## Link to GitHub Issue or related Pull Request, if one exists
#0
## Description of change
Combine the two layout options into one
## Testing
- [x] windowed, x4
- [x] windowed, x2
- [x] windowed, x1 with sub
- [x] fs
## Link to GitHub Issue or related Pull Request, if one exists
n/a
## Description of change
Adds toast notifications to the overlay.
Toast notifications are transient windows (shown for about 4 seconds).
These are drawn on top of the game even when the overlay is inactive
(i.e., when no window is open), and does not cause any input sink
behavior.
Add toasts for some common user-driven actions that could use a
notification, such as:
* screenshot
* card insert
* PIN macro
* API client connect/disconnect
* virtual printer
* screen resize toggle / scene switch
Add an option to change where the toasts are displayed, or to turn it
off entirely.
Add SDK function for it, and add it to the samples.
## Testing
Tested DDR (shown at bottom right, as is for most games) and RB (shown
top right by default).
## Description of change
Adds a way to automatically use the PIN Macro for P1, P2 or both when
Auto Card Insert is used.
### Launcher changes:
- Added a checkbox to enable/disable the feature
- Added a textbox for each player to set what to look for in the logs.
### How it works:
The feature requires Auto Card Insert and PIN Macro to be enabled and
set.
It uses the Auto Card Insert value to enable the feature for P1, P2 or
both, with a "master" checkbox to completely disable the feature. It
then relies on the current PIN Macro code to send the PIN to the games.
The games logs send a message when a new scene is loaded with the name
of the scene. By hooking on the logs, we can see when a PIN is required
and send the relevant macro. Games have different scene names, and
sometimes one for each player, so the field is configurable per game per
player. These could be hard-coded in a lookup table but I didn't want to
recompile the project every time I wanted to test, and I don't have all
the games to get this info from.
The PIN Macro thread is used to hook to the logs and check if the
defined string appears, which triggers the PIN macro just like a button
press would.
Setting nothing for the log trigger disables the feature for that
player. It's useful if someone wants to have Auto Card Insert enabled
for both players but only Auto Pin on 1 player, but is mainly there so
the check won't happen if nothing is set.
## Testing
I used SDVX and DDR to have a single and a two player test with the
feature both enabled and disabled. I also tested multiple combinations
of PIN Macro settings and Auto Card Insert settings with no apparent
issues. The PIN is automatically entered as soon as the game requests
it.
## Discussion
I know that hooking to the logs might not be the best solution. I'm very
open to discussions about this, and understand that this might be a deal
breaker for this feature. I made this to use with my setup and thought
I'd try opening this PR to see if the feature would be useful for
others.
I haven't found another way to make sure we're on the correct screen to
launch the PIN Macro, and sending the macro every time the Auto Card
Insert finishes had sync issues where the end of the PIN would actually
be registered by the game.
It would also be much more convenient for the users to hardcode a lookup
table for every games' log-trigger but I don't have the games currently
so I can't check the logs to see what would be best.
---------
Co-authored-by: Maxime St-Pierre <maxime.stpierre@ticketmaster.com>
## Link to GitHub Issue or related Pull Request, if one exists
#477
## Description of change
By default the game needs 4 monitors.
With the new option to disable subscreens, you can now boot fullscreen
with a single 4K monitor, with subscreen overlay enabled. Side monitors
are not shown in the overlay; only the touch screen is emulated.
## Future work
- [ ] custom resolution (-forceres) doesn't work properly (hooking
ResetEx does allow the game to boot but will render incorrectly;
probably needs hex edits)
- [x] enable this automatically if the user has fewer than 4 monitors
- [ ] ability to boot with a 4k main screen + small subscreen (with no
side screens which do nothing gameplay wise), but this whole display
emulation is a nightmare to work with & test thoroughly so it'll have to
be in the future.
## Testing
Checklist:
- [x] fs on 1 monitor with option set
- [x] fs on 2 monitor with option set
- [x] windowed - default (4 windows, no overlay)
- [x] windowed - with option set (1 window, overlay)
- [x] fs with 4 monitors?
- [x] check popn hc for regression
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#562
## Description of change
### rawinput touch fixes
In rawinput touch handler, if the mouse events (`WM_LBUTTONDOWN`,
`WM_MOUSEMOVE`, `WM_LBUTTONUP`) originated from a touch screen, drop
them on the floor instead of treating them as touch events.
This is an attempt to fix phantom touch issues we see with some screens.
Fix another issue where, if mouse is clicked inside the window, and then
dragged outside the window and button is released, touch point (id 0)
continues to be held.
### wintouchemu fixes
If we detected a touch input recently (500ms), ignore new mouse clicks.
This isn't perfect, but hopefully it helps with filtering out mouse
clicks originating from touch screens.
Also, switch over to detecting the primary mouse button correctly, not
just the left mouse button.
### notes
Future investigation: are there really touchscreens that report a mouse
HID capability & insert mouse events? We could have a way to filter them
at rawinput level but it'll be ugly.
## Testing
Tried jubeat, beatstream..
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#681
## Description of change
`Sleep` and `sleep_for()` can be very inaccurate and varies depending on
what the OS gives us...
### `timeBeginPeriod(1)`
On boot, we are now calling `timeBeginPeriod(1)`, which affects the
whole process but makes `Sleep` more accurate. There is some risk here
if any game was relying on doing things like `Sleep(1)` and expecting it
to run for 15.6ms. Most games already call `timeBeginPeriod(1)` in the
game engine, though not the whole time, so I'm hoping that this is not
too impactful.
### Opt out of Win11 power throttling
Ensure that timer resolution change above is respected even when the
window is occluded / minimized by opting out of throttling via
`PROCESS_POWER_THROTTLING_IGNORE_TIMER_RESOLUTION`.
### Use Win10 high resolution timer instead of Sleep
On Win10 1803 and above, there is a new OS-level API for high resolution
timers; if this is available, use it
(`CREATE_WAITABLE_TIMER_HIGH_RESOLUTION`). Worth noting that WINE
doesn't support this currently.
If not, fall back to `Sleep`, which is significantly better than
`sleep_for()` in my experiments.
Callers of Sleep / sleep_for were replaced with this new timer. Most of
them anyway; calls to Sleep() with more than 100ms+ was left alone.
### Add an option as a chicken bit
To opt out I'm adding a new option called `Use Legacy Timers` which will
revert to behavior before this PR. The code paths that switched from
`sleep_for` to `Sleep` will remain in place though, not affected by the
option.
## Expected changes
In some I/O emulation modules, poll threads may run more frequently,
resulting in lower latency.
It also means that spice overall may use more CPU resources and power.
If you don't like this, you can always enable the option to opt out;
e.g., if you're on old arcade cab PC.
## Testing
DDR p4io - ok
drs touch hook - ok
IIDX camera hook - ok
CCJ trackball - ok
As noted in #567, a filesystem path that contains non-ascii will break a
lot if using a clang toolchain.
Luckily, fmtlib has a lossy utf8 convert when you use it to print a path
(after including `fmt/std.h`). The vast majority of this diff is just
removing `.string()` from paths inside loggings calls.
There are some callsites I _didn't_ touch, mainly the options, because
it would be an ABI break to change those to be wide strings and I cbf
looking into settings upgrades. There are also some spots (avs mountpath
remapping, for example) where the path is guaranteed to be ascii, so I
didn't modify them.
ImGui doesn't appear to easily support wide strings (I mean, surely it
does, but I'm not gonna look too far into it) so I mostly just left
those alone too, with a few spots modified to re-use fmtlib's lossy
utf8.
Some of the changes are basically never gonna be hit IRL, like who would
put a file with a non-ascii _extension_ along with their modules? But
the diff is (I hope) pretty easy to validate as OK.
Testing has been somewhat minimal, I fired up the GCC build of spice2x
in a dodgy folder name, got mojibake (running via wine in linux so take
that as you will), ran the unmodified clang spice and crashed the same
way the reporter did. After modification, I get the exact same mojibake
so I assume if the terminal enjoys utf8 it'll display OK.
Claude (only used for review) thinks the commit is fine but is annoyed
that I use `fmt::detail` in the appdata censoring, which is part of the
private API; personally I don't care because it's pretty stable.
## Link to GitHub Issue or related Pull Request, if one exists
#618
## Description of change
Add overlay for subscreen.
Add an option for no subscreen window.
Use the same "force redraw subscreen" logic we used in SDVX to fix the
same issue.
Known issues:
* still crashing when running windowed if there is only one monitor
* having only one monitor causes sunscreen overlay to not work
(NumberOfAdaptersInGroup issue?)
## Testing
## Link to GitHub Issue or related Pull Request, if one exists
For #587
## Description of change
`Invert Touch` option is now honored by the IIDX/SDVX touch handler.
## Link to GitHub Issue or related Pull Request, if one exists
#558
## Description of change
Same as #558 but this PR fixes the non-native touch cases (when
wintouchemu is active).
## Testing
Tested 90 and 270 degree rotation, 1080p and 1440p.
## 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.
## Description of change
use case: user with two ICCA readers in a daisy chain configuration (as
is wired in og IIDX/DDR) wanted to play DDR using their existing
equipment.
Existing `reader/` implementation is only designed for a single reader
per com port vs two readers on one daisy chained com port. This can be
implemented and improved at a future date.
Due to time constraints `eamio-icca.dll` from btools did support both
wavepass and slotted in a daisy chain configuration, and spice does
support bt5api calls.
However, the implementation was not sufficient to allow use of both
modules correctly, often stalling, not did it allow the ability to eject
the card.
I have cleaned up the implementation such that it matches the btools
`eamiotest` implementation and allows the user to use decimal to eject
the card as desired.
As well as properly staging the requests for state of the two individual
readers, like `eamio-icca` expects.
## Testing
Tested with both wavepass and slotted (ICCA and ICCB) modules and in
combination with released `eamio-icca.dll` binaries from btools 5.49 as
released by their github using `MDX` as a test subject.
Works as expected and allows end users to use real readers (if they have
them) as virtual readers in spice's emulation layer.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Adds an option to pick from four algorithms for guitar picking input.
The default behavior is being switched from legacy (rising edge only,
always 1 frame of input) to SOCD "prefer recent" algorithm. This makes
it slightly easier to navigate the menu with the guitar.
## Testing
Validated gw, gwdelta, and sdvx just in case.
## Link to GitHub Issue, if one exists
#477
## Description of change
This is a work in progress.
What works:
- [x] subscreen overlay shows the touch screen image (in windowed mode)
- [x] touch works in the overlay
- [x] only the main window is shown, other windows are not launched
What doesn't:
- [ ] game occasionally crashes when entering test menu?
- [ ] full screen mode is not tested at all due to monitor requirements
- [ ] need more polish (various options to control the behavior)
## Link to GitHub Issue, if one exists
Fixes#512
## Description of change
Fix digital wailing not being recognized consistently.
Also address the fact that wailing was completely broken when lefty mode
was on. This requires a new option that the user needs to check off in
the configurator since we can't magically guess if the user is holding
the guitar in lefty mode.
- [x] fix downward wail
- [x] digital lefty mode
- [x] implement all of this for arena model i/o
- [x] test dx cab 2p
- [x] lefty toggle in overlay
- [x] fix analog not working for 2p guitar
- [ ] analog lefty mode?
## Testing
Checked GW and GW Delta
## Link to GitHub Issue, if one exists
None
## Description of change
- Added bi2x_hook
- Added J32D (drum) and J33I (guitar) emulations
- AMI2000 card reader (this game uses this instead of ICCA)
## Testing
Played through a 15-minute session on Drummania.
Guitar mode works with keyboard input.
## Link to GitHub Issue, if one exists
n/a
## Description of change
When touch monitors send touch area size information
(`TOUCHEVENTFMASK_CONTACTAREA` flag and `cxContact` / `cyContact` fields
of `TOUCHINPUT` struct) from `GetTouchInputInfo`, IIDX gets confused and
does some unexpected things when interacting with the subscreen.
As a workaround, hook `GetTouchInputInfo` and clear out the flag &
values.
This is only done for IIDX AND when -iidxnativetouch is on.
## Testing
Tested on a Dell touch monitor, simulating "bad" values.
## Link to GitHub Issue, if one exists
n/a
## Description of change
HG cabinet uses wintouch and it requires TOUCHEVENTF_PRIMARY flag in
order to accept touch inputs.
Added wintouchemu on game hook and TOUCHEVENTF_PRIMARY flag on
wintouchemu.
## Testing
The game boots into test menu, touch now works. (tested in I/O TEST ->
TOUCH PANEL CHECK with '-s' flag)
TDJ subscreen overlay and nostalgia seems works fine regardless added
TOUCHEVENTF_PRIMARY flag but more testing required.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Adds support for Polaris Chord
## Testing
Tested with XIF:J:A:A:2024122300. IO/ICCA works, game successfully
connects to server and is playable.
## Link to GitHub Issue, if one exists
n/a
## Description of change
Change the usage pattern for Card Manager UI.
### Previous behavior
Previously, it was a list of cards that you select, and click a button
to insert as P1 or P2.
This is fine, but users got confused when they pressed `Insert Card`
overlay key and got a different card inserted, or when auto-insert
didn't work as expected.
Additionally, if you play a game without continue (IIDX/DDR for
example), then it's cumbersome to bring up the overlay and click on
insert card every time.
### New behavior
Insert Card overlay now lets you pick a card and *slot* it into P1 or P2
side.
From that point on, the slotted card number is used as the override,
replacing what was previously passed to `-card0` or `-card1`. This means
that `Insert Card` button and auto-insert will pick up the new card and
use that instead.
## Compiling
👍
## Testing
Tested 1p-only game (popn) and 2p games (DDR, IIDX).
## Link to GitHub Issue, if one exists
Fixes#120
## Description of change
Don't call `is_touch_available` in launcher before RawInput stack is
initialized. This causes us to incorrectly fall back to the Win7/Win8
touch handler.
The desired behavior is to use rawinput touch by default for all games,
unless overridden by the user via `-wintouch`.
Add a bunch of logging so we can spot who's calling
`is_touch_available`.
As a side effect, a handful of games that previously used Win7/8 touch
will now use RawInput touch instead. If this causes any issues, they can
turn `-wintouch` on to force Win7/8 touch logic again.
## Compiling
👍
## Testing
Test:
* RB
* -wintouch
* TDJ, UFC subscreen and native touch
* overlay, especially in multi-mon
## Link to GitHub Issue, if one exists
n/a
## Description of change
Adds Mahjong Fight Girl Support
## Compiling
+
## Testing
Tested with VFG:J:E:A:2024100800 in HG mode with VFG IO. No
modifications made to data, other than avs-config.xml and
ea3-config.xml. B and C modes don't work because of serial touchscreen.
UKS mode doesn't work because of IO.
## Link to GitHub Issue, if one exists
Fixes https://github.com/spice2x/spice2x.github.io/issues/193
## Description of change
Merges guardianblue's changes plus some code review feedback.
Adds the ability to automatically type out the digits of a PIN when an
overlay shortcut is pressed.
## Compiling
💯
## Testing
Tested:
* 32 bit popn
* TDJ, 1p/2p
* KFC, UFC
## Link to GitHub Issue, if one exists
n/a, user reported
## Description of change
When copying text to clipboard, the last character was being dropped due
to incorrect string buffer size calculation.
Also, clean up callers to just pass std:string by reference instead of
going back and forth between C-style strings.
Lastly, fix `git archive` in `build_all.sh` which broke after github
migration.
## Compiling
Yes
## Testing
Tested all three callers - IIDX cam hook, scard reader in Cards tab, and
patch manager datecode.