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https://github.com/spice2x/spice2x.github.io.git
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touch: restore wintouchemu, fall back to it when native touch hooks fail (#834)
## Link to GitHub Issue or related Pull Request, if one exists Fixes #833 ## Description of change Last couple PRs - such as #820 #827 #828 - made the native touch hook & touch injection using `InjectTouchInput` the default path, since it performs much more reliably with both real touch screens and mouse (or any other synthetic source). However, user has reported that WINE lacks `InjectTouchInput` which means this won't work. As a fix, revive the old wintouchemu code. Native touch is still the default, but under following circumstances: 1. if `-touchemuforce` is set, or 2. if any of the required Windows touch APIs are unavailable then we fail over from native touch to wintouchemu code. For Linux, condition #2 would be hit during init, and gracefully switch over. Caveat: the poke code for IIDX and Nost will continue to require native touch, I do not want to maintain two paths for this. This means that iidx poke will stop working on Linux, unfortunately. ## Testing Tested on Windows with `-touchemuforce` set. This is mostly reverting Linux code path back to where we were last release, so this should just work with wine.
This commit is contained in:
@@ -4,18 +4,43 @@
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#include "wintouchemu.h"
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#include <chrono>
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#include <algorithm>
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#include <optional>
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#include <thread>
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#include "cfg/screen_resize.h"
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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 "hooks/graphics/graphics.h"
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#include "overlay/overlay.h"
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#include "overlay/windows/generic_sub.h"
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#include "touch/touch.h"
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#include "util/detour.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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#include "rawinput/touch.h"
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#include "avs/game.h"
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namespace wintouchemu {
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typedef struct {
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POINT pos;
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bool last_button_pressed;
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DWORD touch_event;
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} mouse_state_t;
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// settings
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bool FORCE = false;
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bool INJECT_MOUSE_AS_WM_TOUCH = false;
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bool LOG_FPS = false;
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bool ADD_TOUCH_FLAG_PRIMARY = false;
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// state
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double last_touch_event = 0.0;
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static inline bool is_emu_enabled() {
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return FORCE || !is_touch_available("wintouchemu::is_emu_enabled") || GRAPHICS_SHOW_CURSOR;
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@@ -56,13 +81,16 @@ namespace wintouchemu {
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// state
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BOOL (WINAPI *GetTouchInputInfo_orig)(HANDLE, UINT, PTOUCHINPUT, int);
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bool USE_MOUSE = false;
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std::vector<TouchEvent> TOUCH_EVENTS;
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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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bool INITIALIZED = false;
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std::optional<std::string> WINDOW_TITLE_END = std::nullopt;
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volatile bool INITIALIZED = false;
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mouse_state_t mouse_state;
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void hook(const char *window_title, HMODULE module) {
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void hook(const char *window_title, HMODULE module, int delay_in_s) {
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// hooks
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auto system_metrics_hook = detour::iat_try(
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@@ -81,8 +109,31 @@ 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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log_misc("wintouchemu", "initializing");
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INITIALIZED = true;
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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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void hook_title_ends(const char *window_title_start, const char *window_title_end, HMODULE module) {
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hook(window_title_start, module);
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WINDOW_TITLE_END = window_title_end;
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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(HANDLE hTouchInput, UINT cInputs, PTOUCHINPUT pInputs, int cbSize) {
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@@ -94,6 +145,7 @@ namespace wintouchemu {
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// set touch inputs
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bool result = false;
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bool mouse_used = false;
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for (UINT input = 0; input < cInputs; input++) {
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auto *touch_input = &pInputs[input];
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@@ -126,7 +178,13 @@ namespace wintouchemu {
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// log_misc("wintouchemu", "touch event ({}, {})", to_string(x), to_string(y));
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if (overlay::OVERLAY) {
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if (GRAPHICS_IIDX_WSUB) {
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// touch was received on subscreen window.
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RECT clientRect {};
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GetClientRect(TDJ_SUBSCREEN_WINDOW, &clientRect);
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x = (float) x / clientRect.right * SPICETOUCH_TOUCH_WIDTH + SPICETOUCH_TOUCH_X;
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y = (float) y / clientRect.bottom * SPICETOUCH_TOUCH_HEIGHT + SPICETOUCH_TOUCH_Y;
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} else if (overlay::OVERLAY) {
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// touch was received on global coords
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valid = overlay::OVERLAY->transform_touch_point(&x, &y);
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} else {
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@@ -172,10 +230,89 @@ namespace wintouchemu {
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touch_input->cxContact = 0;
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touch_input->cyContact = 0;
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} else {
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if (avs::game::is_model("KFC") &&
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rawinput::touch::DISPLAY_INITIALIZED &&
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rawinput::touch::DISPLAY_ORIENTATION == DMDO_270) {
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flip_touch_points(touch_input);
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}
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} else if (USE_MOUSE && !mouse_used) {
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// disable further mouse inputs this call
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mouse_used = true;
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if (mouse_state.touch_event) {
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result = true;
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touch_input->x = mouse_state.pos.x;
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touch_input->y = mouse_state.pos.y;
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if (GRAPHICS_WINDOWED) {
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touch_input->x -= SPICETOUCH_TOUCH_X;
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touch_input->y -= SPICETOUCH_TOUCH_Y;
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}
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// log_misc(
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// "wintouchemu",
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// "mouse state ({}, {}) event={}",
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// to_string(touch_input->x), to_string(touch_input->y), mouse_state.touch_event);
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auto valid = true;
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if (overlay::OVERLAY) {
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valid = overlay::OVERLAY->transform_touch_point(
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&touch_input->x, &touch_input->y);
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}
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// touch inputs require 100x precision per pixel
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touch_input->x *= 100;
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touch_input->y *= 100;
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touch_input->hSource = hTouchInput;
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touch_input->dwID = 0;
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touch_input->dwFlags = 0;
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switch (mouse_state.touch_event) {
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case TOUCHEVENTF_DOWN:
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if (valid) {
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if (ADD_TOUCH_FLAG_PRIMARY) {
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touch_input->dwFlags |= TOUCHEVENTF_PRIMARY;
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}
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touch_input->dwFlags |= TOUCHEVENTF_DOWN;
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}
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break;
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case TOUCHEVENTF_MOVE:
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if (valid) {
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if (ADD_TOUCH_FLAG_PRIMARY) {
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touch_input->dwFlags |= TOUCHEVENTF_PRIMARY;
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}
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touch_input->dwFlags |= TOUCHEVENTF_MOVE;
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}
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break;
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case TOUCHEVENTF_UP:
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// don't check valid so that this touch ID can be released
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if (ADD_TOUCH_FLAG_PRIMARY) {
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touch_input->dwFlags |= TOUCHEVENTF_PRIMARY;
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}
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touch_input->dwFlags |= TOUCHEVENTF_UP;
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break;
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}
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touch_input->dwMask = 0;
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touch_input->dwTime = 0;
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touch_input->dwExtraInfo = 0;
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touch_input->cxContact = 0;
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touch_input->cyContact = 0;
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// reset it since the event was consumed & propagated as touch
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mouse_state.touch_event = 0;
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}
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} else if (!GRAPHICS_IIDX_WSUB) {
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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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@@ -243,6 +380,21 @@ namespace wintouchemu {
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title = get_window_title(hWnd);
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}
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// if a window title end is set, check to see if it matches
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if (WINDOW_TITLE_END.has_value() && !string_ends_with(title.c_str(), WINDOW_TITLE_END.value().c_str())) {
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hWnd = nullptr;
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title = "";
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for (auto &window : find_windows_beginning_with(WINDOW_TITLE_START)) {
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auto check_title = get_window_title(window);
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if (string_ends_with(check_title.c_str(), WINDOW_TITLE_END.value().c_str())) {
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hWnd = std::move(window);
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title = std::move(check_title);
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break;
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}
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}
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}
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// check window
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if (hWnd == nullptr) {
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return;
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@@ -250,13 +402,39 @@ namespace wintouchemu {
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// check if windowed
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if (GRAPHICS_WINDOWED) {
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// create touch window - create overlay if not yet existing at this point
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log_info("wintouchemu", "create touch window relative to main game window");
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touch_create_wnd(hWnd, overlay::ENABLED && !overlay::OVERLAY);
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if (GRAPHICS_IIDX_WSUB) {
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// no handling is needed here
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// graphics::MoveWindow_hook will attach hook to windowed subscreen
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log_info("wintouchemu", "attach touch hook to windowed subscreen for TDJ");
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USE_MOUSE = false;
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} else if (avs::game::is_model("LDJ") && !GENERIC_SUB_WINDOW_FULLSIZE) {
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// overlay subscreen in IIDX
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// use mouse position as ImGui overlay will block the touch window
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log_info("wintouchemu", "use mouse cursor API for ldj overlay subscreen");
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USE_MOUSE = true;
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} else if (games::popn::is_pikapika_model()) {
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// same as iidx case above
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log_info("wintouchemu", "use mouse cursor API for popn overlay subscreen");
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USE_MOUSE = true;
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} else if (games::gitadora::is_arena_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
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log_info("wintouchemu", "use mouse cursor API for gitadora overlay subscreen");
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USE_MOUSE = true;
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} else {
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// create touch window - create overlay if not yet existing at this point
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log_info("wintouchemu", "create touch window relative to main game window");
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touch_create_wnd(hWnd, overlay::ENABLED && !overlay::OVERLAY);
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USE_MOUSE = false;
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}
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} else if (INJECT_MOUSE_AS_WM_TOUCH) {
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log_info(
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"wintouchemu",
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"using raw mouse cursor API in full screen and injecting them as WM_TOUCH events");
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USE_MOUSE = true;
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} else {
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log_info("wintouchemu", "activating DirectX hooks");
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// mouse position based input only
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touch_attach_dx_hook();
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USE_MOUSE = false;
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}
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// hooks
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@@ -267,6 +445,8 @@ namespace wintouchemu {
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}
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}
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const auto now = get_performance_milliseconds();
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// update touch events
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if (hWnd != nullptr) {
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@@ -286,11 +466,56 @@ namespace wintouchemu {
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// check if new events are available
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if (event_count > 0) {
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last_touch_event = now;
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// send fake event to make the game update it's touch inputs
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auto wndProc = (WNDPROC) GetWindowLongPtr(hWnd, GWLP_WNDPROC);
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wndProc(hWnd, WM_TOUCH, MAKEWORD(event_count, 0), (LPARAM) GetTouchInputInfoHook);
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}
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// update frame logging
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if (LOG_FPS) {
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static int log_frames = 0;
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static uint64_t log_time = 0;
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log_frames++;
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if (log_time < get_system_seconds()) {
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if (log_time > 0) {
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log_info("wintouchemu", "polling at {} touch frames per second", log_frames);
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}
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log_frames = 0;
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log_time = get_system_seconds();
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}
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}
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}
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// send separate WM_TOUCH event for mouse
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// this must be separate from actual touch events because some games will ignore the return
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// value from GetTouchInputInfo or fail to read dwFlags for valid events, so it's not OK to
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// send empty events when the mouse button is not clicked/released
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if (hWnd != nullptr && USE_MOUSE) {
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bool button_pressed = get_async_primary_mouse();
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// if there was a touch event in the last 500 ms, don't insert new button presses
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if (button_pressed && (now - last_touch_event) < 500) {
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button_pressed = false;
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}
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// figure out what kind of touch event to simulate
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if (button_pressed && !mouse_state.last_button_pressed) {
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mouse_state.touch_event = TOUCHEVENTF_DOWN;
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} else if (button_pressed && mouse_state.last_button_pressed) {
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mouse_state.touch_event = TOUCHEVENTF_MOVE;
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} else if (!button_pressed && mouse_state.last_button_pressed) {
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mouse_state.touch_event = TOUCHEVENTF_UP;
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}
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mouse_state.last_button_pressed = button_pressed;
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if (mouse_state.touch_event) {
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GetCursorPos(&mouse_state.pos);
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// send fake event to make the game update it's touch inputs
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auto wndProc = (WNDPROC) GetWindowLongPtr(hWnd, GWLP_WNDPROC);
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wndProc(hWnd, WM_TOUCH, MAKEWORD(1, 0), (LPARAM) GetTouchInputInfoHook);
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}
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}
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}
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}
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