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nost: move nostalgia from wintouchemu to native touch hook (#827)
## Link to GitHub Issue or related Pull Request, if one exists #814 ## Description of change Switch over Nostalgia from wintouchemu to native touch hook. Nostalgia has some strict timing requirements (touches must be updated on every acio poll) so this takes a slightly different path to maintain mouse holds. Only a handful of consumers of wintouchemu remain: 1. beatstream - but it's off by default, only enabled as errata for buggy touchscreens, or if the user forces it on (for Show Cursor) 2. gitadora single-window overlay - this is just for mouse so not a big deal. 3. MFC HG mode - not a priority to fix. ## Testing Tested full screen and windowed mode with touch / mouse / poke.
This commit is contained in:
@@ -4,6 +4,7 @@
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#include "launcher/launcher.h"
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#include "misc/wintouchemu.h"
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#include "rawinput/rawinput.h"
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#include "touch/native/nativetouchhook.h"
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// static stuff
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static int ACIO_WARMUP = 0;
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@@ -140,8 +141,9 @@ static int __cdecl ac_io_update(int a1) {
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// flush device output
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RI_MGR->devices_flush_output();
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// update wintouchemu
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// update touch emulation
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wintouchemu::update();
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nativetouch::refresh_contact_lifetime();
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return 1;
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}
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@@ -1,11 +1,7 @@
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// enable touch functions - set version to windows 7
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// mingw otherwise doesn't load touch stuff
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#define _WIN32_WINNT 0x0601
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#include "nost.h"
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#include "poke.h"
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#include "hooks/setupapihook.h"
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#include "misc/wintouchemu.h"
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#include "touch/native/nativetouchhook.h"
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#include "avs/game.h"
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namespace games::nost {
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@@ -43,9 +39,7 @@ namespace games::nost {
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setupapihook_init(avs::game::DLL_INSTANCE);
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setupapihook_add(touch_settings);
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// custom touch
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// nostalgia crashes if you inject touch events too early
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wintouchemu::hook("nostalgia", avs::game::DLL_INSTANCE, 20);
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nativetouch::hook(avs::game::DLL_INSTANCE);
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}
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void NostGame::post_attach() {
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@@ -1,22 +1,24 @@
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#include "poke.h"
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#include <thread>
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#include <atomic>
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#include <optional>
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#include <thread>
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#include "games/nost/io.h"
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#include "cfg/api.h"
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#include "rawinput/rawinput.h"
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#include "misc/eamuse.h"
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#include "touch/touch.h"
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#include "touch/native/inject.h"
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#include "util/logging.h"
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#include "util/precise_timer.h"
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namespace games::nost::poke {
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static std::thread *THREAD = nullptr;
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static volatile bool THREAD_RUNNING = false;
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static std::atomic<bool> THREAD_RUNNING { false };
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static const std::unordered_map<int, std::pair<LONG, LONG>> NOST_POKE_NUM {
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// positions use game-client pixels, matching the legacy client-sized touch window
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static const std::unordered_map<int, std::pair<LONG, LONG>> NOST_POKE_KEYPAD {
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{EAM_IO_KEYPAD_0, {760, 440}},
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{EAM_IO_KEYPAD_1, {760, 385}},
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{EAM_IO_KEYPAD_2, {820, 385}},
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@@ -31,7 +33,8 @@ namespace games::nost::poke {
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{EAM_IO_KEYPAD_DECIMAL, {880, 440}} // also erase button
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};
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static const std::unordered_map<games::nost::Buttons::Button, std::pair<LONG, LONG>> NOST_POKE {
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static const std::unordered_map<
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games::nost::Buttons::Button, std::pair<LONG, LONG>> NOST_POKE_BUTTONS {
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{games::nost::Buttons::Button::PokeConfirm, {1100, 525}},
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{games::nost::Buttons::Button::PokeBack, {340, 100}},
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{games::nost::Buttons::Button::PokeSong1, {450, 190}},
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@@ -46,13 +49,8 @@ namespace games::nost::poke {
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{games::nost::Buttons::Button::PokeDifficulty4, {820, 490}},
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};
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void clear_touch_points(std::vector<TouchPoint> *touch_points) {
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std::vector<DWORD> touch_ids;
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for (auto &touch : *touch_points) {
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touch_ids.emplace_back(touch.id);
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}
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touch_remove_points(&touch_ids);
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touch_points->clear();
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static bool inject_poke_position(POINT position, bool down) {
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return nativetouch::inject::inject_synthetic_touch(position, down);
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}
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void enable() {
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@@ -65,124 +63,138 @@ namespace games::nost::poke {
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THREAD_RUNNING = true;
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THREAD = new std::thread([] {
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timeutils::PreciseSleepTimer timer;
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const DWORD touch_id = (DWORD)(0xFFFFFFFE);
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const int swipe_anim_total_frames = 6;
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const int swipe_anim_y = 300;
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const int swipe_next_page_x_begin = 1120;
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const int swipe_next_page_x_end = 1120-120;
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const int swipe_next_page_x_end = 1120 - 120;
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const int swipe_prev_page_x_begin = 280-120;
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const int swipe_prev_page_x_begin = 280 - 120;
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const int swipe_prev_page_x_end = 280;
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int next_page_anim_index = -1;
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int prev_page_anim_index = -1;
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std::vector<TouchPoint> touch_points;
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bool touch_release = false;
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bool contact_active = false;
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bool release_pending = false;
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POINT last_position {};
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std::unordered_map<games::nost::Buttons::Button, bool> button_states;
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uint16_t last_keypad_state = 0;
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// log
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log_info("poke", "enabled");
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// set variable to false to stop
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while (THREAD_RUNNING) {
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// clean up touch from last frame
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if (!touch_points.empty()) {
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if (touch_release) {
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clear_touch_points(&touch_points);
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touch_release = false;
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} else {
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touch_points.clear();
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if (release_pending) {
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if (contact_active) {
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inject_poke_position(last_position, false);
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}
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contact_active = false;
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release_pending = false;
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}
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auto &buttons = games::nost::get_buttons();
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std::optional<POINT> touch_position;
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bool release_after_touch = false;
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const auto button_triggered = [&](games::nost::Buttons::Button button) {
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const auto pressed =
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GameAPI::Buttons::getState(RI_MGR, buttons.at(button));
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const auto triggered = pressed && !button_states[button];
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button_states[button] = pressed;
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return triggered;
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};
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std::optional<POINT> triggered_touch_position;
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for (const auto& it : NOST_POKE_BUTTONS) {
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if (button_triggered(it.first) && !triggered_touch_position.has_value()) {
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triggered_touch_position = POINT {
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it.second.first,
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it.second.second,
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};
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}
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}
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const auto next_triggered =
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button_triggered(games::nost::Buttons::PokeNextPage);
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const auto prev_triggered =
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button_triggered(games::nost::Buttons::PokePrevPage);
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const auto keypad_state = eamuse_get_keypad_state(0);
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if (!triggered_touch_position.has_value()) {
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for (const auto& it : NOST_POKE_KEYPAD) {
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const auto mask = static_cast<uint16_t>(1 << it.first);
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if ((keypad_state & mask) && !(last_keypad_state & mask)) {
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triggered_touch_position = POINT {
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it.second.first,
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it.second.second,
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};
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break;
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}
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}
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}
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last_keypad_state = keypad_state;
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if (0 <= next_page_anim_index) {
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const auto delta =
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(swipe_next_page_x_end - swipe_next_page_x_begin)
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* (swipe_anim_total_frames - next_page_anim_index) / swipe_anim_total_frames;
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TouchPoint tp {
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.id = touch_id,
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.x = (LONG)swipe_next_page_x_begin + delta,
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.y = (LONG)swipe_anim_y,
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.mouse = true,
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touch_position = POINT {
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swipe_next_page_x_begin + delta,
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swipe_anim_y,
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};
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touch_points.emplace_back(tp);
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next_page_anim_index--;
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if (next_page_anim_index < 0) {
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touch_release = true;
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release_after_touch = true;
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}
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} else if (0 <= prev_page_anim_index) {
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const auto delta =
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(swipe_prev_page_x_end - swipe_prev_page_x_begin)
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* (swipe_anim_total_frames - prev_page_anim_index) / swipe_anim_total_frames;
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TouchPoint tp {
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.id = touch_id,
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.x = (LONG)swipe_prev_page_x_begin + delta,
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.y = (LONG)swipe_anim_y,
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.mouse = true,
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touch_position = POINT {
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swipe_prev_page_x_begin + delta,
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swipe_anim_y,
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};
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touch_points.emplace_back(tp);
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prev_page_anim_index--;
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if (prev_page_anim_index < 0) {
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touch_release = true;
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release_after_touch = true;
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}
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} else {
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for (const auto& it : NOST_POKE) {
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if (GameAPI::Buttons::getState(RI_MGR, buttons.at(it.first))) {
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TouchPoint tp {
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.id = touch_id,
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.x = it.second.first,
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.y = it.second.second,
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.mouse = true,
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};
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touch_points.emplace_back(tp);
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touch_release = true;
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break;
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}
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}
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if (!touch_release) {
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const auto state = eamuse_get_keypad_state(0);
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if (state) {
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for (const auto& it : NOST_POKE_NUM) {
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if (state & (1 << it.first)) {
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TouchPoint tp {
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.id = touch_id,
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.x = it.second.first,
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.y = it.second.second,
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.mouse = true,
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};
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touch_points.emplace_back(tp);
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touch_release = true;
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break;
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}
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}
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}
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}
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touch_position = triggered_touch_position;
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release_after_touch = touch_position.has_value();
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// start animations for next frame
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if (!touch_release) {
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if (GameAPI::Buttons::getState(RI_MGR, buttons.at(games::nost::Buttons::PokeNextPage))) {
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if (!touch_position.has_value()) {
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if (next_triggered) {
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next_page_anim_index = swipe_anim_total_frames;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons.at(games::nost::Buttons::PokePrevPage))) {
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if (prev_triggered) {
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prev_page_anim_index = swipe_anim_total_frames;
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}
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}
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}
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if (!touch_points.empty()) {
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touch_write_points(&touch_points);
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if (touch_position.has_value() &&
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inject_poke_position(*touch_position, true)) {
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contact_active = true;
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last_position = *touch_position;
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}
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if (release_after_touch && contact_active) {
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release_pending = true;
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}
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// slow down
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timer.sleep(30);
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}
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if (contact_active) {
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inject_poke_position(last_position, false);
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}
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return nullptr;
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});
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}
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@@ -4,10 +4,6 @@
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#include "wintouchemu.h"
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#include <chrono>
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#include <algorithm>
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#include <thread>
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#include "games/gitadora/gitadora.h"
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#include "hooks/graphics/graphics.h"
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#include "overlay/overlay.h"
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@@ -78,10 +74,10 @@ namespace wintouchemu {
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std::vector<TouchPoint> TOUCH_POINTS;
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HMODULE HOOKED_MODULE = nullptr;
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std::string WINDOW_TITLE_START = "";
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volatile bool INITIALIZED = false;
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bool INITIALIZED = false;
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mouse_state_t mouse_state;
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void hook(const char *window_title, HMODULE module, int delay_in_s) {
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void hook(const char *window_title, HMODULE module) {
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// hooks
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auto system_metrics_hook = detour::iat_try(
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@@ -100,21 +96,9 @@ namespace wintouchemu {
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// set module and title
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HOOKED_MODULE = module;
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WINDOW_TITLE_START = window_title;
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if (0 < delay_in_s) {
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// some games crash when touch events are injected too early during boot
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std::thread t([&]() {
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log_misc("wintouchemu", "defer initialization until later (with delay of {}s)", delay_in_s);
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std::this_thread::sleep_for(std::chrono::seconds(delay_in_s));
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log_misc("wintouchemu", "initializing", delay_in_s);
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INITIALIZED = true;
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});
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t.detach();
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} else {
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log_misc("wintouchemu", "initializing");
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INITIALIZED = true;
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}
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}
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static BOOL WINAPI GetTouchInputInfoHook(HANDLE hTouchInput, UINT cInputs, PTOUCHINPUT pInputs, int cbSize) {
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@@ -275,12 +259,8 @@ namespace wintouchemu {
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}
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} else {
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/*
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* For some reason, Nostalgia won't show an active touch point unless a move event
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* triggers in the same frame. To work around this, we just supply a fake move
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* event if we didn't update the same pointer ID in the same call.
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*/
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// beatstream requires a MOVE for active points in each update
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// add one for every active point without a matching input event
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// find touch point which has no associated input event
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TouchPoint *touch_point = nullptr;
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for (auto &tp : TOUCH_POINTS) {
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@@ -10,6 +10,6 @@ namespace wintouchemu {
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extern bool LOG_FPS;
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extern bool ADD_TOUCH_FLAG_PRIMARY;
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void hook(const char *window_title, HMODULE module = nullptr, int delay_in_s=0);
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void hook(const char *window_title, HMODULE module = nullptr);
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void update();
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}
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@@ -114,11 +114,18 @@ namespace nativetouch::inject {
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// normally the active touch window, while dedicated TDJ uses the subscreen window
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static std::atomic<HWND> injection_window { nullptr };
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// cross-thread game-loop refreshes are coalesced so they cannot flood the window queue
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static std::atomic<bool> contact_refresh_pending { false };
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static std::once_flag initialization_once;
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static int window_subclass_token;
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// asks the touch window thread to send an UPDATE when the game loop runs elsewhere
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static UINT contact_refresh_message;
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// submit one synthetic contact frame to Windows touch injection
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static bool inject_touch_frame(POINT position, POINTER_FLAGS pointer_flags) {
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static bool inject_touch_frame(
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POINT position, POINTER_FLAGS pointer_flags, bool retry_if_not_ready = false) {
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POINTER_TOUCH_INFO contact {};
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contact.pointerInfo.pointerType = PT_TOUCH;
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contact.pointerInfo.pointerId = 0;
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@@ -131,13 +138,14 @@ namespace nativetouch::inject {
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return true;
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}
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// if UPDATE fails, drop it
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// drop ordinary UPDATE frames when Windows is still processing the prior frame
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const auto error = GetLastError();
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if (error == ERROR_NOT_READY && (pointer_flags & POINTER_FLAG_UPDATE)) {
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if (error == ERROR_NOT_READY &&
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(pointer_flags & POINTER_FLAG_UPDATE) && !retry_if_not_ready) {
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return true;
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}
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// if DOWN or UP fails, retry once after a brief delay; if it still fails, log a warning
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// retry required frames once after a brief delay
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if (error == ERROR_NOT_READY) {
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Sleep(INJECTION_RETRY_DELAY_MS);
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result = InjectTouchInput_ptr(1, &contact);
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@@ -222,6 +230,41 @@ namespace nativetouch::inject {
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return true;
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}
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// contact state belongs to the injection window thread; this helper must run there
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static void refresh_contact_lifetime_on_window_thread(HWND window) {
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if (!contact_is_owned_by(contact_state.owner, window)) {
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return;
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}
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inject_touch_frame(contact_state.position, CONTACT_UPDATE_FLAGS, true);
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}
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// PAN calls this from ac_io_update to keep a stationary contact alive. Contact state is
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// owned by the touch window thread, so same-thread calls refresh immediately. Calls from
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// another thread post one coalesced private message for the window thread to handle.
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void refresh_contact_lifetime() {
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const auto window = injection_window.load(std::memory_order_acquire);
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if (window == nullptr) {
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return;
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}
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// preserve synchronous game-loop timing when it already runs on the window thread
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const auto window_thread = GetWindowThreadProcessId(window, nullptr);
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if (window_thread == GetCurrentThreadId()) {
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refresh_contact_lifetime_on_window_thread(window);
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return;
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}
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// otherwise marshal one outstanding refresh instead of sharing contact state across threads
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if (contact_refresh_message == 0 ||
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contact_refresh_pending.exchange(true, std::memory_order_acq_rel)) {
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return;
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}
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if (!PostMessageW(window, contact_refresh_message, 0, 0)) {
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contact_refresh_pending.store(false, std::memory_order_release);
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}
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}
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||||
|
||||
void set_contact_timer(
|
||||
ContactOwner owner, HWND window, UINT_PTR timer_id) {
|
||||
if (contact_is_owned_by(owner, window)) {
|
||||
@@ -255,6 +298,13 @@ namespace nativetouch::inject {
|
||||
HWND window, UINT message, WPARAM w_param, LPARAM l_param,
|
||||
UINT_PTR subclass_id, DWORD_PTR) {
|
||||
|
||||
// consume marshalled lifetime refreshes on the contact-owning window thread
|
||||
if (contact_refresh_message != 0 && message == contact_refresh_message) {
|
||||
contact_refresh_pending.store(false, std::memory_order_release);
|
||||
refresh_contact_lifetime_on_window_thread(window);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// IIDX handles touch on its main window even when input belongs to the subscreen
|
||||
// forward the touch message there
|
||||
if (message == WM_TOUCH &&
|
||||
@@ -278,6 +328,7 @@ namespace nativetouch::inject {
|
||||
HWND expected_window = window;
|
||||
injection_window.compare_exchange_strong(
|
||||
expected_window, nullptr, std::memory_order_acq_rel);
|
||||
contact_refresh_pending.store(false, std::memory_order_release);
|
||||
touch_delivery_window.store(nullptr, std::memory_order_release);
|
||||
RemoveWindowSubclass(window, touch_window_subclass_proc, subclass_id);
|
||||
}
|
||||
@@ -313,7 +364,10 @@ namespace nativetouch::inject {
|
||||
touch_window_subclass_proc,
|
||||
reinterpret_cast<UINT_PTR>(&window_subclass_token),
|
||||
0)) {
|
||||
log_warning("touch::native", "failed to attach mouse touch injection to window: {}", GetLastError());
|
||||
log_warning(
|
||||
"touch::native",
|
||||
"failed to attach mouse touch injection to window: {}",
|
||||
GetLastError());
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -371,6 +425,12 @@ namespace nativetouch::inject {
|
||||
void initialize_touch_injection() {
|
||||
std::call_once(initialization_once, [] {
|
||||
initialize_synthetic_touch();
|
||||
contact_refresh_message =
|
||||
RegisterWindowMessageW(L"spice2x.native_touch.refresh_contact");
|
||||
if (contact_refresh_message == 0) {
|
||||
log_warning(
|
||||
"touch::native", "failed to register contact refresh message: {}", GetLastError());
|
||||
}
|
||||
|
||||
// load all APIs from user32 without adding static imports
|
||||
const auto user32 = libutils::load_library("user32.dll");
|
||||
|
||||
@@ -13,6 +13,7 @@ namespace nativetouch::inject {
|
||||
void initialize_touch_injection();
|
||||
void initialize_synthetic_touch();
|
||||
bool touch_injection_available();
|
||||
void refresh_contact_lifetime();
|
||||
|
||||
bool contact_is_active();
|
||||
bool contact_is_owned_by(ContactOwner owner, HWND window);
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include <windows.h>
|
||||
|
||||
#include "inject_internal.h"
|
||||
#include "settings.h"
|
||||
#include "transform.h"
|
||||
|
||||
#include "touch/touch.h"
|
||||
@@ -64,6 +65,7 @@ namespace nativetouch::inject {
|
||||
|
||||
// keep receiving drag messages after the cursor leaves the client area
|
||||
SetCapture(window);
|
||||
if (!settings::REFRESH_CONTACT_LIFETIME_FROM_GAME_LOOP) {
|
||||
const auto timer_id = reinterpret_cast<UINT_PTR>(&mouse_contact_timer_token);
|
||||
if (SetTimer(window, timer_id, CONTACT_TIMER_INTERVAL_MS, nullptr)) {
|
||||
set_contact_timer(ContactOwner::Mouse, window, timer_id);
|
||||
@@ -71,6 +73,7 @@ namespace nativetouch::inject {
|
||||
log_warning("touch::native", "failed to start mouse touch injection timer");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// update the contact while the primary button remains held
|
||||
static void move_mouse_contact(
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
|
||||
#include "inject.h"
|
||||
#include "inject_internal.h"
|
||||
#include "settings.h"
|
||||
#include "transform.h"
|
||||
|
||||
#include "util/logging.h"
|
||||
@@ -38,10 +39,10 @@ namespace nativetouch::inject {
|
||||
|
||||
// synthetic touches preempt the mouse and keep it disabled until release or timeout
|
||||
static void begin_synthetic_contact(HWND window, POINT position, bool screen_space) {
|
||||
// dedicated TDJ injects into the physical subscreen, so map Windows'
|
||||
// returned coordinates back into the game's touch coordinate space
|
||||
// remember when Windows-returned coordinates must map back into game space
|
||||
const auto transform_returned_coordinates =
|
||||
transform::is_tdj_dedicated_subscreen(window);
|
||||
transform::is_tdj_dedicated_subscreen(window) ||
|
||||
settings::SYNTHETIC_TOUCH_USES_CLIENT_COORDINATES;
|
||||
if (!screen_space && !transform::game_to_screen(window, &position)) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -5,6 +5,8 @@
|
||||
#include "avs/game.h"
|
||||
#include "rawinput/touch.h"
|
||||
#include "inject.h"
|
||||
#include "inject_internal.h"
|
||||
#include "settings.h"
|
||||
#include "transform.h"
|
||||
|
||||
#include "util/detour.h"
|
||||
@@ -22,6 +24,13 @@
|
||||
|
||||
namespace nativetouch {
|
||||
|
||||
namespace settings {
|
||||
bool EMULATE_DIGITIZER = false;
|
||||
bool REFRESH_CONTACT_LIFETIME_FROM_GAME_LOOP = false;
|
||||
bool SYNTHETIC_TOUCH_USES_CLIENT_COORDINATES = false;
|
||||
}
|
||||
|
||||
static decltype(GetSystemMetrics) *GetSystemMetrics_orig = nullptr;
|
||||
static decltype(GetTouchInputInfo) *GetTouchInputInfo_orig = nullptr;
|
||||
static bool native_touch_hooked = false;
|
||||
static bool native_display_initialized = false;
|
||||
@@ -29,6 +38,28 @@ namespace nativetouch {
|
||||
static long native_display_size_x = 1920L;
|
||||
static long native_display_size_y = 1080L;
|
||||
|
||||
static void initialize_game_settings() {
|
||||
const auto is_pan = avs::game::is_model("PAN");
|
||||
settings::EMULATE_DIGITIZER = is_pan;
|
||||
|
||||
// PAN samples and clears touch events in its I/O update loop. Window-timer updates
|
||||
// made stationary holds flicker while movement updates remained stable, so refresh
|
||||
// the native contact from ac_io_update instead of using the generic mouse timer.
|
||||
settings::REFRESH_CONTACT_LIFETIME_FROM_GAME_LOOP = is_pan;
|
||||
|
||||
// translate native touch between desktop and game-window client coordinates
|
||||
settings::SYNTHETIC_TOUCH_USES_CLIENT_COORDINATES = is_pan;
|
||||
}
|
||||
|
||||
static int WINAPI GetSystemMetricsHook(int index) {
|
||||
if (index == SM_DIGITIZER) {
|
||||
return NID_INTEGRATED_TOUCH | NID_EXTERNAL_TOUCH |
|
||||
NID_MULTI_INPUT | NID_READY;
|
||||
}
|
||||
|
||||
return GetSystemMetrics_orig(index);
|
||||
}
|
||||
|
||||
static void update_native_display_mode() {
|
||||
RECT display_rect{};
|
||||
if (GetWindowRect(GetDesktopWindow(), &display_rect)) {
|
||||
@@ -102,13 +133,13 @@ namespace nativetouch {
|
||||
static BOOL WINAPI GetTouchInputInfoHook(
|
||||
HTOUCHINPUT hTouchInput, UINT cInputs, PTOUCHINPUT pInputs, int cbSize) {
|
||||
|
||||
// Refresh after exclusive fullscreen establishes the final display mode.
|
||||
// refresh after exclusive fullscreen establishes the final display mode
|
||||
if (!native_display_initialized) {
|
||||
update_native_display_mode();
|
||||
native_display_initialized = true;
|
||||
}
|
||||
|
||||
// call the original fist
|
||||
// call the original first
|
||||
const auto result = GetTouchInputInfo_orig(hTouchInput, cInputs, pInputs, cbSize);
|
||||
if (result == 0) {
|
||||
return result;
|
||||
@@ -162,11 +193,27 @@ namespace nativetouch {
|
||||
return native_touch_hooked;
|
||||
}
|
||||
|
||||
void refresh_contact_lifetime() {
|
||||
if (settings::REFRESH_CONTACT_LIFETIME_FROM_GAME_LOOP) {
|
||||
inject::refresh_contact_lifetime();
|
||||
}
|
||||
}
|
||||
|
||||
void hook(HMODULE module) {
|
||||
initialize_game_settings();
|
||||
|
||||
inject::hook(module);
|
||||
|
||||
native_touch_hooked = true;
|
||||
|
||||
if (settings::EMULATE_DIGITIZER) {
|
||||
GetSystemMetrics_orig = detour::iat_try(
|
||||
"GetSystemMetrics", GetSystemMetricsHook, module);
|
||||
if (GetSystemMetrics_orig != nullptr) {
|
||||
log_misc("touch::native", "GetSystemMetrics hooked");
|
||||
}
|
||||
}
|
||||
|
||||
GetTouchInputInfo_orig = detour::iat_try("GetTouchInputInfo", GetTouchInputInfoHook, module);
|
||||
if (GetTouchInputInfo_orig != nullptr) {
|
||||
log_misc("touch::native", "GetTouchInputInfo hooked");
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
namespace nativetouch {
|
||||
void hook(HMODULE module);
|
||||
void refresh_contact_lifetime();
|
||||
|
||||
// true once hook() has installed the native touch stack for the current game;
|
||||
// such games consume touch through the GetTouchInputInfo hook rather than spicetouch
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
namespace nativetouch::settings {
|
||||
extern bool EMULATE_DIGITIZER;
|
||||
extern bool REFRESH_CONTACT_LIFETIME_FROM_GAME_LOOP;
|
||||
extern bool SYNTHETIC_TOUCH_USES_CLIENT_COORDINATES;
|
||||
}
|
||||
@@ -2,17 +2,47 @@
|
||||
|
||||
#include "hooks/graphics/graphics.h"
|
||||
#include "overlay/overlay.h"
|
||||
#include "settings.h"
|
||||
#include "touch/touch.h"
|
||||
|
||||
namespace nativetouch::transform {
|
||||
|
||||
static bool game_client_to_screen(HWND window, POINT *position) {
|
||||
RECT client_rect {};
|
||||
if (window == nullptr ||
|
||||
!GetClientRect(window, &client_rect) ||
|
||||
client_rect.right <= 0 || client_rect.bottom <= 0 ||
|
||||
!PtInRect(&client_rect, *position)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return ClientToScreen(window, position) != FALSE;
|
||||
}
|
||||
|
||||
static bool screen_to_game_client(HWND window, POINT *position) {
|
||||
RECT client_rect {};
|
||||
if (window == nullptr ||
|
||||
!GetClientRect(window, &client_rect) ||
|
||||
client_rect.right <= 0 || client_rect.bottom <= 0 ||
|
||||
!ScreenToClient(window, position) ||
|
||||
!PtInRect(&client_rect, *position)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool is_tdj_dedicated_subscreen(HWND window) {
|
||||
return window != nullptr && GRAPHICS_WINDOWED && GRAPHICS_IIDX_WSUB &&
|
||||
window == TDJ_SUBSCREEN_WINDOW;
|
||||
}
|
||||
|
||||
// convert game touch coordinates to physical screen coordinates for dedicated subscreen injection
|
||||
// convert game touch coordinates to Windows desktop coordinates
|
||||
bool game_to_screen(HWND window, POINT *position) {
|
||||
if (settings::SYNTHETIC_TOUCH_USES_CLIENT_COORDINATES) {
|
||||
return game_client_to_screen(window, position);
|
||||
}
|
||||
|
||||
if (!is_tdj_dedicated_subscreen(window)) {
|
||||
return true;
|
||||
}
|
||||
@@ -54,6 +84,10 @@ namespace nativetouch::transform {
|
||||
|
||||
// convert physical screen coordinates to game touch coordinates for a known target
|
||||
bool screen_to_game(HWND window, POINT *position) {
|
||||
if (settings::SYNTHETIC_TOUCH_USES_CLIENT_COORDINATES) {
|
||||
return screen_to_game_client(window, position);
|
||||
}
|
||||
|
||||
// scale the resized IIDX subscreen client area into the game's touch-display coordinates
|
||||
if (is_tdj_dedicated_subscreen(window)) {
|
||||
RECT client_rect {};
|
||||
|
||||
Reference in New Issue
Block a user