mirror of
https://github.com/open-goal/jak-project
synced 2026-09-13 05:05:48 -04:00
13c0814ac9
This PR updates to SDL3, and with it, adds a handful of new features. Everything seems to work but I'm going to look over the code once last time before merging, some of the API changes are hard to spot. Fixes #2773 ### Pressure sensitivity support for DS3 Controllers SDL3 adds pressure sensitivity support for DS3 controllers on windows. I have not tested on linux. The option is disabled by default. On windows you will need https://docs.nefarius.at/projects/DsHidMini/ and to be using SXS mode. ### DualSense and Xbox One Trigger Effects If enabled, Jak 2 will have certain trigger effects. They are: - xbox1: - small vibrate when collecting dark eco - big vibrate when changing to dark jak - vibrate when shooting gun, proportional to gun type - ps5: - resistance when changing to dark jak - different gun shooting effects - red (resistance) - yellow (weapon trigger) - blue (vibrates) - purple (less resistance) > **Gun Shooting effects are only enabled if the new "Swap R1 and R2" option is enabled** There are more effects that could be used in `dualsense_effects.cpp`, but I only exposed the ones I needed to OpenGOAL. If a modder wants to use some of the others and wires them up end-to-end, please consider contributing that upstream. ### New ImGUI Menu Added new imgui options for selecting the active controller, for those people that struggle to select the initial controller.  ### Testing The highlights of what I tested successfully: - display - [x] all mode switch permutations - [x] launch with all modes saved - [x] switch monitors / unplug monitor that was active, how does it handle it - [x] load with alternate monitor saved and all modes - [x] allowing hidpi doesnt break macos - controls - [x] keyboard and mouse still work - [x] pressure sensitivity on linux
260 lines
9.8 KiB
C++
260 lines
9.8 KiB
C++
#include "debug_gui.h"
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#include "common/global_profiler/GlobalProfiler.h"
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#include "common/util/string_util.h"
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#include "game/graphics/display.h"
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#include "game/graphics/gfx.h"
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#include "game/graphics/screenshot.h"
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#include "game/overlord/jak3/dma.h"
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#include "game/system/hid/sdl_util.h"
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#include "fmt/core.h"
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#include "third-party/imgui/imgui.h"
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#include "third-party/imgui/imgui_style.h"
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void FrameTimeRecorder::finish_frame() {
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m_frame_times[m_idx++] = m_compute_timer.getMs();
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if (m_idx == SIZE) {
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m_idx = 0;
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}
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}
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void FrameTimeRecorder::start_frame() {
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m_compute_timer.start();
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float frame_time = m_fps_timer.getSeconds();
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m_last_frame_time = (0.9 * m_last_frame_time) + (0.1 * frame_time);
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m_fps_timer.start();
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}
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void FrameTimeRecorder::draw_window(const DmaStats& /*dma_stats*/) {
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auto* p_open = &m_open;
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration |
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ImGuiWindowFlags_AlwaysAutoResize |
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ImGuiWindowFlags_NoSavedSettings |
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ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
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const float PAD = 10.0f;
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!
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ImVec2 work_size = viewport->WorkSize;
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ImVec2 window_pos, window_pos_pivot;
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window_pos.x = (work_pos.x + work_size.x - PAD);
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window_pos.y = (work_pos.y + work_size.y - PAD);
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window_pos_pivot.x = 1.0f;
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window_pos_pivot.y = 1.0f;
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ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
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ImGui::SetNextWindowBgAlpha(0.85f); // Transparent background
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if (ImGui::Begin("Frame Timing", p_open, window_flags)) {
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// ImGui::Text("DMA: sync ms %.1f, tc %4d, sz %3d KB, ch %d", dma_stats.sync_time_ms,
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// dma_stats.num_tags, (dma_stats.num_data_bytes) / (1 << 10),
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// dma_stats.num_chunks);
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float worst = 0, total = 0;
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for (auto x : m_frame_times) {
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worst = std::max(x, worst);
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total += x;
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}
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if (total / SIZE > 17.) {
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ImGui::TextColored(ImVec4(1.0, 0.3, 0.3, 1.0), "avg: %.1f", total / SIZE);
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} else {
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ImGui::Text("avg: %.1f", total / SIZE);
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}
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ImGui::SameLine();
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if (worst > 17.) {
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ImGui::TextColored(ImVec4(1.0, 0.3, 0.3, 1.0), "worst: %.1f", worst);
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} else {
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ImGui::Text("worst: %.1f", worst);
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}
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ImGui::SameLine();
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ImGui::Text("fps-avg: %.1f", 1.f / m_last_frame_time);
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ImGui::Separator();
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ImGui::PlotLines(
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"0-20ms",
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[](void* data, int idx) {
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auto* me = (FrameTimeRecorder*)data;
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return me->m_frame_times[(me->m_idx + idx) % SIZE];
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},
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(void*)this, SIZE, 0, nullptr, 0, 20., ImVec2(300, 40));
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ImGui::Checkbox("Run", &m_play);
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ImGui::SameLine();
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if (ImGui::Button("Single Frame Advance")) {
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m_single_frame = true;
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}
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ImGui::SameLine();
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ImGui::Checkbox("GLFinish", &do_gl_finish);
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}
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ImGui::End();
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}
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void OpenGlDebugGui::start_frame() {
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m_frame_timer.start_frame();
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}
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void OpenGlDebugGui::finish_frame() {
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m_frame_timer.finish_frame();
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}
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void OpenGlDebugGui::draw(const DmaStats& dma_stats) {
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if (ImGui::BeginMainMenuBar()) {
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if (ImGui::BeginMenu("Debugging")) {
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ImGui::MenuItem("Frame Time Plot", nullptr, &m_draw_frame_time);
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ImGui::MenuItem("Render Debug", nullptr, &m_draw_debug);
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ImGui::MenuItem("Profiler", nullptr, &m_draw_profiler);
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ImGui::MenuItem("Small Profiler", nullptr, &small_profiler);
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ImGui::MenuItem("Loader", nullptr, &m_draw_loader);
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ImGui::MenuItem("Overlord", nullptr, &m_draw_overlord);
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if (ImGui::MenuItem("Reboot In Debug Mode!")) {
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want_reboot_in_debug = true;
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}
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("Tools")) {
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if (ImGui::BeginMenu("Screenshot")) {
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ImGui::MenuItem("Screenshot Next Frame!", nullptr, &m_want_screenshot);
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ImGui::InputText("File", g_screen_shot_settings->name,
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sizeof(g_screen_shot_settings->name));
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ImGui::InputInt("Width", &g_screen_shot_settings->width);
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ImGui::InputInt("Height", &g_screen_shot_settings->height);
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ImGui::InputInt("MSAA", &g_screen_shot_settings->msaa);
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ImGui::Checkbox("Quick-Screenshot on F2", &screenshot_hotkey_enabled);
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ImGui::EndMenu();
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}
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ImGui::MenuItem("Subtitle Editor", nullptr, &m_subtitle_editor);
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ImGui::MenuItem("Debug Text Filter", nullptr, &m_filters_menu);
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("Settings")) {
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// ImGUI stuff
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if (ImGui::TreeNode("ImGui Styling (restart required for these)")) {
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ImGui::InputInt("Font Size", &Gfx::g_debug_settings.imgui_font_size);
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ImGui::Checkbox("Monospaced Font", &Gfx::g_debug_settings.monospaced_font);
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if (ImGui::Checkbox("Alternate Style", &Gfx::g_debug_settings.alternate_style)) {
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if (Gfx::g_debug_settings.alternate_style) {
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ImGui::applyAlternateStyle();
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} else {
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ImGui::applyClassicStyle();
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}
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}
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ImGui::TreePop();
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}
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ImGui::Checkbox("Ignore Hide ImGui Bind", &Gfx::g_debug_settings.ignore_hide_imgui);
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// Controller Stuff
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ImGui::Separator();
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ImGui::Checkbox("Treat Controller Port 0 as Port 1",
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&Gfx::g_debug_settings.treat_pad0_as_pad1);
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auto is_keyboard_enabled =
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Display::GetMainDisplay()->get_input_manager()->is_keyboard_enabled();
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if (ImGui::Checkbox("Enable Keyboard (forced on if no controllers detected)",
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&is_keyboard_enabled)) {
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Display::GetMainDisplay()->get_input_manager()->enable_keyboard(is_keyboard_enabled);
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}
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for (int port = 0; port < 1; port++) {
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const auto label = fmt::format("Selected Controller (Port {})", port);
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if (ImGui::TreeNode(label.c_str())) {
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const auto num_controllers =
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Display::GetMainDisplay()->get_input_manager()->get_num_controllers();
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for (int i = 0; i < num_controllers; i++) {
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const auto controller_name =
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Display::GetMainDisplay()->get_input_manager()->get_controller_name(i);
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auto is_controller_active =
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Display::GetMainDisplay()->get_input_manager()->get_controller_index(port) == i;
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if (ImGui::RadioButton(controller_name.c_str(), is_controller_active)) {
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Display::GetMainDisplay()->get_input_manager()->set_controller_for_port(i, port);
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}
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}
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ImGui::TreePop();
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}
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}
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// FPS Stuff
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ImGui::Separator();
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if (ImGui::TreeNode("Frame Rate")) {
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ImGui::Checkbox("Framelimiter", &Gfx::g_global_settings.framelimiter);
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ImGui::InputFloat("Target FPS", &target_fps_input);
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if (ImGui::MenuItem("Apply")) {
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Gfx::g_global_settings.target_fps = target_fps_input;
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}
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ImGui::Separator();
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ImGui::Checkbox("Accurate Lag Mode", &Gfx::g_global_settings.experimental_accurate_lag);
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ImGui::Checkbox("Sleep in Frame Limiter", &Gfx::g_global_settings.sleep_in_frame_limiter);
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ImGui::TreePop();
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}
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("Event Profiler")) {
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if (ImGui::Checkbox("Record Events", &record_events)) {
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prof().set_enable(record_events);
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}
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ImGui::SameLine();
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ImGui::Text("%s",
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fmt::format("({}/{})", prof().get_next_idx(), prof().get_max_events()).c_str());
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ImGui::InputInt("Event Buffer Size", &max_event_buffer_size);
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if (ImGui::Button("Resize")) {
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prof().update_event_buffer_size(max_event_buffer_size);
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}
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if (ImGui::Button("Reset Events")) {
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prof().clear();
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}
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ImGui::Separator();
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ImGui::Checkbox("Enable Compression", &prof().m_enable_compression);
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if (ImGui::Button("Dump to File")) {
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record_events = false;
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prof().dump_to_json();
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}
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// if (ImGui::Button("Open dump folder")) {
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// // TODO - https://github.com/mlabbe/nativefiledialog
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// }
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ImGui::EndMenu();
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}
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if (!Gfx::g_debug_settings.ignore_hide_imgui) {
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std::string button_text =
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fmt::format("Click here or Press {} to hide Toolbar",
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sdl_util::get_keyboard_button_name(Gfx::g_debug_settings.hide_imgui_key,
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InputModifiers()));
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ImVec2 text_size = ImGui::CalcTextSize(button_text.c_str());
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float button_width = text_size.x + ImGui::GetStyle().FramePadding.x * 2;
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float button_height = text_size.y + ImGui::GetStyle().FramePadding.y * 2;
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ImGui::PushStyleColor(ImGuiCol_Header, ImGui::GetStyleColorVec4(ImGuiCol_MenuBarBg));
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ImGui::PushStyleColor(ImGuiCol_HeaderHovered,
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ImGui::GetStyleColorVec4(ImGuiCol_HeaderHovered));
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ImGui::PushStyleColor(ImGuiCol_HeaderActive, ImGui::GetStyleColorVec4(ImGuiCol_HeaderActive));
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if (ImGui::Selectable(button_text.c_str(), false, ImGuiSelectableFlags_DontClosePopups,
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ImVec2(button_width, button_height))) {
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std::shared_ptr<GfxDisplay> display = Display::GetMainDisplay();
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display->set_imgui_visible(false);
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}
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ImGui::PopStyleColor(3);
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}
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}
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ImGui::EndMainMenuBar();
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if (m_draw_frame_time) {
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m_frame_timer.draw_window(dma_stats);
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}
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if (should_draw_overlord_debug()) {
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draw_overlord_debug_menu();
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}
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}
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void OpenGlDebugGui::draw_overlord_debug_menu() {
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ImGui::Begin("Overlord");
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for (int stream_idx = 0; stream_idx < 6; stream_idx++) {
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auto& stream = jak3::g_overlord_stream_memory.infos[stream_idx];
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ImGui::Text("%30s [%3d] | %30s [%3d]", stream[0].name.chars, stream[0].idx,
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stream[1].name.chars, stream[1].idx);
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}
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}
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