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// The menu itself: the Enigma layout, drawn from the module table.
//
// One window with three panes — navigation rail, content, status — rather than
// panels that drift apart. Everything the rail shows comes from `modules()`, so
// adding a module to that table is all it takes to appear here, get a keybind
// and be saved.
//
// The widgets are hand-drawn rather than ImGui's defaults because the look is
// the point: a filled accent square with a white tick, not a framed checkmark.
#pragma once
#include <cmath>
#include <cstdio>
#include <string>
#include "config.hpp"
#include "imgui.h"
#include "log.hpp"
#include "state.hpp"
namespace lodestone::menu {
namespace {
// Enigma's palette. Only the accent is the user's to change.
constexpr ImU32 kText = IM_COL32(232, 232, 238, 255);
constexpr ImU32 kDim = IM_COL32(118, 118, 133, 255);
constexpr ImU32 kBorder = IM_COL32(43, 43, 51, 255);
constexpr ImU32 kCheckOff = IM_COL32(87, 87, 102, 255);
constexpr ImU32 kRowHover = IM_COL32(255, 255, 255, 9);
constexpr ImU32 kWhite = IM_COL32(255, 255, 255, 255);
float g_scale = 1.0f;
float px(float v) { return v * g_scale; }
ImU32 col(const state::Colour& c, float alpha = 1.0f) {
return ImGui::ColorConvertFloat4ToU32(ImVec4(c[0], c[1], c[2], c[3] * alpha));
}
/// Short label for a virtual-key code.
std::string key_name(uint32_t vk) {
char buf[16];
switch (vk) {
case 0x08: return "BKSP";
case 0x09: return "TAB";
case 0x0D: return "ENTER";
case 0x10: return "SHIFT";
case 0x11: return "CTRL";
case 0x12: return "ALT";
case 0x20: return "SPACE";
case 0x2D: return "INS";
case 0x2E: return "DEL";
default: break;
}
if (vk >= '0' && vk <= '9') return std::string(1, static_cast<char>(vk));
if (vk >= 'A' && vk <= 'Z') return std::string(1, static_cast<char>(vk));
if (vk >= 0x70 && vk <= 0x7B) {
std::snprintf(buf, sizeof(buf), "F%u", vk - 0x70 + 1);
return buf;
}
std::snprintf(buf, sizeof(buf), "%#04x", static_cast<unsigned>(vk));
return buf;
}
/// A filled accent square with a white tick — the Enigma checkbox. Returns true
/// when it was toggled.
bool check(const char* id, const char* label, bool* on, const state::Colour& accent) {
const float row = px(26.0f), box = px(17.0f);
ImVec2 start = ImGui::GetCursorScreenPos();
float width = ImGui::GetContentRegionAvail().x;
bool clicked = ImGui::InvisibleButton(id, ImVec2(width > box ? width : box, row));
if (clicked) *on = !*on;
bool hovered = ImGui::IsItemHovered();
ImDrawList* dl = ImGui::GetWindowDrawList();
if (hovered) {
dl->AddRectFilled(ImVec2(start.x - px(6), start.y),
ImVec2(start.x + width + px(6), start.y + row), kRowHover, px(4));
}
float by = start.y + (row - box) * 0.5f;
if (*on) {
dl->AddRectFilled(ImVec2(start.x, by), ImVec2(start.x + box, by + box), col(accent), px(4));
// The tick, drawn rather than typed so it scales cleanly.
ImVec2 a(start.x + box * 0.24f, by + box * 0.52f);
ImVec2 b(start.x + box * 0.42f, by + box * 0.72f);
ImVec2 c(start.x + box * 0.76f, by + box * 0.28f);
dl->AddLine(a, b, kWhite, px(2));
dl->AddLine(b, c, kWhite, px(2));
} else {
dl->AddRect(ImVec2(start.x, by), ImVec2(start.x + box, by + box),
hovered ? kDim : kCheckOff, px(4), 0, px(1.6f));
}
dl->AddText(ImVec2(start.x + box + px(11), start.y + (row - ImGui::GetTextLineHeight()) * 0.5f),
*on ? kText : kDim, label);
return clicked;
}
/// A nav rail entry.
bool nav_item(const char* label, bool active, const state::Colour& accent) {
const float h = px(34.0f);
ImVec2 start = ImGui::GetCursorScreenPos();
float w = ImGui::GetContentRegionAvail().x;
bool clicked = ImGui::InvisibleButton(label, ImVec2(w, h));
bool hovered = ImGui::IsItemHovered();
ImDrawList* dl = ImGui::GetWindowDrawList();
if (active) {
dl->AddRectFilled(ImVec2(start.x - px(6), start.y), ImVec2(start.x + w + px(6), start.y + h),
col(accent, 0.10f), px(6));
dl->AddRectFilled(ImVec2(start.x - px(6), start.y + px(7)),
ImVec2(start.x - px(3), start.y + h - px(7)), col(accent), px(2));
} else if (hovered) {
dl->AddRectFilled(ImVec2(start.x - px(6), start.y), ImVec2(start.x + w + px(6), start.y + h),
kRowHover, px(6));
}
ImU32 c = active ? col(accent) : (hovered ? kText : kDim);
dl->AddCircleFilled(ImVec2(start.x + px(8), start.y + h * 0.5f), px(3.5f), c);
dl->AddText(ImVec2(start.x + px(22), start.y + (h - ImGui::GetTextLineHeight()) * 0.5f), c,
label);
return clicked;
}
void section(const char* title) {
ImGui::Dummy(ImVec2(0, px(4)));
ImVec2 p = ImGui::GetCursorScreenPos();
float w = ImGui::GetContentRegionAvail().x;
ImDrawList* dl = ImGui::GetWindowDrawList();
dl->AddText(p, kText, title);
dl->AddLine(ImVec2(p.x, p.y + px(20)), ImVec2(p.x + w, p.y + px(20)), kBorder);
ImGui::Dummy(ImVec2(0, px(28)));
}
void stat_row(const char* label, const std::string& value) {
ImVec2 p = ImGui::GetCursorScreenPos();
float w = ImGui::GetContentRegionAvail().x;
ImGui::Dummy(ImVec2(w, px(21)));
ImDrawList* dl = ImGui::GetWindowDrawList();
dl->AddText(ImVec2(p.x, p.y + px(3)), kDim, label);
float vw = ImGui::CalcTextSize(value.c_str()).x;
dl->AddText(ImVec2(p.x + w - vw, p.y + px(3)), kText, value.c_str());
}
std::string fmt(const char* f, double a, double b = 0, double c = 0) {
char buf[96];
std::snprintf(buf, sizeof(buf), f, a, b, c);
return buf;
}
/// The global UI size, committed only when the slider is released so the whole
/// menu does not re-layout under the cursor mid-drag.
void scale_slider(float* value, const state::Colour& accent) {
static bool dragging = false;
static float pending = 1.0f;
const float min = 0.6f, max = 2.5f;
float width = ImGui::GetContentRegionAvail().x;
const float label_h = px(16), track = px(5);
ImVec2 start = ImGui::GetCursorScreenPos();
ImGui::InvisibleButton("##uiscale", ImVec2(width, label_h + px(9) + track));
bool active = ImGui::IsItemActive();
float shown = dragging ? pending : *value;
if (active) {
float t = (ImGui::GetIO().MousePos.x - start.x) / (width > 1 ? width : 1);
t = t < 0 ? 0 : (t > 1 ? 1 : t);
pending = min + (max - min) * t;
dragging = true;
shown = pending;
} else if (dragging) {
*value = pending; // released: commit once
dragging = false;
shown = pending;
}
float t = (shown - min) / (max - min);
ImDrawList* dl = ImGui::GetWindowDrawList();
dl->AddText(start, kDim, "UI size");
std::string v = fmt("%.2fx", shown);
dl->AddText(ImVec2(start.x + width - ImGui::CalcTextSize(v.c_str()).x, start.y), kText,
v.c_str());
float ty = start.y + label_h + px(7);
dl->AddRectFilled(ImVec2(start.x, ty), ImVec2(start.x + width, ty + track),
IM_COL32(255, 255, 255, 20), track * 0.5f);
dl->AddRectFilled(ImVec2(start.x, ty), ImVec2(start.x + width * t, ty + track), col(accent),
track * 0.5f);
dl->AddCircleFilled(ImVec2(start.x + width * t, ty + track * 0.5f), px(5), kWhite);
}
/// Re-scale the whole style from a pristine copy, so repeated changes cannot
/// compound. Only done when the value actually changes.
void apply_scale(float want) {
static bool captured = false;
static ImGuiStyle base;
static float applied = -1.0f;
if (!captured) {
base = ImGui::GetStyle();
captured = true;
}
if (want < 0.6f) want = 0.6f;
if (want > 2.5f) want = 2.5f;
if (std::fabs(applied - want) > 0.001f) {
applied = want;
ImGui::GetStyle() = base;
ImGui::GetStyle().ScaleAllSizes(want);
ImGui::GetIO().FontGlobalScale = want;
}
g_scale = want;
}
void settings_pane(state::Shared& s) {
section("Appearance");
ImGui::ColorEdit4("Accent", s.cfg.accent.data(),
ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaBar);
ImGui::Dummy(ImVec2(0, px(4)));
scale_slider(&s.cfg.ui_scale, s.cfg.accent);
section("Keybinds");
std::string label = "Open menu";
bool listening = s.binding_active && s.binding.kind == state::BindKind::MenuToggle;
if (ImGui::Button(listening ? "press a key..."
: ("Open menu [" + key_name(s.cfg.menu_key) + "]").c_str())) {
s.binding_active = true;
s.binding = state::BindTarget{state::BindKind::MenuToggle, 0};
}
if (ImGui::Button("Panic — turn everything off")) s.panic_off();
section("Config");
if (ImGui::Button("Save")) {
std::string where = config::save(s);
log(where.empty() ? "config save failed" : "config saved");
}
ImGui::SameLine();
if (ImGui::Button("Load")) {
log(config::load(s) ? "config loaded" : "no config to load");
}
}
} // namespace
/// The always-on screen furniture: watermark, coordinates, and what is
/// currently switched on. This draws every frame whether or not the menu is
/// open, so it sets the scale itself rather than depending on the menu having
/// run first — otherwise the HUD sits at 1.0 until the menu is opened once.
inline void hud(const state::Shared& s) {
const state::Visuals& v = s.cfg.visuals;
if (!v.watermark && !v.hud_coords && !v.hud_modules) return;
apply_scale(s.cfg.ui_scale);
const state::Colour& accent = s.cfg.accent;
ImDrawList* dl = ImGui::GetBackgroundDrawList();
ImVec2 screen = ImGui::GetIO().DisplaySize;
// A dark copy underneath each string: the HUD sits over whatever the world
// happens to be, and pale text on snow or sand is otherwise unreadable.
auto text = [&](ImVec2 at, ImU32 c, const char* str) {
dl->AddText(ImVec2(at.x + 1.0f, at.y + 1.0f), IM_COL32(0, 0, 0, 160), str);
dl->AddText(at, c, str);
};
if (v.watermark) {
text(ImVec2(px(7), px(5)), col(accent), "Lodestone");
// Name the key that is actually bound. The menu key is rebindable, so a
// fixed "[insert]" hint goes wrong the moment anyone changes it.
if (!s.menu_open) {
std::string hint = "[" + key_name(s.cfg.menu_key) + "]";
text(ImVec2(px(7), px(21)), kDim, hint.c_str());
}
}
if (v.hud_coords && s.game.in_world) {
char buf[64];
std::snprintf(buf, sizeof(buf), "%.0f %.0f %.0f", s.game.pos.x, s.game.pos.y, s.game.pos.z);
text(ImVec2(px(7), screen.y - px(18)), kText, buf);
}
if (v.hud_modules) {
// Read straight off the module table, so a module added there shows up
// here too instead of needing a second list kept in step by hand.
state::Config cfg = s.cfg; // the table walkers want a mutable config
float y = px(5);
for (const auto& m : state::modules()) {
if (!m.flag(cfg)) continue;
float w = ImGui::CalcTextSize(m.label).x;
text(ImVec2(screen.x - w - px(7), y), col(accent), m.label);
y += px(15);
}
}
}
/// Draw the whole menu. The caller holds the state lock for the duration, which
/// is what the render thread does anyway.
inline void draw(state::Shared& s) {
static size_t tab = 0;
apply_scale(s.cfg.ui_scale);
const state::Colour& accent = s.cfg.accent;
ImGui::SetNextWindowSize(ImVec2(px(900), px(470)), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(60, 56), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSizeConstraints(ImVec2(px(620), px(320)), ImVec2(3000, 2000));
if (!ImGui::Begin("##lodestone", nullptr, ImGuiWindowFlags_NoTitleBar)) {
ImGui::End();
return;
}
const auto& cats = state::categories();
const float rail = px(180), side = px(250);
// ---- navigation ----
ImGui::BeginChild("##nav", ImVec2(rail, 0));
{
ImVec2 p = ImGui::GetCursorScreenPos();
float w = ImGui::GetContentRegionAvail().x;
ImDrawList* dl = ImGui::GetWindowDrawList();
float tw = ImGui::CalcTextSize("LODESTONE").x;
dl->AddText(ImVec2(p.x + (w - tw) * 0.5f, p.y + px(10)), kText, "LODESTONE");
dl->AddLine(ImVec2(p.x, p.y + px(36)), ImVec2(p.x + w, p.y + px(36)), col(accent), px(1.5f));
ImGui::Dummy(ImVec2(0, px(48)));
for (size_t i = 0; i < cats.size(); ++i) {
if (nav_item(cats[i], i == tab, accent)) tab = i;
}
}
ImGui::EndChild();
ImGui::SameLine();
// ---- content ----
float middle = ImGui::GetContentRegionAvail().x - side - px(16);
if (middle < px(220)) middle = px(220);
ImGui::BeginChild("##content", ImVec2(middle, 0));
{
const char* current = cats[tab];
ImVec2 p = ImGui::GetCursorScreenPos();
float w = ImGui::GetContentRegionAvail().x;
ImDrawList* dl = ImGui::GetWindowDrawList();
dl->AddCircleFilled(ImVec2(p.x + px(5), p.y + px(8)), px(4), col(accent));
dl->AddText(ImVec2(p.x + px(18), p.y), col(accent), current);
dl->AddLine(ImVec2(p.x, p.y + px(26)), ImVec2(p.x + w, p.y + px(26)), col(accent));
ImGui::Dummy(ImVec2(0, px(34)));
if (std::string(current) == "Settings") {
settings_pane(s);
} else {
const auto& table = state::modules();
for (size_t i = 0; i < table.size(); ++i) {
if (std::string(table[i].category) != current) continue;
bool on = table[i].flag(s.cfg);
ImVec2 row = ImGui::GetCursorScreenPos();
float avail = ImGui::GetContentRegionAvail().x;
std::string id = std::string("##m") + table[i].key;
if (check(id.c_str(), table[i].label, &on, accent)) table[i].flag(s.cfg) = on;
// Right-click a row to bind it.
if (ImGui::IsItemHovered() && ImGui::IsMouseClicked(ImGuiMouseButton_Right)) {
s.binding_active = true;
s.binding = state::BindTarget{state::BindKind::Module, i};
}
// The key, faint and right-aligned.
std::string chip;
bool listening = s.binding_active && s.binding.kind == state::BindKind::Module &&
s.binding.module == i;
if (listening) {
chip = "...";
} else {
for (const auto& b : s.binds) {
if (b.target.kind == state::BindKind::Module && b.target.module == i) {
chip = "[" + key_name(b.key) + "]";
break;
}
}
}
if (!chip.empty()) {
float cw = ImGui::CalcTextSize(chip.c_str()).x;
ImGui::GetWindowDrawList()->AddText(
ImVec2(row.x + avail - cw, row.y + px(5)),
listening ? col(accent) : kDim, chip.c_str());
}
}
}
}
ImGui::EndChild();
ImGui::SameLine();
// ---- status ----
ImGui::BeginChild("##status", ImVec2(0, 0));
{
ImVec2 p = ImGui::GetCursorScreenPos();
float w = ImGui::GetContentRegionAvail().x;
ImDrawList* dl = ImGui::GetWindowDrawList();
dl->AddCircleFilled(ImVec2(p.x + px(5), p.y + px(8)), px(4), col(accent));
dl->AddText(ImVec2(p.x + px(18), p.y), kText, "Status");
dl->AddLine(ImVec2(p.x, p.y + px(26)), ImVec2(p.x + w, p.y + px(26)), col(accent));
ImGui::Dummy(ImVec2(0, px(34)));
const auto& g = s.game;
stat_row("state", g.in_world ? "in world" : "menu");
stat_row("fps", fmt("%.0f", ImGui::GetIO().Framerate));
stat_row("health", fmt("%.0f", g.health));
stat_row("position", fmt("%.0f %.0f %.0f", g.pos.x, g.pos.y, g.pos.z));
stat_row("entities", fmt("%.0f", static_cast<double>(g.targets.size())));
int players = 0;
for (const auto& t : g.targets) {
if (t.kind == state::TargetKind::Player) ++players;
}
stat_row("players", fmt("%.0f", static_cast<double>(players)));
int active = 0;
for (const auto& m : state::modules()) {
if (m.flag(s.cfg)) ++active;
}
stat_row("active", fmt("%.0f", static_cast<double>(active)));
}
ImGui::EndChild();
ImGui::End();
}
} // namespace lodestone::menu