## Link to GitHub Issue or related Pull Request, if one exists
related to #697
## Description of change
Add a new option that paints touch targets and touch points for jubeat;
gets enabled if there is a touch screen connected. This is to help
explain / debug issues when users have their touch screen issues, which
is usually due to misalignment.
Fix the touch targets being off by 1 pixel (center gap is 1px wider in
both directions).
Also, simplify the `improved` algorithm to simulate a finger and trigger
nearest-neighbor for the AC dimensions. In terms of touch performance
this is near identical to what we had before, but it allows us to draw a
nice debug overlay instead of just grids.
## Testing
Tested portrait and landscape versions of jb.
## Link to GitHub Issue or related Pull Request, if one exists
Fixes#697
## Description of change
Adds aspect-ratio compensation for raw input touch handler.
This addresses the problem with playing rawinput touch games - namely
jubeat and reflec beat - on a display that is not 16:9, and user chose
to preserve the aspect ratio. This happens a lot on:
* 16:10 touch screens
* touch screen laptops (which range from 3:2, 16:10, and so on).
Root cause is a **Windows Raw Input limitation**. Unlike
`WM_POINTER`/`WM_TOUCH`, where the OS already maps digitizer coordinates
to screen space (applying the display's calibration/scaling), Raw Input
delivers the HID digitizer's *raw* logical coordinates, spanning the
whole physical panel, with **no calibration or display-mapping data
attached**. We have to reconstruct that mapping ourselves.
When a game runs at a display mode whose aspect ratio differs from the
panel's native resolution, Windows scales the image with
letterboxing/pillarboxing (black bars). That is standard OS/GPU
behavior. Because Raw Input gives us no mapping to account for those
bars, touches land off-target. This change detects the mismatch and
remaps each touch from panel-space into the displayed image region;
touches inside the black bars are treated as released.
Adds new launcher option **`-rawtouchaspect`**.
Notes:
- Native resolution is the largest-area mode from `EnumDisplaySettings`
on the **primary** display, consistent with the existing primary-only
touch pipeline.
- Math assumes centered, aspect-preserving scaling; only one axis is
ever inset.
- A small epsilon (0.01) makes near-matched panels (e.g. 1366×768 vs
true 16:9) a no-op.
- If the user forces a stretched image, then the touches will be off
again. In this case, the user needs to use the `force off` setting.
## Testing
On my tiny Surface Go tablet,
* checked that jubeat squares align correctly
* good enough to full combo level 11 for reflec beat
## Description of change
There was enough feedback that the current algorithm is not ideal for
most touch screens because most touch screens are not 24". In the
current algorithm touching the gap is no-op, so people think the game is
dropping touches.
This PR introduces a new algorithm that inspect touches on the gap and
triggers the nearest square.
## Testing
Tested landscape and portrait jubeat.
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, if one exists
#410
## Description of change
When raising fatal errors via `log_fatal`, also show a modal popup.
Update instances of `log_fatal` where the message was too long to fit.
## Testing
Tested various failure conditions.