#include "overlay.h" #include "avs/game.h" #include "cfg/configurator.h" #include "games/io.h" #include "hooks/graphics/graphics.h" #include "misc/eamuse.h" #include "touch/touch.h" #include "util/logging.h" #include "imgui/impl_dx9.h" #include "imgui/impl_spice.h" #include "imgui/impl_sw.h" #include "overlay/imgui/impl_dx9.h" #include "overlay/imgui/impl_spice.h" #include "overlay/imgui/impl_sw.h" #include "window.h" #include "windows/card_manager.h" #include "windows/screen_resize.h" #include "windows/config.h" #include "windows/control.h" #include "windows/fps.h" #include "windows/iidx_sub.h" #include "windows/sdvx_sub.h" #include "windows/keypad.h" #include "windows/kfcontrol.h" #include "windows/log.h" #include "windows/patch_manager.h" #include "windows/vr.h" namespace overlay { // settings bool ENABLED = true; // global std::mutex OVERLAY_MUTEX; std::unique_ptr OVERLAY = nullptr; } static void *ImGui_Alloc(size_t sz, void *user_data) { void *data = malloc(sz); if (!data) { return nullptr; } memset(data, 0, sz); return data; } static void ImGui_Free(void *data, void *user_data) { free(data); } void overlay::create_d3d9(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device) { if (!overlay::ENABLED) { return; } const std::lock_guard lock(OVERLAY_MUTEX); if (!overlay::OVERLAY) { overlay::OVERLAY = std::make_unique(hWnd, d3d, device); } } void overlay::create_software(HWND hWnd) { if (!overlay::ENABLED) { return; } const std::lock_guard lock(OVERLAY_MUTEX); if (!overlay::OVERLAY) { overlay::OVERLAY = std::make_unique(hWnd); } } void overlay::destroy(HWND hWnd) { if (!overlay::ENABLED) { return; } const std::lock_guard lock(OVERLAY_MUTEX); if (overlay::OVERLAY && (hWnd == nullptr || overlay::OVERLAY->uses_window(hWnd))) { overlay::OVERLAY.reset(); } } overlay::SpiceOverlay::SpiceOverlay(HWND hWnd, IDirect3D9 *d3d, IDirect3DDevice9 *device) : renderer(OverlayRenderer::D3D9), hWnd(hWnd), d3d(d3d), device(device) { log_info("overlay", "initializing (D3D9)"); // increment reference counts this->d3d->AddRef(); this->device->AddRef(); // get creation parameters HRESULT ret; ret = this->device->GetCreationParameters(&this->creation_parameters); if (FAILED(ret)) { log_fatal("overlay", "GetCreationParameters failed, hr={}", FMT_HRESULT(ret)); } // get adapter identifier ret = this->d3d->GetAdapterIdentifier( creation_parameters.AdapterOrdinal, 0, &this->adapter_identifier); if (FAILED(ret)) { log_fatal("overlay", "GetAdapterIdentifier failed, hr={}", FMT_HRESULT(ret)); } // init this->init(); } overlay::SpiceOverlay::SpiceOverlay(HWND hWnd) : renderer(OverlayRenderer::SOFTWARE), hWnd(hWnd) { log_info("overlay", "initializing (SOFTWARE)"); // init this->init(); } void overlay::SpiceOverlay::init() { // init imgui IMGUI_CHECKVERSION(); ImGui::SetAllocatorFunctions(ImGui_Alloc, ImGui_Free, nullptr); ImGui::CreateContext(); ImGui::GetIO(); // set style ImGui::StyleColorsDark(); if (this->renderer == OverlayRenderer::SOFTWARE) { imgui_sw::make_style_fast(); ImVec4* colors = ImGui::GetStyle().Colors; colors[ImGuiCol_Border].w = 0; colors[ImGuiCol_Separator].w = 0.25f; } else { auto &style = ImGui::GetStyle(); style.WindowRounding = 0; } // red theme /* ImVec4* colors = ImGui::GetStyle().Colors; colors[ImGuiCol_Border] = ImVec4(0.50f, 0.43f, 0.43f, 0.50f); colors[ImGuiCol_FrameBg] = ImVec4(0.48f, 0.16f, 0.16f, 0.54f); colors[ImGuiCol_FrameBgHovered] = ImVec4(0.98f, 0.26f, 0.26f, 0.40f); colors[ImGuiCol_FrameBgActive] = ImVec4(0.98f, 0.26f, 0.26f, 0.67f); colors[ImGuiCol_TitleBgActive] = ImVec4(0.48f, 0.16f, 0.16f, 1.00f); colors[ImGuiCol_CheckMark] = ImVec4(0.98f, 0.26f, 0.26f, 1.00f); colors[ImGuiCol_SliderGrab] = ImVec4(0.88f, 0.24f, 0.24f, 1.00f); colors[ImGuiCol_SliderGrabActive] = ImVec4(0.98f, 0.26f, 0.26f, 1.00f); colors[ImGuiCol_Button] = ImVec4(0.98f, 0.26f, 0.26f, 0.40f); colors[ImGuiCol_ButtonHovered] = ImVec4(0.98f, 0.26f, 0.26f, 1.00f); colors[ImGuiCol_ButtonActive] = ImVec4(0.98f, 0.06f, 0.06f, 1.00f); colors[ImGuiCol_Header] = ImVec4(0.98f, 0.26f, 0.26f, 0.31f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.98f, 0.26f, 0.26f, 0.80f); colors[ImGuiCol_HeaderActive] = ImVec4(0.98f, 0.26f, 0.26f, 1.00f); colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.43f, 0.43f, 0.50f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.75f, 0.10f, 0.10f, 0.78f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.75f, 0.10f, 0.10f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.98f, 0.26f, 0.26f, 0.25f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.98f, 0.26f, 0.26f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.98f, 0.26f, 0.26f, 0.95f); colors[ImGuiCol_Tab] = ImVec4(0.58f, 0.18f, 0.18f, 0.86f); colors[ImGuiCol_TabHovered] = ImVec4(0.98f, 0.26f, 0.26f, 0.80f); colors[ImGuiCol_TabActive] = ImVec4(0.68f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_TabUnfocused] = ImVec4(0.15f, 0.07f, 0.07f, 0.97f); colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.42f, 0.14f, 0.14f, 1.00f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.98f, 0.26f, 0.26f, 0.35f); colors[ImGuiCol_NavHighlight] = ImVec4(0.98f, 0.26f, 0.26f, 1.00f); */ // configure IO auto &io = ImGui::GetIO(); io.UserData = this; io.ConfigFlags = ImGuiConfigFlags_NavEnableKeyboard | ImGuiConfigFlags_NavEnableGamepad | ImGuiConfigFlags_NavEnableSetMousePos | ImGuiConfigFlags_DockingEnable | ImGuiConfigFlags_ViewportsEnable; if (is_touch_available()) { io.ConfigFlags |= ImGuiConfigFlags_IsTouchScreen; } io.MouseDrawCursor = !GRAPHICS_SHOW_CURSOR; // disable config io.IniFilename = nullptr; // allow CTRL+WHEEL scaling io.FontAllowUserScaling = true; // add default font io.Fonts->AddFontDefault(); // add fallback fonts for missing glyph ranges ImFontConfig config {}; config.MergeMode = true; io.Fonts->AddFontFromFileTTF(R"(C:\Windows\Fonts\simsun.ttc)", 13.0f, &config, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); io.Fonts->AddFontFromFileTTF(R"(C:\Windows\Fonts\arial.ttf)", 13.0f, &config, io.Fonts->GetGlyphRangesCyrillic()); io.Fonts->AddFontFromFileTTF(R"(C:\Windows\Fonts\meiryu.ttc)", 13.0f, &config, io.Fonts->GetGlyphRangesJapanese()); io.Fonts->AddFontFromFileTTF(R"(C:\Windows\Fonts\meiryo.ttc)", 13.0f, &config, io.Fonts->GetGlyphRangesJapanese()); io.Fonts->AddFontFromFileTTF(R"(C:\Windows\Fonts\gulim.ttc)", 13.0f, &config, io.Fonts->GetGlyphRangesKorean()); io.Fonts->AddFontFromFileTTF(R"(C:\Windows\Fonts\cordia.ttf)", 13.0f, &config, io.Fonts->GetGlyphRangesThai()); io.Fonts->AddFontFromFileTTF(R"(C:\Windows\Fonts\arial.ttf)", 13.0f, &config, io.Fonts->GetGlyphRangesVietnamese()); // init implementation ImGui_ImplSpice_Init(this->hWnd); switch (this->renderer) { case OverlayRenderer::D3D9: ImGui_ImplDX9_Init(this->device); break; case OverlayRenderer::SOFTWARE: imgui_sw::bind_imgui_painting(); break; } // create empty frame switch (this->renderer) { case OverlayRenderer::D3D9: ImGui_ImplDX9_NewFrame(); break; case OverlayRenderer::SOFTWARE: break; } ImGui_ImplSpice_NewFrame(); ImGui::NewFrame(); ImGui::EndFrame(); // fix navigation buttons causing crash on overlay activation ImGui::Begin("Temp"); ImGui::End(); // referenced windows this->window_add(window_fps = new overlay::windows::FPS(this)); // add default windows this->window_add(new overlay::windows::Config(this)); this->window_add(new overlay::windows::Control(this)); this->window_add(new overlay::windows::Log(this)); this->window_add(new overlay::windows::CardManager(this)); this->window_add(new overlay::windows::ScreenResize(this)); this->window_add(new overlay::windows::PatchManager(this)); this->window_add(new overlay::windows::Keypad(this, 0)); this->window_add(new overlay::windows::KFControl(this)); this->window_add(new overlay::windows::VRWindow(this)); if (eamuse_get_game_keypads() > 1) { this->window_add(new overlay::windows::Keypad(this, 1)); } if (avs::game::is_model("LDJ")) { this->window_add(new overlay::windows::IIDXSubScreen(this)); } if (avs::game::is_model("KFC")) { this->window_add(new overlay::windows::SDVXSubScreen(this)); } } overlay::SpiceOverlay::~SpiceOverlay() { // imgui shutdown ImGui_ImplSpice_Shutdown(); switch (this->renderer) { case OverlayRenderer::D3D9: ImGui_ImplDX9_Shutdown(); // drop references this->device->Release(); this->d3d->Release(); break; case OverlayRenderer::SOFTWARE: imgui_sw::unbind_imgui_painting(); break; } ImGui::DestroyContext(); } void overlay::SpiceOverlay::window_add(Window *wnd) { this->windows.emplace_back(std::unique_ptr(wnd)); } void overlay::SpiceOverlay::new_frame() { // update implementation ImGui_ImplSpice_NewFrame(); this->total_elapsed += ImGui::GetIO().DeltaTime; // check if inactive if (!this->active) { return; } // init frame switch (this->renderer) { case OverlayRenderer::D3D9: ImGui_ImplDX9_NewFrame(); break; case OverlayRenderer::SOFTWARE: ImGui_ImplSpice_UpdateDisplaySize(); break; } ImGui::NewFrame(); // animated background if (cfg::CONFIGURATOR_STANDALONE) { auto flags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoInputs; if (ImGui::Begin("Background", nullptr, flags)) { ImGui::SetWindowPos(ImVec2(0, 0)); ImGui::SetWindowSize(ImGui::GetIO().DisplaySize); static const int EDGES[] = { 3, 4, 5, 6, 18 }; auto &io = ImGui::GetIO(); auto display_x = std::ceil(io.DisplaySize.x); auto display_y = std::ceil(io.DisplaySize.y); auto spacing = (display_x + display_y) * 0.1f; auto max_x = static_cast(display_x / spacing + 1.f); auto max_y = static_cast(display_y / spacing + 1.f); auto draw = ImGui::GetWindowDrawList(); for (int i_x = -1; i_x < max_x; i_x++) { for (int i_y = -1; i_y < max_y; i_y++) { auto x = static_cast(i_x); auto y = static_cast(i_y); draw->AddCircleFilled( ImVec2( x * spacing + sinf(total_elapsed * 0.5f + x - y) * spacing * 0.8f, y * spacing + cosf(total_elapsed * 0.5f - x + y) * spacing * 0.8f ), spacing * 0.3f + sinf(total_elapsed * 0.2f - x - y) * spacing * 0.05f, ImColor( 0.1f, 0.1f, 0.1f, 1.f), EDGES[static_cast(i_x + i_y) % std::size(EDGES)]); } } ImGui::End(); } } // build windows for (auto &window : this->windows) { window->build(); } // end frame ImGui::EndFrame(); } void overlay::SpiceOverlay::render() { // check if inactive if (!this->active) { return; } // imgui render ImGui::Render(); // implementation render switch (this->renderer) { case OverlayRenderer::D3D9: ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); break; case OverlayRenderer::SOFTWARE: { // get display metrics auto &io = ImGui::GetIO(); auto width = static_cast(std::ceil(io.DisplaySize.x)); auto height = static_cast(std::ceil(io.DisplaySize.y)); auto pixels = width * height; // make sure buffer is big enough if (this->pixel_data.size() < pixels) { this->pixel_data.resize(pixels, 0); } // reset buffer memset(&this->pixel_data[0], 0, width * height * sizeof(uint32_t)); // render to pixel data imgui_sw::SwOptions options { .optimize_text = true, .optimize_rectangles = true, }; imgui_sw::paint_imgui(&this->pixel_data[0], width, height, options); pixel_data_width = width; pixel_data_height = height; break; } } for (auto &window : this->windows) { window->after_render(); } } void overlay::SpiceOverlay::update() { // check overlay toggle auto overlay_buttons = games::get_buttons_overlay(eamuse_get_game()); bool toggle_down_new = overlay_buttons && this->hotkeys_triggered() && GameAPI::Buttons::getState(RI_MGR, overlay_buttons->at(games::OverlayButtons::ToggleOverlay)); if (toggle_down_new && !this->toggle_down) { toggle_active(true); } this->toggle_down = toggle_down_new; // update windows for (auto &window : this->windows) { window->update(); } // deactivate if no windows are shown bool window_active = false; for (auto &window : this->windows) { if (window->get_active()) { window_active = true; break; } } if (!window_active) { this->set_active(false); } } bool overlay::SpiceOverlay::update_cursor() { return ImGui_ImplSpice_UpdateMouseCursor(); } void overlay::SpiceOverlay::toggle_active(bool overlay_key) { // invert active state this->active = !this->active; // show FPS window if toggled with overlay key if (overlay_key) { this->window_fps->set_active(this->active); } } void overlay::SpiceOverlay::set_active(bool new_active) { // toggle if different if (this->active != new_active) { this->toggle_active(); } } bool overlay::SpiceOverlay::get_active() { return this->active; } bool overlay::SpiceOverlay::has_focus() { return this->get_active() && ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } bool overlay::SpiceOverlay::hotkeys_triggered() { // check if disabled first if (!this->hotkeys_enable) { return false; } // get buttons auto buttons = games::get_buttons_overlay(eamuse_get_game()); if (!buttons) { return false; } auto &hotkey1 = buttons->at(games::OverlayButtons::HotkeyEnable1); auto &hotkey2 = buttons->at(games::OverlayButtons::HotkeyEnable2); auto &toggle = buttons->at(games::OverlayButtons::HotkeyToggle); // check hotkey toggle auto toggle_state = GameAPI::Buttons::getState(RI_MGR, toggle); if (toggle_state) { if (!this->hotkey_toggle_last) { this->hotkey_toggle_last = true; this->hotkey_toggle = !this->hotkey_toggle; } } else { this->hotkey_toggle_last = false; } // hotkey toggle overrides hotkey enable button states if (hotkey_toggle) { return true; } // check hotkey enable buttons bool triggered = true; if (hotkey1.isSet() && !GameAPI::Buttons::getState(RI_MGR, hotkey1)) { triggered = false; } if (hotkey2.isSet() && !GameAPI::Buttons::getState(RI_MGR, hotkey2)) { triggered = false; } return triggered; } void overlay::SpiceOverlay::reset_invalidate() { ImGui_ImplDX9_InvalidateDeviceObjects(); } void overlay::SpiceOverlay::reset_recreate() { ImGui_ImplDX9_CreateDeviceObjects(); } void overlay::SpiceOverlay::input_char(unsigned int c, bool rawinput) { // disable rawinput characters once we got one from somewhere else (such as a WndProc) if (!rawinput) { this->rawinput_char = false; } else if (!this->rawinput_char) { return; } // add character to ImGui ImGui::GetIO().AddInputCharacter(c); } uint32_t *overlay::SpiceOverlay::sw_get_pixel_data(int *width, int *height) { // check if active if (!this->active) { *width = 0; *height = 0; return nullptr; } // ensure buffer has the right size const size_t total_size = this->pixel_data_width * this->pixel_data_height; if (this->pixel_data.size() < total_size) { this->pixel_data.resize(total_size, 0); } // check for empty surface if (this->pixel_data.empty()) { *width = 0; *height = 0; return nullptr; } // copy and return pointer to data *width = this->pixel_data_width; *height = this->pixel_data_height; return &this->pixel_data[0]; }