Files
spice2x_spice2x.github.io/src/spice2x/overlay/windows/screen_resize.cpp
T
bicarus 7a1f46d1be gitadora: (arena model) fix window settings not working (#494)
## Link to GitHub Issue, if one exists
#477 

## Description of change
F11 menu (window settings) did not work for arena model because the game
engine races to create many windows, so our logic of grabbing the first
window created doesn't always get the main window.

## Testing
2026-01-02 15:07:32 -08:00

320 lines
12 KiB
C++

#include <games/io.h>
#include "screen_resize.h"
#include "avs/game.h"
#include "cfg/screen_resize.h"
#include "hooks/graphics/graphics.h"
#include "overlay/imgui/extensions.h"
#include "misc/eamuse.h"
#include "util/logging.h"
#include "util/utils.h"
namespace overlay::windows {
ScreenResize::ScreenResize(SpiceOverlay *overlay) : Window(overlay) {
this->title = "Screen Resize";
this->flags = ImGuiWindowFlags_AlwaysAutoResize;
this->init_pos = ImVec2(10, 10);
this->toggle_button = games::OverlayButtons::ToggleScreenResize;
this->toggle_screen_resize = games::OverlayButtons::ScreenResize;
this->toggle_scene[0] = games::OverlayButtons::ScreenResizeScene1;
this->toggle_scene[1] = games::OverlayButtons::ScreenResizeScene2;
this->toggle_scene[2] = games::OverlayButtons::ScreenResizeScene3;
this->toggle_scene[3] = games::OverlayButtons::ScreenResizeScene4;
}
ScreenResize::~ScreenResize() {
}
HWND ScreenResize::get_first_window() {
// hack for gitadora arena model which races to create many windows
// so [0] is not always the main one
if (GRAPHICS_WINDOW_MAIN.has_value()) {
return GRAPHICS_WINDOW_MAIN.value();
}
if (GRAPHICS_WINDOWS.size() == 0) {
return NULL;
}
return GRAPHICS_WINDOWS[0];
}
void ScreenResize::reset_window() {
this->reset_vars_to_default();
if (GRAPHICS_WINDOWED) {
const auto window = get_first_window();
if (window) {
graphics_move_resize_window(window);
graphics_update_window_style(window);
}
}
}
void ScreenResize::reset_vars_to_default() {
cfg::SCREENRESIZE->enable_screen_resize = false;
cfg::SCREENRESIZE->screen_resize_current_scene = 0;
cfg::SCREENRESIZE->enable_linear_filter = true;
for (size_t i = 0; i < std::size(cfg::SCREENRESIZE->scene_settings); i++) {
auto& scene = cfg::SCREENRESIZE->scene_settings[i];
scene.keep_aspect_ratio = true;
scene.offset_x = 0;
scene.offset_y = 0;
scene.scale_x = 1.f;
scene.scale_y = 1.f;
scene.duplicate = cfg::ScreenDuplicateMode::None;
}
cfg::SCREENRESIZE->enable_window_resize = false;
cfg::SCREENRESIZE->window_always_on_top = false;
cfg::SCREENRESIZE->window_decoration = cfg::WindowDecorationMode::Default;
cfg::SCREENRESIZE->window_offset_x = 0;
cfg::SCREENRESIZE->window_offset_y = 0;
cfg::SCREENRESIZE->client_keep_aspect_ratio = true;
cfg::SCREENRESIZE->client_width = cfg::SCREENRESIZE->init_client_width;
cfg::SCREENRESIZE->client_height = cfg::SCREENRESIZE->init_client_height;
}
void ScreenResize::build_content() {
ImGui::Text("For: %s", eamuse_get_game().c_str());
{
if (ImGui::TreeNodeEx("Image Resize", ImGuiTreeNodeFlags_DefaultOpen)) {
this->build_fullscreen_config();
ImGui::TreePop();
}
}
ImGui::BeginDisabled(!GRAPHICS_WINDOWED);
{
int flags = 0;
if (GRAPHICS_WINDOWED) {
flags |= ImGuiTreeNodeFlags_DefaultOpen;
}
if (ImGui::TreeNodeEx("Window Size", flags)) {
build_windowed_config();
ImGui::TreePop();
}
ImGui::EndDisabled();
}
ImGui::Separator();
build_footer();
}
void ScreenResize::build_fullscreen_config() {
// enable checkbox
ImGui::Checkbox("Enable", &cfg::SCREENRESIZE->enable_screen_resize);
ImGui::SameLine();
ImGui::HelpMarker("Hint: bind a key to Screen Resize for a quick toggle.");
ImGui::BeginDisabled(!cfg::SCREENRESIZE->enable_screen_resize);
ImGui::Checkbox("Linear Filter", &cfg::SCREENRESIZE->enable_linear_filter);
if (ImGui::RadioButton("Scene 1", cfg::SCREENRESIZE->screen_resize_current_scene == 0)) {
cfg::SCREENRESIZE->screen_resize_current_scene = 0;
}
ImGui::SameLine();
if (ImGui::RadioButton("Scene 2", cfg::SCREENRESIZE->screen_resize_current_scene == 1)) {
cfg::SCREENRESIZE->screen_resize_current_scene = 1;
}
ImGui::SameLine();
if (ImGui::RadioButton("Scene 3", cfg::SCREENRESIZE->screen_resize_current_scene == 2)) {
cfg::SCREENRESIZE->screen_resize_current_scene = 2;
}
ImGui::SameLine();
if (ImGui::RadioButton("Scene 4", cfg::SCREENRESIZE->screen_resize_current_scene == 3)) {
cfg::SCREENRESIZE->screen_resize_current_scene = 3;
}
ImGui::SameLine();
ImGui::HelpMarker(
"Hint: bind a key to Screen Resize 1/2/3/4 for quick scene switching. "
"Scene 1 is the default scene activated when starting the game.");
auto& scene = cfg::SCREENRESIZE->scene_settings[cfg::SCREENRESIZE->screen_resize_current_scene];
// general settings
ImGui::InputInt("X Offset", &scene.offset_x);
ImGui::SameLine();
ImGui::HelpMarker("Hint: ctrl + click on +/- buttons to move quickly.");
ImGui::InputInt("Y Offset", &scene.offset_y);
ImGui::SameLine();
ImGui::HelpMarker("Hint: ctrl + click on +/- buttons to move quickly.");
// aspect ratio
ImGui::Checkbox("Keep Aspect Ratio", &scene.keep_aspect_ratio);
if (scene.keep_aspect_ratio) {
if (ImGui::SliderFloat("Scale", &scene.scale_x, 0.5f, 2.5f)) {
scene.scale_y = scene.scale_x;
}
ImGui::SameLine();
ImGui::HelpMarker("Hint: ctrl + click on the slider to type in a numeric value.");
} else {
ImGui::SliderFloat("Width Scale", &scene.scale_x, 0.5f, 2.5f);
ImGui::SameLine();
ImGui::HelpMarker("Hint: ctrl + click on the slider to type in a numeric value.");
ImGui::SliderFloat("Height Scale", &scene.scale_y, 0.5f, 2.5f);
ImGui::SameLine();
ImGui::HelpMarker("Hint: ctrl + click on the slider to type in a numeric value.");
}
static const char* dupe_items[] = { "None", "Copy Left", "Copy Right" };
ImGui::Combo(
"Duplicate",
reinterpret_cast<int *>(&scene.duplicate),
dupe_items,
ARRAYSIZE(dupe_items));
ImGui::SameLine();
ImGui::HelpMarker(
"Show an identical copy of the image on the left or right, allowing you to achieve "
"wrap-around effect when an offset is set.");
ImGui::EndDisabled();
}
void ScreenResize::build_windowed_config() {
// for now, only supports the first window
const auto window = get_first_window();
if (!window) {
return;
}
ImGui::TextUnformatted("Warning: may cause some games to crash.");
ImGui::BeginDisabled(graphics_window_change_crashes_game());
if (ImGui::Combo(
"Window Style",
&cfg::SCREENRESIZE->window_decoration,
"Default\0Borderless\0Resizable Window\0\0")) {
graphics_update_window_style(window);
}
ImGui::EndDisabled();
ImGui::SameLine();
ImGui::HelpMarker(
"Change window decoration. Resizable Window may not cause your mouse cursor to change, "
"but you can still drag to resize. Disabled for some games due to incompatibility.");
if (ImGui::Checkbox("Always On Top", &cfg::SCREENRESIZE->window_always_on_top) ) {
graphics_update_z_order(window, cfg::SCREENRESIZE->window_always_on_top);
}
ImGui::BeginDisabled();
ImGui::Checkbox("Forced Render Scaling", &GRAPHICS_WINDOW_BACKBUFFER_SCALE);
ImGui::EndDisabled();
ImGui::SameLine();
ImGui::HelpMarker(
"For windowed mode: forcibly set DX9 back buffer dimensions to match window size. "
"Reduces pixelated scaling artifacts. Works great on some games, but completely broken on others.\n\n"
"This can't be changed in-game; instead, set -windowscale option in spicecfg and restart.");
ImGui::Checkbox("Keep Aspect Ratio", &cfg::SCREENRESIZE->client_keep_aspect_ratio);
ImGui::Checkbox("Manual window move/resize", &cfg::SCREENRESIZE->enable_window_resize);
ImGui::BeginDisabled(!cfg::SCREENRESIZE->enable_window_resize);
bool changed = false;
const uint32_t step = 1;
const uint32_t step_fast = 10;
ImGui::BeginDisabled(cfg::SCREENRESIZE->client_keep_aspect_ratio);
ImGui::InputScalar(
"Width",
ImGuiDataType_U32,
&cfg::SCREENRESIZE->client_width,
&step, &step_fast, nullptr);
changed |= ImGui::IsItemDeactivatedAfterEdit();
ImGui::EndDisabled();
ImGui::InputScalar(
"Height",
ImGuiDataType_U32,
&cfg::SCREENRESIZE->client_height,
&step, &step_fast, nullptr);
changed |= ImGui::IsItemDeactivatedAfterEdit();
ImGui::InputScalar(
"X Offset",
ImGuiDataType_S32,
&cfg::SCREENRESIZE->window_offset_x,
&step, &step_fast, nullptr);
changed |= ImGui::IsItemDeactivatedAfterEdit();
ImGui::InputScalar(
"Y Offset",
ImGuiDataType_S32,
&cfg::SCREENRESIZE->window_offset_y,
&step, &step_fast, nullptr);
changed |= ImGui::IsItemDeactivatedAfterEdit();
if (changed) {
if (cfg::SCREENRESIZE->client_keep_aspect_ratio) {
cfg::SCREENRESIZE->client_width =
cfg::SCREENRESIZE->client_height * cfg::SCREENRESIZE->init_client_aspect_ratio;
}
graphics_move_resize_window(window);
}
ImGui::EndDisabled();
}
void ScreenResize::build_footer() {
// reset button
if (ImGui::Button("Reset")) {
this->reset_window();
}
// load button
ImGui::SameLine();
if (ImGui::Button("Load")) {
cfg::SCREENRESIZE->config_load();
}
// save button
ImGui::SameLine();
if (ImGui::Button("Save")) {
cfg::SCREENRESIZE->config_save();
}
}
void ScreenResize::update() {
Window::update();
auto overlay_buttons = games::get_buttons_overlay(eamuse_get_game());
// toggle
if (this->toggle_screen_resize != ~0u) {
bool toggle_screen_resize_new = overlay_buttons
&& this->overlay->hotkeys_triggered()
&& GameAPI::Buttons::getState(RI_MGR, overlay_buttons->at(this->toggle_screen_resize));
if (toggle_screen_resize_new && !this->toggle_screen_resize_state) {
cfg::SCREENRESIZE->enable_screen_resize = !cfg::SCREENRESIZE->enable_screen_resize;
}
this->toggle_screen_resize_state = toggle_screen_resize_new;
}
// scene switch
auto toggle_scene_state_new = ~0u;
for (size_t i = 0; i < std::size(this->toggle_scene); i++) {
if (this->toggle_scene[i] == ~0u) {
continue;
}
bool scene_switched = overlay_buttons
&& this->overlay->hotkeys_triggered()
&& GameAPI::Buttons::getState(RI_MGR, overlay_buttons->at(this->toggle_scene[i]));
if (scene_switched) {
toggle_scene_state_new = (uint32_t)i;
}
// only detect rising edges of key presses
if (scene_switched && (this->toggle_scene_state != i)) {
if (cfg::SCREENRESIZE->screen_resize_current_scene == (int8_t)i &&
cfg::SCREENRESIZE->enable_screen_resize) {
// this scene is already active, turn scaling off
cfg::SCREENRESIZE->enable_screen_resize = false;
} else {
// switch to scene
cfg::SCREENRESIZE->enable_screen_resize = true;
cfg::SCREENRESIZE->screen_resize_current_scene = i;
}
break;
}
}
// remember if a key was pressed (or nothing pressed) this frame
this->toggle_scene_state = toggle_scene_state_new;
}
}