mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2025-12-18 05:52:23 +00:00
* 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>
221 lines
5.4 KiB
C++
221 lines
5.4 KiB
C++
#pragma once
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#include <res/images/game_icon.bmp.h>
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#include <res/images/game_icon_night.bmp.h>
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#include <ui/window_events.h>
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#include <user/config.h>
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#if _WIN32
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#include <dwmapi.h>
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#include <kernel/platform.h>
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#pragma comment(lib, "dwmapi.lib")
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#endif
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#define DEFAULT_WIDTH 1280
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#define DEFAULT_HEIGHT 720
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class Window
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{
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public:
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inline static SDL_Window* s_pWindow;
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inline static HWND s_handle;
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inline static int s_x;
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inline static int s_y;
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inline static int s_width = DEFAULT_WIDTH;
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inline static int s_height = DEFAULT_HEIGHT;
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inline static bool s_isFocused;
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inline static bool s_isIconNight;
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inline static bool s_cursorAllowed = false;
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static SDL_Surface* GetIconSurface(void* pIconBmp, size_t iconSize)
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{
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auto rw = SDL_RWFromMem(pIconBmp, iconSize);
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auto surface = SDL_LoadBMP_RW(rw, 1);
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if (!surface)
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printf("Failed to load icon: %s\n", SDL_GetError());
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return surface;
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}
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static void SetIcon(void* pIconBmp, size_t iconSize)
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{
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if (auto icon = GetIconSurface(pIconBmp, iconSize))
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{
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SDL_SetWindowIcon(s_pWindow, icon);
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SDL_FreeSurface(icon);
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}
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}
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static void SetIcon(bool isNight = false)
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{
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if (isNight)
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{
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SetIcon(g_game_icon_night, sizeof(g_game_icon_night));
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}
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else
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{
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SetIcon(g_game_icon, sizeof(g_game_icon));
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}
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}
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static const char* GetTitle()
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{
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return Config::Language == ELanguage::Japanese
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? "SONIC WORLD ADVENTURE"
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: "SONIC UNLEASHED";
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}
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static void SetTitle(const char* title = nullptr)
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{
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SDL_SetWindowTitle(s_pWindow, title ? title : GetTitle());
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}
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static void SetDarkTitleBar(bool isEnabled)
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{
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#if _WIN32
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auto version = GetPlatformVersion();
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if (version.Major < 10 || version.Build <= 17763)
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return;
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auto flag = version.Build >= 18985
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? DWMWA_USE_IMMERSIVE_DARK_MODE
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: 19; // DWMWA_USE_IMMERSIVE_DARK_MODE_BEFORE_20H1
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const DWORD useImmersiveDarkMode = isEnabled;
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DwmSetWindowAttribute(s_handle, flag, &useImmersiveDarkMode, sizeof(useImmersiveDarkMode));
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#endif
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}
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static bool IsFullscreen()
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{
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return SDL_GetWindowFlags(s_pWindow) & SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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static bool SetFullscreen(bool isEnabled)
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{
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if (isEnabled)
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{
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SDL_SetWindowFullscreen(s_pWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL_ShowCursor(s_cursorAllowed ? SDL_ENABLE : SDL_DISABLE);
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}
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else
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{
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SDL_SetWindowFullscreen(s_pWindow, 0);
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SDL_ShowCursor(SDL_ENABLE);
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SetIcon(Window::s_isIconNight);
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}
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return isEnabled;
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}
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static void SetCursorAllowed(bool isCursorAllowed)
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{
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s_cursorAllowed = isCursorAllowed;
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// Refresh fullscreen state to enable the right cursor behavior.
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SetFullscreen(IsFullscreen());
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}
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static bool IsMaximised()
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{
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return SDL_GetWindowFlags(s_pWindow) & SDL_WINDOW_MAXIMIZED;
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}
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static EWindowState SetMaximised(bool isEnabled)
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{
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if (isEnabled)
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{
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SDL_MaximizeWindow(s_pWindow);
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}
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else
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{
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SDL_RestoreWindow(s_pWindow);
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}
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return isEnabled
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? EWindowState::Maximised
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: EWindowState::Normal;
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}
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static SDL_Rect GetDimensions()
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{
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SDL_Rect rect{};
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SDL_GetWindowPosition(s_pWindow, &rect.x, &rect.y);
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SDL_GetWindowSize(s_pWindow, &rect.w, &rect.h);
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return rect;
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}
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static void SetDimensions(int w, int h, int x = SDL_WINDOWPOS_CENTERED, int y = SDL_WINDOWPOS_CENTERED)
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{
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s_width = w;
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s_height = h;
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s_x = x;
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s_y = y;
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SDL_SetWindowSize(s_pWindow, w, h);
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SDL_ResizeEvent(s_pWindow, w, h);
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SDL_SetWindowPosition(s_pWindow, x, y);
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SDL_MoveEvent(s_pWindow, x, y);
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}
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static uint32_t GetWindowFlags()
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{
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uint32_t flags = SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE;
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if (Config::WindowState == EWindowState::Maximised)
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flags |= SDL_WINDOW_MAXIMIZED;
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if (Config::Fullscreen)
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flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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return flags;
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}
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static bool IsPositionValid()
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{
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auto displayCount = SDL_GetNumVideoDisplays();
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if (displayCount <= 0)
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{
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printf("Failed to validate window position: %s\n", SDL_GetError());
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return false;
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}
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for (int i = 0; i < displayCount; i++)
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{
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SDL_Rect bounds;
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if (SDL_GetDisplayBounds(i, &bounds) == 0)
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{
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auto x = s_x;
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auto y = s_y;
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if (!Config::Fullscreen && s_width == bounds.w && s_height == bounds.h)
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return false;
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if (x == SDL_WINDOWPOS_CENTERED)
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x = bounds.w / 2 - s_width / 2;
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if (y == SDL_WINDOWPOS_CENTERED)
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y = bounds.h / 2 - s_height / 2;
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if (x >= bounds.x && x < bounds.x + bounds.w &&
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y >= bounds.y && y < bounds.y + bounds.h)
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{
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return true;
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}
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}
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}
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return false;
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}
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static void Init();
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static void Update();
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};
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