Add OSD shader manager
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49
includes/OSDManager.h
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49
includes/OSDManager.h
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#pragma once
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#include <reshade.hpp>
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#include <functional>
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using OSDUpdateFn = std::function<void(reshade::api::effect_runtime*)>;
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using OSDEndFn = std::function<void(reshade::api::effect_runtime*)>;
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/**
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* @brief Displays an On-Screen Display (OSD) for a specified duration.
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*
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* This function triggers an OSD that lasts for `duration` seconds.
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* During the OSD display, the `onUpdate` callback will be called every frame
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* with the current `reshade::api::effect_runtime` pointer, allowing shader updates
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* or other visual effects. When the OSD duration ends, the `onEnd` callback
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* is executed to perform any cleanup or final state updates.
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* @param duration Duration in seconds for which the OSD should be visible.
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* @param onUpdate Callback executed each frame while the OSD is visible.
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* @param onEnd Callback executed once when the OSD ends or expires.
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* @note This function only schedules the OSD. The actual frame updates occur
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* during `UpdateOSD`, which must be called once per frame.
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* @note Callbacks should be fast and non-blocking.
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*/
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void ShowOSD(float duration, OSDUpdateFn onUpdate, OSDEndFn onEnd);
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/**
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* @brief Updates the OSD system each frame and executes callbacks if needed.
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*
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* This function must be called once per frame, typically in `on_reshade_present`,
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* to update any active OSDs, decrement their timers, and call the
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* `onUpdate` and `onEnd` callbacks as necessary.
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* @param runtime Pointer to the current `reshade::api::effect_runtime` object.
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* @param deltaTime Time elapsed (in seconds) since the last frame.
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* @note If no OSD is active, this function does nothing.
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* @note Always call this function after processing hotkeys to ensure proper
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* timing of OSDs.
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*/
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void UpdateOSD(reshade::api::effect_runtime* runtime, float deltaTime);
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/**
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* @brief Reset all uniform variables enumerated.
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*
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* This function must be called once, typically in `on_reshade_begin_effects`,
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* using an atomic compare-and-exchange operation
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* @param runtime Pointer to the current `reshade::api::effect_runtime` object.
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* @param effect_name File name of the effect file to enumerate uniform variables from (eg. myfile.fx)
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*/
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void ResetAllUniformVariables(reshade::api::effect_runtime* runtime, const char* effect_name);
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