Files
ReSkate/Launcher/gui.cpp
T
zeex64 63ee53382a Merge pull request #63 from northdroplet/feat/gamepad-touchpad
Launcher: controller support and the Steam Deck trackpad as a mouse
2026-10-08 21:04:34 -05:00

530 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;
// The install progress covers the Mods page and holds the focus; taking it
// back every frame would flash the page's own default item.
if (focused && focused->RootWindow == ImGui::FindWindowByName("##installing")) 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::pair{L"LAUNCHER_ICON_THUNDERSTORE", &g_icon_thunderstore}}) {
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;
// The Steam Deck's right trackpad reaches the launcher as the right stick
// (Steam sets SteamDeck=1 for what it starts there), which wants a
// trackpad's feel rather than a thumbstick's.
PadFeed pad_feed(GetEnvironmentVariableW(L"SteamDeck", nullptr, 0) > 0);
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();
pad_feed.after_new_frame();
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