Merge remote-tracking branch 'origin/main' into feature/autosave

# Conflicts:
#	src/dusk/imgui/ImGuiMenuEnhancements.cpp
#	src/dusk/settings.cpp
#	src/f_ap/f_ap_game.cpp
This commit is contained in:
MelonSpeedruns
2026-04-24 12:54:40 -04:00
77 changed files with 2163 additions and 929 deletions
+418 -171
View File
@@ -5,45 +5,18 @@
#include "ImGuiConsole.hpp"
#include "ImGuiMenuGame.hpp"
#include "ImGuiConfig.hpp"
#include <imgui_internal.h>
#include "JSystem/JUtility/JUTGamePad.h"
#include "dusk/audio/DuskAudioSystem.h"
#include "dusk/audio/DuskDsp.hpp"
#include "dusk/dusk.h"
#include "dusk/main.h"
#include "dusk/hotkeys.h"
#include "dusk/settings.h"
#include "m_Do/m_Do_controller_pad.h"
#include "m_Do/m_Do_graphic.h"
#include <aurora/gfx.h>
#include <aurora/lib/logging.hpp>
#include <SDL3/SDL_gamepad.h>
#include <SDL3/SDL_misc.h>
#include "dusk/main.h"
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#if defined(_WIN32) || (defined(__APPLE__) && !TARGET_OS_IOS && !TARGET_OS_MACCATALYST) || (defined(__linux__) && !defined(__ANDROID__))
#define DUSK_CAN_OPEN_DATA_FOLDER 1
namespace fs = std::filesystem;
static void OpenDataFolder() {
const std::string path = fs::absolute(fs::path(aurora::g_config.configPath)).generic_string();
#if defined(_WIN32)
const std::string url = std::string("file:///") + path;
#else
const std::string url = std::string("file://") + path;
#endif
(void)SDL_OpenURL(url.c_str());
}
#else
#define DUSK_CAN_OPEN_DATA_FOLDER 0
#endif
namespace {
constexpr int kInternalResolutionScaleMax = 12;
@@ -63,149 +36,13 @@ namespace dusk {
ImGuiMenuGame::ImGuiMenuGame() {}
void ImGuiMenuGame::draw() {
if (ImGui::BeginMenu("Game")) {
if (ImGui::BeginMenu("Graphics")) {
if (!IsMobile) {
if (ImGui::MenuItem("Toggle Fullscreen", hotkeys::TOGGLE_FULLSCREEN)) {
ToggleFullscreen();
}
if (ImGui::MenuItem("Default Window Size")) {
getSettings().video.enableFullscreen.setValue(false);
VISetWindowFullscreen(false);
VISetWindowSize(FB_WIDTH * 2, FB_HEIGHT * 2);
VICenterWindow();
}
}
bool vsync = getSettings().video.enableVsync;
if (ImGui::Checkbox("Enable Vsync", &vsync)) {
getSettings().video.enableVsync.setValue(vsync);
aurora_enable_vsync(vsync);
config::Save();
}
bool lockAspect = getSettings().video.lockAspectRatio;
if (ImGui::Checkbox("Force 4:3 Aspect Ratio", &lockAspect)) {
getSettings().video.lockAspectRatio.setValue(lockAspect);
if (lockAspect) {
AuroraSetViewportPolicy(AURORA_VIEWPORT_FIT);
} else {
AuroraSetViewportPolicy(AURORA_VIEWPORT_STRETCH);
}
config::Save();
}
u32 internalResolutionWidth = 0;
u32 internalResolutionHeight = 0;
AuroraGetRenderSize(&internalResolutionWidth, &internalResolutionHeight);
ImGui::TextDisabled("Current internal resolution: %ux%u", internalResolutionWidth,
internalResolutionHeight);
int scale = std::clamp(getSettings().game.internalResolutionScale.getValue(), 0,
kInternalResolutionScaleMax);
if (ImGui::SliderInt("Internal Resolution", &scale, 0, kInternalResolutionScaleMax,
scale == 0 ? "Auto" : "%dx"))
{
getSettings().game.internalResolutionScale.setValue(scale);
VISetFrameBufferScale(static_cast<float>(scale));
config::Save();
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Auto renders at the native window resolution.\n"
"Higher values scale the game's internal framebuffer.");
}
constexpr const char* bloomModeNames[] = {"Off", "Classic", "Dusk"};
int bloomMode = static_cast<int>(getSettings().game.bloomMode.getValue());
if (ImGui::BeginCombo("Bloom", bloomModeNames[bloomMode])) {
for (int i = 0; i < IM_ARRAYSIZE(bloomModeNames); i++) {
const bool selected = bloomMode == i;
if (ImGui::Selectable(bloomModeNames[i], selected)) {
getSettings().game.bloomMode.setValue(static_cast<BloomMode>(i));
config::Save();
}
if (selected) {
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
bool bloomOff = bloomMode == static_cast<int>(BloomMode::Off);
if (bloomOff) ImGui::BeginDisabled();
float mult = getSettings().game.bloomMultiplier.getValue();
if (ImGui::SliderFloat("Bloom Brightness", &mult, 0.0f, 1.0f, "%.2f")) {
getSettings().game.bloomMultiplier.setValue(mult);
config::Save();
}
if (bloomOff) ImGui::EndDisabled();
ImGui::Checkbox("Enable LOD Bias", &aurora::gx::enableLodBias);
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Audio")) {
ImGui::Text("Master Volume");
if (config::ImGuiSliderInt("##masterVolume", getSettings().audio.masterVolume, 0, 100)) {
dusk::audio::SetMasterVolume(getSettings().audio.masterVolume / 100.0f);
}
if (config::ImGuiCheckbox("Enable Reverb", getSettings().audio.enableReverb)) {
dusk::audio::SetEnableReverb(getSettings().audio.enableReverb);
}
/*
// TODO: Implement additional settings
ImGui::Text("Main Music Volume");
ImGui::SliderFloat("##mainMusicVolume", &getSettings().audio.mainMusicVolume, 0, 100);
ImGui::Text("Sub Music Volume");
ImGui::SliderFloat("##subMusicVolume", &getSettings().audio.subMusicVolume, 0, 100);
ImGui::Text("Sound Effects Volume");
ImGui::SliderFloat("##soundEffectsVolume", &getSettings().audio.soundEffectsVolume, 0, 100);
ImGui::Text("Fanfare Volume");
ImGui::SliderFloat("##fanfareVolume", &getSettings().audio.fanfareVolume, 0, 100);
Z2AudioMgr* audioMgr = Z2AudioMgr::getInterface();
if (audioMgr != nullptr) {
}
*/
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Controller")) {
ImGui::MenuItem("Configure Controller", nullptr, &m_showControllerConfig);
ImGui::Checkbox("Show Input Viewer", &m_showInputViewer);
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Interface")) {
config::ImGuiCheckbox("Skip Pre-Launch UI", getSettings().backend.skipPreLaunchUI);
config::ImGuiCheckbox("Show Pipeline Compilation", getSettings().backend.showPipelineCompilation);
#if DUSK_ENABLE_SENTRY_NATIVE
config::ImGuiCheckbox("Enable Crash Reporting", getSettings().backend.enableCrashReporting);
#endif
if (!IsMobile) {
config::ImGuiCheckbox("Pause on Focus Lost", getSettings().game.pauseOnFocusLost);
}
ImGui::EndMenu();
}
ImGui::Separator();
#if DUSK_CAN_OPEN_DATA_FOLDER
if (ImGui::MenuItem("Open Data Folder")) {
OpenDataFolder();
}
#endif
if (ImGui::BeginMenu("Settings")) {
drawAudioMenu();
drawCheatsMenu();
drawGameplayMenu();
drawGraphicsMenu();
drawInputMenu();
drawInterfaceMenu();
ImGui::Separator();
@@ -221,6 +58,416 @@ namespace dusk {
}
}
void ImGuiMenuGame::drawGraphicsMenu() {
if (ImGui::BeginMenu("Graphics")) {
ImGui::SeparatorText("Display");
if (!IsMobile) {
if (ImGui::MenuItem("Toggle Fullscreen", hotkeys::TOGGLE_FULLSCREEN)) {
ToggleFullscreen();
}
if (ImGui::Button("Restore Default Window Size")) {
getSettings().video.enableFullscreen.setValue(false);
VISetWindowFullscreen(false);
VISetWindowSize(FB_WIDTH * 2, FB_HEIGHT * 2);
VICenterWindow();
}
}
ImGui::Separator();
bool vsync = getSettings().video.enableVsync;
if (ImGui::Checkbox("Enable VSync", &vsync)) {
getSettings().video.enableVsync.setValue(vsync);
aurora_enable_vsync(vsync);
config::Save();
}
bool lockAspect = getSettings().video.lockAspectRatio;
if (ImGui::Checkbox("Force 4:3 Aspect Ratio", &lockAspect)) {
getSettings().video.lockAspectRatio.setValue(lockAspect);
if (lockAspect) {
AuroraSetViewportPolicy(AURORA_VIEWPORT_FIT);
} else {
AuroraSetViewportPolicy(AURORA_VIEWPORT_STRETCH);
}
config::Save();
}
ImGui::SeparatorText("Resolution");
u32 internalResolutionWidth = 0;
u32 internalResolutionHeight = 0;
AuroraGetRenderSize(&internalResolutionWidth, &internalResolutionHeight);
ImGui::TextDisabled("Current internal resolution: %ux%u", internalResolutionWidth,
internalResolutionHeight);
int scale = std::clamp(getSettings().game.internalResolutionScale.getValue(), 0,
kInternalResolutionScaleMax);
if (ImGui::SliderInt("Internal Resolution", &scale, 0, kInternalResolutionScaleMax,
scale == 0 ? "Auto" : "%dx"))
{
getSettings().game.internalResolutionScale.setValue(scale);
VISetFrameBufferScale(static_cast<float>(scale));
config::Save();
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Auto renders at the native window resolution.\n"
"Higher values scale the game's internal framebuffer.");
}
config::ImGuiSliderInt("Shadow Resolution", getSettings().game.shadowResolutionMultiplier, 1, 8, "x%d");
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Improves the shadow resolution, making them higher quality.");
}
ImGui::SeparatorText("Post-Processing");
constexpr const char* bloomModeNames[] = {"Off", "Classic", "Dusk"};
int bloomMode = static_cast<int>(getSettings().game.bloomMode.getValue());
if (ImGui::BeginCombo("Bloom", bloomModeNames[bloomMode])) {
for (int i = 0; i < IM_ARRAYSIZE(bloomModeNames); i++) {
const bool selected = bloomMode == i;
if (ImGui::Selectable(bloomModeNames[i], selected)) {
getSettings().game.bloomMode.setValue(static_cast<BloomMode>(i));
config::Save();
}
if (selected) {
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
bool bloomOff = bloomMode == static_cast<int>(BloomMode::Off);
if (bloomOff) ImGui::BeginDisabled();
float mult = getSettings().game.bloomMultiplier.getValue();
if (ImGui::SliderFloat("Bloom Brightness", &mult, 0.0f, 1.0f, "%.2f")) {
getSettings().game.bloomMultiplier.setValue(mult);
config::Save();
}
if (bloomOff) ImGui::EndDisabled();
ImGui::SeparatorText("Rendering");
config::ImGuiCheckbox("Unlock Framerate", getSettings().game.enableFrameInterpolation);
const bool frameInterpolationHovered = ImGui::IsItemHovered();
ImGui::SameLine();
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.72f, 0.2f, 1.0f));
ImGui::TextUnformatted("[EXPERIMENTAL]");
ImGui::PopStyleColor();
if (frameInterpolationHovered || ImGui::IsItemHovered()) {
ImGui::SetTooltip("Uses inter-frame interpolation to enable higher frame rates.\nVisual artifacts, animation glitches, or instability may occur.");
}
ImGui::Checkbox("Enable LOD Bias", &aurora::gx::enableLodBias);
config::ImGuiCheckbox("Enable Depth of Field", getSettings().game.enableDepthOfField);
ImGui::EndMenu();
}
}
void ImGuiMenuGame::drawGameplayMenu() {
if (ImGui::BeginMenu("Gameplay")) {
ImGui::SeparatorText("General");
config::ImGuiCheckbox("Mirror Mode", getSettings().game.enableMirrorMode);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Mirrors the world horizontally, matching the Wii version of the game.");
}
config::ImGuiCheckbox("Disable Main HUD", getSettings().game.disableMainHUD);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Disables the main HUD of the game.\n"
"Useful for recording or a more immersive experience!");
}
config::ImGuiCheckbox("Restore Wii 1.0 Glitches", getSettings().game.restoreWiiGlitches);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Restores patched glitches from Wii USA 1.0,\n"
"the first released version.");
}
config::ImGuiCheckbox("Enable Rotating Link Doll", getSettings().game.enableLinkDollRotation);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Enables rotating Link in the collection menu with the C-Stick");
}
ImGui::SeparatorText("Difficulty");
config::ImGuiSliderInt("Damage Multiplier", getSettings().game.damageMultiplier, 1, 8, "x%d");
config::ImGuiCheckbox("Instant Death", getSettings().game.instantDeath);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Any hit will instantly kill you.");
}
config::ImGuiCheckbox("No Heart Drops", getSettings().game.noHeartDrops);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Hearts will never drop from enemies,\n"
"pots and various other places.");
}
ImGui::SeparatorText("Quality of Life");
config::ImGuiCheckbox("Bigger Wallets", getSettings().game.biggerWallets);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Wallet sizes are like in the HD version. (500, 1000, 2000)");
}
config::ImGuiCheckbox("Disable Rupee Cutscenes", getSettings().game.disableRupeeCutscenes);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Rupees won't play cutscenes after you've collected them the first time.");
}
config::ImGuiCheckbox("Faster Climbing", getSettings().game.fastClimbing);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Quicker climbing on ladders and vines like the HD version.");
}
config::ImGuiCheckbox("Faster Tears of Light", getSettings().game.fastTears);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Tears of Light dropped by Shadow Insects pop out faster like the HD version.");
}
config::ImGuiCheckbox("Autosave", getSettings().game.autoSave);
const bool autoSaveHovered = ImGui::IsItemHovered();
ImGui::SameLine();
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.72f, 0.2f, 1.0f));
ImGui::TextUnformatted("[EXPERIMENTAL]");
ImGui::PopStyleColor();
if (autoSaveHovered || ImGui::IsItemHovered()) {
ImGui::SetTooltip("Autosaves the game when going to a new area,\n"
"opening a dungeon door, or getting a new item.");
}
config::ImGuiCheckbox("Instant Saves", getSettings().game.instantSaves);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Skip the delay when writing to the Memory Card.");
}
config::ImGuiCheckbox("Hold B for Instant Text", getSettings().game.instantText);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Make text scroll immediately by holding B.");
}
config::ImGuiCheckbox("No Climbing Miss Animation", getSettings().game.noMissClimbing);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Prevents Link from playing a struggle animation\n"
"when grabbing ledges or climbing on vines.");
}
config::ImGuiCheckbox("No Rupee Returns", getSettings().game.noReturnRupees);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Always collect Rupees even if your Wallet is too full.");
}
config::ImGuiCheckbox("No Sword Recoil", getSettings().game.noSwordRecoil);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Link won't recoil when his sword hits walls.");
}
config::ImGuiCheckbox("Skip TV Settings Screen", getSettings().game.hideTvSettingsScreen);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Skip the TV calibration screen shown when loading a save.");
}
config::ImGuiCheckbox("Skip Warning Screen", getSettings().game.skipWarningScreen);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Skip the warning screen shown when starting the game.");
}
config::ImGuiCheckbox("Sun's Song (R+X)", getSettings().game.sunsSong);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Allows Wolf Link to howl and change the time of day.");
}
config::ImGuiCheckbox("Quick Transform (R+Y)", getSettings().game.enableQuickTransform);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Transform instantly by pressing R and Y simultaneously.");
}
ImGui::EndMenu();
}
}
void ImGuiMenuGame::drawCheatsMenu() {
if (ImGui::BeginMenu("Cheats")) {
ImGui::SeparatorText("Resources");
config::ImGuiCheckbox("Infinite Hearts", getSettings().game.infiniteHearts);
config::ImGuiCheckbox("Infinite Arrows", getSettings().game.infiniteArrows);
config::ImGuiCheckbox("Infinite Bombs", getSettings().game.infiniteBombs);
config::ImGuiCheckbox("Infinite Oil", getSettings().game.infiniteOil);
config::ImGuiCheckbox("Infinite Oxygen", getSettings().game.infiniteOxygen);
config::ImGuiCheckbox("Infinite Rupees", getSettings().game.infiniteRupees);
config::ImGuiCheckbox("Items Don't Despawn", getSettings().game.enableIndefiniteItemDrops);
ImGui::SetItemTooltip("Items Don't Despawn Unless You Load A Different Room In Which Case They Do But Even Under Some Circumstances They Don't, It Is Quite Rare Though");
ImGui::SeparatorText("Abilities");
config::ImGuiCheckbox("Moon Jump (R+A)", getSettings().game.moonJump);
config::ImGuiCheckbox("Super Clawshot", getSettings().game.superClawshot);
config::ImGuiCheckbox("Always Greatspin", getSettings().game.alwaysGreatspin);
config::ImGuiCheckbox("Fast Iron Boots", getSettings().game.enableFastIronBoots);
config::ImGuiCheckbox("Can Transform Anywhere", getSettings().game.canTransformAnywhere);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Allows you to transform even if NPCs are looking.");
}
config::ImGuiCheckbox("Fast Spinner", getSettings().game.fastSpinner);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Speeds up Spinner movement when holding R.");
}
config::ImGuiCheckbox("Free Magic Armor", getSettings().game.freeMagicArmor);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Makes the magic armor work without rupees.");
}
ImGui::EndMenu();
}
}
void ImGuiMenuGame::drawAudioMenu() {
if (ImGui::BeginMenu("Audio")) {
ImGui::SeparatorText("Volume");
ImGui::Text("Master Volume");
if (config::ImGuiSliderInt("##masterVolume", getSettings().audio.masterVolume, 0, 100)) {
dusk::audio::SetMasterVolume(getSettings().audio.masterVolume / 100.0f);
}
/*
// TODO: Implement additional settings
ImGui::Text("Main Music Volume");
ImGui::SliderFloat("##mainMusicVolume", &getSettings().audio.mainMusicVolume, 0, 100);
ImGui::Text("Sub Music Volume");
ImGui::SliderFloat("##subMusicVolume", &getSettings().audio.subMusicVolume, 0, 100);
ImGui::Text("Sound Effects Volume");
ImGui::SliderFloat("##soundEffectsVolume", &getSettings().audio.soundEffectsVolume, 0, 100);
ImGui::Text("Fanfare Volume");
ImGui::SliderFloat("##fanfareVolume", &getSettings().audio.fanfareVolume, 0, 100);
Z2AudioMgr* audioMgr = Z2AudioMgr::getInterface();
if (audioMgr != nullptr) {
}
*/
ImGui::SeparatorText("Effects");
if (config::ImGuiCheckbox("Enable Reverb", getSettings().audio.enableReverb)) {
dusk::audio::SetEnableReverb(getSettings().audio.enableReverb);
}
ImGui::SeparatorText("Tweaks");
config::ImGuiCheckbox("No Low HP Sound", getSettings().game.noLowHpSound);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Disable the beeping sound when having low health.");
}
config::ImGuiCheckbox("Non-Stop Midna's Lament", getSettings().game.midnasLamentNonStop);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Prevents enemy music while Midna's Lament is playing.");
}
ImGui::EndMenu();
}
}
void ImGuiMenuGame::drawInputMenu() {
if (ImGui::BeginMenu("Input")) {
ImGui::SeparatorText("Controller");
if (ImGui::Button("Configure Controller")){
m_showControllerConfig = !m_showControllerConfig;
}
ImGui::SeparatorText("Camera");
config::ImGuiCheckbox("Invert Camera X Axis", getSettings().game.invertCameraXAxis);
ImGui::SeparatorText("Gyro");
config::ImGuiCheckbox("Gyro Aim", getSettings().game.enableGyroAim);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Enables the gyroscope on supported controllers\n"
"while in look mode (C-Up) and while aiming the\n"
"Slingshot, Gale Boomerang, Hero's Bow, Clawshot(s),\n"
"Ball and Chain, and Dominion Rod.");
}
config::ImGuiCheckbox("Gyro Rollgoal", getSettings().game.enableGyroRollgoal);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Enables the gyroscope on supported controllers to\n"
"tilt the Rollgoal table in Hena's Cabin.");
}
if (getSettings().game.enableGyroAim || getSettings().game.enableGyroRollgoal) {
config::ImGuiSliderFloat("Gyro Pitch Sensitivity", getSettings().game.gyroSensitivityY, 0.25f, 4.0f, "%.2f");
config::ImGuiSliderFloat("Gyro Yaw Sensitivity", getSettings().game.gyroSensitivityX, 0.25f, 4.0f, "%.2f");
if (getSettings().game.enableGyroRollgoal) {
config::ImGuiSliderFloat("Rollgoal Sensitivity", getSettings().game.gyroSensitivityRollgoal, 0.25f, 4.0f, "%.2f");
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Additional multiplier for scaling how strongly\n"
"the gyroscope affects the Rollgoal table.");
}
}
config::ImGuiSliderFloat("Gyro Deadband", getSettings().game.gyroDeadband, 0.0f, 0.5f, "%.3f");
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Angular rates below this magnitude are treated as zero,\n"
"reducing drift and jitter when the controller is still.");
}
config::ImGuiSliderFloat("Gyro Smoothing", getSettings().game.gyroSmoothing, 0.0f, 1.0f, "%.2f");
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Low values track raw gyro input more closely,\n"
"while higher values smooth out input over time.");
}
config::ImGuiCheckbox("Invert Gyro Pitch", getSettings().game.gyroInvertPitch);
config::ImGuiCheckbox("Invert Gyro Yaw", getSettings().game.gyroInvertYaw);
}
ImGui::SeparatorText("Tools");
config::ImGuiCheckbox("Turbo Key", getSettings().game.enableTurboKeybind);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Hold TAB to increase game speed by up to 4x.");
}
ImGui::Checkbox("Show Input Viewer", &m_showInputViewer);
ImGui::EndMenu();
}
}
void ImGuiMenuGame::drawInterfaceMenu() {
if (ImGui::BeginMenu("Interface")) {
config::ImGuiCheckbox("Skip Pre-Launch UI", getSettings().backend.skipPreLaunchUI);
config::ImGuiCheckbox("Show Pipeline Compilation", getSettings().backend.showPipelineCompilation);
#if DUSK_ENABLE_SENTRY_NATIVE
config::ImGuiCheckbox("Enable Crash Reporting", getSettings().backend.enableCrashReporting);
#endif
if (!IsMobile) {
config::ImGuiCheckbox("Pause on Focus Lost", getSettings().game.pauseOnFocusLost);
}
ImGui::EndMenu();
}
}
static void drawVirtualStick(const char* id, const ImVec2& stick) {
float scale = ImGuiScale();
ImGui::SetCursorPos(ImVec2(ImGui::GetCursorPos().x + 45 * scale, ImGui::GetCursorPos().y + 10));