Files
spice2x.github.io/src/spice2x/overlay/overlay.cpp
T
bicarus 0b24e703a1 overlay: re-enable keyboard navigation (#802)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #800 

## Description of change
Restores keyboard navigation by default in spicecfg, and add an option
to optionally enable it in the overlay.

## Testing
2026-07-14 00:18:21 -07:00

1030 lines
34 KiB
C++

#include "overlay.h"
#include "avs/game.h"
#include "cfg/configurator.h"
#include "games/io.h"
#include "games/gitadora/gitadora.h"
#include "games/iidx/iidx.h"
#include "games/popn/popn.h"
#include "games/rb/touch_debug.h"
#include "hooks/graphics/graphics.h"
#include "misc/eamuse.h"
#include "touch/touch.h"
#include "util/fileutils.h"
#include "util/logging.h"
#include "util/resutils.h"
#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
#include "windows/camera_control.h"
#endif
#include "windows/card_manager.h"
#include "windows/screen_resize.h"
#include "windows/config.h"
#include "windows/control.h"
#include "windows/fps.h"
#include "windows/generic_sub.h"
#include "windows/iidx_seg.h"
#include "windows/iidx_sub.h"
#include "windows/gfdm_sub.h"
#include "windows/drs_dancefloor.h"
#include "windows/iopanel.h"
#include "windows/iopanel_ddr.h"
#include "windows/iopanel_gfdm.h"
#include "windows/iopanel_iidx.h"
#include "windows/popn_sub.h"
#include "windows/sdvx_sub.h"
#include "windows/keypad.h"
#include "windows/log.h"
#include "windows/obs.h"
#include "windows/patch_manager.h"
#include "windows/exitprompt.cpp"
static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) \
{ return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
namespace overlay {
// settings
bool ENABLED = true;
bool AUTO_SHOW_FPS = false;
bool AUTO_SHOW_SUBSCREEN = false;
bool AUTO_SHOW_IOPANEL = false;
bool AUTO_SHOW_KEYPAD_P1 = false;
bool AUTO_SHOW_KEYPAD_P2 = false;
bool ENABLE_KEYBOARD_NAVIGATION = false;
bool USE_WM_CHAR_FOR_IMGUI_CHAR_INPUT = false;
FpsLocation FPS_LOCATION = FpsLocation::TopRight;
std::optional<uint32_t> UI_SCALE_PERCENT;
// global
std::mutex OVERLAY_MUTEX;
std::unique_ptr<overlay::SpiceOverlay> OVERLAY = nullptr;
ImFont* DSEG_FONT = nullptr;
bool SHOW_DEBUG_LOG_WINDOW = false;
ImVec2 apply_scaling_to_vector(float x, float y) {
if (!UI_SCALE_PERCENT.has_value()) {
return ImVec2(x, y);
}
return ImVec2(apply_scaling(x), apply_scaling(y));
}
ImVec2 apply_scaling_to_vector(const ImVec2& input) {
return apply_scaling_to_vector(input.x, input.y);
}
}
static void *ImGui_Alloc(size_t sz, void *user_data) {
void *data = malloc(sz);
if (!data) {
return nullptr;
}
memset(data, 0, sz);
return data;
}
static void ImGui_Free(void *data, void *user_data) {
free(data);
}
void overlay::create_d3d9(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device) {
if (!overlay::ENABLED) {
return;
}
const std::lock_guard<std::mutex> lock(OVERLAY_MUTEX);
if (!overlay::OVERLAY) {
overlay::OVERLAY = std::make_unique<overlay::SpiceOverlay>(hWnd, d3d, 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;
}
const std::lock_guard<std::mutex> lock(OVERLAY_MUTEX);
if (!overlay::OVERLAY) {
overlay::OVERLAY = std::make_unique<overlay::SpiceOverlay>(hWnd);
}
}
void overlay::destroy(HWND hWnd) {
if (!overlay::ENABLED) {
return;
}
const std::lock_guard<std::mutex> lock(OVERLAY_MUTEX);
if (overlay::OVERLAY && (hWnd == nullptr || overlay::OVERLAY->uses_window(hWnd))) {
overlay::OVERLAY.reset();
}
}
overlay::SpiceOverlay::SpiceOverlay(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device)
: renderer(OverlayRenderer::D3D9), hWnd(hWnd), d3d(d3d), device(device) {
log_info("overlay", "initializing (D3D9)");
// increment reference counts
this->d3d->AddRef();
this->device->AddRef();
// get creation parameters
HRESULT ret;
ret = this->device->GetCreationParameters(&this->creation_parameters);
if (FAILED(ret)) {
log_fatal("overlay", "GetCreationParameters failed, hr={}", FMT_HRESULT(ret));
}
// get adapter identifier
ret = this->d3d->GetAdapterIdentifier(
creation_parameters.AdapterOrdinal,
0,
&this->adapter_identifier);
if (FAILED(ret)) {
log_fatal("overlay", "GetAdapterIdentifier failed, hr={}", FMT_HRESULT(ret));
}
// init
this->init();
}
overlay::SpiceOverlay::SpiceOverlay(HWND hWnd)
: renderer(OverlayRenderer::SOFTWARE), hWnd(hWnd) {
log_info("overlay", "initializing (SOFTWARE)");
// init
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
IMGUI_CHECKVERSION();
ImGui::SetAllocatorFunctions(ImGui_Alloc, ImGui_Free, nullptr);
ImGui::CreateContext();
ImGui::GetIO();
// set style
ImGui::StyleColorsDark();
if (this->renderer == OverlayRenderer::SOFTWARE) {
imgui_sw::make_style_fast();
ImVec4* colors = ImGui::GetStyle().Colors;
colors[ImGuiCol_Border].w = 0;
colors[ImGuiCol_Separator].w = 0.25f;
} else {
auto &style = ImGui::GetStyle();
style.WindowRounding = 0;
}
if (UI_SCALE_PERCENT.has_value()) {
const auto scale = static_cast<float>(UI_SCALE_PERCENT.value()) / 100.f;
ImGui::GetStyle().ScaleAllSizes(scale);
ImGui::GetStyle().FontScaleMain = scale;
}
// based on CrimsonVesuvius theme from
// https://github.com/ocornut/imgui/issues/707#issuecomment-4107169777
ImVec4* colors = ImGui::GetStyle().Colors;
// Text
colors[ImGuiCol_Text] = ImVec4(1.00f, 0.90f, 0.90f, 1.00f); // Slight pinkish tint to off-white
colors[ImGuiCol_TextDisabled] = ImVec4(0.35f, 0.26f, 0.26f, 1.00f);
// Backgrounds
colors[ImGuiCol_WindowBg] = ImVec4(0.08f, 0.07f, 0.07f, 1.00f); // Deep charcoal
colors[ImGuiCol_ChildBg] = ImVec4(0.10f, 0.09f, 0.09f, 1.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.07f, 0.07f, 0.96f);
// Borders
colors[ImGuiCol_Border] = ImVec4(0.25f, 0.15f, 0.15f, 0.80f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
// Frames
colors[ImGuiCol_FrameBg] = ImVec4(0.15f, 0.10f, 0.10f, 1.00f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.25f, 0.15f, 0.15f, 1.00f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.35f, 0.20f, 0.20f, 1.00f);
// Title Bars
colors[ImGuiCol_TitleBg] = ImVec4(0.12f, 0.08f, 0.08f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.25f, 0.10f, 0.10f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.05f, 0.05f, 0.05f, 1.00f);
// Menus
colors[ImGuiCol_MenuBarBg] = ImVec4(0.12f, 0.08f, 0.08f, 1.00f);
// Scrollbars
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.05f, 0.05f, 0.05f, 1.00f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.25f, 0.12f, 0.12f, 1.00f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.35f, 0.15f, 0.15f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.45f, 0.20f, 0.20f, 1.00f);
// Interactables (The High-Intensity Red)
colors[ImGuiCol_CheckMark] = ImVec4(0.85f, 0.15f, 0.15f, 1.00f); // Sharp Red
colors[ImGuiCol_CheckboxSelectedBg] = colors[ImGuiCol_FrameBg];
colors[ImGuiCol_SliderGrab] = ImVec4(0.60f, 0.12f, 0.12f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.85f, 0.15f, 0.15f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.30f, 0.12f, 0.12f, 1.00f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.50f, 0.18f, 0.18f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.70f, 0.25f, 0.25f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.30f, 0.12f, 0.12f, 1.00f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.50f, 0.18f, 0.18f, 1.00f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.70f, 0.25f, 0.25f, 1.00f);
// Tabs
colors[ImGuiCol_Tab] = ImVec4(0.15f, 0.10f, 0.10f, 1.00f);
colors[ImGuiCol_TabHovered] = ImVec4(0.50f, 0.18f, 0.18f, 1.00f);
colors[ImGuiCol_TabActive] = ImVec4(0.35f, 0.12f, 0.12f, 1.00f);
// Misc
colors[ImGuiCol_PlotLines] = ImVec4(0.85f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.85f, 0.15f, 0.15f, 0.35f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.85f, 0.15f, 0.15f, 1.00f);
// spice custom
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.025f);
colors[ImGuiCol_Separator] = ImVec4(0.32f, 0.22f, 0.22f, 1.00f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.42f, 0.22f, 0.22f, 1.00f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.52f, 0.22f, 0.22f, 1.00f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.5f);
#ifdef IMGUI_HAS_DOCK
colors[ImGuiCol_DockingPreview] = ImVec4(0.85f, 0.15f, 0.15f, 0.40f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.08f, 0.07f, 0.07f, 1.00f);
#endif
// configure IO
auto &io = ImGui::GetIO();
io.UserData = this;
io.ConfigFlags = ImGuiConfigFlags_None;
if (cfg::CONFIGURATOR_STANDALONE || ENABLE_KEYBOARD_NAVIGATION) {
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
}
if (!cfg::CONFIGURATOR_STANDALONE) {
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
}
// temporarily turn this off as it can cause crashes during font load failures
// turns back on in ImGui_ImplSpice_Init
io.ConfigErrorRecoveryEnableTooltip = false;
io.MouseDrawCursor = !GRAPHICS_SHOW_CURSOR;
// disable config
io.IniFilename = nullptr;
// 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();
// add fallback fonts for missing glyph ranges
ImFontConfig config {};
config.MergeMode = true;
log_misc("overlay", "loading fonts, failures are not fatal");
add_font("simsun.ttc", &config, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
add_font("arial.ttf", &config, io.Fonts->GetGlyphRangesCyrillic());
add_font("meiryu.ttc", &config, io.Fonts->GetGlyphRangesJapanese());
add_font("meiryo.ttc", &config, io.Fonts->GetGlyphRangesJapanese());
add_font("gulim.ttc", &config, io.Fonts->GetGlyphRangesKorean());
add_font("cordia.ttf", &config, io.Fonts->GetGlyphRangesThai());
add_font("arial.ttf", &config, io.Fonts->GetGlyphRangesVietnamese());
// add special font
if (avs::game::is_model("LDJ")) {
DWORD size;
ImFontConfig config {};
config.FontDataOwnedByAtlas = false;
auto buffer = resutil::load_file(IDR_DSEGFONT, &size);
DSEG_FONT = io.Fonts->AddFontFromMemoryTTF((void *)buffer, size,
overlay::windows::IIDX_SEGMENT_FONT_SIZE);
}
// init implementation
ImGui_ImplSpice_Init(this->hWnd);
switch (this->renderer) {
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;
}
// create empty frame
switch (this->renderer) {
case OverlayRenderer::D3D9:
ImGui_ImplDX9_NewFrame();
break;
#ifdef SPICE_D3D11
case OverlayRenderer::D3D11:
ImGui_ImplDX11_NewFrame();
break;
#endif
case OverlayRenderer::SOFTWARE:
break;
}
ImGui_ImplSpice_NewFrame();
ImGui::NewFrame();
ImGui::EndFrame();
// fix navigation buttons causing crash on overlay activation
ImGui::Begin("Temp");
ImGui::End();
bool set_overlay_active = false;
// owned separately from `windows` so it never affects overlay activation/input gating
window_fps = std::make_unique<overlay::windows::FPS>(this);
if (!cfg::CONFIGURATOR_STANDALONE && AUTO_SHOW_FPS) {
window_fps->set_active(true);
}
// owned separately from `windows` so it is not part of the overlay window layer
window_main_menu = std::make_unique<overlay::windows::ExitPrompt>(this);
// add default windows
this->window_add(window_config = new overlay::windows::Config(this));
this->window_add(window_control = new overlay::windows::Control(this));
this->window_add(window_log = new overlay::windows::Log(this));
#if SPICE64 && !SPICE_XP
if (avs::game::is_model("LDJ")) {
this->window_add(window_camera = new overlay::windows::CameraControl(this));
}
#endif
this->window_add(window_cards = new overlay::windows::CardManager(this));
if (!cfg::CONFIGURATOR_STANDALONE) {
this->window_add(window_resize = new overlay::windows::ScreenResize(this));
}
this->window_add(new overlay::windows::PatchManager(this));
// OBS control spawns a background WebSocket worker; skip it in the standalone
// configurator, where there is no running game to stream/record
if (!cfg::CONFIGURATOR_STANDALONE) {
this->window_add(window_obs = new overlay::windows::OBSControl(this));
}
{
window_keypad1 = new overlay::windows::Keypad(this, 0);
this->window_add(window_keypad1);
if (!cfg::CONFIGURATOR_STANDALONE && AUTO_SHOW_KEYPAD_P1) {
window_keypad1->set_active(true);
set_overlay_active = true;
}
}
if (eamuse_get_game_keypads() > 1) {
window_keypad2 = new overlay::windows::Keypad(this, 1);
this->window_add(window_keypad2);
if (!cfg::CONFIGURATOR_STANDALONE && AUTO_SHOW_KEYPAD_P2) {
window_keypad2->set_active(true);
set_overlay_active = true;
}
}
// IO panel needs to know what game is running
if (!cfg::CONFIGURATOR_STANDALONE) {
window_iopanel = nullptr;
if (avs::game::is_model("LDJ")) {
window_iopanel = new overlay::windows::IIDXIOPanel(this);
} else if (avs::game::is_model("MDX")) {
window_iopanel = new overlay::windows::DDRIOPanel(this);
} else if (avs::game::is_model({"J32", "J33", "K32", "K33", "L32", "L33", "M32"}) &&
!games::gitadora::is_arena_model()) {
window_iopanel = new overlay::windows::GitadoraIOPanel(this);
} else {
window_iopanel = new overlay::windows::IOPanel(this);
}
if (window_iopanel) {
this->window_add(window_iopanel);
if (AUTO_SHOW_IOPANEL) {
window_iopanel->set_active(true);
set_overlay_active = true;
}
}
}
// subscreens need DirectX, so don't try to initialize them in standalone
if (!cfg::CONFIGURATOR_STANDALONE) {
window_sub = nullptr;
if (avs::game::is_model("LDJ")) {
if (games::iidx::TDJ_MODE) {
window_sub = new overlay::windows::IIDXSubScreen(this);
} else {
window_sub = new overlay::windows::IIDXSegmentDisplay(this);
}
} else if (avs::game::is_model("REC")) {
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()) {
window_sub = new overlay::windows::GitaDoraSubScreen(this);
} else if (games::popn::is_pikapika_model()) {
window_sub = new overlay::windows::PopnSubScreen(this);
}
if (window_sub) {
this->window_add(window_sub);
if (AUTO_SHOW_SUBSCREEN) {
window_sub->set_active(true);
set_overlay_active = true;
}
}
}
if (set_overlay_active) {
this->set_active(true);
}
}
overlay::SpiceOverlay::~SpiceOverlay() {
// imgui shutdown
ImGui_ImplSpice_Shutdown();
switch (this->renderer) {
case OverlayRenderer::D3D9:
ImGui_ImplDX9_Shutdown();
// drop references
this->device->Release();
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;
}
ImGui::DestroyContext();
}
void overlay::SpiceOverlay::window_add(Window *wnd) {
this->windows.emplace_back(std::unique_ptr<Window>(wnd));
}
void overlay::SpiceOverlay::new_frame() {
// update implementation
ImGui_ImplSpice_NewFrame();
this->total_elapsed += ImGui::GetIO().DeltaTime;
// 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();
// persistent FPS window: drawn whenever active, independent of the overlay
const bool draw_fps_persistent = this->renderer != OverlayRenderer::SOFTWARE
&& this->window_fps->get_active();
// draw RB touch diagnostics
const bool draw_rb_touch_debug = this->renderer != OverlayRenderer::SOFTWARE
&& games::rb::touch_debug_overlay_enabled();
// check if there is nothing to draw
this->has_pending_frame = false;
if (!this->active && !draw_notifications && !draw_fps_persistent && !draw_rb_touch_debug) {
return;
}
// init frame
switch (this->renderer) {
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;
if (draw_rb_touch_debug) {
games::rb::touch_draw_debug_overlay();
}
// build windows only when the overlay itself is active
if (this->active) {
for (auto &window : this->windows) {
window->build();
}
// draw the main menu on top of the overlay windows
this->window_main_menu->build();
if (SHOW_DEBUG_LOG_WINDOW) {
ImGui::ShowDebugLogWindow(&SHOW_DEBUG_LOG_WINDOW);
}
}
if (draw_fps_persistent) {
this->window_fps->build();
}
// 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() {
// skip if new_frame() didn't begin a frame this tick
if (!this->has_pending_frame) {
return;
}
// imgui render
ImGui::Render();
// implementation render
switch (this->renderer) {
case OverlayRenderer::D3D9:
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
auto &io = ImGui::GetIO();
auto width = static_cast<size_t>(std::ceil(io.DisplaySize.x));
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);
}
// reset buffer
memset(&this->pixel_data[0], 0, width * height * sizeof(uint32_t));
// render to pixel data
imgui_sw::SwOptions options {
.optimize_text = true,
.optimize_rectangles = true,
};
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;
}
}
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() {
// there are three layers -
// bottommost layer - FPS, notifications (non-interactable)
// overlay layer - most windows
// topmost layer - main menu (popup)
auto overlay_buttons = games::get_buttons_overlay(eamuse_get_game());
// check overlay toggle
const bool toggle_down_new = overlay_buttons
&& this->hotkeys_triggered()
&& GameAPI::Buttons::getState(RI_MGR, overlay_buttons->at(games::OverlayButtons::ToggleAllWindows));
if (toggle_down_new && !this->toggle_down) {
toggle_active();
}
this->toggle_down = toggle_down_new;
// check main menu
const auto main_menu_down_new = overlay_buttons
&& this->hotkeys_triggered()
&& GameAPI::Buttons::getState(RI_MGR, overlay_buttons->at(games::OverlayButtons::ToggleMainMenu));
if (main_menu_down_new && !this->main_menu_down) {
show_main_menu();
}
this->main_menu_down = main_menu_down_new;
// check FPS toggle - controls the persistent FPS window only, never the overlay
const auto fps_down_new = overlay_buttons
&& this->hotkeys_triggered()
&& GameAPI::Buttons::getState(RI_MGR, overlay_buttons->at(games::OverlayButtons::ToggleFps));
if (fps_down_new && !this->fps_down) {
this->window_fps->toggle_active();
}
this->fps_down = fps_down_new;
// update windows
for (auto &window : this->windows) {
window->update();
}
// FPS window
this->window_fps->update();
// main menu (owned separately from the overlay window layer)
this->window_main_menu->update();
// deactivate if nothing is shown - the main menu keeps the overlay active
// while open even though it is not part of `windows`
bool window_active = this->window_main_menu->get_active();
if (!window_active) {
for (auto &window : this->windows) {
if (window->get_active()) {
window_active = true;
break;
}
}
}
if (!window_active) {
this->set_active(false);
}
}
bool overlay::SpiceOverlay::update_cursor() {
return ImGui_ImplSpice_UpdateMouseCursor();
}
void overlay::SpiceOverlay::toggle_active() {
// invert active state
this->active = !this->active;
}
void overlay::SpiceOverlay::show_main_menu() {
if (!this->window_main_menu) {
return;
}
if (this->window_main_menu->get_active()) {
// window already visible - close the window
this->window_main_menu->set_active(false);
return;
}
// don't open on top of another genuinely-visible popup, but ONLY guard while
// the overlay is active
if (this->get_active() && ImGui::IsPopupOpen(0, ImGuiPopupFlags_AnyPopup)) {
return;
}
if (this->get_active()) {
if (!ImGui::IsAnyItemActive() && !ImGui::IsAnyItemFocused()) {
this->window_main_menu->set_active(true);
}
} else {
this->set_active(true);
this->window_main_menu->set_active(true);
}
}
void overlay::SpiceOverlay::set_active(bool new_active) {
// toggle if different
if (this->active != new_active) {
this->toggle_active();
}
}
bool overlay::SpiceOverlay::get_active() {
return this->active;
}
bool overlay::SpiceOverlay::has_focus() {
return this->get_active() && ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow);
}
bool overlay::SpiceOverlay::hotkeys_triggered() {
// prevent hotkeys in spicecfg
if (cfg::CONFIGURATOR_STANDALONE) {
return false;
}
// get buttons
auto buttons = games::get_buttons_overlay(eamuse_get_game());
if (!buttons) {
return false;
}
auto &hotkey1 = buttons->at(games::OverlayButtons::HotkeyEnable1);
auto &hotkey2 = buttons->at(games::OverlayButtons::HotkeyEnable2);
auto &toggle = buttons->at(games::OverlayButtons::HotkeyToggle);
// check hotkey toggle
auto toggle_state = GameAPI::Buttons::getState(RI_MGR, toggle);
if (toggle_state) {
if (!this->hotkey_toggle_last) {
this->hotkey_toggle_last = true;
this->hotkey_toggle = !this->hotkey_toggle;
}
} else {
this->hotkey_toggle_last = false;
}
// hotkey toggle overrides hotkey enable button states
if (hotkey_toggle) {
return true;
}
// check hotkey enable buttons
bool triggered = true;
if (hotkey1.isSet() && !GameAPI::Buttons::getState(RI_MGR, hotkey1)) {
triggered = false;
}
if (hotkey2.isSet() && !GameAPI::Buttons::getState(RI_MGR, hotkey2)) {
triggered = false;
}
return triggered;
}
void overlay::SpiceOverlay::reset_invalidate() {
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() {
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) {
// add character to ImGui
ImGui::GetIO().AddInputCharacter(c);
}
uint32_t *overlay::SpiceOverlay::sw_get_pixel_data(int *width, int *height) {
// check if active (notifications never draw in software renderer, so no extra gate here)
if (!this->active) {
*width = 0;
*height = 0;
return nullptr;
}
// ensure buffer has the right size
const size_t total_size = this->pixel_data_width * this->pixel_data_height;
if (this->pixel_data.size() < total_size) {
this->pixel_data.resize(total_size, 0);
}
// check for empty surface
if (this->pixel_data.empty()) {
*width = 0;
*height = 0;
return nullptr;
}
// copy and return pointer to data
*width = this->pixel_data_width;
*height = this->pixel_data_height;
return &this->pixel_data[0];
}
void overlay::SpiceOverlay::add_font(const char* font, ImFontConfig* config, const ImWchar* glyphs) {
CHAR fonts_dir[MAX_PATH];
ExpandEnvironmentStringsA(R"(%SYSTEMROOT%\Fonts\)", fonts_dir, MAX_PATH);
std::filesystem::path full_path = fonts_dir;
full_path += font;
if (fileutils::file_exists(full_path)) {
log_misc("overlay", "loading font: {}", full_path);
ImGui::GetIO().Fonts->AddFontFromFileTTF(
full_path.string().c_str(),
13.0f,
config,
glyphs);
} else {
log_misc("overlay", "font not found: {}", full_path);
}
}