mirror of
https://github.com/spice2x/spice2x.github.io.git
synced 2026-08-01 14:20:42 -07:00
rb: touch debug overlay, tweak scaling (#801)
## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change Similar to #797, draw an overlay to debug touch issues for reflec beat. For rb, we draw on the ImGui surface. Draw horizontal and vertical line for triggered sensors, and also a bounding box if scaling is in use. Make small tweaks to how scaling works. ## Testing Verified volzza 2 / reflesia / 1st game (landscape KBR)
This commit is contained in:
@@ -432,6 +432,7 @@ set(SOURCE_FILES ${SOURCE_FILES}
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games/rb/rb.cpp
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games/rb/io.cpp
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games/rb/touch.cpp
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games/rb/touch_debug.cpp
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games/bs/bs.cpp
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games/bs/io.cpp
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games/rf3d/rf3d.cpp
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@@ -6,6 +6,8 @@
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#include "hooks/graphics/graphics.h"
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#include "rawinput/touch.h"
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#include "touch/touch.h"
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#include "touch_debug.h"
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#include "touch_defs.h"
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#include "util/logging.h"
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#include "util/time.h"
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#include "util/utils.h"
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@@ -13,27 +15,38 @@
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static std::string WINDOW_TITLE = "REFLEC BEAT";
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namespace games::rb {
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uint16_t TOUCH_SCALING = 1000;
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static constexpr double TOUCH_POINT_OFFSET_DIVISOR = 3.0;
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static constexpr double X_INPUT_COORDINATE_COUNT = 54.0;
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uint16_t TOUCH_SCALING = TOUCH_SCALE_DEFAULT;
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static void packet_set_bit(unsigned char *packet, int bit) {
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packet[TOUCH_PACKET_DATA_OFFSET + bit / 8] |=
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static_cast<unsigned char>(1u << (bit % 8));
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}
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}
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games::rb::ReflecBeatTouchDeviceHandle::ReflecBeatTouchDeviceHandle(bool log_fps) {
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this->log_fps = log_fps;
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games::rb::ReflecBeatTouchDeviceHandle::ReflecBeatTouchDeviceHandle(bool log_fps) : log_fps(log_fps) {
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}
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void games::rb::ReflecBeatTouchDeviceHandle::grid_insert(unsigned char *data, int cursor_x, int cursor_y) {
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// scale to grid position - there are 48 columns and 76 rows of IR sensors.
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// for whatever reason, the last y row (#75) results in weird input few rows above; just drop it
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int grid_x = CLAMP((cursor_x * 48) / window_width, 0, 47);
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int grid_y = CLAMP((cursor_y * 76) / window_height, 0, 74);
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// read() contracts X uniformly so screen edges land within usable sensors 2..45
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int grid_x = CLAMP(
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(cursor_x * X_SENSOR_COUNT) / window_width,
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0,
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X_SENSOR_COUNT - 1);
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int grid_y = CLAMP(
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(cursor_y * Y_SENSOR_COUNT) / window_height,
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0,
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Y_SENSOR_COUNT - 1);
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// get bit positions
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int bit_x = 88 + grid_x;
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int bit_y = 74 - grid_y;
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int bit_x = X_SENSOR_FIRST_BIT + grid_x;
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int bit_y = Y_SENSOR_FIRST_BIT - grid_y;
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// insert bits
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data[3 + bit_x / 8] |= (char) 1 << (bit_x % 8);
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data[3 + bit_y / 8] |= (char) 1 << (bit_y % 8);
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packet_set_bit(data, bit_x);
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packet_set_bit(data, bit_y);
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}
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bool games::rb::ReflecBeatTouchDeviceHandle::open(LPCWSTR lpFileName) {
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@@ -71,16 +84,13 @@ bool games::rb::ReflecBeatTouchDeviceHandle::open(LPCWSTR lpFileName) {
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// update window
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SetWindowPos(wnd, nullptr, 0, 0, 0, 0,
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SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOOWNERZORDER);
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}
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// create touch window
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touch_create_wnd(wnd);
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// create touch window
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touch_create_wnd(wnd);
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} else {
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// create touch window
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touch_create_wnd(wnd);
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// show game window because it lost focus
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// show fullscreen game window because it lost focus
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if (!GRAPHICS_WINDOWED) {
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ShowWindow(wnd, SW_SHOW);
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}
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@@ -98,13 +108,15 @@ bool games::rb::ReflecBeatTouchDeviceHandle::open(LPCWSTR lpFileName) {
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ShowCursor(TRUE);
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}
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touch_debug_attach();
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return true;
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}
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int games::rb::ReflecBeatTouchDeviceHandle::read(LPVOID lpBuffer, DWORD nNumberOfBytesToRead) {
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// check buffer size
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if (nNumberOfBytesToRead < 20) {
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if (nNumberOfBytesToRead < TOUCH_PACKET_SIZE) {
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return 0;
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}
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@@ -130,17 +142,17 @@ int games::rb::ReflecBeatTouchDeviceHandle::read(LPVOID lpBuffer, DWORD nNumberO
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}
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// create data
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unsigned char data[20] {};
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unsigned char data[TOUCH_PACKET_SIZE] {};
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// data header
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data[0] = 0x55;
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data[2] = 0x4C;
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const auto SCALE_FACTOR = games::rb::TOUCH_SCALING / 1000.f;
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const float scale_factor = games::rb::TOUCH_SCALING / (float) games::rb::TOUCH_SCALE_DEFAULT;
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// iterate all touch points
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auto offset_x = (int) (window_width / 48.0 / 3.0);
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auto offset_y = (int) (window_height / 76.0 / 3.0);
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int offset_x = (int) (window_width / (double) X_SENSOR_COUNT / TOUCH_POINT_OFFSET_DIVISOR);
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int offset_y = (int) (window_height / (double) Y_SENSOR_COUNT / TOUCH_POINT_OFFSET_DIVISOR);
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std::vector<TouchPoint> touch_points;
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touch_get_points(touch_points);
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for (auto &point : touch_points) {
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@@ -156,18 +168,23 @@ int games::rb::ReflecBeatTouchDeviceHandle::read(LPVOID lpBuffer, DWORD nNumberO
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}
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// apply scaling
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x = x - (window_width * (1.f - SCALE_FACTOR) / 2);
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x = x / SCALE_FACTOR;
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y = y - (window_height * (1.f - SCALE_FACTOR) / 2);
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y = y / SCALE_FACTOR;
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x = x - (window_width * (1.f - scale_factor) / 2);
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x = x / scale_factor;
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y = y - (window_height * (1.f - scale_factor) / 2);
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y = y / scale_factor;
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if (x < 0 || window_width <= x || y < 0 || window_height <= y) {
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continue;
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}
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// point scaling
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const auto point_x = (int) ((x - window_width / 2.0) * 48.0 / 54.0 + window_width / 2.0);
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const auto point_y = (int) (y - window_height / 76);
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// point coordinates
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// keep the verified left edge fixed while adding up to one-third of a beam
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// at the right edge, preventing the finger footprint from including sensor 44
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const auto point_x = (int) (
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(x - window_width / 2.0) * X_SENSOR_COUNT / X_INPUT_COORDINATE_COUNT +
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window_width / 2.0 +
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x / (X_SENSOR_COUNT * TOUCH_POINT_OFFSET_DIVISOR));
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const auto point_y = (int) y;
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// model a finger as a 3x3 block of IR sensors around the touch point
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// this gives better accuracy (than just 1x1) since the logic below
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@@ -185,8 +202,10 @@ int games::rb::ReflecBeatTouchDeviceHandle::read(LPVOID lpBuffer, DWORD nNumberO
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grid_insert(data, point_x, point_y + offset_y); // south
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}
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touch_debug_publish(data, is_landscape);
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// copy data to buffer
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memcpy(lpBuffer, data, 20);
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memcpy(lpBuffer, data, TOUCH_PACKET_SIZE);
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// update frame logging
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if (log_fps) {
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@@ -201,7 +220,7 @@ int games::rb::ReflecBeatTouchDeviceHandle::read(LPVOID lpBuffer, DWORD nNumberO
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}
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// return amount of bytes written
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return 20;
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return TOUCH_PACKET_SIZE;
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}
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int games::rb::ReflecBeatTouchDeviceHandle::write(LPCVOID lpBuffer, DWORD nNumberOfBytesToWrite) {
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@@ -215,6 +234,8 @@ int games::rb::ReflecBeatTouchDeviceHandle::device_io(DWORD dwIoControlCode, LPV
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bool games::rb::ReflecBeatTouchDeviceHandle::close() {
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touch_debug_detach();
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// detach touch module
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touch_detach();
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@@ -0,0 +1,139 @@
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#include "touch_debug.h"
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#include <array>
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#include <atomic>
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#include <cstring>
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#include <mutex>
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#include "external/imgui/imgui.h"
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#include "games/rb/rb.h"
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#include "games/rb/touch_defs.h"
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namespace games::rb {
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struct TouchDebugState {
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std::array<unsigned char, TOUCH_PACKET_SIZE> packet {};
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bool is_landscape = false;
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};
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std::atomic_bool TOUCH_DEBUG_OVERLAY = false;
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static std::atomic_bool TOUCH_ACTIVE = false;
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static std::mutex TOUCH_DEBUG_STATE_M;
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static TouchDebugState TOUCH_DEBUG_STATE;
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static float touch_scale_factor() {
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return TOUCH_SCALING / (float) TOUCH_SCALE_DEFAULT;
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}
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static void clear_touch_debug_state() {
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std::lock_guard<std::mutex> lock(TOUCH_DEBUG_STATE_M);
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TOUCH_DEBUG_STATE = {};
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}
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static TouchDebugState get_touch_debug_state() {
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std::lock_guard<std::mutex> lock(TOUCH_DEBUG_STATE_M);
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return TOUCH_DEBUG_STATE;
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}
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static bool packet_bit_active(
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const std::array<unsigned char, TOUCH_PACKET_SIZE> &packet, int bit) {
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return (packet[TOUCH_PACKET_DATA_OFFSET + bit / 8] & (1u << (bit % 8))) != 0;
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}
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static int sensor_center(int sensor, int sensor_count, int extent) {
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return ((sensor * 2 + 1) * extent) / (sensor_count * 2);
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}
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bool touch_debug_overlay_enabled() {
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return TOUCH_DEBUG_OVERLAY && TOUCH_ACTIVE.load(std::memory_order_acquire);
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}
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void touch_draw_debug_overlay() {
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if (!touch_debug_overlay_enabled()) {
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return;
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}
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const auto &io = ImGui::GetIO();
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int width = static_cast<int>(io.DisplaySize.x);
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int height = static_cast<int>(io.DisplaySize.y);
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if (width <= 0 || height <= 0) {
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return;
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}
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const float scale_factor = touch_scale_factor();
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const float left = width * (1.f - scale_factor) / 2.f;
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const float top = height * (1.f - scale_factor) / 2.f;
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const float right = width - left;
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const float bottom = height - top;
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TouchDebugState state = get_touch_debug_state();
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ImDrawList *draw_list = ImGui::GetBackgroundDrawList();
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auto draw_line = [&](float x1, float y1, float x2, float y2) {
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draw_list->AddLine(
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ImVec2(x1, y1), ImVec2(x2, y2),
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IM_COL32(0, 255, 64, 255), 2.f);
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};
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// show the valid input area when touch scaling restricts it
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if (TOUCH_SCALING != TOUCH_SCALE_DEFAULT) {
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draw_list->AddRect(
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ImVec2(left, top), ImVec2(right, bottom),
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IM_COL32(255, 255, 255, 255), 0.f, 0, 2.f);
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}
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// spread the usable X sensor centers 2..45 across the full touch area
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for (int sensor = X_SENSOR_FIRST_ACTIVE; sensor <= X_SENSOR_LAST_ACTIVE; sensor++) {
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if (!packet_bit_active(state.packet, X_SENSOR_FIRST_BIT + sensor)) {
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continue;
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}
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int position = sensor_center(
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sensor - X_SENSOR_FIRST_ACTIVE, X_SENSOR_ACTIVE_COUNT,
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state.is_landscape ? height : width);
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if (state.is_landscape) {
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float y = top + position * scale_factor;
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draw_line(left, y, right, y);
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} else {
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float x = left + position * scale_factor;
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draw_line(x, top, x, bottom);
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}
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}
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for (int sensor = 0; sensor < Y_SENSOR_COUNT; sensor++) {
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if (!packet_bit_active(state.packet, Y_SENSOR_FIRST_BIT - sensor)) {
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continue;
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}
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int position = sensor_center(
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sensor, Y_SENSOR_COUNT,
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state.is_landscape ? width : height);
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if (state.is_landscape) {
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float x = right - position * scale_factor;
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draw_line(x, top, x, bottom);
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} else {
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float y = top + position * scale_factor;
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draw_line(left, y, right, y);
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}
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}
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}
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void touch_debug_attach() {
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clear_touch_debug_state();
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TOUCH_ACTIVE.store(true, std::memory_order_release);
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}
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void touch_debug_detach() {
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TOUCH_ACTIVE.store(false, std::memory_order_release);
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clear_touch_debug_state();
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}
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void touch_debug_publish(const unsigned char *data, bool is_landscape) {
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if (!TOUCH_DEBUG_OVERLAY) {
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return;
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}
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std::lock_guard<std::mutex> lock(TOUCH_DEBUG_STATE_M);
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memcpy(TOUCH_DEBUG_STATE.packet.data(), data, TOUCH_PACKET_SIZE);
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TOUCH_DEBUG_STATE.is_landscape = is_landscape;
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}
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}
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@@ -0,0 +1,14 @@
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#pragma once
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#include <atomic>
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namespace games::rb {
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extern std::atomic_bool TOUCH_DEBUG_OVERLAY;
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bool touch_debug_overlay_enabled();
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void touch_draw_debug_overlay();
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void touch_debug_attach();
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void touch_debug_detach();
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void touch_debug_publish(const unsigned char *data, bool is_landscape);
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}
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@@ -0,0 +1,17 @@
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#pragma once
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namespace games::rb {
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inline constexpr int TOUCH_SCALE_DEFAULT = 1000;
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inline constexpr int TOUCH_PACKET_SIZE = 20;
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inline constexpr int TOUCH_PACKET_DATA_OFFSET = 3;
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inline constexpr int X_SENSOR_COUNT = 48;
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inline constexpr int X_SENSOR_FIRST_ACTIVE = 2;
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inline constexpr int X_SENSOR_LAST_ACTIVE = 45;
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inline constexpr int X_SENSOR_ACTIVE_COUNT =
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X_SENSOR_LAST_ACTIVE - X_SENSOR_FIRST_ACTIVE + 1;
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inline constexpr int X_SENSOR_FIRST_BIT = 88;
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inline constexpr int Y_SENSOR_COUNT = 76;
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inline constexpr int Y_SENSOR_FIRST_BIT = 75;
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}
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@@ -49,6 +49,7 @@
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#include "games/popn/popn.h"
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#include "games/qma/qma.h"
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#include "games/rb/rb.h"
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#include "games/rb/touch_debug.h"
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#include "games/rf3d/rf3d.h"
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#include "games/sc/sc.h"
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#include "games/scotto/scotto.h"
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@@ -1339,6 +1340,7 @@ int main_implementation(int argc, char *argv[]) {
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}
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// reflec beat touch emulation
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games::rb::TOUCH_DEBUG_OVERLAY = options[launcher::Options::RBTouchDebug].value_bool();
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if (options[launcher::Options::spice2x_RBTouchScale].is_active()) {
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games::rb::TOUCH_SCALING = options[launcher::Options::spice2x_RBTouchScale].value_uint32();
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}
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@@ -2739,6 +2739,18 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
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.category = "Game Options",
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.quick_setting_category = "Game",
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},
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{
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// RBTouchDebug
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.title = "RB Touch Debug Overlay",
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.name = "rbtouchdebug",
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.desc = "Draw lines to show IR sensor emulation state.\n\n"
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"Note: lines will not perfectly align with touches; this is by design, it's showing the "
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"IR sensor state, before the game applies its own touch detection algorithm.",
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.type = OptionType::Bool,
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.game_name = "Reflec Beat",
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.category = "Game Options",
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.quick_setting_category = "Game",
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},
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{
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// spice2x_RBTouchScale
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.title = "RB Touch Emulation Scale",
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@@ -265,6 +265,7 @@ namespace launcher {
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JubeatTouchAlgo,
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JubeatTouchDebug,
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JubeatTouchDebounce,
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RBTouchDebug,
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spice2x_RBTouchScale,
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RBTouchSize,
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RBTouchPollRate,
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@@ -6,6 +6,7 @@
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#include "games/gitadora/gitadora.h"
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#include "games/iidx/iidx.h"
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#include "games/popn/popn.h"
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#include "games/rb/touch_debug.h"
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#include "hooks/graphics/graphics.h"
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#include "misc/eamuse.h"
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#include "touch/touch.h"
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@@ -551,9 +552,13 @@ void overlay::SpiceOverlay::new_frame() {
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const bool draw_fps_persistent = this->renderer != OverlayRenderer::SOFTWARE
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&& this->window_fps->get_active();
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// draw RB touch diagnostics
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const bool draw_rb_touch_debug = this->renderer != OverlayRenderer::SOFTWARE
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&& games::rb::touch_debug_overlay_enabled();
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// check if there is nothing to draw
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this->has_pending_frame = false;
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if (!this->active && !draw_notifications && !draw_fps_persistent) {
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if (!this->active && !draw_notifications && !draw_fps_persistent && !draw_rb_touch_debug) {
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return;
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}
|
||||
|
||||
@@ -578,6 +583,10 @@ void overlay::SpiceOverlay::new_frame() {
|
||||
ImGui::NewFrame();
|
||||
this->has_pending_frame = true;
|
||||
|
||||
if (draw_rb_touch_debug) {
|
||||
games::rb::touch_draw_debug_overlay();
|
||||
}
|
||||
|
||||
// build windows only when the overlay itself is active
|
||||
if (this->active) {
|
||||
for (auto &window : this->windows) {
|
||||
@@ -595,6 +604,7 @@ void overlay::SpiceOverlay::new_frame() {
|
||||
if (draw_fps_persistent) {
|
||||
this->window_fps->build();
|
||||
}
|
||||
|
||||
// draw notifications last so they paint on top of any overlay windows
|
||||
if (draw_notifications) {
|
||||
overlay::notifications::draw();
|
||||
|
||||
Reference in New Issue
Block a user