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https://github.com/Dingo-Shenanigans/ReSkate.git
synced 2026-10-25 13:04:42 +01:00
The Multiplayer and Custom Stuff pages of the game's pause menu were built from the game's own menu widgets: a button, a text box and a line of text, which cannot make a list with columns. The game now keeps only the frame around each page (top bar, title, Back prompt) and ReSkate draws everything in it, tabs included. The native page is one empty body. Multiplayer - Server browser: a list with name, map and skaters columns that sort, search, filters (all, servers, lobbies, friends, hide full, my map), and a panel for the session pointed at. Pressing a row joins it; the row says JOIN while pointed at. Join by code is in the panel, and its own tab is gone. - Host lobby, as before. - Current session (only in one): who is here, leave, map, join code, party. - Voice chat (only in a session). - Session settings (only for a lobby's host or a server's admin). They are sent as explicit values, which a dedicated server needs. Custom Stuff - Official maps and Custom maps: pressing a map loads it. - World: traffic, pedestrians, time of day. - Parks: a card for each lot with its style, layout and load. - Player: noclip, no bail, Hall of Meat, board wear, the camera views, flight speed and the boosts. - Online: player and nametag distances, nametags, chat, chat bubbles, Discord status, and showing your tag and items. - Visuals: camera effects, challenges, shuffle playlists. - Binds: record or clear the button for each action. - The player card name is no longer on the page (cardname in the console still sets it). Input: the game keeps the mouse and controller while its menu is up, so the pages only watch them. They have their own focus, moved with the D-pad or arrow keys and pressed with A or Enter, with LT/RT or Z/C for tabs; lists remember the row the focus left. Typing in a text box or recording a bind takes the keyboard and controller for that long, as chat does. Nothing is taken while the game is not the window in front, and the overlay's own menu draws on top. Layout follows the game's menu at any window shape: scaled to fit whole, 192 units clear at the sides, centred past 4704 units wide. Sounds: the pages raise the game's own UI one-shot event for moving the focus, pressing and changing tab.
609 lines
32 KiB
C++
609 lines
32 KiB
C++
#include "Engine/Core/Platform/launcher_support.h"
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#include "Engine/Core/Log/logging.h"
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#include "Engine/Core/Profiling/profiler.h"
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#include "overlay_internal.h"
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#include "Extension/Trainer/trainer_page.h"
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#include "Extension/HallOfMeat/hall_of_meat_overlay.h"
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#include "park_previews.h"
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#include "chat_emotes.h"
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#include "input_capture.h"
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#include "cursor.h"
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#include <imgui_internal.h>
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namespace dingosdk::overlay::detail {
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// ImGui draws into the swapchain's back buffer, so its display is the buffer, in the buffer's
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// pixels. The Win32 backend sizes the display by the window's client area and places the mouse in
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// it; the two differ whenever the window is measured in other units than the buffer: a window
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// Windows scales for the display (a 1920x1080 client on a 4K display at 200%, borderless) or a
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// buffer stretched to the window. Every mouse position queued since the last frame comes in client
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// coordinates and is mapped into the buffer once.
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void fit_display_to_buffer(State& s, ID3D12Resource* buffer) {
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auto& io = ImGui::GetIO();
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const auto description = buffer->GetDesc();
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const ImVec2 client = io.DisplaySize;
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const ImVec2 pixels(static_cast<float>(description.Width), static_cast<float>(description.Height));
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if (client.x <= 0 || client.y <= 0 || pixels.x <= 0 || pixels.y <= 0) return;
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io.DisplaySize = pixels;
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const ImVec2 scale(pixels.x / client.x, pixels.y / client.y);
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for (auto& event : ImGui::GetCurrentContext()->InputEventsQueue) {
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if (event.Type != ImGuiInputEventType_MousePos || event.EventId <= s.mapped_mouse_event) continue;
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s.mapped_mouse_event = event.EventId;
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if (event.MousePos.PosX == -FLT_MAX) continue; // the mouse left the window
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event.MousePos.PosX *= scale.x;
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event.MousePos.PosY *= scale.y;
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}
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}
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bool completed(UINT64 value, DWORD timeout_ms) {
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auto& s = state();
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if (!value) return true;
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if (!s.fence) return false;
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const auto done = s.fence->GetCompletedValue();
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if (done == UINT64_MAX) {
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record_device_failure(s.device.Get(), DXGI_ERROR_DEVICE_REMOVED, "Fence::GetCompletedValue");
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return false;
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}
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if (done >= value) return true;
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if (!s.fence_event || FAILED(s.fence->SetEventOnCompletion(value, s.fence_event))) return false;
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if (WaitForSingleObject(s.fence_event, timeout_ms) != WAIT_OBJECT_0) return false;
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const auto after = s.fence->GetCompletedValue();
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return after != UINT64_MAX && after >= value;
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}
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void destroy_graphics() {
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auto& s = state();
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clear_park_previews();
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restore_input(false);
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{
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std::lock_guard lock(s.input_mutex);
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s.input.clear();
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}
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ImGuiContext* previous = ImGui::GetCurrentContext();
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if (s.context) {
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ImGui::SetCurrentContext(s.context);
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if (s.dx12_ready) ImGui_ImplDX12_Shutdown();
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if (s.win32_ready) ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext(s.context);
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ImGui::SetCurrentContext(previous == s.context ? nullptr : previous);
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}
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s.context = nullptr;
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s.win32_ready = s.dx12_ready = s.ready = false;
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s.ui_was_interactive = false;
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s.frames.clear();
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s.commands.Reset(); s.rtvs.Reset(); s.srvs.Reset(); s.fence.Reset(); s.device.Reset();
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if (s.fence_event) CloseHandle(s.fence_event);
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s.fence_event = nullptr;
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s.next_fence = 0;
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s.submitted_draws = 0;
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s.upload_fences.clear();
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}
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ComPtr<IUnknown> object_identity(IUnknown* object) {
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ComPtr<IUnknown> identity;
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if (object) object->QueryInterface(IID_PPV_ARGS(&identity));
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return identity;
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}
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std::uint64_t client_area(HWND window) {
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RECT rectangle{};
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if (!window || !IsWindow(window) || !GetClientRect(window, &rectangle)) return 0;
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const auto width = std::max<LONG>(0, rectangle.right - rectangle.left);
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const auto height = std::max<LONG>(0, rectangle.bottom - rectangle.top);
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return static_cast<std::uint64_t>(width) * static_cast<std::uint64_t>(height);
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}
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Binding* find_binding(IUnknown* identity) {
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auto& bindings = state().bindings;
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const auto found = std::find_if(bindings.begin(), bindings.end(),
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[identity](const Binding& candidate) { return candidate.identity == identity; });
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return found == bindings.end() ? nullptr : &*found;
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}
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bool select_presented_swapchain(IDXGISwapChain* presented) {
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auto& s = state();
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const auto identity = object_identity(presented);
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if (!identity) return false;
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Binding* binding = find_binding(identity.Get());
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if (!binding) return false;
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const auto now = std::chrono::steady_clock::now();
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if (s.swapchain_identity == identity.Get()) {
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s.last_selected_present = now;
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return true;
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}
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bool replace = !s.swapchain;
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if (s.swapchain) {
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const auto candidate_area = client_area(binding->window);
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const auto selected_area = client_area(s.swapchain_window);
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const bool selected_invalid = !s.swapchain_window || !IsWindow(s.swapchain_window)
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|| s.selected_window_destroyed.load();
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const bool same_window = binding->window == s.swapchain_window;
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const auto foreground = GetForegroundWindow();
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const bool selected_foreground = foreground == s.swapchain_window;
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const bool candidate_foreground = foreground == binding->window
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&& binding->window != s.swapchain_window;
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const bool selected_idle = s.last_selected_present.time_since_epoch().count() != 0
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&& now - s.last_selected_present > std::chrono::seconds(1)
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&& candidate_area >= selected_area;
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// A game can present multiple chains into the same HWND. Once one has
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// initialized successfully, alternating presentations from a sibling
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// chain must not repeatedly tear down and recreate the ImGui backend.
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// A same-window candidate may take over only after the selected chain
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// has become invalid or has stopped presenting long enough to be stale.
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replace = selected_invalid || selected_idle;
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if (!same_window) {
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// Once a valid foreground chain is actively presenting, a larger
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// hidden or auxiliary window must not displace it. Area is only a
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// startup hint before the selected renderer becomes ready.
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replace = replace || (candidate_foreground && !selected_foreground)
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|| (!s.ready && !selected_foreground && candidate_area >= selected_area);
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}
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}
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if (!replace) return false;
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if (s.next_fence && !completed(s.next_fence, render_fence_timeout_ms)) return false;
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ComPtr<IDXGISwapChain3> extended;
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if (FAILED(presented->QueryInterface(IID_PPV_ARGS(&extended)))) return false;
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if (s.swapchain) s.show_on_ready = s.visible.load();
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destroy_graphics();
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s.swapchain = std::move(extended);
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s.queue = binding->queue;
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s.swapchain_identity = identity.Get();
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s.swapchain_window = binding->window;
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s.selected_window_destroyed.store(false);
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s.last_selected_present = now;
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s.next_setup_attempt = {};
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s.failed.store(false);
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dingosdk::logging::write(dingosdk::logging::Level::info, dingosdk::logging::Channel::graphics, "Selected presenting DX12 swapchain.");
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return true;
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}
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bool setup_graphics() {
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auto& s = state();
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DXGI_SWAP_CHAIN_DESC description{};
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if (FAILED(s.swapchain->GetDesc(&description)) || description.BufferCount < 2
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|| description.BufferCount > 8 || description.SampleDesc.Count != 1
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|| !description.OutputWindow) return false;
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dingosdk::logging::printf(dingosdk::logging::Level::debug, dingosdk::logging::Channel::graphics, "Swapchain setup: chain=%p queue=%p size=%ux%u buffers=%u format=%u usage=0x%x flags=0x%x effect=%u windowed=%d",
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s.swapchain.Get(), s.queue.Get(), description.BufferDesc.Width, description.BufferDesc.Height,
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description.BufferCount, static_cast<unsigned>(description.BufferDesc.Format),
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description.BufferUsage, description.Flags, static_cast<unsigned>(description.SwapEffect),
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description.Windowed);
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if ((description.SwapEffect != DXGI_SWAP_EFFECT_FLIP_DISCARD &&
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description.SwapEffect != DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) ||
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!(description.BufferUsage & DXGI_USAGE_RENDER_TARGET_OUTPUT) ||
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(description.BufferUsage & DXGI_USAGE_READ_ONLY)) {
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dingosdk::logging::write(dingosdk::logging::Level::warning, dingosdk::logging::Channel::graphics, "Unsupported or read-only swapchain; overlay drawing disabled.");
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s.failed = true;
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return false;
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}
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DWORD pid = 0;
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GetWindowThreadProcessId(description.OutputWindow, &pid);
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if (pid != GetCurrentProcessId()) return false;
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if (FAILED(s.swapchain->GetDevice(IID_PPV_ARGS(&s.device)))) return false;
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const auto adapter = s.device->GetAdapterLuid();
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dingosdk::logging::printf(dingosdk::logging::Level::debug, dingosdk::logging::Channel::graphics, "Device=%p adapter_luid=%08lx:%08lx node_count=%u",
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s.device.Get(), static_cast<unsigned long>(adapter.HighPart),
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adapter.LowPart, s.device->GetNodeCount());
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for (const auto* name : {L"sl.interposer.dll", L"sl.dlss_g.dll", L"nvngx_dlssg.dll",
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L"GameOverlayRenderer64.dll", L"DiscordHook64.dll", L"RTSSHooks64.dll"})
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dingosdk::logging::printf(dingosdk::logging::Level::debug, dingosdk::logging::Channel::graphics, "Graphics module %ls loaded=%d", name, GetModuleHandleW(name) != nullptr);
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if (s.queue->GetDesc().Type != D3D12_COMMAND_LIST_TYPE_DIRECT) {
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dingosdk::logging::printf(dingosdk::logging::Level::warning, dingosdk::logging::Channel::graphics, "Graphics setup rejected a non-direct presentation queue");
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return false;
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}
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ComPtr<ID3D12Device> queue_device;
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const auto queue_device_result = s.queue->GetDevice(IID_PPV_ARGS(&queue_device));
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if (FAILED(queue_device_result)) {
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dingosdk::logging::printf(dingosdk::logging::Level::error, dingosdk::logging::Channel::graphics, "Graphics setup could not read the presentation queue device: result=0x%08lx",
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static_cast<unsigned long>(queue_device_result));
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return false;
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}
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const auto queue_adapter = queue_device->GetAdapterLuid();
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if (queue_adapter.HighPart != adapter.HighPart || queue_adapter.LowPart != adapter.LowPart) {
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dingosdk::logging::printf(dingosdk::logging::Level::warning, dingosdk::logging::Channel::graphics, "Graphics setup rejected a presentation queue from adapter=%08lx:%08lx",
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static_cast<unsigned long>(queue_adapter.HighPart), queue_adapter.LowPart);
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return false;
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}
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const auto swapchain_device_identity = object_identity(s.device.Get());
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const auto queue_device_identity = object_identity(queue_device.Get());
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dingosdk::logging::printf(dingosdk::logging::Level::debug, dingosdk::logging::Channel::graphics, "Presentation queue device=%p adapter_luid=%08lx:%08lx com_identity_match=%d",
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queue_device.Get(), static_cast<unsigned long>(queue_adapter.HighPart), queue_adapter.LowPart,
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swapchain_device_identity && queue_device_identity
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&& swapchain_device_identity.Get() == queue_device_identity.Get());
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// Streamline can expose separate COM wrapper identities for a swapchain
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// device and the device returned by its accepted presentation queue. The
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// queue was captured from successful DXGI creation/resize, so adapter and
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// queue-type validation are the portable checks here.
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const auto format = description.BufferDesc.Format;
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if (format != DXGI_FORMAT_R8G8B8A8_UNORM && format != DXGI_FORMAT_B8G8R8A8_UNORM
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&& format != DXGI_FORMAT_R10G10B10A2_UNORM && format != DXGI_FORMAT_R16G16B16A16_FLOAT)
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return false;
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D3D12_DESCRIPTOR_HEAP_DESC heap{};
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heap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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heap.NumDescriptors = description.BufferCount;
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auto graphics_result = s.device->CreateDescriptorHeap(&heap, IID_PPV_ARGS(&s.rtvs));
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if (FAILED(graphics_result)) {
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dingosdk::logging::printf(dingosdk::logging::Level::error, dingosdk::logging::Channel::graphics, "Graphics setup failed at RTV heap creation: result=0x%08lx",
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static_cast<unsigned long>(graphics_result));
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return false;
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}
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heap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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heap.NumDescriptors = 1;
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heap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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graphics_result = s.device->CreateDescriptorHeap(&heap, IID_PPV_ARGS(&s.srvs));
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if (FAILED(graphics_result)) {
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dingosdk::logging::printf(dingosdk::logging::Level::error, dingosdk::logging::Channel::graphics, "Graphics setup failed at SRV heap creation: result=0x%08lx",
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static_cast<unsigned long>(graphics_result));
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return false;
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}
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s.frames.resize(description.BufferCount);
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s.upload_fences.assign(description.BufferCount, 0);
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auto handle = s.rtvs->GetCPUDescriptorHandleForHeapStart();
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const auto stride = s.device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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for (UINT i = 0; i < description.BufferCount; ++i) {
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auto& frame = s.frames[i];
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graphics_result = s.swapchain->GetBuffer(i, IID_PPV_ARGS(&frame.buffer));
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if (FAILED(graphics_result)) {
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dingosdk::logging::printf(dingosdk::logging::Level::error, dingosdk::logging::Channel::graphics, "Graphics setup failed at GetBuffer[%u]: result=0x%08lx",
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i, static_cast<unsigned long>(graphics_result));
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return false;
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}
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graphics_result = s.device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
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IID_PPV_ARGS(&frame.allocator));
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if (FAILED(graphics_result)) {
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dingosdk::logging::printf(dingosdk::logging::Level::error, dingosdk::logging::Channel::graphics, "Graphics setup failed at command allocator[%u]: result=0x%08lx",
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i, static_cast<unsigned long>(graphics_result));
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return false;
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}
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const auto buffer_desc = frame.buffer->GetDesc();
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ComPtr<IDXGIResource> dxgi_resource;
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DXGI_USAGE usage{};
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const bool usage_available = SUCCEEDED(frame.buffer.As(&dxgi_resource)) &&
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SUCCEEDED(dxgi_resource->GetUsage(&usage));
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dingosdk::logging::printf(dingosdk::logging::Level::debug, dingosdk::logging::Channel::graphics, "Backbuffer[%u]=%p size=%llux%u flags=0x%x usage_available=%d usage=0x%x",
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i, frame.buffer.Get(), buffer_desc.Width, buffer_desc.Height,
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static_cast<unsigned>(buffer_desc.Flags), usage_available, usage);
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if (!(buffer_desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) ||
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(usage_available && (usage & DXGI_USAGE_READ_ONLY))) {
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dingosdk::logging::write(dingosdk::logging::Level::warning, dingosdk::logging::Channel::graphics, "Backbuffer is not writable as a render target; overlay drawing disabled.");
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s.failed = true;
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return false;
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}
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frame.rtv = handle;
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s.device->CreateRenderTargetView(frame.buffer.Get(), nullptr, handle);
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handle.ptr += stride;
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}
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graphics_result = s.device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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s.frames[0].allocator.Get(), nullptr, IID_PPV_ARGS(&s.commands));
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if (FAILED(graphics_result)) {
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dingosdk::logging::printf(dingosdk::logging::Level::error, dingosdk::logging::Channel::graphics, "Graphics setup failed at command list creation: result=0x%08lx",
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static_cast<unsigned long>(graphics_result));
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return false;
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}
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graphics_result = s.commands->Close();
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if (FAILED(graphics_result)) {
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dingosdk::logging::printf(dingosdk::logging::Level::error, dingosdk::logging::Channel::graphics, "Graphics setup failed while closing the command list: result=0x%08lx",
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static_cast<unsigned long>(graphics_result));
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return false;
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}
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graphics_result = s.device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&s.fence));
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if (FAILED(graphics_result)) {
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dingosdk::logging::printf(dingosdk::logging::Level::error, dingosdk::logging::Channel::graphics, "Graphics setup failed at fence creation: result=0x%08lx",
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static_cast<unsigned long>(graphics_result));
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return false;
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}
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s.commands->SetName(L"ReSkate overlay draw");
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s.fence->SetName(L"ReSkate overlay fence");
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s.fence_event = CreateEventW(nullptr, FALSE, FALSE, nullptr);
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if (!s.fence_event) return false;
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ImGuiContext* previous = ImGui::GetCurrentContext();
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s.context = ImGui::CreateContext();
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s.mapped_mouse_event = 0; // a new context numbers its events afresh
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ImGui::SetCurrentContext(s.context);
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ImGui::GetIO().IniFilename = nullptr;
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ImGui::GetIO().LogFilename = nullptr;
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ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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ImGui::StyleColorsDark();
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dingosdk::overlay::load_skate_fonts(s.menu);
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// Thumbnails are read from the game's own data at startup; the read is
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// normally long finished by the time the first frame gets here.
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// Emotes and Hall of Meat's images reserve their room before the park previews build the atlas, and fill it after.
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const auto emote_count = reserve_chat_emotes(*ImGui::GetIO().Fonts, std::chrono::seconds(5));
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reserve_hall_of_meat_images(*ImGui::GetIO().Fonts, std::chrono::seconds(5));
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const auto preview_count = load_park_previews(*ImGui::GetIO().Fonts, std::chrono::seconds(5));
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fill_chat_emotes(*ImGui::GetIO().Fonts);
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fill_hall_of_meat_images(*ImGui::GetIO().Fonts);
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if (emote_count)
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dingosdk::logging::printf(dingosdk::logging::Level::info, dingosdk::logging::Channel::graphics,
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"Chat emotes: %zu ready.", emote_count);
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dingosdk::logging::printf(dingosdk::logging::Level::info, dingosdk::logging::Channel::graphics,
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"Park library: %zu object thumbnails loaded from the game data.", preview_count);
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s.win32_ready = ImGui_ImplWin32_Init(description.OutputWindow);
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ImGui_ImplDX12_InitInfo info;
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info.Device = s.device.Get();
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info.CommandQueue = s.queue.Get();
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info.NumFramesInFlight = static_cast<int>(description.BufferCount);
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info.RTVFormat = format;
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info.SrvDescriptorHeap = s.srvs.Get();
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info.LegacySingleSrvCpuDescriptor = s.srvs->GetCPUDescriptorHandleForHeapStart();
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|
info.LegacySingleSrvGpuDescriptor = s.srvs->GetGPUDescriptorHandleForHeapStart();
|
|
if (s.win32_ready) s.dx12_ready = ImGui_ImplDX12_Init(&info);
|
|
// Font upload uses the exact swapchain queue, and this pinned backend waits
|
|
// for its own upload fence before returning from device-object creation.
|
|
const bool objects = s.dx12_ready && ImGui_ImplDX12_CreateDeviceObjects();
|
|
ImGui::SetCurrentContext(previous);
|
|
if (!objects) {
|
|
dingosdk::logging::printf(dingosdk::logging::Level::error, dingosdk::logging::Channel::graphics, "Graphics setup failed in ImGui initialization: win32=%d dx12=%d objects=%d",
|
|
s.win32_ready, s.dx12_ready, objects);
|
|
return false;
|
|
}
|
|
s.window.store(description.OutputWindow);
|
|
{
|
|
std::lock_guard lock(s.window_hook_mutex);
|
|
auto& hook = s.window_hooks[description.OutputWindow];
|
|
if (!hook.installed) {
|
|
const auto current = reinterpret_cast<WNDPROC>(GetWindowLongPtrW(description.OutputWindow, GWLP_WNDPROC));
|
|
if (current == window_proc) return false;
|
|
hook.previous = current;
|
|
SetLastError(0);
|
|
const auto proc = reinterpret_cast<WNDPROC>(SetWindowLongPtrW(description.OutputWindow,
|
|
GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(window_proc)));
|
|
if (!proc && GetLastError() != 0) return false;
|
|
hook.previous = proc;
|
|
hook.installed = true;
|
|
}
|
|
}
|
|
s.input_attached.store(true);
|
|
s.visible.store(s.show_on_ready);
|
|
sync_menu_cursor();
|
|
if (s.console_visible.load()) s.console_focus_requested.store(true);
|
|
s.ready = true;
|
|
s.selected_window_destroyed.store(false);
|
|
const auto keys = dingosdk::launcher::overlay_keys();
|
|
dingosdk::logging::write(dingosdk::logging::Level::info, dingosdk::logging::Channel::graphics,
|
|
"DX12 overlay ready. " + dingosdk::launcher::key_name(keys.menu) + " toggles the menu; " +
|
|
dingosdk::launcher::key_name(keys.console) + " toggles the console.");
|
|
return true;
|
|
}
|
|
|
|
bool finite_position(const std::array<float, 3>& position) {
|
|
return std::all_of(position.begin(), position.end(), [](float value) { return std::isfinite(value); });
|
|
}
|
|
|
|
void draw_menu() {
|
|
auto& s = state();
|
|
const auto now = std::chrono::steady_clock::now();
|
|
// This only copies the published model; native world/catalog discovery stays
|
|
// on the client thread at its existing cadence.
|
|
const auto interval = std::chrono::milliseconds(16);
|
|
// Chat alone shows nothing from the model: polling it then would only make
|
|
// the game thread wait on the host's lock.
|
|
const bool model_shown = s.visible.load() || s.console_visible.load() || s.editor_visible.load();
|
|
if (model_shown && now - s.last_model >= interval) {
|
|
s.last_model = now;
|
|
if (s.callbacks.read_model) {
|
|
// Hand the host the model already held: it copies only what changed since.
|
|
dingosdk::overlay::Model next = std::move(s.model);
|
|
next.console_log.clear();
|
|
s.callbacks.read_model(s.callbacks.user, next);
|
|
// Bound the UI work even if a corrupt/native catalog is returned.
|
|
if (next.levels.size() > 128) next.levels.resize(128);
|
|
for (auto& level : next.levels)
|
|
if (level.start_points.size() > 64) level.start_points.resize(64);
|
|
if (next.offline.variables.size() > 512) next.offline.variables.resize(512);
|
|
for (auto& variable : next.offline.variables)
|
|
if (variable.name.size() > 256) variable.name.resize(256);
|
|
if (next.console_log.size() > maximum_console_lines)
|
|
next.console_log.erase(next.console_log.begin(), next.console_log.end() - maximum_console_lines);
|
|
for (auto& line : next.console_log)
|
|
if (line.text.size() > maximum_console_line_length)
|
|
line.text.resize(maximum_console_line_length);
|
|
next.debug.camera_position_valid &= finite_position(next.debug.camera_position);
|
|
next.debug.skater_position_valid &= finite_position(next.debug.skater_position);
|
|
// The callback owns this fresh batch. Move it into ingestion rather
|
|
// than copying every retained log string a second time each poll.
|
|
ingest_console_log(std::move(next.console_log));
|
|
s.model = std::move(next);
|
|
}
|
|
}
|
|
// Nothing but the chat: the held model may be old, so it must not reopen the editor.
|
|
if (!model_shown) {
|
|
s.editor_flight.store(false);
|
|
return;
|
|
}
|
|
const bool editor_was_visible = s.editor_visible.exchange(s.model.debug.park_editor);
|
|
if (s.model.debug.park_editor) {
|
|
if (!editor_was_visible) s.editor.exit_pending = false;
|
|
bool visible = s.visible.load();
|
|
s.editor.title_font = s.menu.title;
|
|
s.editor.bold_font = s.menu.bold;
|
|
s.editor.heading_font = s.menu.heading;
|
|
s.editor.ui_scale = std::clamp(s.model.menu_scale, dingosdk::min_menu_scale, dingosdk::max_menu_scale);
|
|
static const auto close_key = dingosdk::launcher::key_cap(dingosdk::launcher::overlay_keys().menu);
|
|
s.editor.close_key = close_key;
|
|
ImGui::PushFont(s.menu.body);
|
|
const bool flight = dingosdk::overlay::draw_park_editor(s.editor, s.model, s.callbacks,
|
|
s.console_visible.load(), s.editor_exit_requested.exchange(false), visible);
|
|
ImGui::PopFont();
|
|
s.visible.store(visible);
|
|
s.editor_flight.store(flight);
|
|
s.editor_input_time.store(GetTickCount64());
|
|
return;
|
|
}
|
|
s.editor_flight.store(false);
|
|
if (!s.visible.load()) return;
|
|
bool visible = true;
|
|
dingosdk::overlay::draw_skate_menu(s.menu, s.model, s.callbacks, visible);
|
|
if (!visible) s.visible.store(false);
|
|
}
|
|
|
|
void render(IDXGISwapChain* presented, UINT flags) {
|
|
auto& s = state();
|
|
if (flags & DXGI_PRESENT_TEST) return;
|
|
dingosdk::profiler::record_present();
|
|
std::lock_guard lock(s.render_mutex);
|
|
if (s.stop.load()) {
|
|
if (!s.swapchain || completed(s.next_fence, 0)) {
|
|
restore_input(true);
|
|
destroy_graphics();
|
|
s.queue.Reset();
|
|
s.swapchain.Reset();
|
|
s.swapchain_identity = nullptr;
|
|
s.swapchain_window = nullptr;
|
|
s.bindings.clear();
|
|
s.callbacks = {};
|
|
}
|
|
return;
|
|
}
|
|
if (!select_presented_swapchain(presented)) return;
|
|
if (s.failed.load()) return;
|
|
if (!s.ready) {
|
|
const auto now = std::chrono::steady_clock::now();
|
|
if (now < s.next_setup_attempt) return;
|
|
if (!setup_graphics()) {
|
|
dingosdk::logging::write(dingosdk::logging::Level::warning, dingosdk::logging::Channel::graphics, "Graphics setup incomplete; retrying on a later presentation.");
|
|
destroy_graphics();
|
|
s.next_setup_attempt = now + std::chrono::milliseconds(250);
|
|
return;
|
|
}
|
|
}
|
|
// Keep swapchain/window selection, initialization, stop and resize/fence
|
|
// handling alive while hidden, but do no per-frame UI or backbuffer work --
|
|
// beyond the loaded toast, which draws nothing that takes input.
|
|
// Input hotkeys/controller state are handled independently of ImGui frames.
|
|
// Refreshes the chat feed every frame, which also decides whether T opens it.
|
|
const bool chat_frame = chat_pending();
|
|
const bool game_text_frame = game_text_pending();
|
|
const bool skate_hud_frame = skate_hud_pending();
|
|
const bool nametag_frame = nametags_pending();
|
|
const bool meat_frame = hall_of_meat_pending();
|
|
const bool perf_frame = perf_hud_pending() || trainer_hud_pending();
|
|
const bool hub_frame = hub_page_pending();
|
|
if (trainer_open_requested()) s.visible.store(true);
|
|
const bool menu_frame = interactive_visible(s);
|
|
if (!menu_frame) {
|
|
if (s.ui_was_interactive) {
|
|
s.ui_was_interactive = false;
|
|
{ std::lock_guard input_lock(s.input_mutex); s.input.clear(); }
|
|
ImGuiContext* previous = ImGui::GetCurrentContext();
|
|
ImGui::SetCurrentContext(s.context);
|
|
auto& io = ImGui::GetIO();
|
|
io.ClearEventsQueue(); io.ClearInputKeys(); io.ClearInputMouse();
|
|
io.MouseDrawCursor = false;
|
|
ImGui::SetCurrentContext(previous);
|
|
s.console_input_active = false;
|
|
sync_menu_cursor();
|
|
}
|
|
// Hidden, the overlay still draws while a notice or chat line is on screen.
|
|
if (s.loaded_notice_posted && !notices_pending() && !chat_frame && !game_text_frame && !skate_hud_frame &&
|
|
!nametag_frame && !meat_frame && !perf_frame && !hub_frame) return;
|
|
} else if (!s.ui_was_interactive) {
|
|
s.ui_was_interactive = true;
|
|
s.last_model = {}; // Reopening immediately reads fresh state.
|
|
}
|
|
const UINT index = s.swapchain->GetCurrentBackBufferIndex();
|
|
if (index >= s.frames.size()) { s.failed = true; restore_input(true); return; }
|
|
auto& frame = s.frames[index];
|
|
// Interposers can replace their underlying buffers. Never submit writes
|
|
// to a cached resource unless it is still the current presented buffer.
|
|
ComPtr<ID3D12Resource> current_buffer;
|
|
const auto current_result = s.swapchain->GetBuffer(index, IID_PPV_ARGS(¤t_buffer));
|
|
const auto current_identity = object_identity(current_buffer.Get());
|
|
const auto cached_identity = object_identity(frame.buffer.Get());
|
|
if (FAILED(current_result) || !current_identity || !cached_identity ||
|
|
current_identity.Get() != cached_identity.Get()) {
|
|
dingosdk::logging::printf(dingosdk::logging::Level::error, dingosdk::logging::Channel::graphics, "Backbuffer identity changed before draw: index=%u cached=%p current=%p; disabling overlay",
|
|
index, frame.buffer.Get(), current_buffer.Get());
|
|
s.failed = true;
|
|
restore_input(true);
|
|
return;
|
|
}
|
|
ImGuiContext* previous = ImGui::GetCurrentContext();
|
|
ImGui::SetCurrentContext(s.context);
|
|
{
|
|
std::deque<Input> pending;
|
|
{ std::lock_guard input_lock(s.input_mutex); pending.swap(s.input); }
|
|
for (const auto& input : pending)
|
|
{
|
|
OverlayInputAccess access;
|
|
ImGui_ImplWin32_WndProcHandler(input.window, input.message, input.wparam, input.lparam);
|
|
}
|
|
}
|
|
const bool interactive = interactive_visible(s);
|
|
sync_menu_cursor();
|
|
// (Watching the pointer for the pause menu's browser keeps the mouse state between frames,
|
|
// or every frame would look like a fresh click.)
|
|
if (!interactive) { ImGui::GetIO().ClearInputKeys(); if (!hub_frame) ImGui::GetIO().ClearInputMouse(); }
|
|
ImGui::GetIO().MouseDrawCursor = owns_menu_cursor(s);
|
|
ImGui_ImplDX12_NewFrame();
|
|
{ OverlayInputAccess access; ImGui_ImplWin32_NewFrame(); }
|
|
update_menu_pointer();
|
|
fit_display_to_buffer(s, frame.buffer.Get());
|
|
ImGui::NewFrame();
|
|
if (menu_frame) {
|
|
draw_menu();
|
|
draw_console();
|
|
draw_perf_window();
|
|
}
|
|
draw_hub_page();
|
|
draw_hall_of_meat();
|
|
draw_nametags();
|
|
draw_game_text();
|
|
draw_skate_hud();
|
|
draw_perf_hud();
|
|
draw_trainer_hud();
|
|
draw_notices();
|
|
draw_chat();
|
|
sync_menu_cursor(); // close buttons also change visibility, without a key message
|
|
ImGui::Render();
|
|
if (ImGui::GetDrawData()->TotalVtxCount == 0) { ImGui::SetCurrentContext(previous); return; }
|
|
const auto upload_slot = static_cast<std::size_t>(s.submitted_draws % s.upload_fences.size());
|
|
// The ImGui backend rotates upload buffers by submitted draw count, while
|
|
// command allocators rotate by swapchain index. Wait for both exact owners
|
|
// so every presented frame receives UI instead of intermittently skipping.
|
|
if (!completed(frame.fence, render_fence_timeout_ms)
|
|
|| !completed(s.upload_fences[upload_slot], render_fence_timeout_ms)) {
|
|
ImGui::SetCurrentContext(previous);
|
|
s.failed = true;
|
|
restore_input(true);
|
|
dingosdk::logging::write(dingosdk::logging::Level::error, dingosdk::logging::Channel::graphics, "Overlay GPU fence timed out; rendering disabled.");
|
|
return;
|
|
}
|
|
if (FAILED(frame.allocator->Reset()) || FAILED(s.commands->Reset(frame.allocator.Get(), nullptr))) {
|
|
ImGui::SetCurrentContext(previous); s.failed = true; restore_input(true); return;
|
|
}
|
|
D3D12_RESOURCE_BARRIER barrier{};
|
|
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
barrier.Transition.pResource = frame.buffer.Get();
|
|
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
|
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
|
s.commands->ResourceBarrier(1, &barrier);
|
|
s.commands->OMSetRenderTargets(1, &frame.rtv, FALSE, nullptr);
|
|
ID3D12DescriptorHeap* heaps[] = {s.srvs.Get()};
|
|
s.commands->SetDescriptorHeaps(1, heaps);
|
|
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), s.commands.Get());
|
|
std::swap(barrier.Transition.StateBefore, barrier.Transition.StateAfter);
|
|
s.commands->ResourceBarrier(1, &barrier);
|
|
ImGui::SetCurrentContext(previous);
|
|
if (FAILED(s.commands->Close())) { s.failed = true; restore_input(true); return; }
|
|
ID3D12CommandList* lists[] = {s.commands.Get()};
|
|
s.queue->ExecuteCommandLists(1, lists);
|
|
const UINT64 signal = ++s.next_fence;
|
|
if (FAILED(s.queue->Signal(s.fence.Get(), signal))) { s.failed = true; restore_input(true); return; }
|
|
frame.fence = signal;
|
|
s.upload_fences[upload_slot] = signal;
|
|
++s.submitted_draws;
|
|
++s.rendered_frames;
|
|
}
|
|
|
|
void guarded_render(IDXGISwapChain* chain, UINT flags) noexcept {
|
|
try { render(chain, flags); }
|
|
catch (...) { state().failed = true; restore_input(true); dingosdk::logging::write(dingosdk::logging::Level::error, dingosdk::logging::Channel::graphics, "Overlay exception; disabled."); }
|
|
}
|
|
}
|