mirror of
https://github.com/spice2x/spice2x.github.io.git
synced 2026-10-02 08:18:14 -07:00
@@ -20,6 +20,8 @@
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// (6, 8) in landscape.
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#define JB_BUTTON_SIZE 160
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#define JB_MAX_BUTTON_GAP 38
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#define JB_T44_BUTTON_SIZE 224
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#define JB_T44_BUTTON_GAP 33
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// improved and plus modes use this reach around each button. must be >= the
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// diagonal half of the widest gap (~27px) so the grid centre still reaches a button.
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@@ -41,6 +43,7 @@ namespace games::jb {
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static std::atomic_bool TOUCH_ENABLE = false;
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static bool TOUCH_ATTACHED = false;
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static bool IS_PORTRAIT = true;
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static bool IS_T44 = false;
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static std::atomic_uint16_t TOUCH_STATE = 0;
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// fixed-size contact view used by the debug overlay
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@@ -85,35 +88,45 @@ namespace games::jb {
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// --- touch geometry ------------------------------------------------------
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// gaps between the four buttons along one axis (the middle gap is 1px wider)
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static const int JB_BUTTON_GAPS[3] = { 37, JB_MAX_BUTTON_GAP, 37 };
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static const int JB_T44_BUTTON_GAPS[3] = {
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JB_T44_BUTTON_GAP,
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JB_T44_BUTTON_GAP,
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JB_T44_BUTTON_GAP,
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};
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struct AxisGeometry {
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int size;
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int button[4]; // left/top edge of each button
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};
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// left/top edges of the four buttons along one axis, starting at `first`
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static AxisGeometry axis_geometry(int first) {
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static AxisGeometry axis_geometry(int first, int size, const int gaps[3]) {
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AxisGeometry g {};
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g.size = size;
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g.button[0] = first;
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for (int i = 1; i < 4; i++) {
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g.button[i] = g.button[i - 1] + JB_BUTTON_SIZE + JB_BUTTON_GAPS[i - 1];
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g.button[i] = g.button[i - 1] + size + gaps[i - 1];
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}
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return g;
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}
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// button edges for the current orientation
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static void touch_geometry(AxisGeometry &gx, AxisGeometry &gy) {
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if (IS_PORTRAIT) {
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gx = axis_geometry(8);
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gy = axis_geometry(602);
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if (IS_T44) {
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gx = axis_geometry(37, JB_T44_BUTTON_SIZE, JB_T44_BUTTON_GAPS);
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gy = axis_geometry(864, JB_T44_BUTTON_SIZE, JB_T44_BUTTON_GAPS);
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} else if (IS_PORTRAIT) {
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gx = axis_geometry(8, JB_BUTTON_SIZE, JB_BUTTON_GAPS);
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gy = axis_geometry(602, JB_BUTTON_SIZE, JB_BUTTON_GAPS);
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} else {
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gx = axis_geometry(6);
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gy = axis_geometry(8);
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gx = axis_geometry(6, JB_BUTTON_SIZE, JB_BUTTON_GAPS);
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gy = axis_geometry(8, JB_BUTTON_SIZE, JB_BUTTON_GAPS);
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}
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}
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// distance from `p` to a button along one axis (0 when inside)
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static int axis_distance(int p, int button) {
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int end = button + JB_BUTTON_SIZE - 1;
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static int axis_distance(int p, int button, int size) {
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int end = button + size - 1;
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if (p < button) {
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return button - p;
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}
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@@ -131,8 +144,8 @@ namespace games::jb {
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int best_dist = 0;
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for (int r = 0; r < 4; r++) {
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for (int c = 0; c < 4; c++) {
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int dx = axis_distance(px, gx.button[c]);
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int dy = axis_distance(py, gy.button[r]);
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int dx = axis_distance(px, gx.button[c], gx.size);
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int dy = axis_distance(py, gy.button[r], gy.size);
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int dist = dx * dx + dy * dy;
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if (dist <= radius * radius && (best_index < 0 || dist < best_dist)) {
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best_dist = dist;
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@@ -145,7 +158,8 @@ namespace games::jb {
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// detection reach for the current algorithm (0 = register only inside a button)
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static int touch_radius() {
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return TOUCH_ALGORITHM == AcAccurate ? 0 : JB_TOUCH_RADIUS;
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return TOUCH_ALGORITHM == AcAccurate || (IS_T44 && TOUCH_ALGORITHM == Legacy) ?
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0 : JB_TOUCH_RADIUS;
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}
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// mark the buttons a touch at (px, py) hits: only the nearest within `radius`, or
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@@ -162,8 +176,8 @@ namespace games::jb {
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}
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for (int r = 0; r < 4; r++) {
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for (int c = 0; c < 4; c++) {
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int dx = axis_distance(px, gx.button[c]);
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int dy = axis_distance(py, gy.button[r]);
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int dx = axis_distance(px, gx.button[c], gx.size);
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int dy = axis_distance(py, gy.button[r], gy.size);
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if (dx * dx + dy * dy <= radius * radius) {
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state |= uint16_t(1) << (r * 4 + c);
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}
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@@ -184,11 +198,15 @@ namespace games::jb {
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// one-time touch window attach
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if (!TOUCH_ATTACHED) {
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IS_T44 = avs::game::is_model("T44");
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IS_PORTRAIT = IS_T44 || avs::game::is_model("L44");
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// find the game window: prefer the foreground window, else search by
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// title (the model name prefixes the window title in every version)
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// title (T44 uses a fixed title instead of the model prefix)
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const char *window_title = IS_T44 ? "jubeat 10 main" : avs::game::MODEL;
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HWND wnd = GetForegroundWindow();
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if (!string_begins_with(GetActiveWindowTitle(), avs::game::MODEL)) {
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wnd = FindWindowBeginsWith(avs::game::MODEL);
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if (!string_begins_with(GetActiveWindowTitle(), window_title)) {
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wnd = FindWindowBeginsWith(window_title);
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}
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if (!wnd) {
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log_warning("jubeat", "could not find window handle for touch");
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@@ -197,10 +215,6 @@ namespace games::jb {
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return;
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}
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// only the L44 model runs in portrait; set this before starting the
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// touch-window thread so the renderer only observes the final value
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IS_PORTRAIT = avs::game::is_model("L44");
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log_info("jubeat", "using window handle for touch: {}", fmt::ptr(wnd));
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// let the rawinput stack correct the aspect ratio
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@@ -232,7 +246,7 @@ namespace games::jb {
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return !touch_matured(tp, now_ms, threshold_ms);
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});
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if (TOUCH_ALGORITHM == Legacy) {
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if (TOUCH_ALGORITHM == Legacy && !IS_T44) {
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// legacy: evenly divide the play area into a 4x4 grid
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auto offset = IS_PORTRAIT ? 580 : 0;
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@@ -311,7 +325,7 @@ namespace games::jb {
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for (int c = 0; c < 4; c++) {
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cells[r * 4 + c] = {
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gx.button[c], gy.button[r],
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gx.button[c] + JB_BUTTON_SIZE, gy.button[r] + JB_BUTTON_SIZE
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gx.button[c] + gx.size, gy.button[r] + gy.size
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};
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}
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}
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@@ -352,8 +366,8 @@ namespace games::jb {
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const AxisGeometry &gx, const AxisGeometry &gy, int arc_radius) {
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int c = index % 4;
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int r = index / 4;
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double mid = std::atan2((gy.button[r] + JB_BUTTON_SIZE / 2) - py,
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(gx.button[c] + JB_BUTTON_SIZE / 2) - px);
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double mid = std::atan2((gy.button[r] + gy.size / 2) - py,
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(gx.button[c] + gx.size / 2) - px);
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const double quarter = 3.14159265358979323846 / 2.0;
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const int segments = 16;
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POINT arc[segments + 1];
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@@ -425,7 +439,7 @@ namespace games::jb {
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}
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// legacy divides the field evenly; the other algorithms use button squares
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bool legacy = (TOUCH_ALGORITHM == Legacy);
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bool legacy = TOUCH_ALGORITHM == Legacy && !IS_T44;
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AxisGeometry gx {}, gy {};
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if (!legacy) {
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touch_geometry(gx, gy);
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