/* Copyright 2019 flyinghead This file is part of reicast. reicast is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. reicast is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with reicast. If not, see . */ #include #include "oslib/oslib.h" #include "cfg/cfg.h" #include "hw/maple/maple_cfg.h" #include "imgui/imgui.h" #include "imgui/imgui_impl_opengl3.h" #include "imgui/roboto_medium.h" #include "gles/gles.h" #include "input/gamepad_device.h" #include "linux-dist/main.h" // FIXME for kcode[] extern bool dc_pause_emu(); extern void dc_resume_emu(bool continue_running); extern void dc_loadstate(); extern void dc_savestate(); extern void dc_reset(); extern void UpdateInputState(u32 port); extern int screen_width, screen_height; extern u8 kb_shift; // shift keys pressed (bitmask) extern u8 kb_key[6]; // normal keys pressed extern s32 mo_x_abs; extern s32 mo_y_abs; extern u32 mo_buttons; extern bool renderer_changed; int screen_dpi = 96; static bool inited = false; static float scaling = 1; static enum { Closed, Commands, Settings, ClosedNoResume } gui_state; static bool settings_opening; static bool touch_up; void gui_init() { if (inited) return; inited = true; // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; io.IniFilename = NULL; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.KeyMap[ImGuiKey_Tab] = 0x2B; io.KeyMap[ImGuiKey_LeftArrow] = 0x50; io.KeyMap[ImGuiKey_RightArrow] = 0x4F; io.KeyMap[ImGuiKey_UpArrow] = 0x52; io.KeyMap[ImGuiKey_DownArrow] = 0x51; io.KeyMap[ImGuiKey_PageUp] = 0x4B; io.KeyMap[ImGuiKey_PageDown] = 0x4E; io.KeyMap[ImGuiKey_Home] = 0x4A; io.KeyMap[ImGuiKey_End] = 0x4D; io.KeyMap[ImGuiKey_Insert] = 0x49; io.KeyMap[ImGuiKey_Delete] = 0x4C; io.KeyMap[ImGuiKey_Backspace] = 0x2A; io.KeyMap[ImGuiKey_Space] = 0x2C; io.KeyMap[ImGuiKey_Enter] = 0x28; io.KeyMap[ImGuiKey_Escape] = 0x29; io.KeyMap[ImGuiKey_A] = 0x04; io.KeyMap[ImGuiKey_C] = 0x06; io.KeyMap[ImGuiKey_V] = 0x19; io.KeyMap[ImGuiKey_X] = 0x1B; io.KeyMap[ImGuiKey_Y] = 0x1C; io.KeyMap[ImGuiKey_Z] = 0x1D; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); ImGui::GetStyle().TabRounding = 0; ImGui::GetStyle().ItemSpacing = ImVec2(8, 8); // from 8,4 ImGui::GetStyle().ItemInnerSpacing = ImVec2(4, 6); // from 4,4 //ImGui::GetStyle().WindowRounding = 0; #ifdef _ANDROID ImGui::GetStyle().GrabMinSize = 20.0f; // from 10 ImGui::GetStyle().ScrollbarSize = 24.0f; // from 16 ImGui::GetStyle().TouchExtraPadding = ImVec2(1, 1); // from 0,0 #endif // Setup Platform/Renderer bindings #ifdef GLES ImGui_ImplOpenGL3_Init("#version 100"); // OpenGL ES 2.0 #elif HOST_OS == OS_DARWIN ImGui_ImplOpenGL3_Init("#version 140"); // OpenGL 3.1 #else ImGui_ImplOpenGL3_Init("#version 130"); // OpenGL 3.0 #endif // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'misc/fonts/README.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); scaling = max(1.f, screen_dpi / 100.f * 0.75f); if (scaling > 1) ImGui::GetStyle().ScaleAllSizes(scaling); io.Fonts->AddFontFromMemoryCompressedTTF(roboto_medium_compressed_data, roboto_medium_compressed_size, 17 * scaling); printf("Screen DPI is %d, size %d x %d. Scaling by %.2f\n", screen_dpi, screen_width, screen_height, scaling); } static void ImGui_Impl_NewFrame() { ImGui_ImplOpenGL3_NewFrame(); ImGui::GetIO().DisplaySize.x = screen_width; ImGui::GetIO().DisplaySize.y = screen_height; ImGuiIO& io = ImGui::GetIO(); UpdateInputState(0); // Read keyboard modifiers inputs io.KeyCtrl = (kb_shift & (0x01 | 0x10)) != 0; io.KeyShift = (kb_shift & (0x02 | 0x20)) != 0; io.KeyAlt = false; io.KeySuper = false; memset(&io.KeysDown[0], 0, sizeof(io.KeysDown)); for (int i = 0; i < IM_ARRAYSIZE(kb_key); i++) if (kb_key[i] != 0) io.KeysDown[kb_key[i]] = true; else break; float scale = screen_height / 480.0f; float x_offset = (screen_width - 640.0f * scale) / 2; int real_x = mo_x_abs * scale + x_offset; int real_y = mo_y_abs * scale; if (real_x < 0 || real_x >= screen_width || real_y < 0 || real_y >= screen_height) io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); else io.MousePos = ImVec2(real_x, real_y); #ifdef _ANDROID // Put the "mouse" outside the screen one frame after a touch up // This avoids buttons and the like to stay selected if ((mo_buttons & 0xf) == 0xf) { if (touch_up) { io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); touch_up = false; } else if (io.MouseDown[0]) touch_up = true; } #endif io.MouseDown[0] = (mo_buttons & (1 << 2)) == 0; io.MouseDown[1] = (mo_buttons & (1 << 1)) == 0; io.MouseDown[2] = (mo_buttons & (1 << 3)) == 0; io.MouseDown[3] = (mo_buttons & (1 << 0)) == 0; io.NavInputs[ImGuiNavInput_Activate] = (kcode[0] & DC_BTN_A) == 0; io.NavInputs[ImGuiNavInput_Cancel] = (kcode[0] & DC_BTN_B) == 0; io.NavInputs[ImGuiNavInput_Input] = (kcode[0] & DC_BTN_X) == 0; io.NavInputs[ImGuiNavInput_Menu] = (kcode[0] & DC_BTN_Y) == 0; io.NavInputs[ImGuiNavInput_DpadLeft] = (kcode[0] & DC_DPAD_LEFT) == 0; io.NavInputs[ImGuiNavInput_DpadRight] = (kcode[0] & DC_DPAD_RIGHT) == 0; io.NavInputs[ImGuiNavInput_DpadUp] = (kcode[0] & DC_DPAD_UP) == 0; io.NavInputs[ImGuiNavInput_DpadDown] = (kcode[0] & DC_DPAD_DOWN) == 0; io.NavInputs[ImGuiNavInput_LStickLeft] = joyx[0] < 0 ? -(float)joyx[0] / 128 : 0.f; if (io.NavInputs[ImGuiNavInput_LStickLeft] < 0.05f) io.NavInputs[ImGuiNavInput_LStickLeft] = 0.f; io.NavInputs[ImGuiNavInput_LStickRight] = joyx[0] > 0 ? (float)joyx[0] / 128 : 0.f; if (io.NavInputs[ImGuiNavInput_LStickRight] < 0.05f) io.NavInputs[ImGuiNavInput_LStickRight] = 0.f; io.NavInputs[ImGuiNavInput_LStickUp] = joyy[0] < 0 ? -(float)joyy[0] / 128.f : 0.f; if (io.NavInputs[ImGuiNavInput_LStickUp] < 0.05f) io.NavInputs[ImGuiNavInput_LStickUp] = 0.f; io.NavInputs[ImGuiNavInput_LStickDown] = joyy[0] > 0 ? (float)joyy[0] / 128.f : 0.f; if (io.NavInputs[ImGuiNavInput_LStickDown] < 0.05f) io.NavInputs[ImGuiNavInput_LStickDown] = 0.f; } static double last_render; std::vector render_times; void gui_dosmth(int width, int height) { if (last_render == 0) { last_render = os_GetSeconds(); return; } double new_time = os_GetSeconds(); render_times.push_back((float)(new_time - last_render)); if (render_times.size() > 100) render_times.erase(render_times.begin()); last_render = new_time; ImGui_Impl_NewFrame(); ImGui::NewFrame(); ImGui::PlotLines("Render Times", &render_times[0], render_times.size(), 0, "", 0.0, 1.0 / 30.0, ImVec2(300, 50)); // Render dear imgui into screen ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); } // Helper to display a little (?) mark which shows a tooltip when hovered. static void ShowHelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); ImGui::TextUnformatted(desc); ImGui::PopTextWrapPos(); ImGui::EndTooltip(); } } void gui_open_settings() { if (gui_state == Closed) { gui_state = Commands; settings_opening = true; HideOSD(); } } bool gui_is_open() { return gui_state != Closed; } static void gui_display_commands() { if (!dc_pause_emu()) { gui_state = Closed; return; } ImGui_Impl_NewFrame(); ImGui::NewFrame(); if (!settings_opening) ImGui_ImplOpenGL3_DrawBackground(); ImGui::SetNextWindowPos(ImVec2(screen_width / 2.f, screen_height / 2.f), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); ImGui::SetNextWindowSize(ImVec2(330 * scaling, 0)); ImGui::Begin("Reicast", NULL, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysAutoResize); ImGui::Columns(2, "buttons", false); if (ImGui::Button("Load State", ImVec2(150 * scaling, 50 * scaling))) { gui_state = ClosedNoResume; dc_loadstate(); } ImGui::NextColumn(); if (ImGui::Button("Save State", ImVec2(150 * scaling, 50 * scaling))) { gui_state = ClosedNoResume; dc_savestate(); } ImGui::NextColumn(); if (ImGui::Button("Settings", ImVec2(150 * scaling, 50 * scaling))) { gui_state = Settings; } ImGui::NextColumn(); if (ImGui::Button("Resume", ImVec2(150 * scaling, 50 * scaling))) { gui_state = Closed; } ImGui::NextColumn(); if (ImGui::Button("Restart", ImVec2(150 * scaling, 50 * scaling))) { dc_reset(); gui_state = Closed; } ImGui::NextColumn(); if (ImGui::Button("Exit", ImVec2(150 * scaling, 50 * scaling))) { dc_resume_emu(false); gui_state = ClosedNoResume; } ImGui::End(); ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData(), settings_opening); settings_opening = false; } const char *maple_device_types[] = { "None", "Sega Controller", "Light Gun", "Keyboard", "Mouse" }; const char *maple_expansion_device_types[] = { "None", "Sega VMU", "Purupuru", "Microphone" }; static const char *maple_device_name(MapleDeviceType type) { switch (type) { case MDT_SegaController: return maple_device_types[1]; case MDT_LightGun: return maple_device_types[2]; case MDT_Keyboard: return maple_device_types[3]; case MDT_Mouse: return maple_device_types[4]; case MDT_None: default: return maple_device_types[0]; } } static MapleDeviceType maple_device_type_from_index(int idx) { switch (idx) { case 1: return MDT_SegaController; case 2: return MDT_LightGun; case 3: return MDT_Keyboard; case 4: return MDT_Mouse; case 0: default: return MDT_None; } } static const char *maple_expansion_device_name(MapleDeviceType type) { switch (type) { case MDT_SegaVMU: return maple_expansion_device_types[1]; case MDT_PurupuruPack: return maple_expansion_device_types[2]; case MDT_Microphone: return maple_expansion_device_types[3]; case MDT_None: default: return maple_expansion_device_types[0]; } } const char *maple_ports[] = { "None", "A", "B", "C", "D" }; const DreamcastKey button_keys[] = { DC_BTN_START, DC_BTN_A, DC_BTN_B, DC_BTN_X, DC_BTN_Y, DC_DPAD_UP, DC_DPAD_DOWN, DC_DPAD_LEFT, DC_DPAD_RIGHT, EMU_BTN_MENU, EMU_BTN_ESCAPE, EMU_BTN_TRIGGER_LEFT, EMU_BTN_TRIGGER_RIGHT, DC_BTN_C, DC_BTN_D, DC_BTN_Z, DC_DPAD2_UP, DC_DPAD2_DOWN, DC_DPAD2_LEFT, DC_DPAD2_RIGHT }; const char *button_names[] = { "Start", "A", "B", "X", "Y", "DPad Up", "DPad Down", "DPad Left", "DPad Right", "Menu", "Exit", "Left Trigger", "Right Trigger", "C", "D", "Z", "Right Dpad Up", "Right DPad Down", "Right DPad Left", "Right DPad Right" }; const DreamcastKey axis_keys[] = { DC_AXIS_X, DC_AXIS_Y, DC_AXIS_LT, DC_AXIS_RT, EMU_AXIS_DPAD1_X, EMU_AXIS_DPAD1_Y, EMU_AXIS_DPAD2_X, EMU_AXIS_DPAD2_Y }; const char *axis_names[] = { "Stick X", "Stick Y", "Left Trigger", "Right Trigger", "DPad X", "DPad Y", "Right DPad X", "Right DPad Y" }; static MapleDeviceType maple_expansion_device_type_from_index(int idx) { switch (idx) { case 1: return MDT_SegaVMU; case 2: return MDT_PurupuruPack; case 3: return MDT_Microphone; case 0: default: return MDT_None; } } static GamepadDevice *mapped_device; static u32 mapped_code; static double map_start_time; static void input_detected(u32 code) { mapped_code = code; } static void detect_input_popup(int index, bool analog) { ImVec2 padding = ImVec2(20 * scaling, 20 * scaling); ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, padding); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, padding); if (ImGui::BeginPopupModal(analog ? "Map Axis" : "Map Button", NULL, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove)) { ImGui::Text("Waiting for %s '%s'...", analog ? "axis" : "button", analog ? axis_names[index] : button_names[index]); double now = os_GetSeconds(); ImGui::Text("Time out in %d s", (int)(5 - (now - map_start_time))); if (mapped_code != -1) { if (analog) { u32 previous_mapping = mapped_device->get_input_mapping()->get_axis_code(axis_keys[index]); bool inverted = false; if (previous_mapping != -1) inverted = mapped_device->get_input_mapping()->get_axis_inverted(previous_mapping); // FIXME Allow inverted to be set mapped_device->get_input_mapping()->set_axis(axis_keys[index], mapped_code, inverted); } else mapped_device->get_input_mapping()->set_button(button_keys[index], mapped_code); ImGui::CloseCurrentPopup(); } else if (now - map_start_time >= 5) ImGui::CloseCurrentPopup(); ImGui::EndPopup(); } ImGui::PopStyleVar(2); } static void controller_mapping_popup(GamepadDevice *gamepad) { ImGui::SetNextWindowPos(ImVec2(0, 0)); ImGui::SetNextWindowSize(ImVec2(screen_width, screen_height)); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0); if (ImGui::BeginPopupModal("Controller Mapping", NULL, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove)) { const float width = screen_width / 2; const float col0_width = ImGui::CalcTextSize("Right DPad Downxxx").x + ImGui::GetStyle().FramePadding.x * 2.0f + ImGui::GetStyle().ItemSpacing.x; const float col1_width = width - ImGui::GetStyle().GrabMinSize - (col0_width + ImGui::GetStyle().ItemSpacing.x) - (ImGui::CalcTextSize("Map").x + ImGui::GetStyle().FramePadding.x * 2.0f + ImGui::GetStyle().ItemSpacing.x); if (ImGui::Button("Done", ImVec2(100 * scaling, 30 * scaling))) { ImGui::CloseCurrentPopup(); gamepad->save_mapping(); } ImGui::SetItemDefaultFocus(); char key_id[32]; ImGui::BeginGroup(); ImGui::Text(" Buttons "); ImGui::BeginChildFrame(ImGui::GetID("buttons"), ImVec2(width, 0), ImGuiWindowFlags_None); ImGui::Columns(3, "bindings", false); ImGui::SetColumnWidth(0, col0_width); ImGui::SetColumnWidth(1, col1_width); for (int j = 0; j < ARRAY_SIZE(button_keys); j++) { sprintf(key_id, "key_id%d", j); ImGui::PushID(key_id); ImGui::Text("%s", button_names[j]); ImGui::NextColumn(); u32 code = gamepad->get_input_mapping()->get_button_code(button_keys[j]); if (code != -1) ImGui::Text("%d", code); ImGui::NextColumn(); if (ImGui::Button("Map")) { map_start_time = os_GetSeconds(); ImGui::OpenPopup("Map Button"); mapped_device = gamepad; mapped_code = -1; gamepad->detect_btn_input(&input_detected); } detect_input_popup(j, false); ImGui::NextColumn(); ImGui::PopID(); } ImGui::EndChildFrame(); ImGui::EndGroup(); ImGui::SameLine(); ImGui::BeginGroup(); ImGui::Text(" Analog Axes "); ImGui::BeginChildFrame(ImGui::GetID("analog"), ImVec2(width, 0), ImGuiWindowFlags_None); ImGui::Columns(3, "bindings", false); ImGui::SetColumnWidth(0, col0_width); ImGui::SetColumnWidth(1, col1_width); for (int j = 0; j < ARRAY_SIZE(axis_keys); j++) { sprintf(key_id, "axis_id%d", j); ImGui::PushID(key_id); ImGui::Text("%s", axis_names[j]); ImGui::NextColumn(); u32 code = gamepad->get_input_mapping()->get_axis_code(axis_keys[j]); if (code != -1) ImGui::Text("%d", code); ImGui::NextColumn(); if (ImGui::Button("Map")) { map_start_time = os_GetSeconds(); ImGui::OpenPopup("Map Axis"); mapped_device = gamepad; mapped_code = -1; gamepad->detect_axis_input(&input_detected); } detect_input_popup(j, true); ImGui::NextColumn(); ImGui::PopID(); } ImGui::EndChildFrame(); ImGui::EndGroup(); ImGui::EndPopup(); } ImGui::PopStyleVar(); } static void gui_display_settings() { ImGui_Impl_NewFrame(); ImGui::NewFrame(); int dynarec_enabled = settings.dynarec.Enable; u32 renderer = settings.pvr.rend; if (!settings_opening) ImGui_ImplOpenGL3_DrawBackground(); ImGui::SetNextWindowPos(ImVec2(screen_width / 2.f, screen_height / 2.f), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); if (scaling < 1.5f) ImGui::SetNextWindowSize(ImVec2(screen_height / 480.f * 640.f * 90.f / 100.f, screen_height * 90.f / 100.f)); else // Use the entire screen width ImGui::SetNextWindowSize(ImVec2(screen_width * 90.f / 100.f, screen_height * 90.f / 100.f)); ImGui::Begin("Settings", NULL, /*ImGuiWindowFlags_AlwaysAutoResize |*/ ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse); ImVec2 normal_padding = ImGui::GetStyle().FramePadding; if (ImGui::Button("Done", ImVec2(100 * scaling, 30 * scaling))) { gui_state = Commands; #if DC_PLATFORM == DC_PLATFORM_DREAMCAST // TODO only if changed? sleep time on emu thread? mcfg_DestroyDevices(); mcfg_CreateDevices(); #endif SaveSettings(); } ImGui::SameLine(); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(16 * scaling, normal_padding.y)); if (cfgHasGameSpecificConfig()) { if (ImGui::Button("Delete Game Config", ImVec2(0, 30 * scaling))) { cfgDeleteGameSpecificConfig(); InitSettings(); LoadSettings(false); } } else { if (ImGui::Button("Make Game Config", ImVec2(0, 30 * scaling))) cfgMakeGameSpecificConfig(); } ImGui::PopStyleVar(); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(16 * scaling, 6 * scaling)); // from 4, 3 if (ImGui::BeginTabBar("settings", ImGuiTabBarFlags_NoTooltip)) { if (ImGui::BeginTabItem("General")) { ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, normal_padding); const char *languages[] = { "Japanese", "English", "German", "French", "Spanish", "Italian", "Default" }; if (ImGui::BeginCombo("Language", languages[settings.dreamcast.language], ImGuiComboFlags_None)) { for (int i = 0; i < IM_ARRAYSIZE(languages); i++) { bool is_selected = settings.dreamcast.language == i; if (ImGui::Selectable(languages[i], &is_selected)) settings.dreamcast.language = i; if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndCombo(); } ImGui::SameLine(); ShowHelpMarker("The language as configured in the Dreamcast BIOS"); const char *broadcast[] = { "NTSC", "PAL", "PAL/M", "PAL/N", "Default" }; if (ImGui::BeginCombo("Broadcast", broadcast[settings.dreamcast.broadcast], ImGuiComboFlags_None)) { for (int i = 0; i < IM_ARRAYSIZE(broadcast); i++) { bool is_selected = settings.dreamcast.broadcast == i; if (ImGui::Selectable(broadcast[i], &is_selected)) settings.dreamcast.broadcast = i; if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndCombo(); } ImGui::SameLine(); ShowHelpMarker("TV broadcasting standard for non-VGA modes"); const char *region[] = { "Japan", "USA", "Europe", "Default" }; if (ImGui::BeginCombo("Region", region[settings.dreamcast.region], ImGuiComboFlags_None)) { for (int i = 0; i < IM_ARRAYSIZE(region); i++) { bool is_selected = settings.dreamcast.region == i; if (ImGui::Selectable(region[i], &is_selected)) settings.dreamcast.region = i; if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndCombo(); } ImGui::SameLine(); ShowHelpMarker("BIOS region"); const char *cable[] = { "VGA", "RGB Component", "TV Composite" }; if (ImGui::BeginCombo("Cable", cable[settings.dreamcast.cable == 0 ? 0 : settings.dreamcast.cable - 1], ImGuiComboFlags_None)) { for (int i = 0; i < IM_ARRAYSIZE(cable); i++) { bool is_selected = i == 0 ? settings.dreamcast.cable <= 1 : settings.dreamcast.cable - 1 == i; if (ImGui::Selectable(cable[i], &is_selected)) settings.dreamcast.cable = i == 0 ? 0 : i + 1; if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndCombo(); } ImGui::SameLine(); ShowHelpMarker("Video connection type"); ImGui::PopStyleVar(); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Controls")) { ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, normal_padding); #if DC_PLATFORM == DC_PLATFORM_DREAMCAST if (ImGui::CollapsingHeader("Dreamcast Devices", ImGuiTreeNodeFlags_DefaultOpen)) { for (int bus = 0; bus < MAPLE_PORTS; bus++) { ImGui::Text("Device %c", bus + 'A'); ImGui::SameLine(); char device_name[32]; sprintf(device_name, "##device%d", bus); float w = ImGui::CalcItemWidth() / 3; ImGui::PushItemWidth(w); if (ImGui::BeginCombo(device_name, maple_device_name((MapleDeviceType)settings.input.maple_devices[bus]), ImGuiComboFlags_None)) { for (int i = 0; i < IM_ARRAYSIZE(maple_device_types); i++) { bool is_selected = settings.input.maple_devices[bus] == maple_device_type_from_index(i); if (ImGui::Selectable(maple_device_types[i], &is_selected)) settings.input.maple_devices[bus] = maple_device_type_from_index(i); if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndCombo(); } int port_count = settings.input.maple_devices[bus] == MDT_SegaController ? 2 : settings.input.maple_devices[bus] == MDT_LightGun ? 1 : 0; for (int port = 0; port < port_count; port++) { ImGui::SameLine(); sprintf(device_name, "##device%d.%d", bus, port + 1); ImGui::PushID(device_name); if (ImGui::BeginCombo(device_name, maple_expansion_device_name((MapleDeviceType)settings.input.maple_expansion_devices[bus][port]), ImGuiComboFlags_None)) { for (int i = 0; i < IM_ARRAYSIZE(maple_expansion_device_types); i++) { bool is_selected = settings.input.maple_expansion_devices[bus][port] == maple_expansion_device_type_from_index(i); if (ImGui::Selectable(maple_expansion_device_types[i], &is_selected)) settings.input.maple_expansion_devices[bus][port] = maple_expansion_device_type_from_index(i); if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndCombo(); } ImGui::PopID(); } ImGui::PopItemWidth(); } ImGui::Spacing(); } #endif if (ImGui::CollapsingHeader("Physical Devices", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Columns(4, "renderers", false); ImGui::Text("System"); ImGui::SetColumnWidth(-1, ImGui::CalcTextSize("System").x + ImGui::GetStyle().FramePadding.x * 2.0f + ImGui::GetStyle().ItemSpacing.x); ImGui::NextColumn(); ImGui::Text("Name"); ImGui::NextColumn(); ImGui::Text("Port"); ImGui::SetColumnWidth(-1, ImGui::CalcTextSize("None").x * 1.6f + ImGui::GetStyle().FramePadding.x * 2.0f + ImGui::GetFrameHeight() + ImGui::GetStyle().ItemInnerSpacing.x + ImGui::GetStyle().ItemSpacing.x); ImGui::NextColumn(); ImGui::NextColumn(); for (int i = 0; i < GamepadDevice::GetGamepadCount(); i++) { GamepadDevice *gamepad = GamepadDevice::GetGamepad(i); if (gamepad == NULL) continue; ImGui::Text("%s", gamepad->api_name().c_str()); ImGui::NextColumn(); ImGui::Text("%s", gamepad->name().c_str()); ImGui::NextColumn(); char port_name[32]; sprintf(port_name, "##mapleport%d", i); ImGui::PushID(port_name); if (ImGui::BeginCombo(port_name, maple_ports[gamepad->maple_port() + 1])) { for (int j = -1; j < MAPLE_PORTS; j++) { bool is_selected = gamepad->maple_port() == j; if (ImGui::Selectable(maple_ports[j + 1], &is_selected)) gamepad->set_maple_port(j); if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndCombo(); } ImGui::NextColumn(); if (gamepad->remappable() && ImGui::Button("Map")) ImGui::OpenPopup("Controller Mapping"); controller_mapping_popup(gamepad); ImGui::NextColumn(); ImGui::PopID(); } } ImGui::Columns(1, NULL, false); ImGui::Spacing(); ImGui::SliderInt("Mouse sensitivity", (int *)&settings.input.MouseSensitivity, 1, 500); ImGui::PopStyleVar(); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Video")) { ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, normal_padding); #ifndef GLES if (ImGui::CollapsingHeader("Transparent Sorting", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Columns(2, "renderers", false); ImGui::RadioButton("Per Triangle", (int *)&settings.pvr.rend, 0); ImGui::SameLine(); ShowHelpMarker("Sort transparent polygons per triangle. Fast but may produce graphical glitches"); ImGui::NextColumn(); ImGui::RadioButton("Per Pixel", (int *)&settings.pvr.rend, 3); ImGui::SameLine(); ShowHelpMarker("Sort transparent polygons per pixel. Slower but accurate"); ImGui::Columns(1, NULL, false); } #endif if (ImGui::CollapsingHeader("Rendering Options", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Checkbox("Synchronous Rendering", &settings.pvr.SynchronousRender); ImGui::SameLine(); ShowHelpMarker("Reduce frame skipping by pausing the CPU when possible. Recommended for most platforms"); ImGui::Checkbox("Clipping", &settings.rend.Clipping); ImGui::SameLine(); ShowHelpMarker("Enable clipping. May produce graphical errors when disabled"); ImGui::Checkbox("Shadows", &settings.rend.ModifierVolumes); ImGui::SameLine(); ShowHelpMarker("Enable modifier volumes, usually used for shadows"); ImGui::Checkbox("Widescreen", &settings.rend.WideScreen); ImGui::SameLine(); ShowHelpMarker("Draw geometry outside of the normal 4:3 aspect ratio. May produce graphical glitches in the revealed areas"); ImGui::Checkbox("Show FPS Counter", &settings.rend.ShowFPS); ImGui::SameLine(); ShowHelpMarker("Show on-screen frame/sec counter"); ImGui::SliderInt("Frame Skipping", (int *)&settings.pvr.ta_skip, 0, 6); ImGui::SameLine(); ShowHelpMarker("Number of frames to skip between two actually rendered frames"); } if (ImGui::CollapsingHeader("Render to Texture", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Checkbox("Copy to VRAM", &settings.rend.RenderToTextureBuffer); ImGui::SameLine(); ShowHelpMarker("Copy rendered-to textures back to VRAM. Slower but accurate"); ImGui::SliderInt("Render to Texture Upscaling", (int *)&settings.rend.RenderToTextureUpscale, 1, 8); ImGui::SameLine(); ShowHelpMarker("Upscale rendered-to textures. Should be the same as the screen or window upscale ratio, or lower for slow platforms"); } if (ImGui::CollapsingHeader("Texture Upscaling", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::SliderInt("Texture Upscaling", (int *)&settings.rend.TextureUpscale, 1, 8); ImGui::SameLine(); ShowHelpMarker("Upscale textures with the xBRZ algorithm. Only on fast platforms and for certain games"); ImGui::SliderInt("Upscaled Texture Max Size", (int *)&settings.rend.MaxFilteredTextureSize, 8, 1024); ImGui::SameLine(); ShowHelpMarker("Textures larger than this dimension squared will not be upscaled"); ImGui::SliderInt("Max Threads", (int *)&settings.pvr.MaxThreads, 1, 8); ImGui::SameLine(); ShowHelpMarker("Maximum number of threads to use for texture upscaling. Recommended: number of physical cores minus one"); ImGui::Checkbox("Load Custom Textures", &settings.rend.CustomTextures); ImGui::SameLine(); ShowHelpMarker("Load custom/high-res textures from data/textures/"); } ImGui::PopStyleVar(); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Audio")) { ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, normal_padding); ImGui::Checkbox("Disable Sound", &settings.aica.NoSound); ImGui::SameLine(); ShowHelpMarker("Disable the emulator sound output"); ImGui::Checkbox("Enable DSP", &settings.aica.NoBatch); ImGui::SameLine(); ShowHelpMarker("Enable the Dreamcast Digital Sound Processor. Only recommended on fast and arm64 platforms"); ImGui::Checkbox("Limit FPS", &settings.aica.LimitFPS); ImGui::SameLine(); ShowHelpMarker("Use the sound output to limit the speed of the emulator. Recommended in most cases"); ImGui::PopStyleVar(); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Advanced")) { ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, normal_padding); if (ImGui::CollapsingHeader("CPU Mode", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Columns(2, "cpu_modes", false); ImGui::RadioButton("Dynarec", &dynarec_enabled, 1); ImGui::SameLine(); ShowHelpMarker("Use the dynamic recompiler. Recommended in most cases"); ImGui::NextColumn(); ImGui::RadioButton("Interpreter", &dynarec_enabled, 0); ImGui::SameLine(); ShowHelpMarker("Use the interpreter. Very slow but may help in case of a dynarec problem"); ImGui::Columns(1, NULL, false); } if (ImGui::CollapsingHeader("Dynarec Options", dynarec_enabled ? ImGuiTreeNodeFlags_DefaultOpen : ImGuiTreeNodeFlags_None)) { ImGui::Checkbox("Safe Mode", &settings.dynarec.safemode); ImGui::SameLine(); ShowHelpMarker("Do not optimize integer division. Recommended"); ImGui::Checkbox("Unstable Optimizations", &settings.dynarec.unstable_opt); ImGui::SameLine(); ShowHelpMarker("Enable unsafe optimizations. May cause crash or environmental disaster"); ImGui::Checkbox("Idle Skip", &settings.dynarec.idleskip); ImGui::SameLine(); ShowHelpMarker("Skip wait loops. Recommended"); } if (ImGui::CollapsingHeader("Other", ImGuiTreeNodeFlags_DefaultOpen)) { #ifndef GLES ImGui::Checkbox("Serial Console", &settings.debug.SerialConsole); ImGui::SameLine(); ShowHelpMarker("Dump the Dreamcast serial console to stdout"); #endif ImGui::Checkbox("Dump Textures", &settings.rend.DumpTextures); ImGui::SameLine(); ShowHelpMarker("Dump all textures into data/texdump/"); } ImGui::PopStyleVar(); ImGui::EndTabItem(); } ImGui::EndTabBar(); } ImGui::PopStyleVar(); ImGui::End(); ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData(), false); if (renderer != settings.pvr.rend) renderer_changed = true; settings.dynarec.Enable = (bool)dynarec_enabled; } void gui_display_ui() { switch (gui_state) { case Settings: gui_display_settings(); break; case Commands: gui_display_commands(); break; case Closed: case ClosedNoResume: break; } if (gui_state == Closed) dc_resume_emu(true); else if (gui_state == ClosedNoResume) gui_state = Closed; } void gui_display_fps(const char *string) { ImGui_Impl_NewFrame(); ImGui::NewFrame(); ImGui::SetNextWindowBgAlpha(0); ImGui::SetNextWindowPos(ImVec2(0, screen_height), ImGuiCond_Always, ImVec2(0.f, 1.f)); // Lower left corner ImGui::Begin("##fps", NULL, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoBackground); ImGui::SetWindowFontScale(2); ImGui::TextColored(ImVec4(1, 1, 0, 0.7), "%s", string); ImGui::End(); ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); } void gui_term() { inited = false; ImGui_ImplOpenGL3_Shutdown(); ImGui::DestroyContext(); }