## 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.
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#814
## Description of change
Remove iidx/sdvx/popon `native touch` options.
Remove dead code in wintouchemu that deals with these games.
Native touch is now at feature-parity with wintouchemu. Native touch
options work better with touch screens, while rawinput-based wintouchemu
has compat issues on some touchscreens. For these subscreen games
deprecate the usage of wintouchemu and make them use native touch stack
by default.
### For future consideration
Gitadora - not sure what to do with this one. We only use wintouchemu
for the single window case. For all other configurations, the game
accepts mouse and touch input without any hooks, so perhaps nothing
needs to be done here.
Nostalgia - consider moving away from wintouchemu and adopt native touch
hook here as well.
## Testing
WIP
## Link to GitHub Issue or related Pull Request, if one exists
#181
## Description of change
Implement analog relative mode and delay option using a new
millisecond-based algorithm.
## Testing
WIP
## Link to GitHub Issue or related Pull Request, if one exists
Re-implements fix for #181 as it was removed by #668
## Description of change
Add two options to add artificial delay to turntable input. These
operate directly on the input logic (`get_tt`) which is called by I/O
emulation code.
Functionally, it's **identical** to the `Delay (experimental)` option we
had in the analog tab, just moved to Options tab.
## Testing
64 bit tdj: ok
64 bit ldj bi2a: ok
32 bit ldj ezusb: ok
Worth noting that TDJ bi2x_hook polls at 120Hz, bi2a at ~500Hz, and
ezusb at ~170Hz
## Link to GitHub Issue, if one exists
#345
## Description of change
When DLL is configured to use TDJ I/O but spice is in LDJ mode, show an
error in LED ticker suggesting the user to turn on `-iidxtdj`.
When DLL is configured to use LDJ I/O but spice is in TDJ mode, show an
error in TDJ overaly suggesting the user to fix the DLL.
Fix a small bug that caused a white window to be created when `-w` is
enabled even when `-iidxtdj` is not, but DLL is using TDJ I/O.
## Link to GitHub Issue, if one exists
#345
## Description of change
If TDJ / VM mode is active AND user is enabled `-monitor` option (and
the value isn't 0, the primary monitor)
then disable the subscreen overlay, show an error message instead.
We're doing this because both games cannot accept emulated touch input
if `-monitor` option is in use. There is not much point in displaying
the second screen's image, other than to REALLY confuse people when
nothing happens when they click on it.
## Testing
Tested both games with `-monitor`.
## Link to GitHub Issue, if one exists
#345
## Description of change
For IIDX31+, detect if BI2A or BI2X I/O emulation becomes active, and
see if there is a mismatch between the -iidxtdj setting.
Right now a mismatch results in warning in log + deferred error log, but
in the future we could turn this into a fatal error and crash the game
to make it more obvious.
## Testing
Tested 4 combinations:
1. DLL in LDJ mode + -iidxtdj off (pass)
2. DLL in LDJ mode + -iidxtdj on (error)
3. DLL in TDJ mode + -iidxtdj off (error)
4. DLL in TDJ mode + -iidxtdj on (pass)
## Link to GitHub Issue, if one exists
For #345
Similar idea as https://github.com/spice2x/spice2x.github.io/pull/350
## Description of change
Disable camera access by default by setting `CONNECT_CAMERA` environment
var to 0 before launching. This was one of those "required" things
people clicked on, but now it's done automatically to reduce friction
for new users.
On cab setups (i.e., running without -iidx module), cameras will remain
on, unless user overrides it.
On franken setups (partial I/O) - user will need to specify what they
want via the new option, we can't guess correctly.
## Testing
## Link to GitHub Issue, if one exists
#41 (partially)
## Description of change
This PR adds support for outputting IIDX tape LED data via spiceapi
(`iidx_tapeled_get()`). It returns the data as a `dict`, with the key
being the LED name and the value being the list of RGB values. You can
optionally pass in a variadic list of names to filter the returned data.
The new API function is only implemented in Python since I'm not able to
test the wrappers in other languages.
An example script using the new API is available in this Beef Board PR:
https://github.com/HWXLR8/beef-board/pull/133.
Demo use case: https://streamable.com/pq5e1e
## Testing
Tested in IIDX 32 with custom Beef Board firmware along with a Python
script to read and send the tape LED data over USB.