spicetools/overlay/windows/sdvx_sub.cpp

108 lines
3.2 KiB
C++

#undef CINTERFACE
#include "sdvx_sub.h"
#include <fmt/format.h>
#include "games/io.h"
#include "hooks/graphics/backends/d3d9/d3d9_backend.h"
#include "hooks/graphics/backends/d3d9/d3d9_device.h"
#include "util/logging.h"
namespace overlay::windows {
const ImVec4 YELLOW(1.f, 1.f, 0.f, 1.f);
const ImVec4 WHITE(1.f, 1.f, 1.f, 1.f);
SDVXSubScreen::SDVXSubScreen(SpiceOverlay *overlay) : Window(overlay), device(overlay->get_device()) {
this->draws_window = false;
this->title = "Sub Screen";
this->toggle_button = games::OverlayButtons::ToggleSubScreen;
this->texture_size = ImVec2(0, 0);
}
void SDVXSubScreen::build_content() {
this->draw_texture();
/*
if (this->status_message.has_value()) {
ImGui::TextColored(YELLOW, "%s", this->status_message.value().c_str());
} else if (this->texture) {
ImGui::TextColored(WHITE, "Successfully acquired surface texture");
} else {
ImGui::TextColored(YELLOW, "Failed to acquire surface texture");
}
*/
}
bool SDVXSubScreen::build_texture(IDirect3DSurface9 *surface) {
HRESULT hr;
D3DSURFACE_DESC desc {};
hr = surface->GetDesc(&desc);
if (FAILED(hr)) {
this->status_message = fmt::format("Failed to get surface descriptor, hr={}", FMT_HRESULT(hr));
return false;
}
hr = this->device->CreateTexture(desc.Width, desc.Height, 0, desc.Usage, desc.Format,
desc.Pool, &this->texture, nullptr);
if (FAILED(hr)) {
this->status_message = fmt::format("Failed to create render target, hr={}", FMT_HRESULT(hr));
return false;
}
this->texture_size = ImVec2(1080, 608);
return true;
}
void SDVXSubScreen::draw_texture() {
HRESULT hr;
auto surface = graphics_d3d9_ldj_get_sub_screen();
if (surface == nullptr) {
return;
}
if (this->texture == nullptr) {
if (!this->build_texture(surface)) {
this->texture = nullptr;
this->texture_size = ImVec2(0, 0);
surface->Release();
return;
}
}
IDirect3DSurface9 *texture_surface = nullptr;
hr = this->texture->GetSurfaceLevel(0, &texture_surface);
if (FAILED(hr)) {
this->status_message = fmt::format("Failed to get texture surface, hr={}", FMT_HRESULT(hr));
surface->Release();
return;
}
hr = this->device->StretchRect(surface, nullptr, texture_surface, nullptr, D3DTEXF_NONE);
if (FAILED(hr)) {
this->status_message = fmt::format("Failed to copy back buffer contents, hr={}", FMT_HRESULT(hr));
surface->Release();
texture_surface->Release();
return;
}
surface->Release();
texture_surface->Release();
ImGui::GetBackgroundDrawList()->AddImage(
reinterpret_cast<void *>(this->texture),
ImVec2(0, 0),
this->texture_size,
ImVec2(0, 0),
ImVec2(1, 1));
}
}