Files
spice2x.github.io/src/spice2x/overlay/window.cpp
T
bicarus 9651051990 overlay: make overlay toggle behavior more consistent (#743)
Clean up how various overlay toggle shortcuts work with the main menu
visible.
2026-06-07 21:56:06 -07:00

204 lines
6.0 KiB
C++

#include "window.h"
#include "cfg/configurator.h"
#include "util/logging.h"
#include "games/io.h"
#include "misc/eamuse.h"
#include "external/imgui/imgui_internal.h"
overlay::Window::Window(SpiceOverlay *overlay) : overlay(overlay) {
}
overlay::Window::~Window() {
// kill children
for (auto &child : this->children) {
delete child;
}
}
void overlay::Window::update() {
// check if toggle is enabled
if (this->toggle_button != ~0u) {
// get state
auto overlay_buttons = games::get_buttons_overlay(eamuse_get_game());
bool toggle_button_new = overlay_buttons
&& this->overlay->hotkeys_triggered()
&& GameAPI::Buttons::getState(RI_MGR, overlay_buttons->at(this->toggle_button));
if (toggle_button_new && !this->toggle_button_state) {
// if the overlay is hidden just reactivate it
if (!this->overlay->get_active()) {
// but don't let the main menu occlude it if it was previously visible
if (this->overlay->window_main_menu) {
this->overlay->window_main_menu->set_active(false);
}
this->active = true;
this->overlay->set_active(true);
} else {
this->toggle_active();
}
// raise to the top, but only because the user pressed the hotkey and
// the window is now visible
if (this->active) {
this->bring_to_front();
}
}
this->toggle_button_state = toggle_button_new;
}
// update children
auto it = this->children.begin();
while (it != this->children.end()) {
(*it)->update();
if ((*it)->active) {
it++;
} else {
delete (*it);
this->children.erase(it);
}
}
}
void overlay::Window::build() {
// check if active
if (!this->active) {
return;
}
if (this->draws_window) {
// automatic max window size
if (!cfg::CONFIGURATOR_STANDALONE && (size_max.x < 0 || size_max.y < 0)) {
auto &display_size = ImGui::GetIO().DisplaySize;
ImVec2 size_max_auto(display_size.x - 100, display_size.y - 100);
ImGui::SetNextWindowSizeConstraints(size_min, size_max_auto, resize_callback);
} else {
ImGui::SetNextWindowSizeConstraints(size_min, size_max, resize_callback);
}
// background alpha
if (this->bg_alpha != 1.f) {
ImGui::SetNextWindowBgAlpha(this->bg_alpha);
}
if (this->remove_window_padding) {
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
}
const bool custom_window_padding =
!this->remove_window_padding && this->window_padding.x >= 0.f;
if (custom_window_padding) {
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, this->window_padding);
}
// create window
// NoFocusOnAppearing: when the overlay is re-shown every window reappears at
// once and ImGui would auto-focus whichever is submitted last, stealing the
// top spot. suppress that so only an explicit focus request (see below)
// decides what comes to the front.
const std::string window_id = this->title + "###" + to_string(this);
if (ImGui::Begin(
window_id.c_str(),
&this->active,
this->flags | ImGuiWindowFlags_NoFocusOnAppearing)) {
// window attributes - init_pos / init_size are only honored once
// (ImGuiCond_Once), so compute them a single time instead of every frame
if (!this->initial_window_calculated) {
this->initial_window_calculated = true;
this->calculate_initial_window();
}
ImGui::SetWindowPos(this->init_pos, ImGuiCond_Once);
ImGui::SetWindowSize(this->init_size, ImGuiCond_Once);
// add content
this->build_content();
// build children
for (auto &child : this->children) {
child->build();
}
}
// end window
ImGui::End();
// apply an explicit focus request now that the window exists. FocusWindow
// with UnlessBelowModal raises it to the front, but keeps it right below
// any blocking popup/modal instead of jumping in front of it (this also
// re-orders brand-new windows that ImGui places on top by default).
if (this->request_focus) {
this->request_focus = false;
if (ImGuiWindow *w = ImGui::FindWindowByName(window_id.c_str())) {
ImGui::FocusWindow(w, ImGuiFocusRequestFlags_UnlessBelowModal);
}
}
if (this->remove_window_padding) {
ImGui::PopStyleVar();
ImGui::PopStyleVar();
ImGui::PopStyleVar();
}
if (custom_window_padding) {
ImGui::PopStyleVar();
}
} else {
// add raw content
this->build_content();
}
}
void overlay::Window::toggle_active() {
// flip bool
this->active = !this->active;
// update children
for (auto &child : this->children) {
child->toggle_active();
}
}
void overlay::Window::set_active(bool active) {
// toggle if different
if (this->get_active() != active) {
// flip bool
this->active = !this->active;
// update children
for (auto &child : this->children) {
child->set_active(this->active);
}
}
}
void overlay::Window::bring_to_front() {
this->request_focus = true;
}
bool overlay::Window::get_active() {
// check for active children
for (auto &child : this->children) {
if (child->get_active()) {
return true;
}
}
// now it depends on us
return this->active;
}