Tune center-column heights; note RawInput/DirectInput MKB + DX12 cost as future work
- Center stack heights set to Controllers 45% / Video 32% / Audio 23% (measured from the operator's preferred layout): Controllers has the most content, Audio the least. - Future work: MKB forwarding for Raw Input / DirectInput games (the message + polling-state path doesn't reach them -- e.g. Trails through Daybreak uses Raw Input), and reducing the D3D11On12 (DX12) per-frame capture overhead. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -54,12 +54,13 @@ void apply_panel_layout(Panel panel)
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const float top = o.y + m;
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const float full_h = std::max(200.0f, s.y - 2.0f * m);
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// Center column stacks Controllers / Video / Audio at roughly even heights (Video
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// a touch taller for its graphs), so Audio no longer hogs the column.
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// Center column stacks Controllers / Video / Audio. Controllers has the most
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// content (incoming pads + poll + round-trip tables) so it gets the most height;
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// Audio the least (proportions measured from the operator's preferred layout).
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const float stack_avail = std::max(150.0f, full_h - 2.0f * gap);
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const float ctrl_h = stack_avail * 0.30f;
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const float vid_h = stack_avail * 0.38f;
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const float audio_h = stack_avail * 0.32f;
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const float ctrl_h = stack_avail * 0.45f;
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const float vid_h = stack_avail * 0.32f;
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const float audio_h = stack_avail * 0.23f;
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ImVec2 pos, size;
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switch (panel)
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