gitadora: use native touch for single-window mode (#828)

## Link to GitHub Issue or related Pull Request, if one exists
#814 

## Description of change
Make gitadora arena model use native touch instead of wintouchemu. Only
single window mode with overlay is affected.

This removes the last consumer of `INJECT_MOUSE_AS_WM_TOUCH` so all of
that code can be deleted.

## Testing
Tested touch screen and mouse interaction with single window mode.
This commit is contained in:
bicarus
2026-07-22 01:36:06 -07:00
committed by GitHub
parent 09ed8b948c
commit 00c8bb8ce6
4 changed files with 5 additions and 170 deletions
+2 -4
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@@ -11,8 +11,8 @@
#include "hooks/audio/audio.h"
#include "hooks/audio/mme.h"
#include "hooks/graphics/graphics.h"
#include "misc/wintouchemu.h"
#include "overlay/overlay.h"
#include "touch/native/nativetouchhook.h"
#include "util/cpuutils.h"
#include "util/deferlog.h"
#include "util/detour.h"
@@ -653,9 +653,7 @@ namespace games::gitadora {
// monitor/touch hooks (windowed or full screen)
if (GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
// enable touch hook for subscreen overlay
wintouchemu::FORCE = true;
wintouchemu::INJECT_MOUSE_AS_WM_TOUCH = true;
wintouchemu::hook("GITADORA", avs::game::DLL_INSTANCE);
nativetouch::hook(avs::game::DLL_INSTANCE);
#if !SPICE_XP
-17
View File
@@ -28,7 +28,6 @@
#include "util/logging.h"
#include "util/fileutils.h"
#include "util/utils.h"
#include "misc/wintouchemu.h"
#include "touch/native/inject.h"
#include "util/time.h"
#include "rawinput/rawinput.h"
@@ -308,22 +307,6 @@ static LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM l
}
}
if (wintouchemu::INJECT_MOUSE_AS_WM_TOUCH) {
// drop mouse inputs since only wintouches should be used
switch (uMsg) {
case WM_MOUSEMOVE:
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_XBUTTONDOWN:
case WM_XBUTTONUP:
return true;
}
}
// window resize
graphics_windowed_wndproc(hWnd, uMsg, wParam, lParam);
+3 -147
View File
@@ -4,31 +4,18 @@
#include "wintouchemu.h"
#include "games/gitadora/gitadora.h"
#include "hooks/graphics/graphics.h"
#include "overlay/overlay.h"
#include "touch/touch.h"
#include "util/detour.h"
#include "util/logging.h"
#include "util/time.h"
#include "util/utils.h"
namespace wintouchemu {
typedef struct {
POINT pos;
bool last_button_pressed;
DWORD touch_event;
} mouse_state_t;
// settings
bool FORCE = false;
bool INJECT_MOUSE_AS_WM_TOUCH = false;
bool LOG_FPS = false;
bool ADD_TOUCH_FLAG_PRIMARY = false;
// state
double last_touch_event = 0.0;
static inline bool is_emu_enabled() {
return FORCE || !is_touch_available("wintouchemu::is_emu_enabled") || GRAPHICS_SHOW_CURSOR;
@@ -69,13 +56,11 @@ namespace wintouchemu {
// state
BOOL (WINAPI *GetTouchInputInfo_orig)(HANDLE, UINT, PTOUCHINPUT, int);
bool USE_MOUSE = false;
std::vector<TouchEvent> TOUCH_EVENTS;
std::vector<TouchPoint> TOUCH_POINTS;
HMODULE HOOKED_MODULE = nullptr;
std::string WINDOW_TITLE_START = "";
bool INITIALIZED = false;
mouse_state_t mouse_state;
void hook(const char *window_title, HMODULE module) {
@@ -109,7 +94,6 @@ namespace wintouchemu {
// set touch inputs
bool result = false;
bool mouse_used = false;
for (UINT input = 0; input < cInputs; input++) {
auto *touch_input = &pInputs[input];
@@ -188,75 +172,6 @@ namespace wintouchemu {
touch_input->cxContact = 0;
touch_input->cyContact = 0;
} else if (USE_MOUSE && !mouse_used) {
// disable further mouse inputs this call
mouse_used = true;
if (mouse_state.touch_event) {
result = true;
touch_input->x = mouse_state.pos.x;
touch_input->y = mouse_state.pos.y;
if (GRAPHICS_WINDOWED) {
touch_input->x -= SPICETOUCH_TOUCH_X;
touch_input->y -= SPICETOUCH_TOUCH_Y;
}
// log_misc(
// "wintouchemu",
// "mouse state ({}, {}) event={}",
// to_string(touch_input->x), to_string(touch_input->y), mouse_state.touch_event);
auto valid = true;
if (overlay::OVERLAY) {
valid = overlay::OVERLAY->transform_touch_point(
&touch_input->x, &touch_input->y);
}
// touch inputs require 100x precision per pixel
touch_input->x *= 100;
touch_input->y *= 100;
touch_input->hSource = hTouchInput;
touch_input->dwID = 0;
touch_input->dwFlags = 0;
switch (mouse_state.touch_event) {
case TOUCHEVENTF_DOWN:
if (valid) {
if (ADD_TOUCH_FLAG_PRIMARY) {
touch_input->dwFlags |= TOUCHEVENTF_PRIMARY;
}
touch_input->dwFlags |= TOUCHEVENTF_DOWN;
}
break;
case TOUCHEVENTF_MOVE:
if (valid) {
if (ADD_TOUCH_FLAG_PRIMARY) {
touch_input->dwFlags |= TOUCHEVENTF_PRIMARY;
}
touch_input->dwFlags |= TOUCHEVENTF_MOVE;
}
break;
case TOUCHEVENTF_UP:
// don't check valid so that this touch ID can be released
if (ADD_TOUCH_FLAG_PRIMARY) {
touch_input->dwFlags |= TOUCHEVENTF_PRIMARY;
}
touch_input->dwFlags |= TOUCHEVENTF_UP;
break;
}
touch_input->dwMask = 0;
touch_input->dwTime = 0;
touch_input->dwExtraInfo = 0;
touch_input->cxContact = 0;
touch_input->cyContact = 0;
// reset it since the event was consumed & propagated as touch
mouse_state.touch_event = 0;
}
} else {
// beatstream requires a MOVE for active points in each update
@@ -335,25 +250,13 @@ namespace wintouchemu {
// check if windowed
if (GRAPHICS_WINDOWED) {
if (games::gitadora::is_arena_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
log_info("wintouchemu", "use mouse cursor API for gitadora overlay subscreen");
USE_MOUSE = true;
} else {
// create touch window - create overlay if not yet existing at this point
log_info("wintouchemu", "create touch window relative to main game window");
touch_create_wnd(hWnd, overlay::ENABLED && !overlay::OVERLAY);
USE_MOUSE = false;
}
} else if (INJECT_MOUSE_AS_WM_TOUCH) {
log_info(
"wintouchemu",
"using raw mouse cursor API in full screen and injecting them as WM_TOUCH events");
USE_MOUSE = true;
// create touch window - create overlay if not yet existing at this point
log_info("wintouchemu", "create touch window relative to main game window");
touch_create_wnd(hWnd, overlay::ENABLED && !overlay::OVERLAY);
} else {
log_info("wintouchemu", "activating DirectX hooks");
// mouse position based input only
touch_attach_dx_hook();
USE_MOUSE = false;
}
// hooks
@@ -364,8 +267,6 @@ namespace wintouchemu {
}
}
const auto now = get_performance_milliseconds();
// update touch events
if (hWnd != nullptr) {
@@ -385,56 +286,11 @@ namespace wintouchemu {
// check if new events are available
if (event_count > 0) {
last_touch_event = now;
// send fake event to make the game update it's touch inputs
auto wndProc = (WNDPROC) GetWindowLongPtr(hWnd, GWLP_WNDPROC);
wndProc(hWnd, WM_TOUCH, MAKEWORD(event_count, 0), (LPARAM) GetTouchInputInfoHook);
}
// update frame logging
if (LOG_FPS) {
static int log_frames = 0;
static uint64_t log_time = 0;
log_frames++;
if (log_time < get_system_seconds()) {
if (log_time > 0) {
log_info("wintouchemu", "polling at {} touch frames per second", log_frames);
}
log_frames = 0;
log_time = get_system_seconds();
}
}
}
// send separate WM_TOUCH event for mouse
// this must be separate from actual touch events because some games will ignore the return
// value from GetTouchInputInfo or fail to read dwFlags for valid events, so it's not OK to
// send empty events when the mouse button is not clicked/released
if (hWnd != nullptr && USE_MOUSE) {
bool button_pressed = get_async_primary_mouse();
// if there was a touch event in the last 500 ms, don't insert new button presses
if (button_pressed && (now - last_touch_event) < 500) {
button_pressed = false;
}
// figure out what kind of touch event to simulate
if (button_pressed && !mouse_state.last_button_pressed) {
mouse_state.touch_event = TOUCHEVENTF_DOWN;
} else if (button_pressed && mouse_state.last_button_pressed) {
mouse_state.touch_event = TOUCHEVENTF_MOVE;
} else if (!button_pressed && mouse_state.last_button_pressed) {
mouse_state.touch_event = TOUCHEVENTF_UP;
}
mouse_state.last_button_pressed = button_pressed;
if (mouse_state.touch_event) {
GetCursorPos(&mouse_state.pos);
// send fake event to make the game update it's touch inputs
auto wndProc = (WNDPROC) GetWindowLongPtr(hWnd, GWLP_WNDPROC);
wndProc(hWnd, WM_TOUCH, MAKEWORD(1, 0), (LPARAM) GetTouchInputInfoHook);
}
}
}
}
-2
View File
@@ -6,8 +6,6 @@ namespace wintouchemu {
// settings
extern bool FORCE;
extern bool INJECT_MOUSE_AS_WM_TOUCH;
extern bool LOG_FPS;
extern bool ADD_TOUCH_FLAG_PRIMARY;
void hook(const char *window_title, HMODULE module = nullptr);