Files
ReshadePluginsAddon/includes/OSDManager.h

96 lines
4.1 KiB
C++

#pragma once
#include <reshade.hpp>
#include <functional>
#include "GameFixes.h"
constexpr auto OSD_SHADER_NAME = "OSD.fx";
using OSDUpdateFn = std::function<void(reshade::api::effect_runtime*)>;
using OSDEndFn = std::function<void(reshade::api::effect_runtime*)>;
extern void SetFixesEnabled(GameFixes fix, bool value);
extern void SaveSettings();
/**
* @brief Displays an On-Screen Display (OSD) for a specified duration.
*
* This function triggers an OSD that lasts for `duration` seconds.
* During the OSD display, the `onUpdate` callback will be called every frame
* with the current `reshade::api::effect_runtime` pointer, allowing shader updates
* or other visual effects. When the OSD duration ends, the `onEnd` callback
* is executed to perform any cleanup or final state updates.
* @param duration Duration in seconds for which the OSD should be visible.
* @param onUpdate Callback executed each frame while the OSD is visible.
* @param onEnd Callback executed once when the OSD ends or expires.
* @note This function only schedules the OSD. The actual frame updates occur
* during `UpdateOSD`, which must be called once per frame.
* @note Callbacks should be fast and non-blocking.
*/
void ShowOSD(float duration, OSDUpdateFn onUpdate, OSDEndFn onEnd);
/**
* @brief Updates the OSD system each frame and executes callbacks if needed.
*
* This function must be called once per frame, typically in `on_reshade_present`,
* to update any active OSDs, decrement their timers, and call the
* `onUpdate` and `onEnd` callbacks as necessary.
* @param runtime Pointer to the current `reshade::api::effect_runtime` object.
* @param deltaTime Time elapsed (in seconds) since the last frame.
* @note If no OSD is active, this function does nothing.
* @note Always call this function after processing hotkeys to ensure proper
* timing of OSDs.
*/
void UpdateOSD(reshade::api::effect_runtime* runtime, float deltaTime);
/**
* @brief Reset all uniform variables enumerated.
*
* This function must be called once, typically in `on_reshade_begin_effects`,
* using an atomic compare-and-exchange operation
* @param runtime Pointer to the current `reshade::api::effect_runtime` object.
* @param effect_name File name of the effect file to enumerate uniform variables from (eg. myfile.fx)
*/
void ResetAllUniformVariables(reshade::api::effect_runtime* runtime, const char* effect_name);
/**
* @brief Toggle cheats.
*
* This function must be called once, typically in `init_effect_runtime`,
* using an atomic compare-and-exchange operation
* @param cheatEnabled cheat variable.
* @param fix cheat type to toggle (TimeDilation, God Mode ...)
* @param showUniform the Reshade uniform variable to show/hide the cheat on OSD
* @param enabledUniform the cheat state (enabled or not)
* @param duration the default OSD display duration (default 3 s)
* @param effect_name File name of the effect file to enumerate uniform variables from (eg. myfile.fx)
* @param extraFloats extra Reshade uniform variable (float) to initialize
*/
template<typename T>
void ToggleOSD(T& cheatEnabled, GameFixes fix,
reshade::api::effect_uniform_variable showUniform,
reshade::api::effect_uniform_variable enabledUniform,
float duration = 3.f,
std::initializer_list<std::pair<reshade::api::effect_uniform_variable, float>> extraFloats = {}) {
cheatEnabled = !cheatEnabled;
SetFixesEnabled(fix, cheatEnabled);
SaveSettings();
std::vector<std::pair<reshade::api::effect_uniform_variable, float>> stableFloats(extraFloats);
ShowOSD(duration,
[=, stableFloats = std::move(stableFloats)](reshade::api::effect_runtime* rt) {
ResetAllUniformVariables(rt, OSD_SHADER_NAME);
rt->set_uniform_value_bool(showUniform, true);
rt->set_uniform_value_bool(enabledUniform, cheatEnabled);
for (auto& uniform : stableFloats)
if (uniform.first.handle)
rt->set_uniform_value_float(uniform.first, uniform.second);
},
[=](reshade::api::effect_runtime* rt) {
rt->set_uniform_value_bool(showUniform, false);
});
}