mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
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* Implemented guest-to-host function pointers (WIP) Co-Authored-By: Skyth (Asilkan) <19259897+blueskythlikesclouds@users.noreply.github.com> * function: support more types for function pointers * Initial options menu implementation. * Improve options menu visuals. * Draw fade on borders, center tabs better. * Adjust line sizes, fix tab text centering. * Adjust padding & text sizes. * Fix bar dark gradient effect. * api: ported BlueBlur headers and misc. research * Fix config name padding not getting scaled at different resolutions. * config: use string_view, added method to get value pointer * config: use std::map for reverse enum template * Draw config options manually instead of looping through them. * config: implemented name and enum localisation * config_detail: move implementation to cpp, relocate sources * Implemented accessing options menu via pause and title screen * config: replace MSAA with AntiAliasing enum * options_menu: implemented info panel and text marquee (see TODOs) * Draw selection triangles. * Supersample fonts to 2K. * Implement options menu navigation. * Fix duplicate triangles when selecting options. * Draw scroll bar. * Adjust scroll bar padding. * Further scroll bar padding adjustments. * Draw outer container as an outline. * Improve marquee text scrolling. * CTitleMenu: fix options menu re-entering on A press whilst visible * Make procedural grid pattern more accurate. * Add enum & bool editing. * Update English localisation * Fix input state mapping. * options_menu: hide menu on Y hold * CHudPause: fix crash when opening options menu from village/lab * Implement float slider. * options_menu: round res scale description resolution * options_menu: use config callbacks after setting items * api: fix GameObject layout * camera_patches: implemented camera X/Y invert * options_menu: fix buffered A press selecting first option upon entry * config_locale: update description for Battle Music * config: added Allow Background Input option * options_menu: move ATOC option below Anti-Aliasing * options_menu: only draw header/footer fade in stages * Handle real-time modifications of some video config values. * Converge increments only when holding the left/right button. * Add sound effects to options menu. * Change some sounds used in options menu. * Give the final decide sound to bool toggling. * Add option select animation. * options_menu: only play slider sound between min/max range * Apply category select animation. * config: rename Controls category to Input * Implement intro transition animation for options menu. * audio_patches: implemented music volume * Implement FPS slider. * Prevent ImGui from displaying OS cursor. * Fade container brackets during intro transition. * player_patches: added penalty to Unleash Cancel * config_locale: update English localisation * player_patches: ensure Unleash gauge penalty doesn't dip into negatives * options_menu: fix being unable to press A at least once after opening the menu * CTitleMenu: added open/close sounds to the options menu * audio_patches: implemented Music and SE volume * api: update research * Implemented music volume attenuation for Windows 10+ * api: fix score offset * Add an interval between consecutive playbacks of the slider sound effect in fastIncrement mode * config: implemented enum descriptions * options_menu: fit thumbnail rect to grid, remove menu hide input * options_menu: fix description wrap width * camera_patches: fix FOV at narrow aspect ratios mobile gaming is back on the menu * options_menu: implemented greyed out options and localisation * options_menu: allow providing reasons for greyed out options * audio_patches: check if Windows version is supported * Update PowerRecomp submodule * api: more research * options_menu: forget selected item upon opening * options_menu: restrict XButtonHoming to title and world map * window: always hide mouse cursor The options menu doesn't accept mouse input, so there's not really any point to showing the cursor at all. * Animate category tab background from the center. * Fix clip rect in info panel not getting popped at all times. * Expose texture loader in "video.h". * config: use final names and descriptions, label options to be moved to exports * options_menu: implemented Voice Language (and some misc. clean-up) * Move Voice Language patch to resident_patches * config: added Aspect Ratio option (to be implemented) * options_menu: implemented Subtitles * Remove triple buffering from options menu, turn it to an enum. * window: hide mouse cursor on controller input for windowed mode * window: show window dimensions on title bar when resizing window * api: update research * Accept functions directly in GuestToHostFunction & add memory range asserts. * Add guest_stack_var, improve shared_ptr implementation. * Handle float/double arguments properly in GuestToHostFunction. * CHudPause_patches: allocate options strings on stack * api: update research * guest_stack_var: allow creation without constructing underlying type * memory: make assertions lenient towards nullptr * api: include guest_stack_var in SWA.inl * audio_patches: don't worry about it * Implemented achievement overlay (WIP) * Implemented achievements menu (WIP) * Clean-up, improved animation and layouts * options_menu: fix naming convention * achievements_overlay: implemented queue and hermite interpolation * achievements_menu: implemented animations and improved navigation * achievements_menu: improve animation accuracy * achievements_menu: added timestamps * achievement_data: added checksum and format verification * achievement_menu: improved outro animation * achievement_menu: added total unlocked achievements * achievement_menu: update sprite animation * Update resources submodule * Add installer wizard. * Skip drawing scanlines when height is 0. * Tweak install screen to better match the original * Added arrow circle to installer's header * Move icon header generation to resources submodule * Added missing animations and tweaked other ones for installer * Improve detection for DLC only mode. Add template for message prompts. * Add language picker. * window: update icon resources * Added file_to_c * Fixes to conversion. * Implemented message window * achievement_menu: use selection cursor texture * Update embedded resources * Implemented message window * Merge branch 'bin2c' into options-menu * Update embedded resources * Framework for max width for buttons. * Update embedded resources * Use textures for pause menu containers * audio_patches: check if Windows major version is >=10 Just in case. * installer_wizard: use integer outline for button text * Added arrow circle spinning animation during installation screen * achievement_menu: fix timestamp and scroll bar padding * achievement_overlay: fix achievement name padding * installer_wizard: fix arrow circle spinning animation misaligning * Add Scale and Origin to ImGui shaders. Change text to be squashed. * message_window: implemented mouse input * installer_wizard: implemented message windows * achievement_menu: start marquee before timestamp margin * Fix message box flow. * message_window: use pause container texture * Add extra condition for starting the installer. * message_window: only accept mouse click if option is selected * Implemented safer way to check if the game is loaded * Add queued update when using files pickers. * installer_wizard: implement localisation * installer_wizard: use enum for localisation * message_window: fix visibility persisting after window closes * Fix arrow circle animation and added pulse animation * Come back check space. * Implement ZSTD compression in file_to_c. * Add fade-in/out to installation icons and sleep after hitting 100% * Implement ImGui font atlas caching. * Controller navigation. * Implemented button guide * CTitleStateMenu: fix start button opening old options menu * Update resources submodule * imgui_snapshot: check if game is loaded before accessing XDBF * message_window: added button guide * options_menu: increase button guide side margins * video: disable imgui.ini creation * Use IM_DELETE for deleting the existing font atlas. * Remove redundant FlushViewport call. * Fix ImGui callbacks leaking memory. * Replace unique_ptr reference arguments with raw pointers. * Specialize description for resolution scale by reference. --------- Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com> Co-authored-by: PTKay <jp_moura99@outlook.com> Co-authored-by: Dario <dariosamo@gmail.com>
200 lines
7.5 KiB
C++
200 lines
7.5 KiB
C++
#include "achievement_overlay.h"
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#include "imgui_utils.h"
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#include <gpu/video.h>
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#include <kernel/memory.h>
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#include <kernel/xdbf.h>
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#include <locale/locale.h>
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#include <user/config.h>
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#include <user/achievement_data.h>
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#include <app.h>
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#include <exports.h>
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#include <decompressor.h>
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#include <res/images/common/general_window.dds.h>
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#include <gpu/imgui_snapshot.h>
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constexpr double OVERLAY_CONTAINER_COMMON_MOTION_START = 0;
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constexpr double OVERLAY_CONTAINER_COMMON_MOTION_END = 11;
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constexpr double OVERLAY_CONTAINER_INTRO_FADE_START = 5;
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constexpr double OVERLAY_CONTAINER_INTRO_FADE_END = 9;
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constexpr double OVERLAY_CONTAINER_OUTRO_FADE_START = 0;
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constexpr double OVERLAY_CONTAINER_OUTRO_FADE_END = 4;
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constexpr double OVERLAY_DURATION = 3;
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static bool g_isClosing = false;
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static double g_appearTime = 0;
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static Achievement g_achievement;
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static ImFont* g_fntSeurat;
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static std::unique_ptr<GuestTexture> g_upWindow;
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static bool DrawContainer(ImVec2 min, ImVec2 max, float cornerRadius = 25)
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{
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auto drawList = ImGui::GetForegroundDrawList();
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// Expand/retract animation.
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auto containerMotion = ComputeMotion(g_appearTime, OVERLAY_CONTAINER_COMMON_MOTION_START, OVERLAY_CONTAINER_COMMON_MOTION_END);
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auto centreX = (min.x + max.x) / 2;
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auto centreY = (min.y + max.y) / 2;
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if (g_isClosing)
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{
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min.x = Hermite(min.x, centreX, containerMotion);
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max.x = Hermite(max.x, centreX, containerMotion);
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min.y = Hermite(min.y, centreY, containerMotion);
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max.y = Hermite(max.y, centreY, containerMotion);
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}
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else
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{
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min.x = Hermite(centreX, min.x, containerMotion);
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max.x = Hermite(centreX, max.x, containerMotion);
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min.y = Hermite(centreY, min.y, containerMotion);
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max.y = Hermite(centreY, max.y, containerMotion);
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}
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// Transparency fade animation.
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auto colourMotion = g_isClosing
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? ComputeMotion(g_appearTime, OVERLAY_CONTAINER_OUTRO_FADE_START, OVERLAY_CONTAINER_OUTRO_FADE_END)
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: ComputeMotion(g_appearTime, OVERLAY_CONTAINER_INTRO_FADE_START, OVERLAY_CONTAINER_INTRO_FADE_END);
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auto alpha = g_isClosing
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? Hermite(1, 0, colourMotion)
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: Hermite(0, 1, colourMotion);
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DrawPauseContainer(g_upWindow.get(), min, max, alpha);
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drawList->PushClipRect(min, max);
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return containerMotion >= 1.0f;
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}
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void AchievementOverlay::Init()
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{
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auto& io = ImGui::GetIO();
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constexpr float FONT_SCALE = 2.0f;
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g_fntSeurat = ImFontAtlasSnapshot::GetFont("FOT-SeuratPro-M.otf", 24.0f * FONT_SCALE);
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g_upWindow = LoadTexture(decompressZstd(g_general_window, g_general_window_uncompressed_size).get(), g_general_window_uncompressed_size);
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}
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void AchievementOverlay::Draw()
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{
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if (!s_isVisible)
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return;
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if (ImGui::GetTime() - g_appearTime >= OVERLAY_DURATION)
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AchievementOverlay::Close();
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auto drawList = ImGui::GetForegroundDrawList();
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auto& res = ImGui::GetIO().DisplaySize;
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auto strAchievementUnlocked = Localise("Achievements_Unlock").c_str();
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auto strAchievementName = g_achievement.Name.c_str();
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// Calculate text sizes.
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auto fontSize = Scale(24);
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auto headerSize = g_fntSeurat->CalcTextSizeA(fontSize, FLT_MAX, 0, strAchievementUnlocked);
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auto bodySize = g_fntSeurat->CalcTextSizeA(fontSize, FLT_MAX, 0, strAchievementName);
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auto maxSize = std::max(headerSize.x, bodySize.x) + Scale(5);
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// Calculate image margins.
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auto imageMarginX = Scale(25);
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auto imageMarginY = Scale(22.5f);
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auto imageSize = Scale(60);
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// Calculate text margins.
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auto textMarginX = imageMarginX * 2 + imageSize - Scale(5);
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auto textMarginY = imageMarginY + Scale(2);
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auto containerWidth = imageMarginX + textMarginX + maxSize;
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ImVec2 min = { (res.x / 2) - (containerWidth / 2), Scale(55) };
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ImVec2 max = { min.x + containerWidth, min.y + Scale(105) };
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if (DrawContainer(min, max))
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{
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if (g_isClosing)
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{
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s_isVisible = false;
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return;
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}
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// Draw achievement icon.
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drawList->AddImage
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(
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g_xdbfTextureCache[g_achievement.ID], // user_texture_id
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{ /* X */ min.x + imageMarginX, /* Y */ min.y + imageMarginY }, // p_min
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{ /* X */ min.x + imageMarginX + imageSize, /* Y */ min.y + imageMarginY + imageSize }, // p_max
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{ 0, 0 }, // uv_min
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{ 1, 1 }, // uv_max
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IM_COL32(255, 255, 255, 255) // col
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);
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// Draw header text.
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DrawTextWithShadow
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(
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g_fntSeurat, // font
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fontSize, // fontSize
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{ /* X */ min.x + textMarginX + (maxSize - headerSize.x) / 2, /* Y */ min.y + textMarginY }, // pos
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IM_COL32(252, 243, 5, 255), // colour
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strAchievementUnlocked, // text
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2, // offset
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0.4f, // radius
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IM_COL32(0, 0, 0, 255) // shadowColour
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);
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// Draw achievement name.
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DrawTextWithShadow
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(
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g_fntSeurat, // font
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fontSize, // fontSize
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{ /* X */ min.x + textMarginX + (maxSize - bodySize.x) / 2, /* Y */ min.y + textMarginY + bodySize.y + Scale(6) }, // pos
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IM_COL32(255, 255, 255, 255), // colour
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strAchievementName, // text
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2, // offset
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0.4f, // radius
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IM_COL32(0, 0, 0, 255) // shadowColour
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);
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// Pop clip rect from DrawContainer.
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drawList->PopClipRect();
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}
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}
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void AchievementOverlay::Open(int id)
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{
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if (s_isVisible)
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{
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s_queue.emplace(id);
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return;
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}
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s_isVisible = true;
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g_isClosing = false;
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g_appearTime = ImGui::GetTime();
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g_achievement = g_xdbfWrapper.GetAchievement((EXDBFLanguage)Config::Language.Value, id);
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Game_PlaySound("obj_navi_appear");
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}
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void AchievementOverlay::Close()
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{
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if (!g_isClosing)
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{
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g_appearTime = ImGui::GetTime();
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g_isClosing = true;
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}
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if (s_queue.size())
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{
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s_isVisible = false;
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AchievementOverlay::Open(s_queue.front());
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s_queue.pop();
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}
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}
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