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runtime_gui.cpp
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runtime_gui.cpp
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/*
* Copyright (C) 2014 Patrick Mours
* SPDX-License-Identifier: BSD-3-Clause
*/
#if RESHADE_GUI
#define IMGUI_DEFINE_MATH_OPERATORS
#include "version.h"
#include "dll_log.hpp"
#include "dll_resources.hpp"
#include "ini_file.hpp"
#include "addon_manager.hpp"
#include "runtime.hpp"
#include "runtime_objects.hpp"
#include "input.hpp"
#include "input_gamepad.hpp"
#include "imgui_widgets.hpp"
#include "platform_utils.hpp"
#include "fonts/forkawesome.inl"
#include <fstream>
#include <algorithm>
static bool filter_text(const std::string_view &text, const std::string_view &filter)
{
return filter.empty() ||
std::search(text.cbegin(), text.cend(), filter.cbegin(), filter.cend(),
[](const char c1, const char c2) { // Search case-insensitive
return (('a' <= c1 && c1 <= 'z') ? static_cast<char>(c1 - ' ') : c1) == (('a' <= c2 && c2 <= 'z') ? static_cast<char>(c2 - ' ') : c2);
}) != text.cend();
}
static auto filter_name(ImGuiInputTextCallbackData *data) -> int
{
// A file name cannot contain any of the following characters
return data->EventChar == L'\"' || data->EventChar == L'*' || data->EventChar == L'/' || data->EventChar == L':' || data->EventChar == L'<' || data->EventChar == L'>' || data->EventChar == L'?' || data->EventChar == L'\\' || data->EventChar == L'|';
}
template <typename F>
static void parse_errors(const std::string_view &errors, F &&callback)
{
for (size_t offset = 0, next; offset != std::string_view::npos; offset = next)
{
const size_t pos_error = errors.find(": ", offset);
const size_t pos_error_line = errors.rfind('(', pos_error); // Paths can contain '(', but no ": ", so search backwards from the error location to find the line info
if (pos_error == std::string_view::npos || pos_error_line == std::string_view::npos || pos_error_line < offset)
break;
const size_t pos_linefeed = errors.find('\n', pos_error);
next = pos_linefeed != std::string_view::npos ? pos_linefeed + 1 : std::string_view::npos;
const std::string error_file(errors.data() + offset, pos_error_line - offset);
int error_line = std::strtol(errors.data() + pos_error_line + 1, nullptr, 10);
const std::string error_text(errors.substr(pos_error + 2 /* skip space */, pos_linefeed - pos_error - 2));
callback(error_file, error_line, error_text);
}
}
static const ImVec4 COLOR_RED = ImColor(240, 100, 100);
static const ImVec4 COLOR_YELLOW = ImColor(204, 204, 0);
void reshade::runtime::init_gui()
{
// Default shortcut: Home
_overlay_key_data[0] = 0x24;
_overlay_key_data[1] = false;
_overlay_key_data[2] = false;
_overlay_key_data[3] = false;
#if 0
_imgui_context = ImGui::CreateContext();
ImGuiIO &imgui_io = _imgui_context->IO;
imgui_io.IniFilename = nullptr;
imgui_io.KeyMap[ImGuiKey_Tab] = 0x09; // VK_TAB
imgui_io.KeyMap[ImGuiKey_LeftArrow] = 0x25; // VK_LEFT
imgui_io.KeyMap[ImGuiKey_RightArrow] = 0x27; // VK_RIGHT
imgui_io.KeyMap[ImGuiKey_UpArrow] = 0x26; // VK_UP
imgui_io.KeyMap[ImGuiKey_DownArrow] = 0x28; // VK_DOWN
imgui_io.KeyMap[ImGuiKey_PageUp] = 0x21; // VK_PRIOR
imgui_io.KeyMap[ImGuiKey_PageDown] = 0x22; // VK_NEXT
imgui_io.KeyMap[ImGuiKey_Home] = 0x24; // VK_HOME
imgui_io.KeyMap[ImGuiKey_End] = 0x23; // VK_END
imgui_io.KeyMap[ImGuiKey_Insert] = 0x2D; // VK_INSERT
imgui_io.KeyMap[ImGuiKey_Delete] = 0x2E; // VK_DELETE
imgui_io.KeyMap[ImGuiKey_Backspace] = 0x08; // VK_BACK
imgui_io.KeyMap[ImGuiKey_Space] = 0x20; // VK_SPACE
imgui_io.KeyMap[ImGuiKey_Enter] = 0x0D; // VK_RETURN
imgui_io.KeyMap[ImGuiKey_Escape] = 0x1B; // VK_ESCAPE
imgui_io.KeyMap[ImGuiKey_A] = 'A';
imgui_io.KeyMap[ImGuiKey_C] = 'C';
imgui_io.KeyMap[ImGuiKey_V] = 'V';
imgui_io.KeyMap[ImGuiKey_X] = 'X';
imgui_io.KeyMap[ImGuiKey_Y] = 'Y';
imgui_io.KeyMap[ImGuiKey_Z] = 'Z';
imgui_io.ConfigFlags = ImGuiConfigFlags_DockingEnable | ImGuiConfigFlags_NavEnableKeyboard;
imgui_io.BackendFlags = ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_RendererHasVtxOffset;
ImGuiStyle &imgui_style = _imgui_context->Style;
// Disable rounding by default
imgui_style.GrabRounding = 0.0f;
imgui_style.FrameRounding = 0.0f;
imgui_style.ChildRounding = 0.0f;
imgui_style.ScrollbarRounding = 0.0f;
imgui_style.WindowRounding = 0.0f;
imgui_style.WindowBorderSize = 0.0f;
ImGui::SetCurrentContext(nullptr);
#endif
}
void reshade::runtime::deinit_gui()
{
#if 0
ImGui::DestroyContext(_imgui_context);
#endif
}
void reshade::runtime::build_font_atlas()
{
#if 0
ImFontAtlas *const atlas = ImGui::GetIO().Fonts;
if (atlas->IsBuilt())
return;
// Remove any existing fonts from atlas first
atlas->Clear();
extern bool resolve_path(std::filesystem::path &path, std::error_code &ec);
// Add main font
{
ImFontConfig cfg;
cfg.SizePixels = static_cast<float>(_font_size);
std::error_code ec;
std::filesystem::path resolved_font_path = _font_path;
if (!resolved_font_path.empty() && (!resolve_path(resolved_font_path, ec) || atlas->AddFontFromFileTTF(resolved_font_path.u8string().c_str(), cfg.SizePixels) == nullptr))
{
LOG(ERROR) << "Failed to load font from " << _font_path << " with error code " << ec.value() << '!';
_font_path.clear();
}
// Use default font if custom font failed to load
if (_font_path.empty())
atlas->AddFontDefault(&cfg);
// Merge icons into main font
ImFontConfig icon_config;
icon_config.MergeMode = true;
icon_config.PixelSnapH = true;
icon_config.GlyphOffset = ImVec2(0.0f, 0.1f * _font_size);
constexpr ImWchar icon_ranges[] = { ICON_MIN_FK, ICON_MAX_FK, 0 }; // Zero-terminated list
atlas->AddFontFromMemoryCompressedBase85TTF(FONT_ICON_BUFFER_NAME_FK, cfg.SizePixels, &icon_config, icon_ranges);
}
// Add editor font
{
ImFontConfig cfg;
cfg.SizePixels = static_cast<float>(_editor_font_size);
std::error_code ec;
std::filesystem::path resolved_font_path = _editor_font_path;
if (!resolved_font_path.empty() && (!resolve_path(resolved_font_path, ec) || atlas->AddFontFromFileTTF(resolved_font_path.u8string().c_str(), cfg.SizePixels) == nullptr))
{
LOG(ERROR) << "Failed to load editor font from " << _editor_font_path << " with error code " << ec.value() << '!';
_editor_font_path.clear();
}
if (_editor_font_path.empty())
atlas->AddFontDefault(&cfg);
}
if (atlas->Build())
{
#if RESHADE_VERBOSE_LOG
LOG(DEBUG) << "Font atlas size: " << atlas->TexWidth << 'x' << atlas->TexHeight;
#endif
}
else
{
LOG(ERROR) << "Failed to build font atlas!";
_font_path.clear();
_editor_font_path.clear();
atlas->Clear();
// If unable to build font atlas due to an invalid custom font, revert to the default font
for (int i = 0; i < 2; ++i)
{
ImFontConfig cfg;
cfg.SizePixels = static_cast<float>(i == 0 ? _font_size : _editor_font_size);
atlas->AddFontDefault(&cfg);
}
}
_show_splash = true;
int width, height;
unsigned char *pixels;
// This will also build the font atlas again if that previously failed above
atlas->GetTexDataAsRGBA32(&pixels, &width, &height);
// Make sure font atlas is not currently in use before destroying it
_graphics_queue->wait_idle();
_device->destroy_resource(_font_atlas_tex);
_font_atlas_tex = {};
_device->destroy_resource_view(_font_atlas_srv);
_font_atlas_srv = {};
const api::subresource_data initial_data = { pixels, static_cast<uint32_t>(width * 4), static_cast<uint32_t>(width * height * 4) };
// Create font atlas texture and upload it
if (!_device->create_resource(
api::resource_desc(width, height, 1, 1, api::format::r8g8b8a8_unorm, 1, api::memory_heap::gpu_only, api::resource_usage::shader_resource),
&initial_data, api::resource_usage::shader_resource, &_font_atlas_tex))
{
LOG(ERROR) << "Failed to create front atlas resource!";
return;
}
// Texture data is now uploaded, so can free the memory
atlas->ClearTexData();
if (!_device->create_resource_view(_font_atlas_tex, api::resource_usage::shader_resource, api::resource_view_desc(api::format::r8g8b8a8_unorm), &_font_atlas_srv))
{
LOG(ERROR) << "Failed to create font atlas resource view!";
return;
}
_device->set_resource_name(_font_atlas_tex, "ImGui font atlas");
#endif
}
void reshade::runtime::load_config_gui(const ini_file &config)
{
#if 0
if (_input_gamepad != nullptr)
_imgui_context->IO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
else
_imgui_context->IO.ConfigFlags &= ~ImGuiConfigFlags_NavEnableGamepad;
#endif
config.get("INPUT", "KeyOverlay", _overlay_key_data);
config.get("INPUT", "InputProcessing", _input_processing_mode);
config.get("OVERLAY", "ClockFormat", _clock_format);
config.get("OVERLAY", "FPSPosition", _fps_pos);
config.get("OVERLAY", "NoFontScaling", _no_font_scaling);
config.get("OVERLAY", "ShowClock", _show_clock);
#if RESHADE_FX
config.get("OVERLAY", "ShowForceLoadEffectsButton", _show_force_load_effects_button);
#endif
config.get("OVERLAY", "ShowFPS", _show_fps);
config.get("OVERLAY", "ShowFrameTime", _show_frametime);
config.get("OVERLAY", "ShowScreenshotMessage", _show_screenshot_message);
#if RESHADE_FX
config.get("OVERLAY", "TutorialProgress", _tutorial_index);
config.get("OVERLAY", "VariableListHeight", _variable_editor_height);
config.get("OVERLAY", "VariableListUseTabs", _variable_editor_tabs);
config.get("OVERLAY", "AutoSavePreset", _auto_save_preset);
#endif
#if 0
ImGuiStyle &imgui_style = _imgui_context->Style;
config.get("STYLE", "Alpha", imgui_style.Alpha);
config.get("STYLE", "ChildRounding", imgui_style.ChildRounding);
config.get("STYLE", "ColFPSText", _fps_col);
config.get("STYLE", "EditorFont", _editor_font_path);
config.get("STYLE", "EditorFontSize", _editor_font_size);
config.get("STYLE", "EditorStyleIndex", _editor_style_index);
config.get("STYLE", "Font", _font_path);
config.get("STYLE", "FontSize", _font_size);
config.get("STYLE", "FPSScale", _fps_scale);
config.get("STYLE", "FrameRounding", imgui_style.FrameRounding);
config.get("STYLE", "GrabRounding", imgui_style.GrabRounding);
config.get("STYLE", "PopupRounding", imgui_style.PopupRounding);
config.get("STYLE", "ScrollbarRounding", imgui_style.ScrollbarRounding);
config.get("STYLE", "StyleIndex", _style_index);
config.get("STYLE", "TabRounding", imgui_style.TabRounding);
config.get("STYLE", "WindowRounding", imgui_style.WindowRounding);
// For compatibility with older versions, set the alpha value if it is missing
if (_fps_col[3] == 0.0f)
_fps_col[3] = 1.0f;
load_custom_style();
if (_imgui_context->SettingsLoaded)
return;
ImGuiContext *const backup_context = ImGui::GetCurrentContext();
ImGui::SetCurrentContext(_imgui_context);
// Call all pre-read handlers, before reading config data (since they affect state that is then updated in the read handlers below)
for (ImGuiSettingsHandler &handler : _imgui_context->SettingsHandlers)
if (handler.ReadInitFn)
handler.ReadInitFn(_imgui_context, &handler);
for (ImGuiSettingsHandler &handler : _imgui_context->SettingsHandlers)
{
std::vector<std::string> lines;
if (config.get("OVERLAY", handler.TypeName, lines))
{
void *entry_data = nullptr;
for (const std::string &line : lines)
{
if (line.empty())
continue;
if (line[0] == '[')
{
const size_t name_beg = line.find('[', 1) + 1;
const size_t name_end = line.rfind(']');
entry_data = handler.ReadOpenFn(_imgui_context, &handler, line.substr(name_beg, name_end - name_beg).c_str());
}
else
{
assert(entry_data != nullptr);
handler.ReadLineFn(_imgui_context, &handler, entry_data, line.c_str());
}
}
}
}
_imgui_context->SettingsLoaded = true;
for (ImGuiSettingsHandler &handler : _imgui_context->SettingsHandlers)
if (handler.ApplyAllFn)
handler.ApplyAllFn(_imgui_context, &handler);
ImGui::SetCurrentContext(backup_context);
#endif
}
void reshade::runtime::save_config_gui(ini_file &config) const
{
config.set("INPUT", "KeyOverlay", _overlay_key_data);
config.set("INPUT", "InputProcessing", _input_processing_mode);
config.set("OVERLAY", "ClockFormat", _clock_format);
config.set("OVERLAY", "FPSPosition", _fps_pos);
config.set("OVERLAY", "NoFontScaling", _no_font_scaling);
config.set("OVERLAY", "ShowClock", _show_clock);
#if RESHADE_FX
config.set("OVERLAY", "ShowForceLoadEffectsButton", _show_force_load_effects_button);
#endif
config.set("OVERLAY", "ShowFPS", _show_fps);
config.set("OVERLAY", "ShowFrameTime", _show_frametime);
config.set("OVERLAY", "ShowScreenshotMessage", _show_screenshot_message);
#if RESHADE_FX
config.set("OVERLAY", "TutorialProgress", _tutorial_index);
config.set("OVERLAY", "VariableListHeight", _variable_editor_height);
config.set("OVERLAY", "VariableListUseTabs", _variable_editor_tabs);
config.set("OVERLAY", "AutoSavePreset", _auto_save_preset);
#endif
#if 0
const ImGuiStyle &imgui_style = _imgui_context->Style;
config.set("STYLE", "Alpha", imgui_style.Alpha);
config.set("STYLE", "ChildRounding", imgui_style.ChildRounding);
config.set("STYLE", "ColFPSText", _fps_col);
config.set("STYLE", "EditorFont", _editor_font_path);
config.set("STYLE", "EditorFontSize", _editor_font_size);
config.set("STYLE", "EditorStyleIndex", _editor_style_index);
config.set("STYLE", "Font", _font_path);
config.set("STYLE", "FontSize", _font_size);
config.set("STYLE", "FPSScale", _fps_scale);
config.set("STYLE", "FrameRounding", imgui_style.FrameRounding);
config.set("STYLE", "GrabRounding", imgui_style.GrabRounding);
config.set("STYLE", "PopupRounding", imgui_style.PopupRounding);
config.set("STYLE", "ScrollbarRounding", imgui_style.ScrollbarRounding);
config.set("STYLE", "StyleIndex", _style_index);
config.set("STYLE", "TabRounding", imgui_style.TabRounding);
config.set("STYLE", "WindowRounding", imgui_style.WindowRounding);
// Do not save custom style colors by default, only when actually used and edited
ImGuiContext *const backup_context = ImGui::GetCurrentContext();
ImGui::SetCurrentContext(_imgui_context);
for (ImGuiSettingsHandler &handler : _imgui_context->SettingsHandlers)
{
ImGuiTextBuffer buffer;
handler.WriteAllFn(_imgui_context, &handler, &buffer);
std::vector<std::string> lines;
for (int i = 0, offset = 0; i < buffer.size(); ++i)
{
if (buffer[i] == '\n')
{
lines.emplace_back(buffer.c_str() + offset, i - offset);
offset = i + 1;
}
}
if (!lines.empty())
config.set("OVERLAY", handler.TypeName, lines);
}
ImGui::SetCurrentContext(backup_context);
#endif
}
void reshade::runtime::load_custom_style()
{
const ini_file &config = ini_file::load_cache(_config_path);
ImVec4 *const colors = _imgui_context->Style.Colors;
switch (_style_index)
{
case 0:
ImGui::StyleColorsDark(&_imgui_context->Style);
break;
case 1:
ImGui::StyleColorsLight(&_imgui_context->Style);
break;
case 2:
colors[ImGuiCol_Text] = ImVec4(0.862745f, 0.862745f, 0.862745f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.862745f, 0.862745f, 0.862745f, 0.58f);
colors[ImGuiCol_WindowBg] = ImVec4(0.117647f, 0.117647f, 0.117647f, 1.00f);
colors[ImGuiCol_ChildBg] = ImVec4(0.156863f, 0.156863f, 0.156863f, 0.00f);
colors[ImGuiCol_Border] = ImVec4(0.862745f, 0.862745f, 0.862745f, 0.30f);
colors[ImGuiCol_FrameBg] = ImVec4(0.156863f, 0.156863f, 0.156863f, 1.00f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.470588f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.588235f);
colors[ImGuiCol_TitleBg] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.45f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.35f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.58f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.156863f, 0.156863f, 0.156863f, 0.57f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.156863f, 0.156863f, 0.156863f, 1.00f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.31f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.78f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.392157f, 0.588235f, 0.941176f, 1.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.117647f, 0.117647f, 0.117647f, 0.92f);
colors[ImGuiCol_CheckMark] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.80f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.784314f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.392157f, 0.588235f, 0.941176f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.44f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.86f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.392157f, 0.588235f, 0.941176f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.76f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.86f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.392157f, 0.588235f, 0.941176f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.862745f, 0.862745f, 0.862745f, 0.32f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.862745f, 0.862745f, 0.862745f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.862745f, 0.862745f, 0.862745f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.20f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.78f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.392157f, 0.588235f, 0.941176f, 1.00f);
colors[ImGuiCol_Tab] = colors[ImGuiCol_Button];
colors[ImGuiCol_TabActive] = colors[ImGuiCol_ButtonActive];
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_ButtonHovered];
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.862745f, 0.862745f, 0.862745f, 0.63f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.392157f, 0.588235f, 0.941176f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.862745f, 0.862745f, 0.862745f, 0.63f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(0.392157f, 0.588235f, 0.941176f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.392157f, 0.588235f, 0.941176f, 0.43f);
break;
case 5:
colors[ImGuiCol_Text] = ImColor(0xff969483);
colors[ImGuiCol_TextDisabled] = ImColor(0xff756e58);
colors[ImGuiCol_WindowBg] = ImColor(0xff362b00);
colors[ImGuiCol_ChildBg] = ImColor();
colors[ImGuiCol_PopupBg] = ImColor(0xfc362b00); // Customized
colors[ImGuiCol_Border] = ImColor(0xff423607);
colors[ImGuiCol_BorderShadow] = ImColor();
colors[ImGuiCol_FrameBg] = ImColor(0xfc423607); // Customized
colors[ImGuiCol_FrameBgHovered] = ImColor(0xff423607);
colors[ImGuiCol_FrameBgActive] = ImColor(0xff423607);
colors[ImGuiCol_TitleBg] = ImColor(0xff362b00);
colors[ImGuiCol_TitleBgActive] = ImColor(0xff362b00);
colors[ImGuiCol_TitleBgCollapsed] = ImColor(0xff362b00);
colors[ImGuiCol_MenuBarBg] = ImColor(0xff423607);
colors[ImGuiCol_ScrollbarBg] = ImColor(0xff362b00);
colors[ImGuiCol_ScrollbarGrab] = ImColor(0xff423607);
colors[ImGuiCol_ScrollbarGrabHovered] = ImColor(0xff423607);
colors[ImGuiCol_ScrollbarGrabActive] = ImColor(0xff423607);
colors[ImGuiCol_CheckMark] = ImColor(0xff756e58);
colors[ImGuiCol_SliderGrab] = ImColor(0xff5e5025); // Customized
colors[ImGuiCol_SliderGrabActive] = ImColor(0xff5e5025); // Customized
colors[ImGuiCol_Button] = ImColor(0xff423607);
colors[ImGuiCol_ButtonHovered] = ImColor(0xff423607);
colors[ImGuiCol_ButtonActive] = ImColor(0xff362b00);
colors[ImGuiCol_Header] = ImColor(0xff423607);
colors[ImGuiCol_HeaderHovered] = ImColor(0xff423607);
colors[ImGuiCol_HeaderActive] = ImColor(0xff423607);
colors[ImGuiCol_Separator] = ImColor(0xff423607);
colors[ImGuiCol_SeparatorHovered] = ImColor(0xff423607);
colors[ImGuiCol_SeparatorActive] = ImColor(0xff423607);
colors[ImGuiCol_ResizeGrip] = ImColor(0xff423607);
colors[ImGuiCol_ResizeGripHovered] = ImColor(0xff423607);
colors[ImGuiCol_ResizeGripActive] = ImColor(0xff756e58);
colors[ImGuiCol_Tab] = ImColor(0xff362b00);
colors[ImGuiCol_TabHovered] = ImColor(0xff423607);
colors[ImGuiCol_TabActive] = ImColor(0xff423607);
colors[ImGuiCol_TabUnfocused] = ImColor(0xff362b00);
colors[ImGuiCol_TabUnfocusedActive] = ImColor(0xff423607);
colors[ImGuiCol_DockingPreview] = ImColor(0xee837b65); // Customized
colors[ImGuiCol_DockingEmptyBg] = ImColor();
colors[ImGuiCol_PlotLines] = ImColor(0xff756e58);
colors[ImGuiCol_PlotLinesHovered] = ImColor(0xff756e58);
colors[ImGuiCol_PlotHistogram] = ImColor(0xff756e58);
colors[ImGuiCol_PlotHistogramHovered] = ImColor(0xff756e58);
colors[ImGuiCol_TextSelectedBg] = ImColor(0xff756e58);
colors[ImGuiCol_DragDropTarget] = ImColor(0xff756e58);
colors[ImGuiCol_NavHighlight] = ImColor();
colors[ImGuiCol_NavWindowingHighlight] = ImColor(0xee969483); // Customized
colors[ImGuiCol_NavWindowingDimBg] = ImColor(0x20e3f6fd); // Customized
colors[ImGuiCol_ModalWindowDimBg] = ImColor(0x20e3f6fd); // Customized
break;
case 6:
colors[ImGuiCol_Text] = ImColor(0xff837b65);
colors[ImGuiCol_TextDisabled] = ImColor(0xffa1a193);
colors[ImGuiCol_WindowBg] = ImColor(0xffe3f6fd);
colors[ImGuiCol_ChildBg] = ImColor();
colors[ImGuiCol_PopupBg] = ImColor(0xfce3f6fd); // Customized
colors[ImGuiCol_Border] = ImColor(0xffd5e8ee);
colors[ImGuiCol_BorderShadow] = ImColor();
colors[ImGuiCol_FrameBg] = ImColor(0xfcd5e8ee); // Customized
colors[ImGuiCol_FrameBgHovered] = ImColor(0xffd5e8ee);
colors[ImGuiCol_FrameBgActive] = ImColor(0xffd5e8ee);
colors[ImGuiCol_TitleBg] = ImColor(0xffe3f6fd);
colors[ImGuiCol_TitleBgActive] = ImColor(0xffe3f6fd);
colors[ImGuiCol_TitleBgCollapsed] = ImColor(0xffe3f6fd);
colors[ImGuiCol_MenuBarBg] = ImColor(0xffd5e8ee);
colors[ImGuiCol_ScrollbarBg] = ImColor(0xffe3f6fd);
colors[ImGuiCol_ScrollbarGrab] = ImColor(0xffd5e8ee);
colors[ImGuiCol_ScrollbarGrabHovered] = ImColor(0xffd5e8ee);
colors[ImGuiCol_ScrollbarGrabActive] = ImColor(0xffd5e8ee);
colors[ImGuiCol_CheckMark] = ImColor(0xffa1a193);
colors[ImGuiCol_SliderGrab] = ImColor(0xffc3d3d9); // Customized
colors[ImGuiCol_SliderGrabActive] = ImColor(0xffc3d3d9); // Customized
colors[ImGuiCol_Button] = ImColor(0xffd5e8ee);
colors[ImGuiCol_ButtonHovered] = ImColor(0xffd5e8ee);
colors[ImGuiCol_ButtonActive] = ImColor(0xffe3f6fd);
colors[ImGuiCol_Header] = ImColor(0xffd5e8ee);
colors[ImGuiCol_HeaderHovered] = ImColor(0xffd5e8ee);
colors[ImGuiCol_HeaderActive] = ImColor(0xffd5e8ee);
colors[ImGuiCol_Separator] = ImColor(0xffd5e8ee);
colors[ImGuiCol_SeparatorHovered] = ImColor(0xffd5e8ee);
colors[ImGuiCol_SeparatorActive] = ImColor(0xffd5e8ee);
colors[ImGuiCol_ResizeGrip] = ImColor(0xffd5e8ee);
colors[ImGuiCol_ResizeGripHovered] = ImColor(0xffd5e8ee);
colors[ImGuiCol_ResizeGripActive] = ImColor(0xffa1a193);
colors[ImGuiCol_Tab] = ImColor(0xffe3f6fd);
colors[ImGuiCol_TabHovered] = ImColor(0xffd5e8ee);
colors[ImGuiCol_TabActive] = ImColor(0xffd5e8ee);
colors[ImGuiCol_TabUnfocused] = ImColor(0xffe3f6fd);
colors[ImGuiCol_TabUnfocusedActive] = ImColor(0xffd5e8ee);
colors[ImGuiCol_DockingPreview] = ImColor(0xeea1a193); // Customized
colors[ImGuiCol_DockingEmptyBg] = ImColor();
colors[ImGuiCol_PlotLines] = ImColor(0xffa1a193);
colors[ImGuiCol_PlotLinesHovered] = ImColor(0xffa1a193);
colors[ImGuiCol_PlotHistogram] = ImColor(0xffa1a193);
colors[ImGuiCol_PlotHistogramHovered] = ImColor(0xffa1a193);
colors[ImGuiCol_TextSelectedBg] = ImColor(0xffa1a193);
colors[ImGuiCol_DragDropTarget] = ImColor(0xffa1a193);
colors[ImGuiCol_NavHighlight] = ImColor();
colors[ImGuiCol_NavWindowingHighlight] = ImColor(0xee837b65); // Customized
colors[ImGuiCol_NavWindowingDimBg] = ImColor(0x20362b00); // Customized
colors[ImGuiCol_ModalWindowDimBg] = ImColor(0x20362b00); // Customized
break;
default:
for (ImGuiCol i = 0; i < ImGuiCol_COUNT; i++)
config.get("STYLE", ImGui::GetStyleColorName(i), (float(&)[4])colors[i]);
break;
}
switch (_editor_style_index)
{
case 0: // Dark
_editor_palette[imgui::code_editor::color_default] = 0xffffffff;
_editor_palette[imgui::code_editor::color_keyword] = 0xffd69c56;
_editor_palette[imgui::code_editor::color_number_literal] = 0xff00ff00;
_editor_palette[imgui::code_editor::color_string_literal] = 0xff7070e0;
_editor_palette[imgui::code_editor::color_punctuation] = 0xffffffff;
_editor_palette[imgui::code_editor::color_preprocessor] = 0xff409090;
_editor_palette[imgui::code_editor::color_identifier] = 0xffaaaaaa;
_editor_palette[imgui::code_editor::color_known_identifier] = 0xff9bc64d;
_editor_palette[imgui::code_editor::color_preprocessor_identifier] = 0xffc040a0;
_editor_palette[imgui::code_editor::color_comment] = 0xff206020;
_editor_palette[imgui::code_editor::color_multiline_comment] = 0xff406020;
_editor_palette[imgui::code_editor::color_background] = 0xff101010;
_editor_palette[imgui::code_editor::color_cursor] = 0xffe0e0e0;
_editor_palette[imgui::code_editor::color_selection] = 0x80a06020;
_editor_palette[imgui::code_editor::color_error_marker] = 0x800020ff;
_editor_palette[imgui::code_editor::color_warning_marker] = 0x8000ffff;
_editor_palette[imgui::code_editor::color_line_number] = 0xff707000;
_editor_palette[imgui::code_editor::color_current_line_fill] = 0x40000000;
_editor_palette[imgui::code_editor::color_current_line_fill_inactive] = 0x40808080;
_editor_palette[imgui::code_editor::color_current_line_edge] = 0x40a0a0a0;
break;
case 1: // Light
_editor_palette[imgui::code_editor::color_default] = 0xff000000;
_editor_palette[imgui::code_editor::color_keyword] = 0xffff0c06;
_editor_palette[imgui::code_editor::color_number_literal] = 0xff008000;
_editor_palette[imgui::code_editor::color_string_literal] = 0xff2020a0;
_editor_palette[imgui::code_editor::color_punctuation] = 0xff000000;
_editor_palette[imgui::code_editor::color_preprocessor] = 0xff409090;
_editor_palette[imgui::code_editor::color_identifier] = 0xff404040;
_editor_palette[imgui::code_editor::color_known_identifier] = 0xff606010;
_editor_palette[imgui::code_editor::color_preprocessor_identifier] = 0xffc040a0;
_editor_palette[imgui::code_editor::color_comment] = 0xff205020;
_editor_palette[imgui::code_editor::color_multiline_comment] = 0xff405020;
_editor_palette[imgui::code_editor::color_background] = 0xffffffff;
_editor_palette[imgui::code_editor::color_cursor] = 0xff000000;
_editor_palette[imgui::code_editor::color_selection] = 0x80600000;
_editor_palette[imgui::code_editor::color_error_marker] = 0xa00010ff;
_editor_palette[imgui::code_editor::color_warning_marker] = 0x8000ffff;
_editor_palette[imgui::code_editor::color_line_number] = 0xff505000;
_editor_palette[imgui::code_editor::color_current_line_fill] = 0x40000000;
_editor_palette[imgui::code_editor::color_current_line_fill_inactive] = 0x40808080;
_editor_palette[imgui::code_editor::color_current_line_edge] = 0x40000000;
break;
case 3: // Solarized Dark
_editor_palette[imgui::code_editor::color_default] = 0xff969483;
_editor_palette[imgui::code_editor::color_keyword] = 0xff0089b5;
_editor_palette[imgui::code_editor::color_number_literal] = 0xff98a12a;
_editor_palette[imgui::code_editor::color_string_literal] = 0xff98a12a;
_editor_palette[imgui::code_editor::color_punctuation] = 0xff969483;
_editor_palette[imgui::code_editor::color_preprocessor] = 0xff164bcb;
_editor_palette[imgui::code_editor::color_identifier] = 0xff969483;
_editor_palette[imgui::code_editor::color_known_identifier] = 0xff969483;
_editor_palette[imgui::code_editor::color_preprocessor_identifier] = 0xffc4716c;
_editor_palette[imgui::code_editor::color_comment] = 0xff756e58;
_editor_palette[imgui::code_editor::color_multiline_comment] = 0xff756e58;
_editor_palette[imgui::code_editor::color_background] = 0xff362b00;
_editor_palette[imgui::code_editor::color_cursor] = 0xff969483;
_editor_palette[imgui::code_editor::color_selection] = 0xa0756e58;
_editor_palette[imgui::code_editor::color_error_marker] = 0x7f2f32dc;
_editor_palette[imgui::code_editor::color_warning_marker] = 0x7f0089b5;
_editor_palette[imgui::code_editor::color_line_number] = 0xff756e58;
_editor_palette[imgui::code_editor::color_current_line_fill] = 0x7f423607;
_editor_palette[imgui::code_editor::color_current_line_fill_inactive] = 0x7f423607;
_editor_palette[imgui::code_editor::color_current_line_edge] = 0x7f423607;
break;
case 4: // Solarized Light
_editor_palette[imgui::code_editor::color_default] = 0xff837b65;
_editor_palette[imgui::code_editor::color_keyword] = 0xff0089b5;
_editor_palette[imgui::code_editor::color_number_literal] = 0xff98a12a;
_editor_palette[imgui::code_editor::color_string_literal] = 0xff98a12a;
_editor_palette[imgui::code_editor::color_punctuation] = 0xff756e58;
_editor_palette[imgui::code_editor::color_preprocessor] = 0xff164bcb;
_editor_palette[imgui::code_editor::color_identifier] = 0xff837b65;
_editor_palette[imgui::code_editor::color_known_identifier] = 0xff837b65;
_editor_palette[imgui::code_editor::color_preprocessor_identifier] = 0xffc4716c;
_editor_palette[imgui::code_editor::color_comment] = 0xffa1a193;
_editor_palette[imgui::code_editor::color_multiline_comment] = 0xffa1a193;
_editor_palette[imgui::code_editor::color_background] = 0xffe3f6fd;
_editor_palette[imgui::code_editor::color_cursor] = 0xff837b65;
_editor_palette[imgui::code_editor::color_selection] = 0x60a1a193;
_editor_palette[imgui::code_editor::color_error_marker] = 0x7f2f32dc;
_editor_palette[imgui::code_editor::color_warning_marker] = 0x7f0089b5;
_editor_palette[imgui::code_editor::color_line_number] = 0xffa1a193;
_editor_palette[imgui::code_editor::color_current_line_fill] = 0x7fd5e8ee;
_editor_palette[imgui::code_editor::color_current_line_fill_inactive] = 0x7fd5e8ee;
_editor_palette[imgui::code_editor::color_current_line_edge] = 0x7fd5e8ee;
break;
case 2:
default:
ImVec4 value;
for (ImGuiCol i = 0; i < imgui::code_editor::color_palette_max; i++)
value = ImGui::ColorConvertU32ToFloat4(_editor_palette[i]), // Get default value first
config.get("STYLE", imgui::code_editor::get_palette_color_name(i), (float(&)[4])value),
_editor_palette[i] = ImGui::ColorConvertFloat4ToU32(value);
break;
}
}
void reshade::runtime::save_custom_style() const
{
ini_file &config = ini_file::load_cache(_config_path);
if (_style_index == 3 || _style_index == 4) // Custom Simple, Custom Advanced
{
for (ImGuiCol i = 0; i < ImGuiCol_COUNT; i++)
config.set("STYLE", ImGui::GetStyleColorName(i), (const float(&)[4])_imgui_context->Style.Colors[i]);
}
if (_editor_style_index == 2) // Custom
{
ImVec4 value;
for (ImGuiCol i = 0; i < imgui::code_editor::color_palette_max; i++)
value = ImGui::ColorConvertU32ToFloat4(_editor_palette[i]),
config.set("STYLE", imgui::code_editor::get_palette_color_name(i), (const float(&)[4])value);
}
}
void reshade::runtime::draw_gui()
{
assert(_is_initialized);
_imgui_context = ImGui::GetCurrentContext();
_font_size = ImGui::GetFontSize();
if (_input != nullptr)
{
if (_show_overlay && !_ignore_shortcuts && !_imgui_context->IO.NavVisible && _input->is_key_pressed(0x1B /* VK_ESCAPE */))
_show_overlay = false; // Close when pressing the escape button and not currently navigating with the keyboard
else if (!_ignore_shortcuts && _input->is_key_pressed(_overlay_key_data, _force_shortcut_modifiers) && _imgui_context->ActiveId == 0)
_show_overlay = !_show_overlay;
}
if (_input_gamepad != nullptr)
{
if (_input_gamepad->is_button_down(input_gamepad::button_left_shoulder) &&
_input_gamepad->is_button_down(input_gamepad::button_right_shoulder) &&
_input_gamepad->is_button_pressed(input_gamepad::button_start))
{
_show_overlay = !_show_overlay;
_imgui_context->NavInputSource = ImGuiInputSource_Gamepad;
}
}
#if RESHADE_FX
bool show_splash = _show_splash && (is_loading() || (_reload_count <= 1 && (_last_present_time - _last_reload_time) < std::chrono::seconds(5)) || (!_show_overlay && _tutorial_index == 0));
#else
bool show_splash = _show_splash && (_last_present_time - _last_reload_time) < std::chrono::seconds(5);
#endif
const bool show_clock = _show_clock == 1 || (_show_overlay && _show_clock > 1);
const bool show_fps = _show_fps == 1 || (_show_overlay && _show_fps > 1);
const bool show_frametime = _show_frametime == 1 || (_show_overlay && _show_frametime > 1);
bool show_stats_window = show_clock || show_fps || show_frametime;
#if RESHADE_ADDON
for (const addon_info &info : addon_loaded_info)
{
for (const addon_info::overlay_callback &widget : info.overlay_callbacks)
{
if (widget.title == "OSD")
{
show_stats_window = true;
break;
}
}
}
#endif
// Do not show this message in the same frame the screenshot is taken (so that it won't show up on the GUI screenshot)
const bool show_screenshot_message = (_show_screenshot_message || !_last_screenshot_save_successfull) && !_should_save_screenshot && (_last_present_time - _last_screenshot_time) < std::chrono::seconds(_last_screenshot_save_successfull ? 3 : 5);
if (show_screenshot_message || !_preset_save_successfull)
show_splash = true;
_ignore_shortcuts = false;
_block_input_next_frame = false;
#if RESHADE_FX
_gather_gpu_statistics = false;
_effects_expanded_state &= 2;
#endif
if (!show_splash && !show_stats_window && !_show_overlay
#if RESHADE_FX
&& _preview_texture == 0
#endif
#if RESHADE_ADDON
&& !has_addon_event<addon_event::reshade_overlay>()
#endif
)
{
if (_input != nullptr)
{
_input->block_mouse_input(false);
_input->block_keyboard_input(false);
}
return; // Early-out to avoid costly ImGui calls when no GUI elements are on the screen
}
#if 0
build_font_atlas();
if (_font_atlas_srv == 0)
return; // Cannot render GUI without font atlas
ImGuiContext *const backup_context = ImGui::GetCurrentContext();
ImGui::SetCurrentContext(_imgui_context);
ImGuiIO &imgui_io = _imgui_context->IO;
imgui_io.DeltaTime = _last_frame_duration.count() * 1e-9f;
imgui_io.DisplaySize.x = static_cast<float>(_width);
imgui_io.DisplaySize.y = static_cast<float>(_height);
imgui_io.Fonts->TexID = _font_atlas_srv.handle;
if (_input != nullptr)
{
imgui_io.MouseDrawCursor = _show_overlay && (!_should_save_screenshot || !_screenshot_save_gui);
// Scale mouse position in case render resolution does not match the window size
unsigned int max_position[2];
_input->max_mouse_position(max_position);
imgui_io.MousePos.x = _input->mouse_position_x() * (imgui_io.DisplaySize.x / max_position[0]);
imgui_io.MousePos.y = _input->mouse_position_y() * (imgui_io.DisplaySize.y / max_position[1]);
// Add wheel delta to the current absolute mouse wheel position
imgui_io.MouseWheel += _input->mouse_wheel_delta();
// Update all the button states
imgui_io.KeyAlt = _input->is_key_down(0x12); // VK_MENU
imgui_io.KeyCtrl = _input->is_key_down(0x11); // VK_CONTROL
imgui_io.KeyShift = _input->is_key_down(0x10); // VK_SHIFT
for (unsigned int i = 0; i < 256; i++)
imgui_io.KeysDown[i] = _input->is_key_down(i);
for (unsigned int i = 0; i < 5; i++)
imgui_io.MouseDown[i] = _input->is_mouse_button_down(i);
for (wchar_t c : _input->text_input())
imgui_io.AddInputCharacter(c);
}
if (_input_gamepad != nullptr)
{
if (_input_gamepad->is_connected())
{
imgui_io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
imgui_io.NavInputs[ImGuiNavInput_Activate] = _input_gamepad->is_button_down(input_gamepad::button_a) ? 1.0f : 0.0f;
imgui_io.NavInputs[ImGuiNavInput_Cancel] = _input_gamepad->is_button_down(input_gamepad::button_b) ? 1.0f : 0.0f;
imgui_io.NavInputs[ImGuiNavInput_Input] = _input_gamepad->is_button_down(input_gamepad::button_y) != 0 ? 1.0f : 0.0f;
imgui_io.NavInputs[ImGuiNavInput_Menu] = _input_gamepad->is_button_down(input_gamepad::button_x) ? 1.0f : 0.0f;
imgui_io.NavInputs[ImGuiNavInput_DpadLeft] = _input_gamepad->is_button_down(input_gamepad::button_dpad_left) ? 1.0f : 0.0f;
imgui_io.NavInputs[ImGuiNavInput_DpadRight] = _input_gamepad->is_button_down(input_gamepad::button_dpad_right) ? 1.0f : 0.0f;
imgui_io.NavInputs[ImGuiNavInput_DpadUp] = _input_gamepad->is_button_down(input_gamepad::button_dpad_up) ? 1.0f : 0.0f;
imgui_io.NavInputs[ImGuiNavInput_DpadDown] = _input_gamepad->is_button_down(input_gamepad::button_dpad_down) ? 1.0f : 0.0f;
imgui_io.NavInputs[ImGuiNavInput_LStickLeft] = -std::min(_input_gamepad->left_thumb_axis_x(), 0.0f);
imgui_io.NavInputs[ImGuiNavInput_LStickRight] = std::max(_input_gamepad->left_thumb_axis_x(), 0.0f);
imgui_io.NavInputs[ImGuiNavInput_LStickUp] = std::max(_input_gamepad->left_thumb_axis_y(), 0.0f);
imgui_io.NavInputs[ImGuiNavInput_LStickDown] = -std::min(_input_gamepad->left_thumb_axis_y(), 0.0f);
imgui_io.NavInputs[ImGuiNavInput_FocusPrev] = _input_gamepad->is_button_down(input_gamepad::button_left_shoulder) ? 1.0f : 0.0f;
imgui_io.NavInputs[ImGuiNavInput_FocusNext] = _input_gamepad->is_button_down(input_gamepad::button_right_shoulder) ? 1.0f : 0.0f;
imgui_io.NavInputs[ImGuiNavInput_TweakSlow] = _input_gamepad->left_trigger_position();
imgui_io.NavInputs[ImGuiNavInput_TweakFast] = _input_gamepad->right_trigger_position();
}
else
{
imgui_io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
}
ImGui::NewFrame();
#endif
auto &imgui_io = ImGui::GetIO();
ImVec2 viewport_offset = ImVec2(0, 0);
// Create ImGui widgets and windows
if (show_splash)
{
ImGui::SetNextWindowPos(ImGui::GetMainViewport()->Pos + _imgui_context->Style.WindowPadding);
ImGui::SetNextWindowSize(ImVec2(imgui_io.DisplaySize.x - 20.0f, 0.0f));
ImGui::PushStyleVar(ImGuiStyleVar_Alpha, 1.0f);
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.862745f, 0.862745f, 0.862745f, 1.0f));
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.117647f, 0.117647f, 0.117647f, 0.7f));
ImGui::Begin("Splash Screen", nullptr,
ImGuiWindowFlags_NoDecoration |
ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoDocking |
ImGuiWindowFlags_NoFocusOnAppearing);
if (!_preset_save_successfull)
{
#if RESHADE_FX
ImGui::TextColored(COLOR_RED, "Unable to save configuration and/or current preset. Make sure file permissions are set up to allow writing to these paths and their parent directories:\n%s\n%s", _config_path.u8string().c_str(), _current_preset_path.u8string().c_str());
#else
ImGui::TextColored(COLOR_RED, "Unable to save configuration. Make sure file permissions are set up to allow writing to %s.", _config_path.u8string().c_str());
#endif
}
else if (show_screenshot_message)
{
if (!_last_screenshot_save_successfull)
if (_screenshot_directory_creation_successfull)
ImGui::TextColored(COLOR_RED, "Unable to save screenshot because of an internal error (the format may not be supported or the drive may be full).");
else
ImGui::TextColored(COLOR_RED, "Unable to save screenshot because path could not be created: %s", (g_reshade_base_path / _screenshot_path).u8string().c_str());
else
ImGui::Text("Screenshot successfully saved to %s", _last_screenshot_file.u8string().c_str());
}
else
{
ImGui::TextUnformatted("ReShade " VERSION_STRING_PRODUCT);
if (_needs_update)
{
ImGui::TextColored(COLOR_YELLOW,
"An update is available! Please visit https://reshade.me and install the new version (v%lu.%lu.%lu).",
_latest_version[0], _latest_version[1], _latest_version[2]);
}
else
{
ImGui::TextUnformatted("Visit https://reshade.me for news, updates, effects and discussion.");
}
ImGui::Spacing();
#if RESHADE_FX
if (_reload_remaining_effects != 0 && _reload_remaining_effects != std::numeric_limits<size_t>::max())
{
ImGui::ProgressBar((_effects.size() - _reload_remaining_effects) / float(_effects.size()), ImVec2(-1, 0), "");
ImGui::SameLine(15);
ImGui::Text(
"Compiling (%zu effects remaining) ... "
"This might take a while. The application could become unresponsive for some time.",
_reload_remaining_effects.load());
}
else
#endif
{
ImGui::ProgressBar(0.0f, ImVec2(-1, 0), "");
ImGui::SameLine(15);
#if 0
if (_input == nullptr)
{
ImGui::TextColored(COLOR_YELLOW, "No keyboard or mouse input available.%s", _input_gamepad != nullptr ? " Use gamepad instead: Press 'left + right shoulder + start button' to open the configuration overlay." : "");
}
#if RESHADE_FX
else if (_tutorial_index == 0)
{
ImGui::TextUnformatted("ReShade is now installed successfully! Press '");
ImGui::SameLine(0.0f, 0.0f);
ImGui::TextColored(ImVec4(1, 1, 1, 1), "%s", input::key_name(_overlay_key_data).c_str());
ImGui::SameLine(0.0f, 0.0f);
ImGui::TextUnformatted("' to start the tutorial.");
}
#endif
else
{
ImGui::TextUnformatted("Press '");
ImGui::SameLine(0.0f, 0.0f);
ImGui::TextColored(ImVec4(1, 1, 1, 1), "%s", input::key_name(_overlay_key_data).c_str());
ImGui::SameLine(0.0f, 0.0f);
ImGui::TextUnformatted("' to open the configuration overlay.");
}
#endif
ImGui::TextUnformatted("Press 'F8' and type 'toggle reshade_gui' to open the configuration overlay.");
}
std::string error_message;
#if RESHADE_ADDON
if (!addon_all_loaded)
error_message += "loading some add-ons";
#endif
#if RESHADE_FX
if (!_last_reload_successfull)
error_message += (error_message.empty() ? std::string() : " and ") + "compiling some effects";
#endif
if (!error_message.empty())
{
ImGui::Spacing();
ImGui::TextColored(COLOR_RED,
"There were errors %s. Check the log for more details.", error_message.c_str());
}
}
viewport_offset.y += ImGui::GetWindowHeight() + _imgui_context->Style.WindowPadding.x; // Add small space between windows
ImGui::End();
ImGui::PopStyleColor(2);
ImGui::PopStyleVar();
}
else if (show_stats_window)
{
ImVec2 fps_window_pos(5, 5);
ImVec2 fps_window_size(200, 0);
// Get last calculated window size (because of 'ImGuiWindowFlags_AlwaysAutoResize')
if (ImGuiWindow *const fps_window = ImGui::FindWindowByName("OSD"))
{
fps_window_size = fps_window->Size;
fps_window_size.y = std::max(fps_window_size.y, _imgui_context->Style.FramePadding.y * 4.0f + _imgui_context->Style.ItemSpacing.y +
(_imgui_context->Style.ItemSpacing.y + _imgui_context->FontBaseSize * _fps_scale) * ((show_clock ? 1 : 0) + (show_fps ? 1 : 0) + (show_frametime ? 1 : 0)));
}
if (_fps_pos % 2)
fps_window_pos.x = imgui_io.DisplaySize.x - fps_window_size.x - 5;
if (_fps_pos > 1)
fps_window_pos.y = imgui_io.DisplaySize.y - fps_window_size.y - 5;
ImGui::SetNextWindowPos(fps_window_pos);
ImGui::PushStyleColor(ImGuiCol_Text, (const ImVec4 &)_fps_col);
ImGui::Begin("OSD", nullptr,
ImGuiWindowFlags_NoDecoration |
ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoDocking |
ImGuiWindowFlags_NoFocusOnAppearing |
ImGuiWindowFlags_NoBackground |