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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)
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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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