mirror of
https://github.com/spice2x/spice2x.github.io.git
synced 2026-08-01 22:30:42 -07:00
100caa0f5c
## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change Create three distinct layers for the overlay: 1. Bottommost persistent layer - non-interactable layer that is always on. This was only for notifications, but now the FPS widget lives here as well. 2. Overlay windows layer - most interactable windows go here. 3. Topmost main menu - this is reserved for the main menu (escape key) and this is a modal dialog that occludes the layers below. Why? - `toggle overlay` behavior with FPS widget *also* toggling on/off was a bit confusing (now they're two separate keys) - FPS widget is popular, but it caused the entire overlay to be active, which affects how input is handled - the main menu being a standalone window was a little awkward (now it's a modal) ## Testing
125 lines
5.0 KiB
C++
125 lines
5.0 KiB
C++
#include <algorithm>
|
|
#include "external/fmt/include/fmt/chrono.h"
|
|
#include "fps.h"
|
|
|
|
namespace overlay::windows {
|
|
|
|
// tighter internal cell padding than the imgui default (4, 2)
|
|
static const ImVec2 FPS_CELL_PADDING(4.0f, 1.0f);
|
|
|
|
// tighter window padding than the imgui default (8, 8)
|
|
static const ImVec2 FPS_WINDOW_PADDING(6.0f, 4.0f);
|
|
|
|
FPS::FPS(SpiceOverlay *overlay) : Window(overlay) {
|
|
this->title = "Stats";
|
|
this->flags = ImGuiWindowFlags_NoTitleBar
|
|
| ImGuiWindowFlags_NoResize
|
|
| ImGuiWindowFlags_NoCollapse
|
|
| ImGuiWindowFlags_NoFocusOnAppearing
|
|
| ImGuiWindowFlags_NoBringToFrontOnFocus
|
|
| ImGuiWindowFlags_NoNavFocus
|
|
| ImGuiWindowFlags_NoNavInputs
|
|
| ImGuiWindowFlags_NoNav
|
|
| ImGuiWindowFlags_NoMove
|
|
| ImGuiWindowFlags_NoInputs
|
|
| ImGuiWindowFlags_NoDocking;
|
|
this->bg_alpha = 0.5f;
|
|
this->window_padding = FPS_WINDOW_PADDING;
|
|
this->start_time =
|
|
std::chrono::floor<std::chrono::seconds>(std::chrono::system_clock::now());
|
|
}
|
|
|
|
void FPS::calculate_initial_window() {
|
|
// size the window explicitly (no AlwaysAutoResize) so the corner anchoring
|
|
// below is exact; the footprint mirrors the fixed-fit table in build_content()
|
|
const float line_h = ImGui::GetTextLineHeight();
|
|
const int rows = 3;
|
|
|
|
// widest label and widest value drive the two fixed-fit columns
|
|
const float label_w = (std::max)(
|
|
ImGui::CalcTextSize("Time").x,
|
|
ImGui::CalcTextSize("Game").x);
|
|
const float value_w = ImGui::CalcTextSize("00:00:00").x;
|
|
|
|
const float win_w = label_w + value_w
|
|
+ FPS_CELL_PADDING.x * 2
|
|
+ FPS_WINDOW_PADDING.x * 2;
|
|
const float win_h = (line_h + FPS_CELL_PADDING.y * 2) * rows
|
|
+ FPS_WINDOW_PADDING.y * 2;
|
|
this->init_size = ImVec2(win_w, win_h);
|
|
|
|
// bottom-anchored windows use a larger edge margin (matching notification
|
|
// toasts) since they overlap the same on-screen UI; other edges hug closer
|
|
const float edge_margin = overlay::apply_scaling(4);
|
|
const float bottom_margin = overlay::apply_scaling(20);
|
|
const ImVec2 &display = ImGui::GetIO().DisplaySize;
|
|
|
|
const bool right =
|
|
overlay::FPS_LOCATION == overlay::FpsLocation::TopRight ||
|
|
overlay::FPS_LOCATION == overlay::FpsLocation::BottomRight;
|
|
const bool bottom =
|
|
overlay::FPS_LOCATION == overlay::FpsLocation::BottomLeft ||
|
|
overlay::FPS_LOCATION == overlay::FpsLocation::BottomRight;
|
|
|
|
const float pos_x = right ? display.x - win_w - edge_margin : edge_margin;
|
|
const float pos_y = bottom ? display.y - win_h - bottom_margin : edge_margin;
|
|
this->init_pos = ImVec2(pos_x, pos_y);
|
|
}
|
|
|
|
void FPS::build_content() {
|
|
|
|
ImGuiIO &io = ImGui::GetIO();
|
|
|
|
const auto now = std::chrono::system_clock::now();
|
|
const auto now_s = std::chrono::floor<std::chrono::seconds>(now);
|
|
|
|
const std::time_t tt = std::chrono::system_clock::to_time_t(now_s);
|
|
std::tm local_tm{};
|
|
localtime_s(&local_tm, &tt);
|
|
|
|
const auto uptime = now_s - this->start_time;
|
|
|
|
// right-align a label within the current cell so the label column reads
|
|
// flush against the value column instead of looking ragged. the label is
|
|
// only slightly dimmer than normal text (not the much darker "disabled" tone)
|
|
const ImGuiStyle &style = ImGui::GetStyle();
|
|
ImVec4 label_col = style.Colors[ImGuiCol_Text];
|
|
label_col.w *= 0.7f;
|
|
const auto label = [&label_col](const char *text) {
|
|
const float avail = ImGui::GetContentRegionAvail().x;
|
|
const float text_w = ImGui::CalcTextSize(text).x;
|
|
if (avail > text_w) {
|
|
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (avail - text_w));
|
|
}
|
|
ImGui::TextColored(label_col, "%s", text);
|
|
};
|
|
|
|
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, FPS_CELL_PADDING);
|
|
if (ImGui::BeginTable("##fps_stats", 2, ImGuiTableFlags_SizingFixedFit)) {
|
|
|
|
ImGui::TableNextRow();
|
|
ImGui::TableSetColumnIndex(0);
|
|
label("FPS");
|
|
ImGui::TableSetColumnIndex(1);
|
|
ImGui::Text("%.2f", io.Framerate);
|
|
|
|
ImGui::TableNextRow();
|
|
ImGui::TableSetColumnIndex(0);
|
|
label("Time");
|
|
ImGui::TableSetColumnIndex(1);
|
|
ImGui::TextUnformatted(fmt::format("{:%H:%M:%S}", local_tm).c_str());
|
|
|
|
ImGui::TableNextRow();
|
|
ImGui::TableSetColumnIndex(0);
|
|
label("Game");
|
|
ImGui::TableSetColumnIndex(1);
|
|
ImGui::TextUnformatted(
|
|
fmt::format("{:%H:%M:%S}",
|
|
std::chrono::floor<std::chrono::seconds>(uptime)).c_str());
|
|
|
|
ImGui::EndTable();
|
|
}
|
|
ImGui::PopStyleVar();
|
|
}
|
|
}
|