Files
spice2x.github.io/src/spice2x/overlay/windows/gfdm_sub.cpp
T
bicarus 821a705a7d gitadora: (arena model) single window mode + subscreen overlay (#486)
## Link to GitHub Issue, if one exists
#477 

## Description of change
This is a work in progress.

What works:
- [x] subscreen overlay shows the touch screen image (in windowed mode)
- [x] touch works in the overlay
- [x] only the main window is shown, other windows are not launched

What doesn't:
- [ ] game occasionally crashes when entering test menu?
- [ ] full screen mode is not tested at all due to monitor requirements
- [ ] need more polish (various options to control the behavior)
2026-01-17 02:17:33 -08:00

55 lines
2.0 KiB
C++

#include "avs/game.h"
#include "gfdm_sub.h"
#include "games/gitadora/gitadora.h"
#include "hooks/graphics/graphics.h"
#include "touch/touch.h"
namespace overlay::windows {
GitaDoraSubScreen::GitaDoraSubScreen(SpiceOverlay *overlay) : GenericSubScreen(overlay) {
this->title = "GITADORA Subscreen";
if (!games::gitadora::is_arena_model()) {
this->disabled_message = "Requires Arena Model!";
}
this->resize_callback = keep_10_by_16;
// medium size - perfect for "layout B" in GW Delta, though in drums it covers the pacemaker
float size = 0.64f;
if (games::gitadora::SUBSCREEN_OVERLAY_SIZE.has_value()) {
if (games::gitadora::SUBSCREEN_OVERLAY_SIZE.value() == "large") {
// enough to not cover the FPS overlay
size = 0.88f;
} else if (games::gitadora::SUBSCREEN_OVERLAY_SIZE.value() == "small") {
size = 0.48f;
}
}
const float height = ImGui::GetIO().DisplaySize.y * size;
const float width = height * 10 / 16;
this->init_size = ImVec2(width, height + ImGui::GetFrameHeight());
// bottom right
this->init_pos = ImVec2(
ImGui::GetIO().DisplaySize.x - ImGui::GetFrameHeight() / 4 - this->init_size.x,
ImGui::GetIO().DisplaySize.y - this->init_size.y - (ImGui::GetFrameHeight() / 4));
}
void GitaDoraSubScreen::touch_transform(const ImVec2 xy_in, LONG *x_out, LONG *y_out) {
if (!this->get_active()) {
return;
}
if (GRAPHICS_WINDOWED) {
// Touch needs to be registered on global coords
*x_out = SPICETOUCH_TOUCH_X + xy_in.x * SPICETOUCH_TOUCH_WIDTH;
*y_out = SPICETOUCH_TOUCH_Y + xy_in.y * SPICETOUCH_TOUCH_HEIGHT;
} else {
// Fullscreen mode, scale to game coords
*x_out = xy_in.x * ImGui::GetIO().DisplaySize.x;
*y_out = xy_in.y * ImGui::GetIO().DisplaySize.y;
}
}
}