rawinput: deal with high poll rate devices, use 3x3 for default for rb touch emu (#796)

## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Two changes:

1. Handle all HID events in `WM_INPUT` and not just the first one. This
only really affects 4000Hz / 8000Hz HID devices.
2. Go back to `3x3` as the default for rb IR touch emulation and remove
`1x1` as an option as it does not perform as well as I expected.

## Testing
This commit is contained in:
bicarus
2026-07-12 10:32:29 -07:00
committed by GitHub
parent 27077aa21f
commit d7c144646f
7 changed files with 176 additions and 160 deletions
+2 -2
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@@ -41,7 +41,7 @@ void games::rb::RBGame::attach() {
Game::attach();
if (1000 < games::rb::TOUCH_POLL_RATE) {
log_fatal("rb", "-rbtouchsize is set too high; cannot exceed 1000");
log_fatal("rb", "-rbtouchhz is set too high; cannot exceed 1000");
}
// init stuff
@@ -60,7 +60,7 @@ void games::rb::RBGame::attach() {
log_info("rb", "force increasing touch poll rate by hooking SleepEx ({}Hz)", TOUCH_POLL_RATE);
SleepEx_orig = detour::iat_try("SleepEx", SleepEx_hook, avs::game::DLL_INSTANCE);
} else {
log_info("rb", "not changing touch poll rate (120Hz by default)");
log_info("rb", "not changing touch poll rate (~125Hz by default)");
}
}
-1
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@@ -7,7 +7,6 @@
namespace games::rb {
extern uint16_t TOUCH_SCALING;
extern uint8_t TOUCH_SIZE;
extern uint16_t TOUCH_POLL_RATE;
class RBGame : public games::Game {
+20 -17
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@@ -14,7 +14,6 @@ static std::string WINDOW_TITLE = "REFLEC BEAT";
namespace games::rb {
uint16_t TOUCH_SCALING = 1000;
uint8_t TOUCH_SIZE = 1;
}
games::rb::ReflecBeatTouchDeviceHandle::ReflecBeatTouchDeviceHandle(bool log_fps) {
@@ -50,6 +49,9 @@ bool games::rb::ReflecBeatTouchDeviceHandle::open(LPCWSTR lpFileName) {
if (wnd != nullptr) {
// cache the game window so read() can size against it regardless of focus
this->game_hwnd = wnd;
// reset window process to make the game not crash
SetWindowLongPtr(wnd, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(DefWindowProc));
@@ -106,8 +108,9 @@ int games::rb::ReflecBeatTouchDeviceHandle::read(LPVOID lpBuffer, DWORD nNumberO
return 0;
}
// get window
HWND window = GetForegroundWindow();
// size against the game window cached in open() (not GetForegroundWindow), so
// touch stays correctly scaled and keeps working when the game loses focus
HWND window = this->game_hwnd;
if (window == nullptr) {
return 0;
}
@@ -166,20 +169,20 @@ int games::rb::ReflecBeatTouchDeviceHandle::read(LPVOID lpBuffer, DWORD nNumberO
const auto point_x = (int) ((x - window_width / 2.0) * 48.0 / 54.0 + window_width / 2.0);
const auto point_y = (int) (y - window_height / 76);
// center
grid_insert(data, point_x, point_y);
// surrounding points
if (games::rb::TOUCH_SIZE == 3) {
grid_insert(data, point_x - offset_x, point_y); // west
grid_insert(data, point_x - offset_x, point_y - offset_y); // northwest
grid_insert(data, point_x - offset_x, point_y + offset_y); // southwest
grid_insert(data, point_x + offset_x, point_y); // east
grid_insert(data, point_x + offset_x, point_y + offset_y); // southeast
grid_insert(data, point_x + offset_x, point_y - offset_y); // northeast
grid_insert(data, point_x, point_y - offset_y); // north
grid_insert(data, point_x, point_y + offset_y); // south
}
// model a finger as a 3x3 block of IR sensors around the touch point
// this gives better accuracy (than just 1x1) since the logic below
// can toggle anywhere from 1x1 to 2x2, and the game engine calculates
// the center point, which means by inserting up to 8 extra blocks
// we are emulating a sub-"pixel" resolution
grid_insert(data, point_x, point_y); // center
grid_insert(data, point_x - offset_x, point_y); // west
grid_insert(data, point_x - offset_x, point_y - offset_y); // northwest
grid_insert(data, point_x - offset_x, point_y + offset_y); // southwest
grid_insert(data, point_x + offset_x, point_y); // east
grid_insert(data, point_x + offset_x, point_y + offset_y); // southeast
grid_insert(data, point_x + offset_x, point_y - offset_y); // northeast
grid_insert(data, point_x, point_y - offset_y); // north
grid_insert(data, point_x, point_y + offset_y); // south
}
// copy data to buffer
+6
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@@ -12,6 +12,12 @@ namespace games::rb {
int window_width = 1080;
int window_height = 1920;
// game window resolved in open(); read() sizes against this instead of the
// foreground window so touch stays correctly scaled and keeps working when
// the game is not the foreground window (rawinput delivers touch regardless
// of focus)
HWND game_hwnd = nullptr;
// logging
bool log_fps = false;
uint64_t log_time = 0;