mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2025-12-30 15:50:05 -06:00
* 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>
352 lines
12 KiB
C++
352 lines
12 KiB
C++
#include "message_window.h"
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#include "imgui_utils.h"
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#include <api/SWA.h>
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#include <gpu/video.h>
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#include <locale/locale.h>
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#include <ui/button_guide.h>
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#include <app.h>
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#include <exports.h>
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#include <res/images/common/general_window.dds.h>
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#include <decompressor.h>
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#include <res/images/common/select_fade.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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static bool g_isAwaitingResult = false;
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static bool g_isClosing = false;
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static bool g_isControlsVisible = false;
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static int g_selectedRowIndex;
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static int g_foregroundCount;
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static bool g_upWasHeld;
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static bool g_downWasHeld;
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static double g_appearTime;
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static double g_controlsAppearTime;
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static ImFont* g_fntSeurat;
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static std::unique_ptr<GuestTexture> g_upSelectionCursor;
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static std::unique_ptr<GuestTexture> g_upWindow;
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std::string g_text;
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int g_result;
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std::vector<std::string> g_buttons;
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int g_defaultButtonIndex;
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bool DrawContainer(float appearTime, ImVec2 centre, ImVec2 max, bool isForeground = true)
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{
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auto drawList = ImGui::GetForegroundDrawList();
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ImVec2 _min = { centre.x - max.x, centre.y - max.y };
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ImVec2 _max = { centre.x + max.x, centre.y + max.y };
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// Expand/retract animation.
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auto containerMotion = ComputeMotion(appearTime, OVERLAY_CONTAINER_COMMON_MOTION_START, OVERLAY_CONTAINER_COMMON_MOTION_END);
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if (g_isClosing)
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{
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_min.x = Hermite(_min.x, centre.x, containerMotion);
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_max.x = Hermite(_max.x, centre.x, containerMotion);
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_min.y = Hermite(_min.y, centre.y, containerMotion);
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_max.y = Hermite(_max.y, centre.y, containerMotion);
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}
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else
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{
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_min.x = Hermite(centre.x, _min.x, containerMotion);
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_max.x = Hermite(centre.x, _max.x, containerMotion);
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_min.y = Hermite(centre.y, _min.y, containerMotion);
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_max.y = Hermite(centre.y, _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(appearTime, OVERLAY_CONTAINER_OUTRO_FADE_START, OVERLAY_CONTAINER_OUTRO_FADE_END)
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: ComputeMotion(appearTime, OVERLAY_CONTAINER_INTRO_FADE_START, OVERLAY_CONTAINER_INTRO_FADE_END);
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auto alpha = g_isClosing
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? Lerp(1, 0, colourMotion)
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: Lerp(0, 1, colourMotion);
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if (!isForeground)
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g_foregroundCount++;
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if (isForeground)
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drawList->AddRectFilled({ 0.0f, 0.0f }, ImGui::GetIO().DisplaySize, IM_COL32(0, 0, 0, 223 * (g_foregroundCount ? 1 : alpha)));
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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 && !g_isClosing;
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}
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void DrawButton(int rowIndex, float yOffset, float width, float height, std::string& text)
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{
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auto drawList = ImGui::GetForegroundDrawList();
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auto clipRectMin = drawList->GetClipRectMin();
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auto clipRectMax = drawList->GetClipRectMax();
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ImVec2 min = { clipRectMin.x + ((clipRectMax.x - clipRectMin.x) - width) / 2, clipRectMin.y + height * rowIndex + yOffset };
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ImVec2 max = { min.x + width, min.y + height };
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bool isSelected = rowIndex == g_selectedRowIndex;
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if (isSelected)
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{
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static auto breatheStart = ImGui::GetTime();
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auto alpha = Lerp(1.0f, 0.75f, (sin((ImGui::GetTime() - breatheStart) * (2.0f * M_PI / (55.0f / 60.0f))) + 1.0f) / 2.0f);
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auto colour = IM_COL32(255, 255, 255, 255 * alpha);
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auto width = Scale(11);
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auto left = PIXELS_TO_UV_COORDS(64, 64, 0, 0, 11, 50);
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auto centre = PIXELS_TO_UV_COORDS(64, 64, 11, 0, 8, 50);
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auto right = PIXELS_TO_UV_COORDS(64, 64, 19, 0, 11, 50);
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drawList->AddImage(g_upSelectionCursor.get(), min, { min.x + width, max.y }, GET_UV_COORDS(left), colour);
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drawList->AddImage(g_upSelectionCursor.get(), { min.x + width, min.y }, { max.x - width, max.y }, GET_UV_COORDS(centre), colour);
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drawList->AddImage(g_upSelectionCursor.get(), { max.x - width, min.y }, max, GET_UV_COORDS(right), colour);
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}
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auto fontSize = Scale(28);
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auto textSize = g_fntSeurat->CalcTextSizeA(fontSize, FLT_MAX, 0, text.c_str());
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DrawTextWithShadow
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(
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g_fntSeurat,
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fontSize,
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{ /* X */ min.x + ((max.x - min.x) - textSize.x) / 2, /* Y */ min.y + ((max.y - min.y) - textSize.y) / 2 },
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isSelected ? IM_COL32(255, 128, 0, 255) : IM_COL32(255, 255, 255, 255),
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text.c_str()
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);
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}
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static void ResetSelection()
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{
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g_selectedRowIndex = g_defaultButtonIndex;
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g_upWasHeld = false;
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g_downWasHeld = false;
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}
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void MessageWindow::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_upSelectionCursor = LoadTexture(decompressZstd(g_select_fade, g_select_fade_uncompressed_size).get(), g_select_fade_uncompressed_size);
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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 MessageWindow::Draw()
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{
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if (!s_isVisible)
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return;
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auto pInputState = g_isGameLoaded ? SWA::CInputState::GetInstance() : nullptr;
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auto drawList = ImGui::GetForegroundDrawList();
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auto& res = ImGui::GetIO().DisplaySize;
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ImVec2 centre = { res.x / 2, res.y / 2 };
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auto fontSize = Scale(28);
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auto textSize = MeasureCentredParagraph(g_fntSeurat, fontSize, 5, g_text.c_str());
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auto textMarginX = Scale(37);
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auto textMarginY = Scale(45);
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if (DrawContainer(g_appearTime, centre, { textSize.x / 2 + textMarginX, textSize.y / 2 + textMarginY }, !g_isControlsVisible))
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{
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DrawCentredParagraph
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(
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g_fntSeurat,
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fontSize,
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{ centre.x, centre.y + Scale(3) },
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5,
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g_text.c_str(),
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[=](const char* str, ImVec2 pos)
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{
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DrawTextWithShadow(g_fntSeurat, fontSize, pos, IM_COL32(255, 255, 255, 255), str);
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}
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);
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drawList->PopClipRect();
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bool isAccepted = pInputState
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? pInputState->GetPadState().IsTapped(SWA::eKeyState_A)
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: ImGui::IsMouseClicked(ImGuiMouseButton_Left);
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if (g_buttons.size())
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{
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auto itemWidth = std::max(Scale(162), Scale(CalcWidestTextSize(g_fntSeurat, fontSize, g_buttons)));
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auto itemHeight = Scale(57);
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auto windowMarginX = Scale(23);
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auto windowMarginY = Scale(30);
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ImVec2 controlsMax = { /* X */ itemWidth / 2 + windowMarginX, /* Y */ itemHeight / 2 * g_buttons.size() + windowMarginY };
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if (g_isControlsVisible && DrawContainer(g_controlsAppearTime, centre, controlsMax))
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{
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auto rowCount = 0;
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for (auto& button : g_buttons)
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DrawButton(rowCount++, windowMarginY, itemWidth, itemHeight, button);
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if (pInputState)
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{
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bool upIsHeld = pInputState->GetPadState().IsDown(SWA::eKeyState_DpadUp) ||
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pInputState->GetPadState().LeftStickVertical > 0.5f;
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bool downIsHeld = pInputState->GetPadState().IsDown(SWA::eKeyState_DpadDown) ||
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pInputState->GetPadState().LeftStickVertical < -0.5f;
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bool scrollUp = !g_upWasHeld && upIsHeld;
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bool scrollDown = !g_downWasHeld && downIsHeld;
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if (scrollUp)
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{
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--g_selectedRowIndex;
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if (g_selectedRowIndex < 0)
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g_selectedRowIndex = rowCount - 1;
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}
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else if (scrollDown)
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{
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++g_selectedRowIndex;
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if (g_selectedRowIndex >= rowCount)
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g_selectedRowIndex = 0;
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}
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if (scrollUp || scrollDown)
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Game_PlaySound("sys_actstg_pausecursor");
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g_upWasHeld = upIsHeld;
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g_downWasHeld = downIsHeld;
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if (pInputState->GetPadState().IsTapped(SWA::eKeyState_B))
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{
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g_result = -1;
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Game_PlaySound("sys_actstg_pausecansel");
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MessageWindow::Close();
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}
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ButtonGuide::Open
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(
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{
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Button(Localise("Common_Select"), EButtonIcon::A),
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Button(Localise("Common_Back"),EButtonIcon::B),
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}
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);
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}
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else
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{
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auto clipRectMin = drawList->GetClipRectMin();
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auto clipRectMax = drawList->GetClipRectMax();
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g_selectedRowIndex = -1;
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for (int i = 0; i < rowCount; i++)
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{
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ImVec2 itemMin = { clipRectMin.x + windowMarginX, clipRectMin.y + windowMarginY + itemHeight * i };
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ImVec2 itemMax = { clipRectMax.x - windowMarginX, clipRectMin.y + windowMarginY + itemHeight * i + itemHeight };
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if (ImGui::IsMouseHoveringRect(itemMin, itemMax, false))
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g_selectedRowIndex = i;
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}
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ButtonGuide::Open({ Button(Localise("Common_Select"), EButtonIcon::LMB) });
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}
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if (g_selectedRowIndex != -1 && isAccepted)
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{
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g_result = g_selectedRowIndex;
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Game_PlaySound("sys_actstg_pausedecide");
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MessageWindow::Close();
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}
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drawList->PopClipRect();
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}
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else
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{
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if (!g_isControlsVisible && isAccepted)
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{
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g_controlsAppearTime = ImGui::GetTime();
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g_isControlsVisible = true;
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Game_PlaySound("sys_actstg_pausewinopen");
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}
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}
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}
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else
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{
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if (isAccepted)
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{
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g_result = 0;
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MessageWindow::Close();
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}
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}
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}
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else if (g_isClosing)
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{
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s_isVisible = false;
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}
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}
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bool MessageWindow::Open(std::string text, int* result, std::span<std::string> buttons, int defaultButtonIndex)
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{
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if (!g_isAwaitingResult && *result == -1)
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{
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s_isVisible = true;
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g_isClosing = false;
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g_isControlsVisible = false;
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g_foregroundCount = 0;
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g_appearTime = ImGui::GetTime();
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g_controlsAppearTime = ImGui::GetTime();
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g_text = text;
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g_buttons = std::vector(buttons.begin(), buttons.end());
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g_defaultButtonIndex = g_isGameLoaded ? defaultButtonIndex : -1;
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ResetSelection();
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ButtonGuide::Open({ Button(Localise("Common_Next"), g_isGameLoaded ? EButtonIcon::A : EButtonIcon::LMB) });
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Game_PlaySound("sys_actstg_pausewinopen");
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g_isAwaitingResult = true;
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}
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*result = g_result;
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return !g_isAwaitingResult;
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}
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void MessageWindow::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_controlsAppearTime = ImGui::GetTime();
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g_isClosing = true;
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g_isControlsVisible = false;
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g_foregroundCount = 0;
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g_isAwaitingResult = false;
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ButtonGuide::Close();
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}
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Game_PlaySound("sys_actstg_pausewinclose");
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}
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