#include "ImguiUI.h" #include "UIWidgets.h" #include "ResolutionEditor.h" #include #include #define IMGUI_DEFINE_MATH_OPERATORS #include "libultraship/src/Context.h" #include #include #include #include "port/Engine.h" extern "C" { #include "sys.h" #include } namespace GameUI { std::shared_ptr mGameMenuBar; std::shared_ptr mConsoleWindow; std::shared_ptr mStatsWindow; std::shared_ptr mInputEditorWindow; std::shared_ptr mGfxDebuggerWindow; std::shared_ptr 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("gOpenMenuBar", CVarGetInteger("gOpenMenuBar", 0)); gui->SetMenuBar(mGameMenuBar); 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"); } mAdvancedResolutionSettingsWindow = std::make_shared("gAdvancedResolutionEditorEnabled", "Advanced Resolution Settings"); gui->AddGuiWindow(mAdvancedResolutionSettingsWindow); } void Destroy() { mAdvancedResolutionSettingsWindow = 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; } } 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, })) { float val = CVarGetFloat("gMainMusicVolume", 1.0f) * 100; gSaveFile.save.data.musicVolume = val; Audio_SetVolume(AUDIO_TYPE_MUSIC, val); } if (UIWidgets::CVarSliderFloat("Voice Volume", "gVoiceVolume", 0.0f, 1.0f, 1.0f, { .format = "%.0f%%", .isPercentage = true, })) { float val = CVarGetFloat("gVoiceVolume", 1.0f) * 100; gSaveFile.save.data.voiceVolume = val; Audio_SetVolume(AUDIO_TYPE_VOICE, val); } if (UIWidgets::CVarSliderFloat("Sound Effects Volume", "gSFXMusicVolume", 0.0f, 1.0f, 1.0f, { .format = "%.0f%%", .isPercentage = true, })) { float val = CVarGetFloat("gSFXMusicVolume", 1.0f) * 100; gSaveFile.save.data.sfxVolume = val; Audio_SetVolume(AUDIO_TYPE_SFX, val); } 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", 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 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 (configWindowBackendId != -1 && configWindowBackendId < static_cast(Ship::WindowBackend::WINDOW_BACKEND_COUNT)) { 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()->LoadGuiTexture("Game_Icon", "textures/icons/gIcon.png", ImVec4(1.0f, 1.0f, 1.0f, 1.0f)); 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("Starship")) { 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")) { if (UIWidgets::BeginMenu("Gameplay")) { UIWidgets::CVarCheckbox("No Level of Detail (LOD)", "gDisableLOD", { .tooltip = "Disable Level of Detail (LOD) to avoid models using lower poly versions at a distance" }); ImGui::EndMenu(); } ImGui::EndMenu(); } } void DrawCheatsMenu() { if (UIWidgets::BeginMenu("Cheats")) { UIWidgets::CVarCheckbox("Infinite Lives", "gInfiniteLives"); UIWidgets::CVarCheckbox("Infinite Bombs", "gInfiniteBombs"); UIWidgets::CVarCheckbox("Hyper Laser", "gHyperLaser"); ImGui::EndMenu(); } } void DrawHit64Menu() { if (UIWidgets::BeginMenu("Hit+64")) { UIWidgets::CVarCheckbox("Self destruct button", "gHit64SelfDestruct", { .tooltip = "Press Down on the D-PAD to instantly self destruct." }); UIWidgets::CVarCheckbox("Start with Falco dead", "gHit64FalcoDead", { .tooltip = "Start the level with with Falco dead." }); UIWidgets::CVarCheckbox("Start with Slippy dead", "gHit64SlippyDead", { .tooltip = "Start the level with with Slippy dead." }); UIWidgets::CVarCheckbox("Start with Peppy dead", "gHit64PeppyDead", { .tooltip = "Start the level with with Peppy dead." }); // UIWidgets::CVarCheckbox("Infinite Bombs", "gInfiniteBombs"); // UIWidgets::CVarCheckbox("Hyper Laser", "gHyperLaser"); 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 = "TBD" }); UIWidgets::CVarCheckbox("Level Selector", "gLevelSelector", { .tooltip = "Allows you to select any level from the main menu" }); UIWidgets::CVarCheckbox("Skip Briefing", "gSkipBriefing", { .tooltip = "Allows you to skip the briefing sequence in level select" }); UIWidgets::CVarCheckbox("Enable Expert Mode", "gForceExpertMode", { .tooltip = "Allows you to force expert mode" }); UIWidgets::CVarCheckbox("SFX Jukebox", "gSfxJukebox", { .tooltip = "Allows you to play sound effects from the game" }); UIWidgets::CVarCheckbox("Spawner Mod", "gSpawnerMod", { .tooltip = "Spawn Scenery, Actors, Bosses, Sprites, Items, Effects and even Event Actors.\n" "\n" "Controls:\n" "D-Pad left and right to set the object Id.\n" "C-Right to change between spawn modes.\n" "Analog stick sets the spawn position.\n" "L-Trigger to spawn the object.\n" "D-Pad UP to kill all objects.\n" "D-Pad DOWN to freeze/unfreeze the ship speed.\n" "WARNING: Spawning an object that's not loaded in memory will likely result in a crash." }); UIWidgets::CVarCheckbox("Disable stars interpolation", "gDisableStarsInterpolation", { .tooltip = "Disable starfield interpolation for performance" }); UIWidgets::CVarCheckbox("Jump To Map", "gDebugJumpToMap", { .tooltip = "Press Z + R + C-UP to get back to the map" }); UIWidgets::CVarCheckbox("L To Warp Zone", "gDebugWarpZone", { .tooltip = "Press L to get into the Warp Zone" }); UIWidgets::CVarCheckbox("L to Level Complete", "gDebugLevelComplete", { .tooltip = "Press L to Level Complete" }); UIWidgets::CVarCheckbox("L to All-Range mode", "gDebugJumpToAllRange", { .tooltip = "Press L to switch to All-Range mode" }); UIWidgets::CVarCheckbox("Disable Collision", "gDebugNoCollision", { .tooltip = "Disable vehicle collision" }); UIWidgets::CVarCheckbox("Speed Control", "gDebugSpeedControl", { .tooltip = "Control the Arwing speed" }); UIWidgets::Spacer(0); 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); DrawHit64Menu(); ImGui::SetCursorPosY(0.0f); DrawDebugMenu(); ImGui::EndMenuBar(); } }