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sdvx, touch: hook Windows touch API when main monitor is rotated 270 degrees (portrait flipped) (#558)
## Link to GitHub Issue, if one exists
n/a
## Description of change
Game expects primary monitor to be in 90 deg rotation, and does the
touch calculation accordingly.
If the user does 270 deg rotation ("portrait, flipped") then the game's
touch calculation is flipped upside down. Detect this and provide the
fixed up values in the touch hook.
## Testing
Tested with SDVX in 90 deg, 270 deg rotation, and 1080p, forced 1440p.
This commit is contained in:
@@ -2,7 +2,10 @@
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// mingw otherwise doesn't load touch stuff
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#define _WIN32_WINNT 0x0601
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#include "avs/game.h"
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#include "wintouchemu.h"
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#include "rawinput/touch.h"
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#include "hooks/graphics/graphics.h"
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#include "util/detour.h"
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#include "util/logging.h"
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@@ -63,6 +66,11 @@ namespace nativetouchhook {
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point->cyContact = 0;
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}
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static void flip_touch_points(PTOUCHINPUT point) {
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point->x = rawinput::touch::DISPLAY_SIZE_X * 100 - point->x;
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point->y = rawinput::touch::DISPLAY_SIZE_Y * 100 - point->y;
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}
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static BOOL WINAPI GetTouchInputInfoHook(
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HTOUCHINPUT hTouchInput, UINT cInputs, PTOUCHINPUT pInputs, int cbSize) {
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@@ -72,9 +80,28 @@ namespace nativetouchhook {
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return result;
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}
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bool flip_values = false;
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if (avs::game::is_model("KFC") && rawinput::touch::DISPLAY_INITIALIZED) {
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log_debug(
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"touch::native", "DISPLAY_ORIENTATION = {}, DISPLAY_SIZE_X = {}, DISPLAY_SIZE_Y = {}",
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rawinput::touch::DISPLAY_ORIENTATION,
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rawinput::touch::DISPLAY_SIZE_X,
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rawinput::touch::DISPLAY_SIZE_Y);
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if (rawinput::touch::DISPLAY_ORIENTATION == DMDO_270) {
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flip_values = true;
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}
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}
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for (size_t i = 0; i < cInputs; i++) {
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PTOUCHINPUT point = &pInputs[i];
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strip_contact_size(point);
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if (avs::game::is_model("LDJ")) {
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strip_contact_size(point);
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}
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if (flip_values) {
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flip_touch_points(point);
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}
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}
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return result;
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