UnleashedRecomp/UnleashedRecomp/ui/window.h
Skyth (Asilkan) c0897dd507
Options menu, achievements, and installer wizard. (#19)
* 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>
2024-12-06 18:52:06 +03:00

221 lines
5.4 KiB
C++

#pragma once
#include <res/images/game_icon.bmp.h>
#include <res/images/game_icon_night.bmp.h>
#include <ui/window_events.h>
#include <user/config.h>
#if _WIN32
#include <dwmapi.h>
#include <kernel/platform.h>
#pragma comment(lib, "dwmapi.lib")
#endif
#define DEFAULT_WIDTH 1280
#define DEFAULT_HEIGHT 720
class Window
{
public:
inline static SDL_Window* s_pWindow;
inline static HWND s_handle;
inline static int s_x;
inline static int s_y;
inline static int s_width = DEFAULT_WIDTH;
inline static int s_height = DEFAULT_HEIGHT;
inline static bool s_isFocused;
inline static bool s_isIconNight;
inline static bool s_cursorAllowed = false;
static SDL_Surface* GetIconSurface(void* pIconBmp, size_t iconSize)
{
auto rw = SDL_RWFromMem(pIconBmp, iconSize);
auto surface = SDL_LoadBMP_RW(rw, 1);
if (!surface)
printf("Failed to load icon: %s\n", SDL_GetError());
return surface;
}
static void SetIcon(void* pIconBmp, size_t iconSize)
{
if (auto icon = GetIconSurface(pIconBmp, iconSize))
{
SDL_SetWindowIcon(s_pWindow, icon);
SDL_FreeSurface(icon);
}
}
static void SetIcon(bool isNight = false)
{
if (isNight)
{
SetIcon(g_game_icon_night, sizeof(g_game_icon_night));
}
else
{
SetIcon(g_game_icon, sizeof(g_game_icon));
}
}
static const char* GetTitle()
{
return Config::Language == ELanguage::Japanese
? "SONIC WORLD ADVENTURE"
: "SONIC UNLEASHED";
}
static void SetTitle(const char* title = nullptr)
{
SDL_SetWindowTitle(s_pWindow, title ? title : GetTitle());
}
static void SetDarkTitleBar(bool isEnabled)
{
#if _WIN32
auto version = GetPlatformVersion();
if (version.Major < 10 || version.Build <= 17763)
return;
auto flag = version.Build >= 18985
? DWMWA_USE_IMMERSIVE_DARK_MODE
: 19; // DWMWA_USE_IMMERSIVE_DARK_MODE_BEFORE_20H1
const DWORD useImmersiveDarkMode = isEnabled;
DwmSetWindowAttribute(s_handle, flag, &useImmersiveDarkMode, sizeof(useImmersiveDarkMode));
#endif
}
static bool IsFullscreen()
{
return SDL_GetWindowFlags(s_pWindow) & SDL_WINDOW_FULLSCREEN_DESKTOP;
}
static bool SetFullscreen(bool isEnabled)
{
if (isEnabled)
{
SDL_SetWindowFullscreen(s_pWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
SDL_ShowCursor(s_cursorAllowed ? SDL_ENABLE : SDL_DISABLE);
}
else
{
SDL_SetWindowFullscreen(s_pWindow, 0);
SDL_ShowCursor(SDL_ENABLE);
SetIcon(Window::s_isIconNight);
}
return isEnabled;
}
static void SetCursorAllowed(bool isCursorAllowed)
{
s_cursorAllowed = isCursorAllowed;
// Refresh fullscreen state to enable the right cursor behavior.
SetFullscreen(IsFullscreen());
}
static bool IsMaximised()
{
return SDL_GetWindowFlags(s_pWindow) & SDL_WINDOW_MAXIMIZED;
}
static EWindowState SetMaximised(bool isEnabled)
{
if (isEnabled)
{
SDL_MaximizeWindow(s_pWindow);
}
else
{
SDL_RestoreWindow(s_pWindow);
}
return isEnabled
? EWindowState::Maximised
: EWindowState::Normal;
}
static SDL_Rect GetDimensions()
{
SDL_Rect rect{};
SDL_GetWindowPosition(s_pWindow, &rect.x, &rect.y);
SDL_GetWindowSize(s_pWindow, &rect.w, &rect.h);
return rect;
}
static void SetDimensions(int w, int h, int x = SDL_WINDOWPOS_CENTERED, int y = SDL_WINDOWPOS_CENTERED)
{
s_width = w;
s_height = h;
s_x = x;
s_y = y;
SDL_SetWindowSize(s_pWindow, w, h);
SDL_ResizeEvent(s_pWindow, w, h);
SDL_SetWindowPosition(s_pWindow, x, y);
SDL_MoveEvent(s_pWindow, x, y);
}
static uint32_t GetWindowFlags()
{
uint32_t flags = SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE;
if (Config::WindowState == EWindowState::Maximised)
flags |= SDL_WINDOW_MAXIMIZED;
if (Config::Fullscreen)
flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
return flags;
}
static bool IsPositionValid()
{
auto displayCount = SDL_GetNumVideoDisplays();
if (displayCount <= 0)
{
printf("Failed to validate window position: %s\n", SDL_GetError());
return false;
}
for (int i = 0; i < displayCount; i++)
{
SDL_Rect bounds;
if (SDL_GetDisplayBounds(i, &bounds) == 0)
{
auto x = s_x;
auto y = s_y;
if (!Config::Fullscreen && s_width == bounds.w && s_height == bounds.h)
return false;
if (x == SDL_WINDOWPOS_CENTERED)
x = bounds.w / 2 - s_width / 2;
if (y == SDL_WINDOWPOS_CENTERED)
y = bounds.h / 2 - s_height / 2;
if (x >= bounds.x && x < bounds.x + bounds.w &&
y >= bounds.y && y < bounds.y + bounds.h)
{
return true;
}
}
}
return false;
}
static void Init();
static void Update();
};