Files
spice2x.github.io/src/spice2x/overlay/imgui/impl_spice.cpp
T
bicarus-dev 7301cdaa6c imgui: reorganize imgui library files to mirror what's in the imgui releases (#285)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Functionally, no change.

Move ImGui library files around so that they mirror how they are
structured in imgui releases. This will make it easier to migrate to a
future version of ImGui.

Add a handful of static asserts to check that we have the necessary
features enabled / disabled in imgui header.

## Compiling
👍 

## Testing
Tested 32-bit overlay, 64-bit overlay, TDJ, and UFC overlays, and
spicecfg.

Interesting finds during ImGui testing (not part of this PR, but for
future reference when upgrading imgui version):
* Updating dx9 backend to the newest causes TDJ to stop rendering the
overlay completely (fine in UFC or any other game)
* Omitting `IMGUI_USE_BGRA_PACKED_COLOR` causes spicecfg software
renderer to use the wrong color (RGB format parsing error probably)
* At some point - v1.90? the `About` and `Licenses` buttons in spicecfg
stop responding after an upgrade, maybe our improper usage of MenuItem?
* Using the docking branch of ImGui is not required but we should just
stick to it for multi-viewport functionality which we may want to use
later.
2025-04-02 22:56:52 -07:00

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#include "impl_spice.h"
#include <windows.h>
#include "cfg/configurator.h"
#include "games/io.h"
#include "launcher/launcher.h"
#include "launcher/superexit.h"
#include "misc/eamuse.h"
#include "overlay/overlay.h"
#include "rawinput/rawinput.h"
#include "touch/touch.h"
#include "util/logging.h"
#include "util/utils.h"
#if !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) || \
!defined(IMGUI_DISABLE_DEFAULT_ALLOCATORS) || \
!defined(IMGUI_USE_BGRA_PACKED_COLOR) || \
!defined(IMGUI_HAS_VIEWPORT) || \
!defined(IMGUI_HAS_DOCK)
#error "fix imconfig.h after updating imgui version"
#endif
// state
static HWND g_hWnd = nullptr;
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
bool ImGui_ImplSpice_Init(HWND hWnd) {
log_misc("imgui_impl_spice", "init");
// check if already initialized
if (g_hWnd != nullptr) {
if (g_hWnd == hWnd) {
return true;
} else {
ImGui_ImplSpice_Shutdown();
}
}
// init performance stuff
if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
return false;
if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false;
// setup back-end capabilities flags
g_hWnd = hWnd;
ImGuiIO &io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;
io.BackendPlatformName = "imgui_impl_spice";
// keyboard mapping
io.KeyMap[ImGuiKey_Tab] = VK_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
// get display size
ImGui_ImplSpice_UpdateDisplaySize();
// return success
return true;
}
void ImGui_ImplSpice_Shutdown() {
log_misc("imgui_impl_spice", "shutdown");
// reset window handle
g_hWnd = nullptr;
}
void ImGui_ImplSpice_UpdateDisplaySize() {
// get display size
RECT rect;
::GetClientRect(g_hWnd, &rect);
ImGui::GetIO().DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
}
bool ImGui_ImplSpice_UpdateMouseCursor() {
// check if cursor should be changed
auto &io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) {
return false;
}
// update cursor
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) {
// hide OS mouse cursor if imgui is drawing it or if it wants no cursor
::SetCursor(nullptr);
} else {
// show OS mouse cursor
LPTSTR win32_cursor = IDC_ARROW;
switch (imgui_cursor) {
case ImGuiMouseCursor_Arrow:
win32_cursor = IDC_ARROW;
break;
case ImGuiMouseCursor_TextInput:
win32_cursor = IDC_IBEAM;
break;
case ImGuiMouseCursor_ResizeAll:
win32_cursor = IDC_SIZEALL;
break;
case ImGuiMouseCursor_ResizeEW:
win32_cursor = IDC_SIZEWE;
break;
case ImGuiMouseCursor_ResizeNS:
win32_cursor = IDC_SIZENS;
break;
case ImGuiMouseCursor_ResizeNESW:
win32_cursor = IDC_SIZENESW;
break;
case ImGuiMouseCursor_ResizeNWSE:
win32_cursor = IDC_SIZENWSE;
break;
case ImGuiMouseCursor_Hand:
win32_cursor = IDC_HAND;
break;
default:
break;
}
::SetCursor(::LoadCursor(nullptr, win32_cursor));
}
return true;
}
static void ImGui_ImplSpice_UpdateMousePos() {
// get current window size
RECT rect;
if (GetClientRect(g_hWnd, &rect)) {
ImVec2 window_size(
(float)(rect.right - rect.left),
(float)(rect.bottom - rect.top));
// set OS mouse position if requested
auto &io = ImGui::GetIO();
if (io.WantSetMousePos) {
POINT pos {
.x = static_cast<long>(io.MousePos.x),
.y = static_cast<long>(io.MousePos.y),
};
::ClientToScreen(g_hWnd, &pos);
::SetCursorPos(
static_cast<int>(pos.x / io.DisplaySize.x * window_size.x),
static_cast<int>(pos.y / io.DisplaySize.y * window_size.y));
}
// set mouse position
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
POINT pos;
if (HWND active_window = ::GetForegroundWindow()) {
if (active_window == g_hWnd
|| ::IsChild(active_window, g_hWnd)
|| ::IsChild(g_hWnd, active_window)
|| active_window == SPICETOUCH_TOUCH_HWND) {
if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos)) {
io.MousePos = ImVec2(
(float) pos.x * io.DisplaySize.x / window_size.x,
(float) pos.y * io.DisplaySize.y / window_size.y);
}
}
}
// fallback to touch hwnd
if (io.MousePos.x == -FLT_MAX || io.MousePos.y == -FLT_MAX) {
if (SPICETOUCH_TOUCH_HWND) {
if (::GetCursorPos(&pos) && ::ScreenToClient(SPICETOUCH_TOUCH_HWND, &pos)) {
io.MousePos = ImVec2(
(float) pos.x * io.DisplaySize.x / window_size.x,
(float) pos.y * io.DisplaySize.y / window_size.y);
}
}
}
// alternatively check touch
std::vector<TouchPoint> touch_points;
touch_get_points(touch_points, true);
static size_t delay_touch = 0;
static size_t delay_touch_target = 2;
static DWORD last_touch_id = ~0u;
if (!touch_points.empty()) {
// use the first touch point
auto &tp = touch_points[0];
io.MousePos.x = tp.x * io.DisplaySize.x / window_size.x;
io.MousePos.y = tp.y * io.DisplaySize.y / window_size.y;
// update cursor position
if (!tp.mouse) {
pos.x = static_cast<long>(io.MousePos.x);
pos.y = static_cast<long>(io.MousePos.y);
::ClientToScreen(g_hWnd, &pos);
::SetCursorPos(
static_cast<long>(pos.x / io.DisplaySize.x * window_size.x),
static_cast<long>(pos.y / io.DisplaySize.y * window_size.y));
}
// delay press
io.MouseDown[0] = delay_touch++ >= delay_touch_target && last_touch_id == tp.id;
if (last_touch_id == ~0u) {
last_touch_id = tp.id;
}
} else {
// reset
delay_touch = 0;
last_touch_id = ~0;
}
}
}
void ImGui_ImplSpice_NewFrame() {
// check if font is built
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt());
// setup time step
INT64 current_time;
::QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float) (current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;
// remember old state
BYTE KeysDownOld[sizeof(io.KeysDown)];
for (size_t i = 0; i < sizeof(io.KeysDown); i++) {
KeysDownOld[i] = io.KeysDown[i] ? ~0 : 0;
}
KeysDownOld[VK_SHIFT] |= KeysDownOld[VK_LSHIFT];
KeysDownOld[VK_SHIFT] |= KeysDownOld[VK_RSHIFT];
// reset keys state
io.MouseWheel = 0;
io.KeyCtrl = false;
io.KeyShift = false;
io.KeyAlt = false;
io.KeySuper = false;
memset(io.KeysDown, false, sizeof(io.KeysDown));
memset(io.MouseDown, false, sizeof(io.MouseDown));
// early quit if window not in focus
if (!superexit::has_focus()) {
return;
}
// read keyboard modifiers inputs
io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
io.KeySuper = (::GetKeyState(VK_LWIN) & 0x8000) != 0;
io.KeySuper |= (::GetKeyState(VK_RWIN) & 0x8000) != 0;
// apply windows mouse buttons
io.MouseDown[0] |= (get_async_primary_mouse()) != 0;
io.MouseDown[1] |= (get_async_secondary_mouse()) != 0;
io.MouseDown[2] |= (GetAsyncKeyState(VK_MBUTTON)) != 0;
// read new keys state
static long mouse_wheel_last = 0;
long mouse_wheel = 0;
if (RI_MGR != nullptr) {
auto devices = RI_MGR->devices_get();
for (auto &device : devices) {
switch (device.type) {
case rawinput::MOUSE: {
auto &mouse = device.mouseInfo;
// mouse button triggers
if (GetSystemMetrics(SM_SWAPBUTTON)) {
if (mouse->key_states[rawinput::MOUSEBTN_RIGHT]) {
io.MouseDown[0] = true;
}
if (mouse->key_states[rawinput::MOUSEBTN_LEFT]) {
io.MouseDown[1] = true;
}
} else {
if (mouse->key_states[rawinput::MOUSEBTN_LEFT]) {
io.MouseDown[0] = true;
}
if (mouse->key_states[rawinput::MOUSEBTN_RIGHT]) {
io.MouseDown[1] = true;
}
}
if (mouse->key_states[rawinput::MOUSEBTN_MIDDLE]) {
io.MouseDown[2] = true;
}
// final mouse wheel value should be all devices combined
mouse_wheel += mouse->pos_wheel;
break;
}
case rawinput::KEYBOARD: {
// iterate all virtual key codes
for (size_t vKey = 0; vKey < 256; vKey++) {
// get state (combined from all pages)
auto &key_states = device.keyboardInfo->key_states;
bool state = false;
for (size_t page_index = 0; page_index < 1024; page_index += 256) {
state |= key_states[page_index + vKey];
}
// trigger
io.KeysDown[vKey] |= state;
// generate character input, but only if WM_CHAR didn't take over the
// functionality
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),
reinterpret_cast<LPWORD>(buf),
0);
if (ret > 0) {
for (int i = 0; i < ret; i++) {
overlay::OVERLAY->input_char(buf[i]);
}
}
}
}
break;
}
default:
break;
}
}
}
// navigator input
auto buttons = games::get_buttons_overlay(eamuse_get_game());
if (buttons && (!overlay::OVERLAY || overlay::OVERLAY->hotkeys_triggered())) {
struct {
size_t index;
Button &btn;
} NAV_MAPPING[] = {
{ ImGuiNavInput_Activate, buttons->at(games::OverlayButtons::NavigatorActivate )},
{ ImGuiNavInput_Cancel, buttons->at(games::OverlayButtons::NavigatorCancel) },
{ ImGuiNavInput_DpadUp, buttons->at(games::OverlayButtons::NavigatorUp) },
{ ImGuiNavInput_DpadDown, buttons->at(games::OverlayButtons::NavigatorDown) },
{ ImGuiNavInput_DpadLeft, buttons->at(games::OverlayButtons::NavigatorLeft) },
{ ImGuiNavInput_DpadRight, buttons->at(games::OverlayButtons::NavigatorRight) },
};
for (auto mapping : NAV_MAPPING) {
if (GameAPI::Buttons::getState(RI_MGR, mapping.btn)) {
io.NavInputs[mapping.index] = 1;
}
}
}
// set mouse wheel
auto mouse_diff = mouse_wheel - mouse_wheel_last;
mouse_wheel_last = mouse_wheel;
io.MouseWheel = mouse_diff;
// update OS mouse position
ImGui_ImplSpice_UpdateMousePos();
if (cfg::CONFIGURATOR_STANDALONE) {
// if cursor is inside the client area, always set the OS cursor to what ImGui wants
// this is to deal with cases where mouse cursor changes outside the client rect and comes
// back into the window
// i'm sure there might be better ways to deal with this but this works so whatever, right?
RECT client_rect;
if (GetClientRect(g_hWnd, &client_rect)) {
POINT cursor;
if (GetCursorPos(&cursor) && ScreenToClient(g_hWnd, &cursor)) {
if (client_rect.left < cursor.x && cursor.x < client_rect.right &&
client_rect.top < cursor.y && cursor.y < client_rect.bottom) {
ImGui_ImplSpice_UpdateMouseCursor();
}
}
}
} else {
// update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (g_LastMouseCursor != mouse_cursor) {
g_LastMouseCursor = mouse_cursor;
ImGui_ImplSpice_UpdateMouseCursor();
}
}
}