#include "ImguiUI.h" #include "UIWidgets.h" #include "ResolutionEditor.h" #include "MultiplayerWindow.h" #include "FreecamWindow.h" #include "Tools.h" #include "SceneExplorer.h" #include "Properties.h" #include "TrackProperties.h" #include "ContentBrowser.h" #include #include #define IMGUI_DEFINE_MATH_OPERATORS #include "libultraship/src/Context.h" #include #include #include #include "port/Engine.h" #include "PortMenu.h" extern "C" { extern s32 gGamestateNext; extern s32 gMenuSelection; #include "audio/external.h" #include "defines.h" } namespace GameUI { // std::shared_ptr mGameMenuBar; std::shared_ptr mPortMenu; std::shared_ptr mConsoleWindow; std::shared_ptr mStatsWindow; std::shared_ptr mInputEditorWindow; std::shared_ptr mGfxDebuggerWindow; std::shared_ptr mMultiplayerWindow; std::shared_ptr mToolsWindow; std::shared_ptr mSceneExplorerWindow; std::shared_ptr mPropertiesWindow; std::shared_ptr mTrackPropertiesWindow; std::shared_ptr mContentBrowserWindow; void SetupGuiElements() { auto gui = Ship::Context::GetInstance()->GetWindow()->GetGui(); // mGameMenuBar = std::make_shared("gOpenMenuBar", CVarGetInteger("gOpenMenuBar", 0)); // gui->SetMenuBar(mGameMenuBar); mPortMenu = std::make_shared("gOpenMenu", "Port Menu"); gui->SetMenu(mPortMenu); //mMultiplayerWindow = gui->GetGuiWindow("Multiplayer"); //if (mMultiplayerWindow == nullptr) { // SPDLOG_ERROR("Could not find multiplayer window"); //} mStatsWindow = gui->GetGuiWindow("Stats"); if (mStatsWindow == nullptr) { SPDLOG_ERROR("Could not find stats window"); } mConsoleWindow = gui->GetGuiWindow("Console"); if (mConsoleWindow == nullptr) { SPDLOG_ERROR("Could not find console window"); } mInputEditorWindow = gui->GetGuiWindow("Input Editor"); if (mInputEditorWindow == nullptr) { SPDLOG_ERROR("Could not find input editor window"); return; } mGfxDebuggerWindow = gui->GetGuiWindow("GfxDebuggerWindow"); if (mGfxDebuggerWindow == nullptr) { SPDLOG_ERROR("Could not find input GfxDebuggerWindow"); } mToolsWindow = std::make_shared("gEditorEnabled", "Tools", ImVec2(100, 100), (ImGuiWindowFlags_NoTitleBar)); gui->AddGuiWindow(mToolsWindow); mSceneExplorerWindow = std::make_shared("gEditorEnabled", "Scene Explorer"); gui->AddGuiWindow(mSceneExplorerWindow); mPropertiesWindow = std::make_shared("gEditorEnabled", "Properties"); gui->AddGuiWindow(mPropertiesWindow); mTrackPropertiesWindow = std::make_shared("gEditorEnabled", "Track Properties"); gui->AddGuiWindow(mTrackPropertiesWindow); mContentBrowserWindow = std::make_shared("gEditorEnabled", "Content Browser"); gui->AddGuiWindow(mContentBrowserWindow); } void Destroy() { mConsoleWindow = nullptr; mStatsWindow = nullptr; mInputEditorWindow = nullptr; mToolsWindow = nullptr; mSceneExplorerWindow = nullptr; mPropertiesWindow = nullptr; mTrackPropertiesWindow = nullptr; mContentBrowserWindow = nullptr; } std::string GetWindowButtonText(const char* text, bool menuOpen) { char buttonText[100] = ""; if (menuOpen) { strcat(buttonText, ICON_FA_CHEVRON_RIGHT " "); } strcat(buttonText, text); if (!menuOpen) { strcat(buttonText, " "); } return buttonText; } } // namespace GameUI static const char* filters[3] = { #ifdef __WIIU__ "", #else "Three-Point", #endif "Linear", "None" }; void DrawSettingsMenu() { // if (UIWidgets::BeginMenu("Settings")) { // if (UIWidgets::BeginMenu("Audio")) { // UIWidgets::CVarSliderFloat("Master Volume", "gGameMasterVolume", 0.0f, 1.0f, 1.0f, { // .format = "%.0f%%", // .isPercentage = true, // }); // if (UIWidgets::CVarSliderFloat("Main Music Volume", "gMainMusicVolume", 0.0f, 1.0f, 1.0f, // { // .format = "%.0f%%", // .isPercentage = true, // })) { // audio_set_player_volume(SEQ_PLAYER_LEVEL, CVarGetFloat("gMainMusicVolume", 1.0f)); // } // if (UIWidgets::CVarSliderFloat("Sound Effects Volume", "gSFXMusicVolume", // 0.0f, 1.0f, 1.0f, { // .format = "%.0f%%", // .isPercentage = true, // })) { // audio_set_player_volume(SEQ_PLAYER_SFX, CVarGetFloat("gSFXMusicVolume", 1.0f)); // } // if (UIWidgets::CVarSliderFloat("Environment Volume", "gEnvironmentVolume", // 0.0f, 1.0f, 1.0f, { // .format = "%.0f%%", // .isPercentage = true, // })) { // audio_set_player_volume(SEQ_PLAYER_ENV, CVarGetFloat("gEnvironmentVolume", 1.0f)); // } // // static std::unordered_map audioBackendNames = { // { Ship::AudioBackend::WASAPI, "Windows Audio Session API" }, // { Ship::AudioBackend::SDL, "SDL" }, // }; // // ImGui::Text("Audio API (Needs reload)"); // auto currentAudioBackend = Ship::Context::GetInstance()->GetAudio()->GetCurrentAudioBackend(); // // if (Ship::Context::GetInstance()->GetAudio()->GetAvailableAudioBackends()->size() <= 1) { // UIWidgets::DisableComponent(ImGui::GetStyle().Alpha * 0.5f); // } // if (ImGui::BeginCombo("##AApi", audioBackendNames[currentAudioBackend])) { // for (uint8_t i = 0; i < // Ship::Context::GetInstance()->GetAudio()->GetAvailableAudioBackends()->size(); i++) { // auto backend = // Ship::Context::GetInstance()->GetAudio()->GetAvailableAudioBackends()->data()[i]; if // (ImGui::Selectable(audioBackendNames[backend], backend == currentAudioBackend)) { // Ship::Context::GetInstance()->GetAudio()->SetCurrentAudioBackend(backend); // } // } // ImGui::EndCombo(); // } // if (Ship::Context::GetInstance()->GetAudio()->GetAvailableAudioBackends()->size() <= 1) { // UIWidgets::ReEnableComponent(""); // } // // ImGui::EndMenu(); // } // // UIWidgets::Spacer(0); // // if (UIWidgets::BeginMenu("Controller")) { // UIWidgets::WindowButton("Controller Mapping", "gInputEditorWindow", GameUI::mInputEditorWindow); // // UIWidgets::Spacer(0); // // #ifndef __SWITCH__ // UIWidgets::CVarCheckbox( // "Menubar Controller Navigation", "gControlNav", // { .tooltip = "Allows controller navigation of the SOH menu bar (Settings, // Enhancements,...)\nCAUTION: " // "This will disable game inputs while the menubar is visible.\n\nD-pad to move between // " "items, A to select, and X to grab focus on the menu bar" }); // #endif // UIWidgets::CVarCheckbox("Show Inputs", "gInputEnabled", // { .tooltip = "Shows currently pressed inputs on the bottom right of the // screen" }); // if (CVarGetInteger("gInputEnabled", 0)) { // UIWidgets::CVarSliderFloat( // "Input Scale", "gInputScale", 1.0f, 3.0f, 1.0f, // { // .tooltip = "Sets the on screen size of the displayed inputs from the Show Inputs setting", // .format = "%.1fx", // }); // } // // ImGui::EndMenu(); // } // // ImGui::EndMenu(); // } // // ImGui::SetCursorPosY(0.0f); // if (UIWidgets::BeginMenu("Graphics")) { // UIWidgets::WindowButton("Resolution Editor", "gAdvancedResolutionEditorEnabled", // GameUI::mAdvancedResolutionSettingsWindow); // // UIWidgets::Spacer(0); // // // Previously was running every frame, and nothing was setting it? Maybe a bad copy/paste? // // Ship::Context::GetInstance()->GetWindow()->SetResolutionMultiplier(CVarGetFloat("gInternalResolution", // 1)); // // UIWidgets::Tooltip("Multiplies your output resolution by the value inputted, as a more intensive but // // effective form of anti-aliasing"); // #ifndef __WIIU__ // if (UIWidgets::CVarSliderInt( // "MSAA: %d", "gMSAAValue", 1, 8, 1, // { .tooltip = // "Activates multi-sample anti-aliasing when above 1x up to 8x for 8 samples for every pixel" // })) { // Ship::Context::GetInstance()->GetWindow()->SetMsaaLevel(CVarGetInteger("gMSAAValue", 1)); // } // #endif // // { // FPS Slider // const int minFps = 30; // static int maxFps; // if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == // Ship::WindowBackend::FAST3D_DXGI_DX11) { // maxFps = 360; // } else { // maxFps = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate(); // } // int currentFps = 0; // #ifdef __WIIU__ // UIWidgets::Spacer(0); // // only support divisors of 60 on the Wii U // if (currentFps > 60) { // currentFps = 60; // } else { // currentFps = 60 / (60 / currentFps); // } // // int fpsSlider = 1; // if (currentFps == 30) { // ImGui::Text("FPS: Original (30)"); // } else { // ImGui::Text("FPS: %d", currentFps); // if (currentFps == 30) { // fpsSlider = 2; // } else { // currentFps == 60 // fpsSlider = 3; // } // } // if (CVarGetInteger("gMatchRefreshRate", 0)) { // UIWidgets::DisableComponent(ImGui::GetStyle().Alpha * 0.5f); // } // // if (ImGui::Button(" - ##WiiUFPS")) { // fpsSlider--; // } // ImGui::SameLine(); // ImGui::SetCursorPosX(ImGui::GetCursorPosX() - 7.0f); // // UIWidgets::Spacer(0); // // ImGui::PushItemWidth(std::min((ImGui::GetContentRegionAvail().x - 60.0f), 260.0f)); // ImGui::SliderInt("##WiiUFPSSlider", &fpsSlider, 1, 3, "", ImGuiSliderFlags_AlwaysClamp); // ImGui::PopItemWidth(); // // ImGui::SameLine(); // ImGui::SetCursorPosX(ImGui::GetCursorPosX() - 7.0f); // if (ImGui::Button(" + ##WiiUFPS")) { // fpsSlider++; // } // // if (CVarGetInteger("gMatchRefreshRate", 0)) { // UIWidgets::ReEnableComponent(""); // } // if (fpsSlider > 3) { // fpsSlider = 3; // } else if (fpsSlider < 1) { // fpsSlider = 1; // } // // if (fpsSlider == 1) { // currentFps = 20; // } else if (fpsSlider == 2) { // currentFps = 30; // } else if (fpsSlider == 3) { // currentFps = 60; // } // CVarSetInteger("gInterpolationFPS", currentFps); // Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesNextFrame(); // #else // bool matchingRefreshRate = // CVarGetInteger("gMatchRefreshRate", 0) && // Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() != // Ship::WindowBackend::FAST3D_DXGI_DX11; // UIWidgets::CVarSliderInt((currentFps == 20) ? "FPS: Original (20)" : "FPS: %d", "gInterpolationFPS", // minFps, // maxFps, 1, { .disabled = matchingRefreshRate }); // #endif // if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == // Ship::WindowBackend::FAST3D_DXGI_DX11) { // UIWidgets::Tooltip( // "Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. " // "This is purely " // "visual and does not impact game logic, execution of glitches etc.\n\n" // "A higher target FPS than your monitor's refresh rate will waste resources, and might give a // worse " "result."); // } else { // UIWidgets::Tooltip( // "Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. This is // purely " "visual and does not impact game logic, execution of glitches etc."); // } // } // END FPS Slider // // if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == // Ship::WindowBackend::FAST3D_DXGI_DX11) { // UIWidgets::Spacer(0); // if (ImGui::Button("Match Refresh Rate")) { // int hz = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate(); // if (hz >= 30 && hz <= 360) { // CVarSetInteger("gInterpolationFPS", hz); // Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesNextFrame(); // } // } // } else { // UIWidgets::PaddedEnhancementCheckbox("Match Refresh Rate", "gMatchRefreshRate", true, false); // } // // UIWidgets::Tooltip("Matches interpolation value to the current game's window refresh rate"); // // if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == // Ship::WindowBackend::FAST3D_DXGI_DX11) { // UIWidgets::PaddedEnhancementSliderInt( // CVarGetInteger("gExtraLatencyThreshold", 0) == 0 ? "Jitter fix: Off" : "Jitter fix: >= %d FPS", // "##ExtraLatencyThreshold", "gExtraLatencyThreshold", 0, 360, "", 0, true, true, false); // UIWidgets::Tooltip("When Interpolation FPS setting is at least this threshold, add one frame of input // lag " // "(e.g. 16.6 ms for 60 FPS) in order to avoid jitter. This setting allows the CPU to // " "work on one frame while GPU works on the previous frame.\nThis setting should be // used " "when your computer is too slow to do CPU + GPU work in time."); // } // // UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f); // // static std::unordered_map windowBackendNames = { // { Ship::WindowBackend::FAST3D_DXGI_DX11, "DirectX" }, // { Ship::WindowBackend::FAST3D_SDL_OPENGL, "OpenGL" }, // { Ship::WindowBackend::FAST3D_SDL_METAL, "Metal" }, // }; // // ImGui::Text("Renderer API (Needs reload)"); // Ship::WindowBackend runningWindowBackend = Ship::Context::GetInstance()->GetWindow()->GetWindowBackend(); // Ship::WindowBackend configWindowBackend; // int configWindowBackendId = Ship::Context::GetInstance()->GetConfig()->GetInt("Window.Backend.Id", -1); // if (Ship::Context::GetInstance()->GetWindow()->IsAvailableWindowBackend(configWindowBackendId)) { // configWindowBackend = static_cast(configWindowBackendId); // } else { // configWindowBackend = runningWindowBackend; // } // // if (Ship::Context::GetInstance()->GetWindow()->GetAvailableWindowBackends()->size() <= 1) { // UIWidgets::DisableComponent(ImGui::GetStyle().Alpha * 0.5f); // } // if (ImGui::BeginCombo("##RApi", windowBackendNames[configWindowBackend])) { // for (size_t i = 0; i < // Ship::Context::GetInstance()->GetWindow()->GetAvailableWindowBackends()->size(); // i++) { // auto backend = Ship::Context::GetInstance()->GetWindow()->GetAvailableWindowBackends()->data()[i]; // if (ImGui::Selectable(windowBackendNames[backend], backend == configWindowBackend)) { // Ship::Context::GetInstance()->GetConfig()->SetInt("Window.Backend.Id", // static_cast(backend)); // Ship::Context::GetInstance()->GetConfig()->SetString("Window.Backend.Name", // windowBackendNames[backend]); // Ship::Context::GetInstance()->GetConfig()->Save(); // } // } // ImGui::EndCombo(); // } // if (Ship::Context::GetInstance()->GetWindow()->GetAvailableWindowBackends()->size() <= 1) { // UIWidgets::ReEnableComponent(""); // } // // if (Ship::Context::GetInstance()->GetWindow()->CanDisableVerticalSync()) { // UIWidgets::PaddedEnhancementCheckbox("Enable Vsync", "gVsyncEnabled", true, false); // } // // if (Ship::Context::GetInstance()->GetWindow()->SupportsWindowedFullscreen()) { // UIWidgets::PaddedEnhancementCheckbox("Windowed fullscreen", "gSdlWindowedFullscreen", true, false); // } // // if (Ship::Context::GetInstance()->GetWindow()->GetGui()->SupportsViewports()) { // UIWidgets::PaddedEnhancementCheckbox("Allow multi-windows", "gEnableMultiViewports", true, false, // false, "", // UIWidgets::CheckboxGraphics::Cross, true); // UIWidgets::Tooltip("Allows windows to be able to be dragged off of the main game window. Requires a // reload " // "to take effect."); // } // // // If more filters are added to LUS, make sure to add them to the filters list here // ImGui::Text("Texture Filter (Needs reload)"); // // UIWidgets::EnhancementCombobox("gTextureFilter", filters, 0); // // UIWidgets::Spacer(0); // // Ship::Context::GetInstance()->GetWindow()->GetGui()->GetGameOverlay()->DrawSettings(); // // ImGui::EndMenu(); // } } void DrawMenuBarIcon() { static bool gameIconLoaded = false; if (!gameIconLoaded) { // Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadTexture("Game_Icon", // "textures/icons/gIcon.png"); gameIconLoaded = false; } if (Ship::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName("Game_Icon")) { #ifdef __SWITCH__ ImVec2 iconSize = ImVec2(20.0f, 20.0f); float posScale = 1.0f; #elif defined(__WIIU__) ImVec2 iconSize = ImVec2(16.0f * 2, 16.0f * 2); float posScale = 2.0f; #else ImVec2 iconSize = ImVec2(20.0f, 20.0f); float posScale = 1.5f; #endif ImGui::SetCursorPos(ImVec2(5, 2.5f) * posScale); ImGui::Image(Ship::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName("Game_Icon"), iconSize); ImGui::SameLine(); ImGui::SetCursorPos(ImVec2(25, 0) * posScale); } } void DrawGameMenu() { } void DrawEnhancementsMenu() { if (UIWidgets::BeginMenu("Enhancements")) { if (UIWidgets::BeginMenu("Gameplay")) { ImGui::EndMenu(); } ImGui::EndMenu(); } } void DrawCheatsMenu() { } const char* debugInfoPages[6] = { "Object", "Check Surface", "Map", "Stage", "Effect", "Enemy", }; void DrawDebugMenu() { } void GameMenuBar::DrawElement() { if (ImGui::BeginMenuBar()) { DrawMenuBarIcon(); DrawGameMenu(); ImGui::SetCursorPosY(0.0f); // DrawSettingsMenu(); ImGui::SetCursorPosY(0.0f); // DrawEnhancementsMenu(); ImGui::SetCursorPosY(0.0f); // DrawCheatsMenu(); ImGui::SetCursorPosY(0.0f); // DrawDebugMenu(); ImGui::EndMenuBar(); } }