Files
spice2x.github.io/src/spice2x/overlay/windows/screen_resize.cpp
T
bicarus-dev 104a9cbffd graphics: rewrite image scaler (#278)
## Link to GitHub Issue, if one exists
Fixes #276 

## Description of change

Note: this change is not compatible with previous screen resize config;
i.e., if you had the zoom setting dialed into a certain view, after this
change it won't be the same area, so you'll have to set up a scene
again. I think this is a worthwhile cost since the old logic is just
broken in weird ways, and preserving old settings is really tedious math
(for a feature that not many people use). Besides, this change will only
use the new Scenes values from the JSON.

Rewrite the DX9 image scaler logic.

* Previously, the rendering surface was fixed at `4096*4096 px`. Now,
this is relative to the backbuffer dimensions, which depends on the game
& respects user provided `-forceres`.
* Remove "center" option, make it the default.

Above two changes fix the aspect ratio issue (scaling in portrait games
not respecting screen ratio) and things breaking at higher res (1080p
when zoomed out far enough, or when forced to run at 4k resolution for
example)

* Use `scenes` leaf of screen resize JSON config for Scene 1 as well,
completely removing ourselves from being compatible with older spice2x
versions for these values.
* Add additional bounds check before calling `StretchRect` to avoid
users getting stuck with a bad layout, which can kill performance.

## Compiling
🦾 

## Testing
Tested 32 bit (popn / ddr), 64 bit (ldj), portrait and landscape modes
(kfc)
2025-03-28 17:23:01 -07:00

303 lines
12 KiB
C++

#include <games/io.h>
#include "screen_resize.h"
#include "avs/game.h"
#include "cfg/screen_resize.h"
#include "hooks/graphics/graphics.h"
#include "overlay/imgui/extensions.h"
#include "misc/eamuse.h"
#include "util/logging.h"
#include "util/utils.h"
namespace overlay::windows {
ScreenResize::ScreenResize(SpiceOverlay *overlay) : Window(overlay) {
this->title = "Screen Resize";
this->flags = ImGuiWindowFlags_AlwaysAutoResize;
this->init_pos = ImVec2(10, 10);
this->toggle_button = games::OverlayButtons::ToggleScreenResize;
this->toggle_screen_resize = games::OverlayButtons::ScreenResize;
this->toggle_scene[0] = games::OverlayButtons::ScreenResizeScene1;
this->toggle_scene[1] = games::OverlayButtons::ScreenResizeScene2;
this->toggle_scene[2] = games::OverlayButtons::ScreenResizeScene3;
this->toggle_scene[3] = games::OverlayButtons::ScreenResizeScene4;
}
ScreenResize::~ScreenResize() {
}
HWND ScreenResize::get_first_window() {
if (GRAPHICS_WINDOWS.size() == 0) {
return NULL;
}
return GRAPHICS_WINDOWS[0];
}
void ScreenResize::reset_window() {
this->reset_vars_to_default();
if (GRAPHICS_WINDOWED) {
const auto window = get_first_window();
if (window) {
graphics_move_resize_window(window);
graphics_update_window_style(window);
}
}
}
void ScreenResize::reset_vars_to_default() {
cfg::SCREENRESIZE->enable_screen_resize = false;
cfg::SCREENRESIZE->screen_resize_current_scene = 0;
cfg::SCREENRESIZE->enable_linear_filter = true;
for (size_t i = 0; i < std::size(cfg::SCREENRESIZE->scene_settings); i++) {
auto& scene = cfg::SCREENRESIZE->scene_settings[i];
scene.keep_aspect_ratio = true;
scene.offset_x = 0;
scene.offset_y = 0;
scene.scale_x = 1.f;
scene.scale_y = 1.f;
}
cfg::SCREENRESIZE->enable_window_resize = false;
cfg::SCREENRESIZE->window_always_on_top = false;
cfg::SCREENRESIZE->window_decoration = cfg::WindowDecorationMode::Default;
cfg::SCREENRESIZE->window_offset_x = 0;
cfg::SCREENRESIZE->window_offset_y = 0;
cfg::SCREENRESIZE->client_keep_aspect_ratio = true;
cfg::SCREENRESIZE->client_width = cfg::SCREENRESIZE->init_client_width;
cfg::SCREENRESIZE->client_height = cfg::SCREENRESIZE->init_client_height;
}
void ScreenResize::build_content() {
ImGui::Text("For: %s", eamuse_get_game().c_str());
{
if (ImGui::TreeNodeEx("Image Resize", ImGuiTreeNodeFlags_DefaultOpen)) {
this->build_fullscreen_config();
ImGui::TreePop();
}
}
ImGui::BeginDisabled(!GRAPHICS_WINDOWED);
{
int flags = 0;
if (GRAPHICS_WINDOWED) {
flags |= ImGuiTreeNodeFlags_DefaultOpen;
}
if (ImGui::TreeNodeEx("Window Size", flags)) {
build_windowed_config();
ImGui::TreePop();
}
ImGui::EndDisabled();
}
ImGui::Separator();
build_footer();
}
void ScreenResize::build_fullscreen_config() {
// enable checkbox
ImGui::Checkbox("Enable", &cfg::SCREENRESIZE->enable_screen_resize);
ImGui::SameLine();
ImGui::HelpMarker("Hint: bind a key to Screen Resize for a quick toggle.");
ImGui::BeginDisabled(!cfg::SCREENRESIZE->enable_screen_resize);
ImGui::Checkbox("Linear Filter", &cfg::SCREENRESIZE->enable_linear_filter);
if (ImGui::RadioButton("Scene 1", cfg::SCREENRESIZE->screen_resize_current_scene == 0)) {
cfg::SCREENRESIZE->screen_resize_current_scene = 0;
}
ImGui::SameLine();
if (ImGui::RadioButton("Scene 2", cfg::SCREENRESIZE->screen_resize_current_scene == 1)) {
cfg::SCREENRESIZE->screen_resize_current_scene = 1;
}
ImGui::SameLine();
if (ImGui::RadioButton("Scene 3", cfg::SCREENRESIZE->screen_resize_current_scene == 2)) {
cfg::SCREENRESIZE->screen_resize_current_scene = 2;
}
ImGui::SameLine();
if (ImGui::RadioButton("Scene 4", cfg::SCREENRESIZE->screen_resize_current_scene == 3)) {
cfg::SCREENRESIZE->screen_resize_current_scene = 3;
}
ImGui::SameLine();
ImGui::HelpMarker(
"Hint: bind a key to Screen Resize 1/2/3/4 for quick scene switching. "
"Scene 1 is the default scene activated when starting the game.");
auto& scene = cfg::SCREENRESIZE->scene_settings[cfg::SCREENRESIZE->screen_resize_current_scene];
// general settings
ImGui::InputInt("X Offset", &scene.offset_x);
ImGui::SameLine();
ImGui::HelpMarker("Hint: ctrl + click on +/- buttons to move quickly.");
ImGui::InputInt("Y Offset", &scene.offset_y);
ImGui::SameLine();
ImGui::HelpMarker("Hint: ctrl + click on +/- buttons to move quickly.");
// aspect ratio
ImGui::Checkbox("Keep Aspect Ratio", &scene.keep_aspect_ratio);
if (scene.keep_aspect_ratio) {
if (ImGui::SliderFloat("Scale", &scene.scale_x, 0.5f, 2.5f)) {
scene.scale_y = scene.scale_x;
}
ImGui::SameLine();
ImGui::HelpMarker("Hint: ctrl + click on the slider to type in a numeric value.");
} else {
ImGui::SliderFloat("Width Scale", &scene.scale_x, 0.5f, 2.5f);
ImGui::SameLine();
ImGui::HelpMarker("Hint: ctrl + click on the slider to type in a numeric value.");
ImGui::SliderFloat("Height Scale", &scene.scale_y, 0.5f, 2.5f);
ImGui::SameLine();
ImGui::HelpMarker("Hint: ctrl + click on the slider to type in a numeric value.");
}
ImGui::EndDisabled();
}
void ScreenResize::build_windowed_config() {
// for now, only supports the first window
const auto window = get_first_window();
if (!window) {
return;
}
ImGui::TextUnformatted("Warning: may cause some games to crash.");
ImGui::BeginDisabled(graphics_window_change_crashes_game());
if (ImGui::Combo(
"Window Style",
&cfg::SCREENRESIZE->window_decoration,
"Default\0Borderless\0Resizable Window\0\0")) {
graphics_update_window_style(window);
}
ImGui::EndDisabled();
ImGui::SameLine();
ImGui::HelpMarker(
"Change window decoration. Resizable Window may not cause your mouse cursor to change, "
"but you can still drag to resize. Disabled for some games due to incompatibility.");
if (ImGui::Checkbox("Always on Top", &cfg::SCREENRESIZE->window_always_on_top) ) {
graphics_update_z_order(window);
}
ImGui::BeginDisabled();
ImGui::Checkbox("Forced Render Scaling", &GRAPHICS_WINDOW_BACKBUFFER_SCALE);
ImGui::EndDisabled();
ImGui::SameLine();
ImGui::HelpMarker(
"For windowed mode: forcibly set DX9 back buffer dimensions to match window size. "
"Reduces pixelated scaling artifacts. Works great on some games, but completely broken on others.\n\n"
"This can't be changed in-game; instead, set -windowscale option in spicecfg and restart.");
ImGui::Checkbox("Keep Aspect Ratio", &cfg::SCREENRESIZE->client_keep_aspect_ratio);
ImGui::Checkbox("Manual window move/resize", &cfg::SCREENRESIZE->enable_window_resize);
ImGui::BeginDisabled(!cfg::SCREENRESIZE->enable_window_resize);
bool changed = false;
const uint32_t step = 1;
const uint32_t step_fast = 10;
ImGui::BeginDisabled(cfg::SCREENRESIZE->client_keep_aspect_ratio);
ImGui::InputScalar(
"Width",
ImGuiDataType_U32,
&cfg::SCREENRESIZE->client_width,
&step, &step_fast, nullptr);
changed |= ImGui::IsItemDeactivatedAfterEdit();
ImGui::EndDisabled();
ImGui::InputScalar(
"Height",
ImGuiDataType_U32,
&cfg::SCREENRESIZE->client_height,
&step, &step_fast, nullptr);
changed |= ImGui::IsItemDeactivatedAfterEdit();
ImGui::InputScalar(
"X Offset",
ImGuiDataType_S32,
&cfg::SCREENRESIZE->window_offset_x,
&step, &step_fast, nullptr);
changed |= ImGui::IsItemDeactivatedAfterEdit();
ImGui::InputScalar(
"Y Offset",
ImGuiDataType_S32,
&cfg::SCREENRESIZE->window_offset_y,
&step, &step_fast, nullptr);
changed |= ImGui::IsItemDeactivatedAfterEdit();
if (changed) {
if (cfg::SCREENRESIZE->client_keep_aspect_ratio) {
cfg::SCREENRESIZE->client_width =
cfg::SCREENRESIZE->client_height * cfg::SCREENRESIZE->init_client_aspect_ratio;
}
graphics_move_resize_window(window);
}
ImGui::EndDisabled();
}
void ScreenResize::build_footer() {
// reset button
if (ImGui::Button("Reset")) {
this->reset_window();
}
// load button
ImGui::SameLine();
if (ImGui::Button("Load")) {
cfg::SCREENRESIZE->config_load();
}
// save button
ImGui::SameLine();
if (ImGui::Button("Save")) {
cfg::SCREENRESIZE->config_save();
}
}
void ScreenResize::update() {
Window::update();
auto overlay_buttons = games::get_buttons_overlay(eamuse_get_game());
// toggle
if (this->toggle_screen_resize != ~0u) {
bool toggle_screen_resize_new = overlay_buttons
&& this->overlay->hotkeys_triggered()
&& GameAPI::Buttons::getState(RI_MGR, overlay_buttons->at(this->toggle_screen_resize));
if (toggle_screen_resize_new && !this->toggle_screen_resize_state) {
cfg::SCREENRESIZE->enable_screen_resize = !cfg::SCREENRESIZE->enable_screen_resize;
}
this->toggle_screen_resize_state = toggle_screen_resize_new;
}
// scene switch
auto toggle_scene_state_new = ~0u;
for (size_t i = 0; i < std::size(this->toggle_scene); i++) {
if (this->toggle_scene[i] == ~0u) {
continue;
}
bool scene_switched = overlay_buttons
&& this->overlay->hotkeys_triggered()
&& GameAPI::Buttons::getState(RI_MGR, overlay_buttons->at(this->toggle_scene[i]));
if (scene_switched) {
toggle_scene_state_new = (uint32_t)i;
}
// only detect rising edges of key presses
if (scene_switched && (this->toggle_scene_state != i)) {
if (cfg::SCREENRESIZE->screen_resize_current_scene == (int8_t)i &&
cfg::SCREENRESIZE->enable_screen_resize) {
// this scene is already active, turn scaling off
cfg::SCREENRESIZE->enable_screen_resize = false;
} else {
// switch to scene
cfg::SCREENRESIZE->enable_screen_resize = true;
cfg::SCREENRESIZE->screen_resize_current_scene = i;
}
break;
}
}
// remember if a key was pressed (or nothing pressed) this frame
this->toggle_scene_state = toggle_scene_state_new;
}
}