Files
SpaghettiKart/src/port/ui/ImguiUI.cpp
T
coco875 da87c9d5e8 clang format add header (#83)
* clang format add header

* Update course_offsets.c

* clang format

* Update ImguiUI.h

* Update actors.c
2024-09-11 09:19:20 -06:00

567 lines
23 KiB
C++

#include "ImguiUI.h"
#include "UIWidgets.h"
#include "ResolutionEditor.h"
#include "GameInfoWindow.h"
#include "MultiplayerWindow.h"
#include "FreecamWindow.h"
#include <spdlog/spdlog.h>
#include <imgui.h>
#define IMGUI_DEFINE_MATH_OPERATORS
#include "libultraship/src/Context.h"
#include <imgui_internal.h>
#include <libultraship/libultraship.h>
#include <Fast3D/gfx_pc.h>
#include "port/Engine.h"
extern "C" {}
namespace GameUI {
std::shared_ptr<GameMenuBar> mGameMenuBar;
std::shared_ptr<Ship::GuiWindow> mConsoleWindow;
std::shared_ptr<Ship::GuiWindow> mStatsWindow;
std::shared_ptr<Ship::GuiWindow> mInputEditorWindow;
std::shared_ptr<Ship::GuiWindow> mGfxDebuggerWindow;
std::shared_ptr<Ship::GuiWindow> mGameInfoWindow;
std::shared_ptr<Ship::GuiWindow> mMultiplayerWindow;
std::shared_ptr<Ship::GuiWindow> mFreecamWindow;
std::shared_ptr<AdvancedResolutionSettings::AdvancedResolutionSettingsWindow> mAdvancedResolutionSettingsWindow;
void SetupGuiElements() {
auto gui = Ship::Context::GetInstance()->GetWindow()->GetGui();
auto& style = ImGui::GetStyle();
style.FramePadding = ImVec2(4.0f, 6.0f);
style.ItemSpacing = ImVec2(8.0f, 6.0f);
style.Colors[ImGuiCol_MenuBarBg] = UIWidgets::Colors::DarkGray;
mGameMenuBar = std::make_shared<GameMenuBar>("gOpenMenuBar", CVarGetInteger("gOpenMenuBar", 0));
gui->SetMenuBar(mGameMenuBar);
mMultiplayerWindow = gui->GetGuiWindow("Multiplayer");
if (mMultiplayerWindow == nullptr) {
SPDLOG_ERROR("Could not find multiplayer window");
}
mGameInfoWindow = gui->GetGuiWindow("GameInfo");
if (mGameInfoWindow == nullptr) {
SPDLOG_ERROR("Could not find game info 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");
}
mMultiplayerWindow = std::make_shared<Multiplayer::MultiplayerWindow>("gMultiplayerWindowEnabled", "Multiplayer");
gui->AddGuiWindow(mMultiplayerWindow);
mFreecamWindow = gui->GetGuiWindow("FreecamWindow");
if (mFreecamWindow == nullptr) {
SPDLOG_ERROR("Could not find input FreecamWindow");
}
mFreecamWindow = std::make_shared<Freecam::FreecamWindow>("gFreecamEnabled", "Freecam");
gui->AddGuiWindow(mFreecamWindow);
mGameInfoWindow = std::make_shared<GameInfo::GameInfoWindow>("gGameInfoEnabled", "Game info");
gui->AddGuiWindow(mGameInfoWindow);
mAdvancedResolutionSettingsWindow = std::make_shared<AdvancedResolutionSettings::AdvancedResolutionSettingsWindow>(
"gAdvancedResolutionEditorEnabled", "Advanced Resolution Settings");
gui->AddGuiWindow(mAdvancedResolutionSettingsWindow);
}
void Destroy() {
mAdvancedResolutionSettingsWindow = nullptr;
mGameInfoWindow = nullptr;
mConsoleWindow = nullptr;
mStatsWindow = nullptr;
mInputEditorWindow = 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<Ship::AudioBackend, const char*> audioBackendNames = {
// { Ship::AudioBackend::WASAPI, "Windows Audio Session API" },
// { Ship::AudioBackend::PULSE, "PulseAudio" },
// { Ship::AudioBackend::SDL, "SDL" },
// };
//
// ImGui::Text("Audio API (Needs reload)");
// auto currentAudioBackend = Ship::Context::GetInstance()->GetAudio()->GetAudioBackend();
//
// 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()->SetAudioBackend(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()->SaveConsoleVariablesOnNextTick();
#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()->SaveConsoleVariablesOnNextTick();
}
}
} 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", 80) == 0 ? "Jitter fix: Off" : "Jitter fix: >= %d FPS",
"##ExtraLatencyThreshold", "gExtraLatencyThreshold", 0, 360, "", 80, 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<Ship::WindowBackend, const char*> 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<Ship::WindowBackend>(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<int>(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() {
if (UIWidgets::BeginMenu("Spaghetti")) {
if (UIWidgets::MenuItem("Reset",
#ifdef __APPLE__
"Command-R"
#else
"Ctrl+R"
#endif
)) {
// gNextGameState = GSTATE_BOOT;
}
#if !defined(__SWITCH__) && !defined(__WIIU__)
if (UIWidgets::MenuItem("Toggle Fullscreen", "F9")) {
Ship::Context::GetInstance()->GetWindow()->ToggleFullscreen();
}
if (UIWidgets::MenuItem("Quit")) {
Ship::Context::GetInstance()->GetWindow()->Close();
}
#endif
ImGui::EndMenu();
}
}
void DrawEnhancementsMenu() {
if (UIWidgets::BeginMenu("Enhancements")) {
UIWidgets::WindowButton("Multiplayer", "gMultiplayerWindowEnabled", GameUI::mMultiplayerWindow,
{ .tooltip = "Shows the multiplayer window" });
if (UIWidgets::BeginMenu("Gameplay")) {
UIWidgets::WindowButton("Freecam", "gFreecam", GameUI::mFreecamWindow,
{ .tooltip = "Allows you to fly around the course" });
UIWidgets::CVarCheckbox(
"No Level of Detail (LOD)", "gDisableLod",
{ .tooltip = "Disable Level of Detail (LOD) to avoid models using lower poly versions at a distance" });
UIWidgets::CVarCheckbox("Select any star from menu", "gCompletedGame",
{ .tooltip = "Unlocks extra mode and sets all gold cups." });
UIWidgets::CVarCheckbox("Disable Culling", "gNoCulling", { .tooltip = "Disable original culling of mk64" });
UIWidgets::CVarSliderFloat(
"Far Frustrum", "gFarFrustrum", 0.0f, 10000.0f, 10000.0f,
{ .tooltip = "Say how Far the Frustrum are when 'Disable Culling' are enable", .step = 10.0f });
ImGui::EndMenu();
}
ImGui::EndMenu();
}
}
void DrawCheatsMenu() {
if (UIWidgets::BeginMenu("Cheats")) {
UIWidgets::CVarCheckbox("Enable Custom CC", "gEnableCustomCC");
UIWidgets::CVarSliderFloat("Custom CC", "gCustomCC", 0.0, 1000.0, 150.0, { .step = 10.0 });
UIWidgets::CVarCheckbox("Disable Wall Collision", "gNoWallColision", { .tooltip = "Disable wall collision." });
UIWidgets::CVarSliderFloat(
"Min Height", "gMinHeight", -50.0f, 50.0f, 0.0f,
{ .tooltip = "When Disable Wall Collision are enable what is the minimal height you can get." });
ImGui::EndMenu();
}
}
const char* debugInfoPages[6] = {
"Object", "Check Surface", "Map", "Stage", "Effect", "Enemy",
};
void DrawDebugMenu() {
if (UIWidgets::BeginMenu("Developer")) {
UIWidgets::WindowButton(
"Gfx Debugger", "gGfxDebuggerEnabled", GameUI::mGfxDebuggerWindow,
{ .tooltip =
"Enables the Gfx Debugger window, allowing you to input commands, type help for some examples" });
UIWidgets::CVarCheckbox("Debug mode", "gEnableDebugMode", { .tooltip = "Enable debug mode" });
UIWidgets::CVarCheckbox("Level Selector", "gLevelSelector",
{ .tooltip = "Allows you to select any level from the main menu" });
UIWidgets::CVarCheckbox("SFX Jukebox", "gSfxJukebox",
{ .tooltip = "Allows you to play sound effects from the game" });
UIWidgets::CVarCheckbox("Render Collision", "gRenderCollisionMesh",
{ .tooltip = "Renders the collision mesh instead of the course mesh" });
UIWidgets::Spacer(0);
UIWidgets::WindowButton("GameInfo", "gGameInfoEnabled", GameUI::mGameInfoWindow,
{ .tooltip = "Shows the game info window, contains player and actor information" });
UIWidgets::WindowButton(
"Stats", "gStatsEnabled", GameUI::mStatsWindow,
{ .tooltip = "Shows the stats window, with your FPS and frametimes, and the OS you're playing on" });
UIWidgets::WindowButton(
"Console", "gConsoleEnabled", GameUI::mConsoleWindow,
{ .tooltip = "Enables the console window, allowing you to input commands, type help for some examples" });
ImGui::EndMenu();
}
}
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();
}
}