Files
NX2navi/runtime/ui/menu_win.cpp
chrg6 3d394dd84e Merge the fixes line: the stutter, memory, flicker and crash fixes, co-op, the mesh shader fallback and the launcher fixes.
Brought onto the line with FSR 4, its frame generation and the debug menu. Where both sides had added to the same
place, both stay: the patch table keeps the pickup count and the free camera, the settings list keeps both sides'
names, the menu includes the co-op page and the debug menu, and the launcher builder takes the pipeline list and the
FSR 4 folder. Both sides had added the menu's typed-character event; one definition stays, with the window code that
passes characters outside the basic plane.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-11 08:18:01 -05:00

127 lines
5.2 KiB
C++

// Win32 adapter of the in-game menu: window messages to menu events (menu.h). The only Win32 code of the menu; the SDL3
// window has its own (ui/menu_sdl.cpp). Window thread.
//
// F1 opens and closes the menu, Esc opens it (with the menu open, Esc goes to the menu, which closes). Esc also releases
// the cursor (input_window_msg runs first; closing the menu gives the capture back). While the menu is open, its keys,
// the mouse and focus changes go to it; the game polls the keyboard on its own (input_win.c) and gets nothing while the
// menu is open (input_menu).
#include <windows.h>
#include <windowsx.h>
#include "imgui.h"
extern "C" {
#include "input.h"
#include "input_win.h"
#include "ui/menu.h"
}
static ImGuiKey key_of(WPARAM vk) {
switch (vk) {
case VK_UP: return ImGuiKey_UpArrow;
case VK_DOWN: return ImGuiKey_DownArrow;
case VK_LEFT: return ImGuiKey_LeftArrow;
case VK_RIGHT: return ImGuiKey_RightArrow;
case VK_RETURN: return ImGuiKey_Enter;
case VK_SPACE: return ImGuiKey_Space;
case VK_ESCAPE: return ImGuiKey_Escape;
case VK_TAB: return ImGuiKey_Tab;
case VK_BACK: return ImGuiKey_Backspace;
case VK_DELETE: return ImGuiKey_Delete; // clears a cell of the remapping rows
case VK_HOME: return ImGuiKey_Home;
case VK_END: return ImGuiKey_End;
case VK_PRIOR: return ImGuiKey_PageUp;
case VK_NEXT: return ImGuiKey_PageDown;
case VK_SHIFT: return ImGuiKey_LeftShift;
case VK_CONTROL: return ImGuiKey_LeftCtrl;
case 'Q': return ImGuiKey_Q; // previous tab
case 'E': return ImGuiKey_E; // next tab
default: return ImGuiKey_None;
}
}
// The mouse buttons pressed on the open menu and not yet released, one bit each. While any is held the window has the
// mouse capture, so the release reaches the menu where the pointer went outside the window (else ImGui would hold the
// button down and miss the next click). The game itself only clips the cursor (input_win.c), it takes no capture.
static unsigned g_held;
extern "C" int menu_window_msg(HWND h, UINT m, WPARAM w, LPARAM l, LRESULT *res) {
switch (m) {
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
// bit 30: auto-repeat
// Esc with the menu open (opened by F1 too) is not a toggle here: it goes to the menu, which closes itself
if (!(l & (1 << 30)) && (w == VK_F1 || (w == VK_ESCAPE && !menu_is_open()))) {
menu_toggle();
*res = 0;
return 1;
}
if (w == VK_F9 && menu_debug_enabled()) { // the debug menu, while its setting is on
if (!(l & (1 << 30))) menu_debug_toggle();
*res = 0;
return 1;
}
if (w == VK_F10) { // also keeps F10 from opening the window menu
if (!(l & (1 << 30))) menu_perf_cycle();
*res = 0;
return 1;
}
// a held Esc's repeats: the press that opened the menu is not queued, so its first repeat would close it
if (w == VK_ESCAPE && (l & (1 << 30))) return 0;
[[fallthrough]];
case WM_KEYUP:
case WM_SYSKEYUP:
if (!menu_is_open()) return 0;
if (ImGuiKey k = key_of(w)) menu_event_key(k, m == WM_KEYDOWN || m == WM_SYSKEYDOWN);
return 0; // F11 and the system keys keep working
case WM_CHAR: { // UTF-16 units (TranslateMessage); a character outside the BMP comes as a surrogate pair
static unsigned high;
unsigned c = (unsigned)w;
if (c >= 0xd800 && c < 0xdc00) {
high = c;
return 0;
}
if (c >= 0xdc00 && c < 0xe000) c = high ? 0x10000 + ((high - 0xd800) << 10) + (c - 0xdc00) : 0;
high = 0;
if (menu_is_open() && c >= 0x20 && c != 0x7f) menu_event_char(c);
return 0;
}
case WM_MOUSEMOVE:
if (menu_is_open()) menu_event_mouse_pos((float)GET_X_LPARAM(l), (float)GET_Y_LPARAM(l));
return 0;
case WM_LBUTTONDOWN: case WM_LBUTTONUP:
case WM_RBUTTONDOWN: case WM_RBUTTONUP:
case WM_MBUTTONDOWN: case WM_MBUTTONUP: {
int b = m == WM_LBUTTONDOWN || m == WM_LBUTTONUP ? 0 : m == WM_RBUTTONDOWN || m == WM_RBUTTONUP ? 1 : 2;
int down = m == WM_LBUTTONDOWN || m == WM_RBUTTONDOWN || m == WM_MBUTTONDOWN;
if (!down && (g_held & 1u << b)) { // also when the menu closed meanwhile: the capture goes either way
g_held &= ~(1u << b);
if (!g_held && GetCapture() == h) ReleaseCapture();
}
if (!menu_is_open()) return 0;
if (down) {
if (!g_held) SetCapture(h);
g_held |= 1u << b;
}
menu_event_mouse_pos((float)GET_X_LPARAM(l), (float)GET_Y_LPARAM(l));
menu_event_mouse_button(b, down);
return 0;
}
case WM_MOUSEWHEEL:
if (menu_is_open()) menu_event_wheel(0, (float)GET_WHEEL_DELTA_WPARAM(w) / WHEEL_DELTA);
return 0;
case WM_CAPTURECHANGED: // another window took the capture (ReleaseCapture above finds g_held empty)
if ((HWND)l != h && g_held) {
for (int b = 0; b < 3; b++)
if (g_held & 1u << b) menu_event_mouse_button(b, 0);
g_held = 0;
}
return 0;
case WM_SETFOCUS:
case WM_KILLFOCUS:
menu_event_focus(m == WM_SETFOCUS);
return 0;
}
return 0;
}