true;
break;
}
@@ -541,6 +734,18 @@ void overlay::SpiceOverlay::render() {
for (auto &window : this->windows) {
window->after_render();
}
this->has_pending_frame = false;
}
void overlay::SpiceOverlay::d3d9_render_draw(const bool force_submit) {
if (this->renderer != OverlayRenderer::D3D9) {
return;
}
if (!force_submit && !this->d3d9_frame_dirty) {
return;
}
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
}
void overlay::SpiceOverlay::update() {
@@ -686,11 +891,48 @@ bool overlay::SpiceOverlay::hotkeys_triggered() {
}
void overlay::SpiceOverlay::reset_invalidate() {
ImGui_ImplDX9_InvalidateDeviceObjects();
if (!overlay::OVERLAY) {
return;
}
switch (overlay::OVERLAY->renderer) {
case OverlayRenderer::D3D9:
if (cfg::CONFIGURATOR_STANDALONE) {
overlay::OVERLAY->d3d9_has_last_draw_hash = false;
overlay::OVERLAY->d3d9_frame_dirty = true;
}
ImGui_ImplDX9_InvalidateDeviceObjects();
break;
#ifdef SPICE_D3D11
case OverlayRenderer::D3D11:
// for DX11 a ResizeBuffers only invalidates the backbuffer RTV; the imgui
// device objects (shaders, buffers, textures) remain valid.
if (overlay::OVERLAY->d3d11_rtv) {
overlay::OVERLAY->d3d11_rtv->Release();
overlay::OVERLAY->d3d11_rtv = nullptr;
}
break;
#endif
case OverlayRenderer::SOFTWARE:
break;
}
}
void overlay::SpiceOverlay::reset_recreate() {
ImGui_ImplDX9_CreateDeviceObjects();
if (!overlay::OVERLAY) {
return;
}
switch (overlay::OVERLAY->renderer) {
case OverlayRenderer::D3D9:
ImGui_ImplDX9_CreateDeviceObjects();
break;
#ifdef SPICE_D3D11
case OverlayRenderer::D3D11:
// RTV is lazily recreated on the next render()
break;
#endif
case OverlayRenderer::SOFTWARE:
break;
}
}
void overlay::SpiceOverlay::input_char(unsigned int c) {
@@ -700,7 +942,7 @@ void overlay::SpiceOverlay::input_char(unsigned int c) {
uint32_t *overlay::SpiceOverlay::sw_get_pixel_data(int *width, int *height) {
// check if active
// check if active (notifications never draw in software renderer, so no extra gate here)
if (!this->active) {
*width = 0;
*height = 0;
+59
View File
@@ -10,11 +10,22 @@
#include "external/imgui/imgui.h"
#ifdef SPICE_D3D11
// forward decls for D3D11 (avoid pulling d3d11.h into every TU)
struct ID3D11Device;
struct ID3D11DeviceContext;
struct ID3D11RenderTargetView;
struct IDXGISwapChain;
#endif
namespace overlay {
class Window;
enum class OverlayRenderer {
D3D9,
#ifdef SPICE_D3D11
D3D11,
#endif
SOFTWARE,
};
@@ -62,12 +73,19 @@ namespace overlay {
Window *window_log = nullptr;
explicit SpiceOverlay(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device);
#ifdef SPICE_D3D11
explicit SpiceOverlay(HWND hWnd, ID3D11Device *d3d11_device,
ID3D11DeviceContext *d3d11_context, IDXGISwapChain *d3d11_swapchain);
#endif
explicit SpiceOverlay(HWND hWnd);
~SpiceOverlay();
void window_add(Window *wnd);
void new_frame();
void render();
// configurator-only (spicecfg D3D9): submit ImGui draw data inside BeginScene
// after render() when the frame is being presented. In-game overlay draws in render().
void d3d9_render_draw(bool force_submit = false);
void update();
void toggle_active(bool overlay_key = false);
void show_main_menu();
@@ -92,6 +110,14 @@ namespace overlay {
inline bool uses_device(IDirect3DDevice9 *other) {
return this->device == other;
}
#ifdef SPICE_D3D11
inline bool uses_device(ID3D11Device *other) {
return this->d3d11_device == other;
}
inline bool uses_swapchain(IDXGISwapChain *other) {
return this->d3d11_swapchain == other;
}
#endif
inline IDirect3DDevice9 *get_device() {
return this->device;
}
@@ -116,6 +142,16 @@ namespace overlay {
OverlayRenderer renderer;
float total_elapsed = 0.f;
// set to true by the SOFTWARE renderer when the pixel buffer was updated
// in the most recent render() call. Allows the configurator's WM_PAINT
// driver to skip its full-window InvalidateRect on idle frames where the
// ImGui draw data is bitwise-identical to the previous frame.
bool sw_pixels_dirty = false;
// configurator-only (spicecfg D3D9): set by render() when ImGui draw data
// changed since the last submitted frame; configurator skips Clear/Present when false.
bool d3d9_frame_dirty = false;
private:
HWND hWnd = nullptr;
@@ -124,10 +160,25 @@ namespace overlay {
IDirect3D9 *d3d = nullptr;
IDirect3DDevice9 *device = nullptr;
#ifdef SPICE_D3D11
// D3D11
ID3D11Device *d3d11_device = nullptr;
ID3D11DeviceContext *d3d11_context = nullptr;
IDXGISwapChain *d3d11_swapchain = nullptr;
ID3D11RenderTargetView *d3d11_rtv = nullptr;
#endif
// software
std::vector<uint32_t> pixel_data;
size_t pixel_data_width = 0;
size_t pixel_data_height = 0;
uint64_t sw_last_draw_hash = 0;
bool sw_has_last_draw_hash = false;
uint64_t d3d9_last_draw_hash = 0;
bool d3d9_has_last_draw_hash = false;
int d3d9_last_display_w = 0;
int d3d9_last_display_h = 0;
std::vector<std::unique_ptr<Window>> windows;
@@ -141,6 +192,10 @@ namespace overlay {
bool hotkey_toggle = false;
bool hotkey_toggle_last = false;
// true between new_frame()'s ImGui::NewFrame() and render()'s ImGui::Render(),
// so render() never runs without a matching NewFrame.
bool has_pending_frame = false;
void init();
void add_font(const char* font, ImFontConfig* config, const ImWchar* glyphs);
};
@@ -152,6 +207,10 @@ namespace overlay {
// synchronized helpers
void create_d3d9(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device);
#ifdef SPICE_D3D11
void create_d3d11(HWND hWnd, ID3D11Device *device, ID3D11DeviceContext *context,
IDXGISwapChain *swapchain);
#endif
void create_software(HWND hWnd);
void destroy(HWND hWnd = nullptr);
}
+43 -5
View File
@@ -78,6 +78,10 @@ namespace overlay::windows {
this->flags |= ImGuiWindowFlags_NoTitleBar;
this->flags |= ImGuiWindowFlags_NoCollapse;
this->flags |= ImGuiWindowFlags_NoDecoration;
// prevent the parent window from absorbing wheel events when a hovered
// child has no scrollable content (otherwise the parent's tiny overflow
// causes the whole UI to jolt by a few pixels each tick)
this->flags |= ImGuiWindowFlags_NoScrollWithMouse;
}
this->flags |= ImGuiWindowFlags_MenuBar;
@@ -154,12 +158,14 @@ namespace overlay::windows {
// add games to the config and window
auto &config = ::Config::getInstance();
for (auto &game : games_list) {
config.addGame(game);
config.addGame(game, /* save */ false);
if (!config.getStatus()) {
log_warning("config", "failure adding game: {}", game.getGameName());
}
}
// single flush in place of ~33 redundant writes during the loop above
config.save();
// read card numbers
read_card();
@@ -948,7 +954,7 @@ namespace overlay::windows {
// grab current keyboard state
for (unsigned short int i = 0x01; i < 0xFF; i++) {
buttons_keyboard_state[i] = GetAsyncKeyState(i) != 0;
buttons_keyboard_state[i] = (GetAsyncKeyState(i) & 0x8000) != 0;
}
}
if (ImGui::IsItemHovered(ImGui::TOOLTIP_FLAGS)) {
@@ -1615,7 +1621,7 @@ namespace overlay::windows {
// use care when iterating over the result (could result in torn reads)
bool keyboard_state_new[sizeof(buttons_keyboard_state)];
for (size_t i = 0; i < sizeof(keyboard_state_new); i++) {
keyboard_state_new[i] = GetAsyncKeyState(i) != 0;
keyboard_state_new[i] = (GetAsyncKeyState(i) & 0x8000) != 0;
}
// detect key presses
@@ -2539,9 +2545,9 @@ namespace overlay::windows {
}
}
// hide deadzone for circular analog since it doesn't make any sense
// hide deadzone for circular analog since it doesn't make any sense (unless in relative mode)
if ((device->type == rawinput::HID || device->type == rawinput::MIDI) &&
analog.getType() != GameAPI::Analogs::AnalogType::Circular) {
((analog.getType() != GameAPI::Analogs::AnalogType::Circular) || analog.isRelativeMode())) {
auto deadzone = analog.getDeadzone();
// for back compat (before each analog had a type)
@@ -2585,16 +2591,46 @@ namespace overlay::windows {
if (analog.getType() == GameAPI::Analogs::AnalogType::Circular) {
// smoothing
bool smoothing = analog.getSmoothing();
ImGui::BeginDisabled(analog.isRelativeMode());
ImGui::Checkbox("Smooth Axis (adds latency)", &smoothing);
ImGui::SameLine();
ImGui::HelpMarker(
"Apply a moving average algorithm; intended for angular input (knobs, turntables). "
"Adds a slight bit of latency to input as the algorithm averages out recent input. "
"Only use in dire situations where the input is too jittery for the game.");
ImGui::EndDisabled();
if (smoothing != analog.getSmoothing()) {
analog.setSmoothing(smoothing);
}
// relative input mode
bool relative_analog = analog.isRelativeMode();
ImGui::Checkbox("Relative Axis", &relative_analog);
ImGui::SameLine();
ImGui::HelpMarker(
"Use relative directional input instead of positional values. "
"Can be used to translate analog sticks to knob input.\n\n"
"At default settings, max speed is one revolution per second.\n\n"
"Adjust sensitivity to increase/decrease max speed, and deadzone to prevent jitter.");
if (relative_analog != analog.isRelativeMode()) {
analog.setRelativeMode(relative_analog);
}
}
// delay
int delay = analog.getDelayMs();
if (ImGui::InputInt("Delay (ms)", &delay, 1, 1)) {
delay = std::clamp(delay, 0, 250);
analog.setDelayMs(delay);
}
ImGui::SameLine();
ImGui::HelpMarker(
"Adds an artificial delay, in milliseconds.\n\n"
"Value read by the game engine will be delayed AT MOST this amount of time (could be slightly less).\n\n"
"To minimize quantization error, delay value should be a multiple of the game's poll rate, "
"add 0.5ms of buffer, and then round up to the nearest millisecond.\n\n"
"If you aren't sure, assume the game polls for input at the same rate as the display FPS."
);
}
}
@@ -5406,6 +5442,8 @@ namespace overlay::windows {
a.setInvert(ta.invert);
a.setSmoothing(ta.smoothing);
a.setMultiplier(ta.multiplier);
a.setRelativeMode(ta.relative_mode);
a.setDelayMs(ta.delay_ms);
::Config::getInstance().updateBinding(game, a);
break;
}
@@ -71,6 +71,8 @@ namespace overlay::windows {
bool invert = false;
bool smoothing = false;
int multiplier = 1;
bool relative_mode = false;
uint32_t delay_ms = 0;
bool is_device() const { return !device_identifier.empty(); }
bool is_unbound() const { return device_identifier.empty() && index == 0xFF; }
@@ -87,6 +89,8 @@ namespace overlay::windows {
invert = a.getInvert();
smoothing = a.getSmoothing();
multiplier = a.getMultiplier();
relative_mode = a.isRelativeMode();
delay_ms = a.getDelayMs();
}
};
+1 -1
View File
@@ -71,7 +71,7 @@ namespace overlay::windows {
sub = "Show Valkyrie Subscreen";
} else if (avs::game::is_model("REC")) {
sub = "Show DRS Dance Floor";
} else if (games::gitadora::is_arena_model() && games::gitadora::ARENA_SINGLE_WINDOW) {
} else if (games::gitadora::is_arena_model()) {
sub = "Show GITADORA Subscreen";
} else if (games::popn::is_pikapika_model()) {
sub = "Show Pop'n Subscreen";
+6 -2
View File
@@ -231,11 +231,15 @@ namespace overlay::windows {
surface->Release();
texture_surface->Release();
// draw the subscreen (this draws *under* ImGui windows, over the game surface)
// draw the subscreen into the current window's draw list so it participates in
// normal ImGui z-ordering (i.e. other ImGui windows can appear above it)
auto bottom_right = overlay_content_size;
bottom_right.x += overlay_content_top_left.x;
bottom_right.y += overlay_content_top_left.y;
ImGui::GetBackgroundDrawList()->AddImage(
auto draw_list = this->draws_window
? ImGui::GetWindowDrawList()
: ImGui::GetBackgroundDrawList();
draw_list->AddImage(
reinterpret_cast<ImTextureID>(this->texture),
overlay_content_top_left,
bottom_right);
+6
View File
@@ -11,6 +11,12 @@ namespace overlay::windows {
if (!games::gitadora::is_arena_model()) {
this->disabled_message = "Requires Arena Model!";
} else if (!GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
if (GRAPHICS_WINDOWED) {
this->disabled_message = "Use the dedicated subscreen window!";
} else {
this->disabled_message = "Subscreen overlay disabled by user; enable single window mode for overlay.";
}
}
this->resize_callback = keep_10_by_16;

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