Files
spice2x.github.io/src/spice2x/overlay/windows/popn_sub.cpp
T
bicarus 9936088286 popn: subscreen overlay (#631)
## Link to GitHub Issue or related Pull Request, if one exists
#618 

## Description of change

Add overlay for subscreen.

Add an option for no subscreen window.

Use the same "force redraw subscreen" logic we used in SDVX to fix the
same issue.

Known issues:

* still crashing when running windowed if there is only one monitor
* having only one monitor causes sunscreen overlay to not work
(NumberOfAdaptersInGroup issue?)

## Testing
2026-04-12 02:11:24 -07:00

54 lines
2.1 KiB
C++

#undef CINTERFACE
#include "avs/game.h"
#include "popn_sub.h"
#include "games/popn/popn.h"
#include "hooks/graphics/graphics.h"
#include "touch/touch.h"
namespace overlay::windows {
PopnSubScreen::PopnSubScreen(SpiceOverlay *overlay) : GenericSubScreen(overlay) {
this->title = "Pop'n Subscreen";
if (!games::popn::is_pikapika_model()) {
this->disabled_message = "Game did not launch as Pikapika Pop-kun (invalid <spec>)!";
} else if (games::popn::SHOW_PIKA_MONITOR_WARNING) {
this->disabled_message = "Subscreen overlay is not compatible with -dxmainadapter option, use -mainmonitor instead";
} else if (GRAPHICS_WINDOWED && !GRAPHICS_PREVENT_SECONDARY_WINDOW) {
this->disabled_message = "Subscren overlay was not enabled in spicecfg. Use the second window (ALT+TAB).";
}
this->resize_callback = keep_16_by_10;
float size = 0.5f;
this->init_size = ImVec2(
ImGui::GetIO().DisplaySize.x * size,
(ImGui::GetIO().DisplaySize.x * size * 10 / 16) + ImGui::GetFrameHeight());
this->size_max = ImVec2(
ImGui::GetIO().DisplaySize.x - ImGui::GetFrameHeight() * 2,
ImGui::GetIO().DisplaySize.y - ImGui::GetFrameHeight() * 2);
// middle / bottom
this->init_pos = ImVec2(
ImGui::GetIO().DisplaySize.x / 2 - this->init_size.x / 2,
ImGui::GetIO().DisplaySize.y - this->init_size.y - (ImGui::GetFrameHeight() / 2));
}
void PopnSubScreen::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;
}
}
}