Commit Graph
33 Commits
Author SHA1 Message Date
bicarusandGitHub 0934cce225 api: h.264 video stream (#876)
## Link to GitHub Issue or related Pull Request, if one exists
fixes #875

## Description of change
Adds `-apistream`, an optional HTTP video stream of the mirrored screen.
It listens on the API port +2.

Two endpoints, sharing the same `screen`, `fps` and `q` parameters:

    /stream.mjpg    JPEG frames, for clients with no container support
/stream.h264 H.264 annex-b, for an app driving MediaCodec or
VideoToolbox itself

One encoder per connection, fed by a per-screen pump that always hands
over the newest frame, so a slow reader drops frames instead of building
a backlog. `capture.get_jpg` behaviour is unchanged.

Additional documentation for developers:
https://github.com/spice2x/spice2x.github.io/wiki/Video-Stream

## Testing
2026-08-19 03:10:02 -07:00
bicarusandGitHub 8b2f38307b graphics: rewrite screenshot and api capture image processing (#870)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Significantly speeds up API screen capture and D3D9 screenshots saving.
Two reasons for doing this:

1. We now have a 4K game (GITADORA) and existing capture code was taking
multiple seconds.
2. Renewed user interest on streaming as we have a couple more companion
apps in active development.

**API screen capture (streaming), 1280x720:** 14.3ms -> 6.3ms per frame.
Back buffer copies go to pooled `D3DPOOL_SYSTEMMEM` surfaces via
`GetRenderTargetData` instead of allocating a lockable render target
every frame, and TooJpeg is replaced with libjpeg-turbo (encode 9.8ms ->
3.0ms). MSAA remains unsupported

**Screenshots for GITADORA arena model, across 4 screens with one of
them 4K**: 4068ms -> 124ms. `D3DXSaveSurfaceToFileA` is replaced with
fpng (encode 4043ms -> 76ms) and the screens encode in parallel.
Dropping D3DX also removes the `d3dx9_43.dll` ... `d3dx9_24.dll` probing
loop, so screenshots no longer fail outright on machines with no D3DX9
runtime installed.

Screenshot surfaces are read on the present thread, so no D3D call
reaches another thread for screenshots. This fixes a hang in DDR X2
introduced earlier in the branch: its device has no internal locking,
and reading the surface on a pool thread while the present thread sat
inside `GetRenderTargetData` left the game's own render thread
deadlocked.


## Testing

- **GITADORA** (arena model, D3D9Ex, 4K main plus three subscreens,
windowed) with
`-screenshotsub`: three sets of four screenshots, images verified
correct. Completion
order differs between sets, so the screens really are encoding in
parallel.
- **LovePlus** (KLP, plain D3D9, 768x1360): covers the inline path used
by games whose
  image processing must not leave the present thread. 
- **API screen capture** through a companion app: live video correct
throughout.
- **Print Screen** bound as the screenshot key: the clipboard copy
succeeded on every shot.
- Quitting the game after capturing leaves no `IDirect3DDevice9`
reference count warning,
  so the pooled readback surfaces are released along with the device.
2026-08-18 00:22:45 -07:00
bicarusandGitHub a2e508208c gitadora: fix synthetic touch (mouse and api) (#867)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Fix mouse and touch API handling for gitadora.

* hook native touch in every arena window mode (previously only using
wintouchemu for 1 windowed mode)
* publish the touch window (SMALL panel, or the main window drawing the
overlay) and only attach injection there
* route touch on the SMALL window straight through instead of the
overlay transform, and accept the mouse only there
* fix spiceapi by forcing 800x1280 touch canvas size
* run API capture before the subscreen present to fix api not showing
sub image


## Testing
Test:

gitadora 1/2/4 windowed mode, fullscreen

iidx /sdvx / popn windowed/fullscreen for regressions
2026-08-16 01:43:20 -07:00
bicarusandGitHub f5888609a8 graphics: option to include subscreens in screenshot (#866)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Adds `-screenshotsub`. Off by default. When on, screenshots include the
subscreens. All subscreens are captured, even if they are hidden from
view. Works for all four screens of gitadora arena model as well.

This should also fix an issue with API / companion app not capturing
gitadora subscreen correctly.

Note: only done for DX9... DX11 will need another PR to make this work.

Unrelated to this PR, there seems to be a bug with gitadora not
accepting mouse or api touch input.

## Testing
2026-08-14 04:05:50 -07:00
bicarusandGitHub c6cd72c528 graphics: exclude overlay from screenshots (#865)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change

Adds the `-screenshotoverlay` option.

By default, file screenshots exclude the Spice overlay. Enabling this
option captures screenshots after the overlay is rendered.

Also updates DX11 backend to allow screenshots even when overlay is
disabled.

## Testing
2026-08-13 23:21:46 -07:00
bicarusandGitHub 82e0c053d0 overlay: create a dedicated thread for polling hotkeys (#864)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Create a new thread that polls for the following hotkeys:

* super exit (both alt+f4 and bound key)
* coin insert
* screenshot

The goal is to make the capture of these more reliable, because before
this PR it wasn't.

## Testing
2026-08-12 20:04:59 -07:00
3012139028 gitadora: add native dual fullscreen for Arena (#846)
## Link to GitHub Issue or related Pull Request, if one exists

Fixed https://github.com/spice2x/spice2x.github.io/issues/740

## Description of change

- Enable native D3D9 adapter-group dual fullscreen for the GITADORA
Arena model when the two-screen MAIN + SMALL configuration is selected
without windowed mode.
- Present MAIN and SMALL on their respective monitor heads while keeping
the invisible LEFT and RIGHT targets offscreen.
- Scope the new fake-swap-chain query behavior to the hidden GITADORA
two-head targets, preserving existing behavior for other games and
configurations.

The existing borderless-windowed two-screen path could not consistently
keep input and game timing synchronized and also reduced rendering
performance. Native dual fullscreen avoids that windowed composition
path.

## Testing

- Manually tested GITADORA Arena with separate MAIN and SMALL monitors
in fullscreen mode. Windowed mode still works if the user chooses to use
that.
- Confirmed both displays render correctly, touch input works on the
SMALL screen, gameplay input stays synchronized, and gameplay holds a
steady 60 FPS.
- Built `spicetools_spice64` at commit `e4a98e9` with the repository
Docker toolchain.
- Confirmed no new compiler warnings.
- Confirmed the forbidden static DLL import check passes.
- Confirmed the Windows 7 DLL compatibility check reports `All DLLs
OK!`.

---------

Co-authored-by: vgod <428979+vgod@users.noreply.github.com>
2026-08-02 00:03:36 -07:00
bicarusandGitHub 3f0921d983 gitadora: more windowed mode fixes (#819)
## Link to GitHub Issue or related Pull Request, if one exists
User reported

## Description of change

Sometimes the game moved the main window after `CreateWindowExA`
returned but before D3D initialization called
`graphics_capture_initial_window`. During this gap,
`GRAPHICS_HOOKED_WINDOW` was not set, so the placement hooks could not
identify the main window and preserve its monitor override. GITADORA
main, LEFT, and RIGHT windows are now registered immediately after
creation so later placement calls cannot undo their overrides.

This also adds `-gdwsmallsize` and `-gdwsmallpos` for explicitly setting
the SMALL window size and position. Explicit values override the
corresponding monitor-derived geometry, allowing the SMALL window's
10:16 aspect ratio to be preserved instead of stretching it to fill a
monitor.

## Testing
2026-07-21 00:54:09 -07:00
bicarusandGitHub 3fdb369128 sdvx: option to disable Live2D (#777)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Adds an option to disable Live2D. Can be disabled everywhere, or just
during a song.

## Testing
Tested EG final and recent Nabla.
2026-06-27 02:34:19 -07:00
SelundineandGitHub ef384e85dd Add GITADORA Arena windowed monitor layout support, allows the SMALL touch window to be resized (#716)
## Link to GitHub Issue or related Pull Request, if one exists
N/A

## Description of change
Adds GITADORA Arena windowed monitor layout options for the GITADORA,
LEFT, RIGHT, and SMALL windows.

This also applies the selected window border style to all four GITADORA
Arena windows, and allows the SMALL touch window to be resized in
windowed mode while keeping touch coordinates updated.

## Testing
- Manually tested GITADORA Arena windowed mode:
  - default, resizable, and borderless window styles
  - per-window monitor placement
  - SMALL resize
  - SMALL touch coordinate mapping after resize
2026-05-30 23:09:06 -07:00
bicarusandGitHub a2e220d3f4 gitadora: (arena model) unify window layout options (#706)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Combine the two layout options into one

## Testing

- [x] windowed, x4
- [x] windowed, x2
- [x] windowed, x1 with sub
- [x] fs
2026-05-27 21:04:23 -07:00
AzaleaandGitHub febc02b50b [+] Hide sides on gitadora 𝛿 (#705)
## Description of change
Added an option to only disable the left/right screens of gitadora gw
delta while exposing the touch panel screen.

## Testing
Tested by hand on CachyOS + hyprland + gamescope + wine + vnc + phone +
cat 🐈‍⬛

<img width="2560" height="1707" alt="image"
src="https://github.com/user-attachments/assets/a2ef0172-68e2-43c2-89c3-4863698f2f00"
/>
2026-05-27 18:57:10 -07:00
bicarusandGitHub 2014e9cf75 graphics: option to change monitor resolution (#689)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Add a new option under `Monitor` group to change the monitor resolution
before booting the game, very similar to how orientation / refresh rate
options work.

This would be useful for games like Polaris Chord that boots at current
resolution but manages to have graphical issues when not in 1080p.

## Testing
2026-05-09 21:32:43 -07:00
bicarusandGitHub 82dda33800 graphics: restore monitor settings when fullscreen is lost then restored (#664)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #663 

## Description of change
Apply monitor rotation and refresh rate again when fullscreen focus is
regained.

## Testing
Tested with sdvx7
2026-04-28 16:04:52 -07:00
EmmaandGitHub 127d31a85c graphics: add option to disable win11 rounded corners on windows (#641)
## Description of change
This adds a toggleable option to remove the rounded window corners when
running a game, or a subscreen, in a window on Windows 11 and upwards.

## Testing
On Windows 11: Resort Anthem, MÚSECA and EPOLIS were tested and the
window corners were removed from both main windows and the TDJ subscreen
when running in windowed mode, with no change in fullscreen mode.

On Windows 7: IIDX18 was tested with no change, the call to
`DwmSetWindowAttribute` is ignored as `DWMWA_WINDOW_CORNER_PREFERENCE`
doesn't exist.

For XP builds, the call is compiled out to avoid linking against dwmapi
and windows_dll_compat_checker returns successfully when testing against
the XP Embedded image. I can't test it on XP, but it ran on Vista.
2026-04-15 18:51:53 -07:00
bicarusandGitHub a8419bbaa0 grpahics: fix borderless for ddr/gitadora (#638)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Allow DDR to be launched in borderless window (honor the spicecfg
option).

Prevent Gitadora arena model from changing the window decoration once
launched as it hangs the game.

## Testing
Tested 32/64bit ddr, gitadora arena.
2026-04-14 18:11:42 -07:00
bicarusandGitHub 2042b629e9 popn: allow game to launch on PCs with only one monitor (#633)
## Link to GitHub Issue or related Pull Request, if one exists
#618 

## Description of change
The game insists on having two monitors. Hook various DX9 and Win32
monitor APIs to fake a monitor if the user only has one. This correctly
convinces the game that it needs to draw two screens instead of just
one.

## Testing
WIP
2026-04-13 03:00:47 -07:00
bicarusandGitHub 4d8a6c1952 graphics: fix window position if out of bounds (#630)
## Link to GitHub Issue or related Pull Request, if one exists
#618 

## Description of change
Before calling `CreateWindowEx[A/W]`, check dimensions of the window
about to be created, and check if it will be out of bounds (completely
or partially).

If it's completely out of bounds, move it to `(0, 0)` to prevent crashes
or rendering issues.

## Testing
Tested popn and sdvx.
2026-04-11 20:12:43 -07:00
bicarusandGitHub 54ec9f272e popn: new cab windowed mode (#621)
## Link to GitHub Issue or related Pull Request, if one exists
#618 

## Description of change
Get windowed mode to work.

## Testing
tbd... i/o doesn't work right now but it launches two windows at
least...
2026-04-10 01:05:44 -07:00
bicarusandGitHub ee3fa58bfa graphics: option to change primary monitor before launching game (#608)
## Description of change

Adds `-mainmonitor` option which changes the monitor layout before
launching the game. This is much more reliable than the old `-monitor`
option which operated at DX9 level. This works for TDJ/UFC subscreens,
for example.

Rename `-monitor` option to `-dx9mainadapter` to discourage use.
`-monitor` will continue to work, of course.

Changing of primary monitor happens first before any orientation changes
/ refresh rate changes, which means those options will result in the
logically correct configuration.

Create a new option category for `Monitor` (rotate, refresh rate, etc).

Add a monitor selection widget for `-mainmonitor` option in the
configurator.

Improve how we log names of monitors in the log during boot - should be
less of "Generic PnP Monitor" after this.
2026-04-04 23:26:38 -07:00
bicarusandGitHub a4c3eddc2f graphics: rewrite auto-rotate and refresh rate options to be more reliable (#607)
## Description of change

Rotate monitor & change the refresh rate **well before** the game is
launched.

This is much faster and more reliable compared to what we do now, which
is trying to do monitor changes during CreateWindow hooks. For example,
SDVX makes a bunch of OS / NVAPI calls to figure out monitor geometry
while it's booting, and by the time CreateWindow is called, the game
already made up its mind, which leads to weird graphical issues.

This affects both windowed mode and full screen.

In addition, add options for normal orientation (landscape) and upside
down (landscape, flipped) options. This can be used if the monitor is
normally rotated to portrait, but the game needs to be in landscape.
2026-04-04 03:23:28 -07:00
bicarusandGitHub f4050e9adb graphics: custom resolution for subscreen (#553)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Allow user to specify a custom resolution for the sub monitor, in
addition to the existing refresh rate option

This would allow practically any touch monitor (including ones with
weird resolution / aspect ratio / refresh rate) to be used with
IIDX/SDVX.

## Testing
Tested with various resolution / refresh rate combinations on IIDX /
SDVX.
2026-02-12 17:51:38 -08:00
bicarusandGitHub 1d1981fcde rb: prevent window moves and resizes in windowed mode (#532)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Disable all window options that change dimensions or position as they
cause problems with touch overlay in windowed mode. Always On Top is the
only thing that's still possible.

## Testing
2026-01-24 18:49:16 -08:00
bicarusandGitHub cd14ca800e graphics: fix window resize not working properly in some games (#530)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Need to filter out system-created windows (such as `CicMarshalWnd`) when
looking up which window to mess with when user interacts with F11 menu.

While I'm here, clean up the hack for gfdm arena model that remembers
the main window.

## Testing
Tested:

DDR
gfdm arena 4 / 1 window modes
iidx (windowed mode, with/without nosub option)
sdvx with sub windows

Need to check:
full screen games
2026-01-22 19:06:31 -08:00
bicarusandGitHub cb59fe14e9 gitadora: prevent window resize (#529)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Gitadora (pre-Delta) tends to soft lock, have graphical issues (menu bg
render as black), or take a long time (minutes) between scene
transitions when window is resized.
2026-01-22 00:51:12 -08:00
bicarusandGitHub 6bf7ae9074 graphics: submonitor refresh rate option (#507)
## Description of change
Add an option that forces requested refresh rate value for the second
monitor; i.e., instead of 60Hz allow the user to override the adapter to
be 70Hz.

Useful for people who have a touch screen that can't do 60Hz.

I don't know if this would cause any timing issues in IIDX or SDVX, but
it seems to boot and monitor check is unaffected.

## Testing
Tested TDJ And UFC mode with a submonitor that can only do 61Hz.
2026-01-09 19:50:07 -08:00
bicarusandGitHub 7a1f46d1be gitadora: (arena model) fix window settings not working (#494)
## Link to GitHub Issue, if one exists
#477 

## Description of change
F11 menu (window settings) did not work for arena model because the game
engine races to create many windows, so our logic of grabbing the first
window created doesn't always get the main window.

## Testing
2026-01-02 15:07:32 -08:00
bicarusandGitHub b8e99e75e5 gitadora: (arena model) prevent the small subscreen from being closed (#487)
## Link to GitHub Issue, if one exists
#477 

## Description of change
Ensure the small subscreen can't be resized or closed by accident.
2025-12-30 14:30:59 -08:00
bicarus-devandGitHub 4f72b0a98b graphics: more window options for windowed subscreen (#308)
## Link to GitHub Issue, if one exists
Fixes #307 

## Description of change
Add an option for making TDJ/UFC subscreen window borderless in windowed
mode

Add another option for keeping the subscreen "always on top".

Add size / position arguments to SDVX windowed subscreen, exactly the
same as what is allowed for IIDX.

## Testing
Seems to work....
2025-04-27 21:20:55 -07:00
bicarus-devandGitHub 104a9cbffd graphics: rewrite image scaler (#278)
## Link to GitHub Issue, if one exists
Fixes #276 

## Description of change

Note: this change is not compatible with previous screen resize config;
i.e., if you had the zoom setting dialed into a certain view, after this
change it won't be the same area, so you'll have to set up a scene
again. I think this is a worthwhile cost since the old logic is just
broken in weird ways, and preserving old settings is really tedious math
(for a feature that not many people use). Besides, this change will only
use the new Scenes values from the JSON.

Rewrite the DX9 image scaler logic.

* Previously, the rendering surface was fixed at `4096*4096 px`. Now,
this is relative to the backbuffer dimensions, which depends on the game
& respects user provided `-forceres`.
* Remove "center" option, make it the default.

Above two changes fix the aspect ratio issue (scaling in portrait games
not respecting screen ratio) and things breaking at higher res (1080p
when zoomed out far enough, or when forced to run at 4k resolution for
example)

* Use `scenes` leaf of screen resize JSON config for Scene 1 as well,
completely removing ourselves from being compatible with older spice2x
versions for these values.
* Add additional bounds check before calling `StretchRect` to avoid
users getting stuck with a bad layout, which can kill performance.

## Compiling
🦾 

## Testing
Tested 32 bit (popn / ddr), 64 bit (ldj), portrait and landscape modes
(kfc)
2025-03-28 17:23:01 -07:00
bicarus-devandGitHub 45a52cff90 sdvx: landscape mode (#277)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Add `SDVX Landscape Mode` option, allowing you to play SDVX in landscape
monitor orientation, with black borders on left and right - similar to
how EAC does it. This is meant to be an alternative to what people do
today, which is launching in windowed mode.

By default, with just `-sdvxlandscape` enabled, EG will launch at
1920x1080 (transposed from the original 1080x1920 resolution).

It is possible to combine with `-forceres` to launch at higher
resolutions. At some point though, when rendering at large resolutions
past 1440p, at some point scaling may break due to #276.

Disabled on 32-bit SDVX since dx9 `CreateDeviceEx` call is required;
`CreateDevice` won't work. For the same reason this isn't being made a
generic option for museca/rb/etc. In theory you can supply
`-sdvxlandscape` to games like IIDX and play landscape games in portrait
mode, although again, scaling my break due to #276.

Also, add new options (bottomleft/right) for subscreen overlay position
so that they don't overlap with the main screen in landscape mode.

## Compiling
🙂

## Testing
Tested a couple versions of VW and EG.
2025-03-26 20:21:05 -07:00
bicarus-devandGitHub 89921e5ec2 graphics: custom full screen resolution (#274)
## Link to GitHub Issue, if one exists
n/a

## Description of change
Adds a new option to forcibly set the full screen resolution.

Same idea as -windowscale.

## Compiling
🔺 

## Testing
Seems to be showing similar results as -windowscale:

* Works GREAT for IIDX/SDVX
* popn launches at correct resolution but only draws a small image (at
native res) - can be scaled with F11 menu
* nostalgia is broken in weird ways, image is drawn correctly but bottom
`credits` text draws at wrong offset, game's wintouch logic broken
(perhaps expectedly)

## Other notes
In theory this could enable "play sdvx in landscape mode" option but the
image scaling doesn't quite work with extreme values.
2025-03-24 16:07:04 -07:00
sp2xdev ed8c72852f Initial commit for GitHub migration based on spice2x-25-03-03 2025-03-10 19:16:49 -07:00