Files
ReSkate/Launcher/gui.cpp
T
NorthDroplet deaa041f24 Launcher: controller focus stays inside pages; mouse cursor hides while it moves
begin_panel and begin_page focused their window again every frame. With a
controller that pulled the focus out of the page's child panels, so in
Settings and the Mod manager (GET MODS included) the D-pad and left stick
could reach nothing. The window is now focused only when the focus is not
already inside it.

While the pad moves the focus the mouse cursor hides, and the next mouse
move brings it back.
2026-10-05 15:20:22 +00:00

522 lines
24 KiB
C++

#include "gui.h"
#include "gui_internal.h"
#include "gui_renderer.h"
#include "Engine/Core/Log/logging.h"
#include <dwmapi.h>
#include <windowsx.h>
#include <shellapi.h>
#include <imgui_internal.h>
#include <backends/imgui_impl_dx12.h>
#include <backends/imgui_impl_win32.h>
#include <memory>
#include <stdexcept>
#include <utility>
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND, UINT, WPARAM, LPARAM);
namespace dingosdk::launcher_gui {
namespace detail {
namespace {
// Keeps a panel or page in front, but not over its own open combo or popup, and
// not while the focus is already inside it: focusing the window again every
// frame would pull a controller's focus out of its child panels.
void keep_in_front(const char* id) {
if (ImGui::IsPopupOpen(nullptr, ImGuiPopupFlags_AnyPopupId)) return;
const ImGuiWindow* window = ImGui::FindWindowByName(id);
const ImGuiWindow* focused = GImGui->NavWindow;
if (window && focused && focused->RootWindow == window) return;
ImGui::SetNextWindowFocus();
}
} // namespace
void panel_title(const Fonts& fonts, const char* text) {
ImGui::PushFont(fonts.tile);
ImGui::TextUnformatted(text);
ImGui::PopFont();
}
ImVec2 begin_panel(const char* id, ImVec2 size, ImVec2 panel) {
ImGui::SetNextWindowPos(ImVec2((size.x - panel.x) * 0.5f, (size.y - panel.y) * 0.5f));
ImGui::SetNextWindowSize(panel);
keep_in_front(id);
ImGui::Begin(id, nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings);
return panel;
}
ImVec2 begin_page(const char* id, ImVec2 size) {
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImGui::SetNextWindowSize(size);
keep_in_front(id);
// Opaque, and darker than a tile: a page covers the window, so the main
// screen must not show through, and its tiles need something to sit on.
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImGui::ColorConvertU32ToFloat4(rgba(14, 15, 18)));
ImGui::Begin(id, nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings);
ImGui::PopStyleColor();
return size;
}
bool tile_hit(const char* id, ImVec2 position, ImVec2 size, bool enabled, bool& hovered) {
ImGui::SetCursorScreenPos(position);
ImGui::BeginDisabled(!enabled);
const bool pressed = ImGui::InvisibleButton(id, size, ImGuiButtonFlags_EnableNav);
hovered = enabled && ImGui::IsItemHovered();
ImGui::EndDisabled();
if (hovered) ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
return pressed;
}
bool nav_tile(const Fonts& fonts, float width, const char* label, bool selected, const std::string& count,
bool accent, const std::string& tip) {
auto* draw = ImGui::GetWindowDrawList();
const ImVec2 position = ImGui::GetCursorScreenPos();
const ImVec2 size(width, S(54));
bool hovered{};
const bool pressed = tile_hit(label, position, size, true, hovered);
const ImVec2 end(position.x + size.x, position.y + size.y);
// Each tile gets its own hand-cut edge, so no two wobble the same way.
unsigned seed = 7;
for (const char* letter = label; *letter; ++letter) seed = seed * 31u + static_cast<unsigned>(*letter);
skate_theme::rough_rect(draw, position, end,
selected ? color::blue : hovered ? color::tile_grey : color::tile, seed, g_scale);
draw->AddText(fonts.heading, fonts.heading->FontSize,
ImVec2(position.x + S(16), position.y + (size.y - fonts.heading->FontSize) * 0.5f),
selected ? color::ink : color::text, label);
if (!count.empty()) {
const float height = fonts.caption->FontSize + S(8);
badge(draw, fonts, ImVec2(end.x - S(14) - badge_width(fonts, count), position.y + (size.y - height) * 0.5f),
count, selected ? rgba(0, 0, 0, 0.32f) : accent ? color::blue : rgba(255, 255, 255, 0.14f),
!selected && accent ? color::ink : color::text);
}
if (hovered && !tip.empty()) ImGui::SetTooltip("%s", tip.c_str());
ImGui::SetCursorScreenPos(ImVec2(position.x, end.y + S(8)));
return pressed;
}
float badge_width(const Fonts& fonts, const std::string& text) {
return fonts.caption->CalcTextSizeA(fonts.caption->FontSize, FLT_MAX, 0, text.c_str()).x + S(18);
}
void badge(ImDrawList* draw, const Fonts& fonts, ImVec2 position, const std::string& text, ImU32 fill, ImU32 ink) {
const float height = fonts.caption->FontSize + S(8);
const ImVec2 end(position.x + badge_width(fonts, text), position.y + height);
draw->AddRectFilled(position, end, fill, height * 0.5f);
draw->AddText(fonts.caption, fonts.caption->FontSize, ImVec2(position.x + S(9), position.y + S(4)), ink, text.c_str());
}
void field(const Fonts& fonts, const char* name, const std::string& value) {
if (value.empty()) return;
ImGui::PushFont(fonts.caption);
ImGui::TextDisabled("%s", name);
ImGui::PopFont();
ImGui::PushTextWrapPos(0);
ImGui::TextUnformatted(value.c_str());
ImGui::PopTextWrapPos();
}
bool list_row(const char* id, float width, float height, bool ticked) {
auto* draw = ImGui::GetWindowDrawList();
const ImVec2 start = ImGui::GetCursorScreenPos();
const ImVec2 end(start.x + width, start.y + height);
draw->AddRectFilled(start, end, ticked ? rgba(28, 38, 52) : rgba(31, 31, 34));
// The hover tint is the Selectable's; the row's own colour is under it.
ImGui::PushStyleColor(ImGuiCol_Header, ImVec4(0, 0, 0, 0));
ImGui::PushStyleColor(ImGuiCol_HeaderHovered, ImGui::ColorConvertU32ToFloat4(rgba(255, 255, 255, 0.055f)));
ImGui::PushStyleColor(ImGuiCol_HeaderActive, ImGui::ColorConvertU32ToFloat4(rgba(255, 255, 255, 0.09f)));
const bool pressed = ImGui::Selectable(id, false, ImGuiSelectableFlags_AllowOverlap, ImVec2(width, height));
ImGui::PopStyleColor(3);
if (ImGui::IsItemHovered()) ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
if (ticked) draw->AddRectFilled(start, ImVec2(start.x + S(3), end.y), color::blue);
draw->AddLine(ImVec2(start.x, end.y - S(1)), ImVec2(end.x, end.y - S(1)), rgba(255, 255, 255, 0.07f), S(1));
return pressed;
}
bool toggle(const char* id, bool* on) {
const ImVec2 size(S(42), S(22));
const ImVec2 start = ImGui::GetCursorScreenPos();
const bool pressed = ImGui::InvisibleButton(id, size, ImGuiButtonFlags_EnableNav);
if (pressed) *on = !*on;
const bool hovered = ImGui::IsItemHovered();
if (hovered) ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
auto* draw = ImGui::GetWindowDrawList();
const float radius = size.y * 0.5f;
draw->AddRectFilled(start, ImVec2(start.x + size.x, start.y + size.y),
*on ? color::blue : rgba(255, 255, 255, hovered ? 0.2f : 0.13f), radius);
draw->AddCircleFilled(ImVec2(start.x + (*on ? size.x - radius : radius), start.y + radius), radius - S(3),
*on ? color::ink : rgba(196, 202, 212));
return pressed;
}
bool more_button(const char* id, float size) {
const ImVec2 start = ImGui::GetCursorScreenPos();
const bool pressed = ImGui::InvisibleButton(id, ImVec2(size, size), ImGuiButtonFlags_EnableNav);
const bool hovered = ImGui::IsItemHovered();
if (hovered) ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
auto* draw = ImGui::GetWindowDrawList();
if (hovered) draw->AddRectFilled(start, ImVec2(start.x + size, start.y + size), rgba(255, 255, 255, 0.1f), S(4));
for (int dot = -1; dot <= 1; ++dot)
draw->AddCircleFilled(ImVec2(start.x + size * 0.5f + static_cast<float>(dot) * S(6), start.y + size * 0.5f), S(1.8f),
hovered ? color::text : color::muted);
return pressed;
}
void open_path(const fs::path& path) {
std::error_code error;
fs::create_directories(path, error);
ShellExecuteW(nullptr, L"open", path.c_str(), nullptr, nullptr, SW_SHOWNORMAL);
}
void open_url(std::string_view url) {
if (!url.starts_with("https://")) return;
ShellExecuteW(nullptr, L"open", wide(url).c_str(), nullptr, nullptr, SW_SHOWNORMAL);
}
namespace {
LRESULT CALLBACK window_procedure(HWND window, UINT message, WPARAM wparam, LPARAM lparam) {
if (g_capturing_key && (message == WM_KEYDOWN || message == WM_SYSKEYDOWN)) {
// Tell left and right modifiers apart so they can be refused by name.
auto key = static_cast<unsigned>(wparam);
if (key == VK_SHIFT || key == VK_CONTROL || key == VK_MENU)
key = MapVirtualKeyW((static_cast<UINT>(lparam) >> 16) & 0xff, MAPVK_VSC_TO_VK_EX);
g_captured_key = key;
g_capturing_key = false;
return 0;
}
if (g_capturing_key && (message == WM_CHAR || message == WM_SYSCHAR || message == WM_KEYUP || message == WM_SYSKEYUP))
return 0;
if (message == WM_MOUSEMOVE && g_pad_feed)
g_pad_feed->mouse_moved(ImVec2(static_cast<float>(GET_X_LPARAM(lparam)), static_cast<float>(GET_Y_LPARAM(lparam))));
if (ImGui_ImplWin32_WndProcHandler(window, message, wparam, lparam)) return 1;
switch (message) {
case WM_NCHITTEST: {
// The top strip drags the borderless window, except over its buttons.
POINT point{static_cast<short>(LOWORD(lparam)), static_cast<short>(HIWORD(lparam))};
ScreenToClient(window, &point);
if (g_drag_allowed && point.y >= 0 && static_cast<float>(point.y) < S(44) &&
static_cast<float>(point.x) < S(design_width - 100)) return HTCAPTION;
return HTCLIENT;
}
case WM_SYSCOMMAND:
if ((wparam & 0xfff0) == SC_KEYMENU) return 0;
break;
case WM_DROPFILES: {
const auto drop = reinterpret_cast<HDROP>(wparam);
const auto count = DragQueryFileW(drop, 0xFFFFFFFF, nullptr, 0);
{
std::lock_guard lock(g_dropped_mutex);
for (UINT i = 0; i < count; ++i) {
std::wstring path(DragQueryFileW(drop, i, nullptr, 0) + 1, L' ');
path.resize(DragQueryFileW(drop, i, path.data(), static_cast<UINT>(path.size())));
g_dropped.emplace_back(path);
}
}
DragFinish(drop);
return 0;
}
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProcW(window, message, wparam, lparam);
}
// Fonts are embedded as RCDATA (External/fonts); Segoe UI is the fallback.
ImFont* embedded_font(const wchar_t* name, float size) {
static const ImWchar ranges[]{0x0020, 0x024F, 0x0400, 0x052F, 0x2000, 0x206F, 0x2190, 0x2193, 0};
const auto instance = GetModuleHandleW(nullptr);
const auto resource = FindResourceW(instance, name, MAKEINTRESOURCEW(10) /* RT_RCDATA */);
if (!resource) return nullptr;
const auto loaded = LoadResource(instance, resource);
void* data = loaded ? LockResource(loaded) : nullptr;
if (!data) return nullptr;
ImFontConfig config;
config.FontDataOwnedByAtlas = false; // the resource lives as long as the process
config.OversampleH = size >= 48 ? 1 : 2;
return ImGui::GetIO().Fonts->AddFontFromMemoryTTF(data, static_cast<int>(SizeofResource(instance, resource)),
S(size), &config, ranges);
}
ImFont* system_font(const wchar_t* file, float size) {
std::array<wchar_t, MAX_PATH> windows{};
GetWindowsDirectoryW(windows.data(), static_cast<UINT>(windows.size()));
const auto path = fs::path(windows.data()) / L"Fonts" / file;
std::error_code error;
if (!fs::is_regular_file(path, error)) return nullptr;
return ImGui::GetIO().Fonts->AddFontFromFileTTF(path.string().c_str(), S(size));
}
Fonts load_fonts() {
auto& io = ImGui::GetIO();
io.Fonts->TexGlyphPadding = 3; // large glyphs bleed into neighbours with 1 px
const auto font = [](const wchar_t* name, const wchar_t* fallback, float size) {
if (auto* loaded = embedded_font(name, size)) return loaded;
if (auto* loaded = system_font(fallback, size)) return loaded;
return ImGui::GetIO().Fonts->AddFontDefault();
};
Fonts fonts;
fonts.body = font(L"FONT_BODY", L"segoeui.ttf", 15);
fonts.caption = font(L"FONT_BODY", L"segoeui.ttf", 12);
fonts.bold = font(L"FONT_HEADING", L"segoeuib.ttf", 16);
fonts.heading = font(L"FONT_HEADING", L"segoeuib.ttf", 22);
fonts.tile = font(L"FONT_HEADING", L"seguibl.ttf", 30);
fonts.action = font(L"FONT_HEADING", L"seguibl.ttf", 50);
fonts.title = font(L"FONT_BRUSH", L"seguibl.ttf", 86);
io.FontDefault = fonts.body;
// Built here rather than on the first frame, so the log says whether it
// worked. A window with no atlas draws nothing but its clear colour.
const bool built = io.Fonts->Build();
logging::log(built ? logging::Level::info : logging::Level::error, logging::Channel::launcher,
"Launcher fonts: atlas {}x{} {}.", io.Fonts->TexWidth, io.Fonts->TexHeight,
built ? "built" : "COULD NOT BE BUILT, so the window will be empty");
return fonts;
}
void apply_style() {
auto& style = ImGui::GetStyle();
// skate.'s menus are square-cornered, flat and high-contrast.
style.WindowRounding = 0;
style.FrameRounding = 0;
style.GrabRounding = 0;
style.WindowBorderSize = 0;
style.FrameBorderSize = 0;
style.WindowPadding = ImVec2(S(28), S(24));
style.FramePadding = ImVec2(S(12), S(8));
style.ItemSpacing = ImVec2(S(10), S(10));
style.ScrollbarSize = S(10);
auto* colours = style.Colors;
const auto rgb = [](ImU32 colour) { return ImGui::ColorConvertU32ToFloat4(colour); };
colours[ImGuiCol_Text] = rgb(color::text);
colours[ImGuiCol_TextDisabled] = rgb(color::muted);
colours[ImGuiCol_WindowBg] = rgb(color::panel);
colours[ImGuiCol_Border] = rgb(color::outline);
colours[ImGuiCol_FrameBg] = rgb(rgba(45, 45, 47));
colours[ImGuiCol_FrameBgHovered] = rgb(rgba(61, 62, 66));
colours[ImGuiCol_FrameBgActive] = rgb(rgba(72, 73, 78));
colours[ImGuiCol_Button] = rgb(rgba(45, 45, 47));
colours[ImGuiCol_ButtonHovered] = rgb(rgba(61, 62, 66));
colours[ImGuiCol_ButtonActive] = rgb(rgba(72, 73, 78));
colours[ImGuiCol_CheckMark] = rgb(color::blue);
colours[ImGuiCol_SliderGrab] = rgb(color::blue);
colours[ImGuiCol_Header] = rgb(rgba(45, 45, 47));
colours[ImGuiCol_HeaderHovered] = rgb(rgba(1, 131, 255, 0.35f));
colours[ImGuiCol_HeaderActive] = rgb(rgba(1, 131, 255, 0.5f));
colours[ImGuiCol_PopupBg] = rgb(rgba(26, 26, 26));
colours[ImGuiCol_ModalWindowDimBg] = rgb(rgba(4, 6, 9, 0.72f));
colours[ImGuiCol_Separator] = rgb(color::outline);
colours[ImGuiCol_TextSelectedBg] = rgb(rgba(1, 131, 255, 0.45f));
// Only shown once a controller moves the focus: the outline of the item A presses.
colours[ImGuiCol_NavCursor] = rgb(color::blue);
}
// True once `process` shows its startup splash (ReSkateStartupWindow) or, if the
// splash is disabled, the game's own window.
bool game_window_shown(DWORD process) {
struct Search { DWORD process; bool found; } search{process, false};
EnumWindows([](HWND window, LPARAM parameter) -> BOOL {
auto& target = *reinterpret_cast<Search*>(parameter);
DWORD owner{};
GetWindowThreadProcessId(window, &owner);
if (owner != target.process || !IsWindowVisible(window)) return TRUE;
std::array<wchar_t, 64> name{};
GetClassNameW(window, name.data(), static_cast<int>(name.size()));
const std::wstring_view kind(name.data());
if (kind == L"ReSkateStartupWindow" || kind == L"Skate") { target.found = true; return FALSE; }
return TRUE;
}, reinterpret_cast<LPARAM>(&search));
return search.found;
}
} // namespace
} // namespace detail
int run(const launcher_app::Session& session, const std::vector<std::wstring>& arguments) {
using namespace detail;
const bool com = SUCCEEDED(CoInitializeEx(nullptr, COINIT_APARTMENTTHREADED));
SetProcessDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
RECT work{};
SystemParametersInfoW(SPI_GETWORKAREA, 0, &work, 0);
g_scale = std::max(1.0f, static_cast<float>(GetDpiForSystem()) / 96.0f);
// The window cannot be resized, so the design size has to fit the screen:
// scale down for a small laptop, or a high DPI that would push the window
// past the taskbar. Fonts and the style are built from the final scale.
const auto work_width = static_cast<float>(work.right - work.left);
const auto work_height = static_cast<float>(work.bottom - work.top);
if (work_width > 0 && work_height > 0)
g_scale = std::clamp(std::min(work_width * 0.98f / design_width, work_height * 0.96f / design_height),
0.62f, g_scale);
const auto instance = GetModuleHandleW(nullptr);
WNDCLASSEXW window_class{sizeof(window_class)};
window_class.style = CS_HREDRAW | CS_VREDRAW;
window_class.lpfnWndProc = window_procedure;
window_class.hInstance = instance;
window_class.hCursor = LoadCursorW(nullptr, IDC_ARROW);
window_class.hIcon = LoadIconW(instance, MAKEINTRESOURCEW(1));
window_class.hIconSm = static_cast<HICON>(LoadImageW(instance, MAKEINTRESOURCEW(1), IMAGE_ICON,
GetSystemMetrics(SM_CXSMICON), GetSystemMetrics(SM_CYSMICON), LR_DEFAULTCOLOR));
window_class.lpszClassName = L"ReSkateLauncher";
RegisterClassExW(&window_class);
const int width = static_cast<int>(S(design_width));
const int height = static_cast<int>(S(design_height));
logging::log(logging::Level::info, logging::Channel::launcher,
"Launcher window: {}x{} at scale {:.2f} (system DPI {}), work area {}x{}.", width, height, g_scale,
GetDpiForSystem(), work.right - work.left, work.bottom - work.top);
const HWND window = CreateWindowExW(WS_EX_APPWINDOW, window_class.lpszClassName, L"ReSkate",
WS_POPUP | WS_MINIMIZEBOX | WS_SYSMENU, work.left + (work.right - work.left - width) / 2,
work.top + (work.bottom - work.top - height) / 2, width, height, nullptr, nullptr, instance, nullptr);
if (!window) throw std::runtime_error("Cannot create the launcher window");
const DWORD corners = 2; // DWMWCP_ROUND
DwmSetWindowAttribute(window, 33 /* DWMWA_WINDOW_CORNER_PREFERENCE */, &corners, sizeof(corners));
const BOOL dark = TRUE;
DwmSetWindowAttribute(window, 20 /* DWMWA_USE_IMMERSIVE_DARK_MODE */, &dark, sizeof(dark));
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui::GetIO().IniFilename = nullptr;
ImGui::GetIO().LogFilename = nullptr;
ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
const auto fonts = load_fonts();
apply_style();
ImGui_ImplWin32_Init(window);
Renderer renderer;
if (!renderer.init(window)) {
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
DestroyWindow(window);
throw std::runtime_error("This PC's graphics driver cannot draw the launcher's window. Update your "
"graphics driver and try again. If that does not help, the graphics card is below what ReSkate and "
"skate. need. The log names the card it tried to use.");
}
g_renderer = &renderer;
{
const auto bytes = background_bytes(session.self.parent_path());
std::vector<unsigned char> pixels;
UINT image_width{}, image_height{};
if (!bytes.empty() && decode_image(bytes, ImVec2(static_cast<float>(width) * 1.1f, static_cast<float>(height) * 1.1f),
pixels, image_width, image_height)) {
g_background.id = renderer.upload_texture(pixels, image_width, image_height);
g_background.width = static_cast<float>(image_width);
g_background.height = static_cast<float>(image_height);
}
}
for (auto [name, icon] : {std::pair{L"LAUNCHER_ICON_MODS", &g_icon_mods},
std::pair{L"LAUNCHER_ICON_SETTINGS", &g_icon_settings}}) {
std::vector<unsigned char> pixels;
UINT icon_width{}, icon_height{};
const auto bytes = resource_bytes(name);
if (!bytes.empty() && decode_image(bytes, ImVec2(S(96), S(96)), pixels, icon_width, icon_height)) {
icon->id = renderer.upload_texture(pixels, icon_width, icon_height);
icon->width = static_cast<float>(icon_width);
icon->height = static_cast<float>(icon_height);
}
}
DragAcceptFiles(window, TRUE);
ShowWindow(window, SW_SHOWNORMAL);
UpdateWindow(window);
int result = 0;
{
// On the heap: crash dumps hold thread stacks, and both keep the Steam password while it is typed.
const auto launcher_storage = std::make_unique<Launcher>(session, arguments);
auto& launcher = *launcher_storage;
launcher.check();
const auto ui_storage = std::make_unique<Ui>();
auto& ui = *ui_storage;
ModsPanel mods_panel;
PadFeed pad_feed;
g_pad_feed = &pad_feed;
bool running = true;
HANDLE game{};
DWORD game_id{};
bool hidden{};
bool drew{};
while (running) {
MSG message;
while (PeekMessageW(&message, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage(&message);
DispatchMessageW(&message);
if (message.message == WM_QUIT) running = false;
}
if (!running) break;
if (launcher.restart_requested()) {
launcher.restart();
break;
}
// A successful launch closes immediately unless the user keeps the
// launcher alive. In that mode it sleeps hidden while the game runs.
if (launcher.launched() && !launcher.settings().keep_open_after_launch) break;
if (!game && launcher.game()) {
game_id = launcher.game();
game = OpenProcess(SYNCHRONIZE, FALSE, game_id);
}
if (game) {
if (!hidden && game_window_shown(game_id)) {
ShowWindow(window, SW_HIDE);
hidden = true;
}
if (hidden && !launcher.busy() && launcher.snapshot().phase == Phase::failed) {
ShowWindow(window, SW_SHOWNORMAL);
SetForegroundWindow(window);
hidden = false;
}
if (WaitForSingleObject(game, 0) == WAIT_OBJECT_0) {
CloseHandle(game);
game = nullptr;
launcher.game_exited(hidden);
if (hidden) {
ShowWindow(window, SW_SHOWNORMAL);
SetForegroundWindow(window);
hidden = false;
}
}
}
if (hidden || IsIconic(window)) { Sleep(hidden ? 100 : 50); continue; }
ImGui_ImplDX12_NewFrame();
ImGui_ImplWin32_NewFrame();
// A pad pressed while another window has the focus is not meant for us;
// it reads as let go, so nothing stays held while we are in the background.
const bool foreground = GetForegroundWindow() == window;
pad_feed.update(ImGui::GetIO(), foreground ? read_pad() : PadState{}, g_scale);
ImGui::NewFrame();
frame(launcher, fonts, window, ui, mods_panel);
// While the pad moves the focus, the mouse cursor (the Deck's trackpad in its
// desktop layout) hides; the next mouse move hides the focus and brings it back.
if (GImGui->NavCursorVisible && GImGui->NavHighlightItemUnderNav && !pad_feed.pointing())
ImGui::SetMouseCursor(ImGuiMouseCursor_None);
ImGui::Render();
renderer.render();
if (!drew) {
drew = true;
logging::write(logging::Level::info, logging::Channel::launcher, "Launcher drew its first frame.");
}
}
g_pad_feed = nullptr;
ShowWindow(window, SW_HIDE);
if (game) CloseHandle(game);
launcher.cancel();
// Closing the window with Settings still open must not lose changes.
try { launcher.save(); } catch (...) {}
}
g_renderer = nullptr;
renderer.shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
DestroyWindow(window);
if (com) CoUninitialize();
return result;
}
} // namespace dingosdk::launcher_gui