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https://github.com/spice2x/spice2x.github.io.git
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3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| adf4cccd4a | |||
| bf8e194685 | |||
| a2e508208c |
@@ -12,7 +12,9 @@
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|||||||
#include "touch/touch.h"
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#include "touch/touch.h"
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#include "touch/native/inject.h"
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#include "touch/native/inject.h"
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#include "touch/native/nativetouchhook.h"
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#include "touch/native/nativetouchhook.h"
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#include "touch/native/transform.h"
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#include "util/utils.h"
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#include "util/utils.h"
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#include "games/gitadora/gitadora.h"
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#include "games/iidx/iidx.h"
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#include "games/iidx/iidx.h"
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using namespace std::placeholders;
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using namespace std::placeholders;
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@@ -40,6 +42,35 @@ namespace api::modules {
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return nativetouch::inject::inject_synthetic_touch(position, true);
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return nativetouch::inject::inject_synthetic_touch(position, true);
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}
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}
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// map API coordinates onto the touch space SDVX reads, which depends on how it is displayed
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static void sdvx_touch_errata(
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int &x, int &y, bool use_native, int canvas_w, int canvas_h) {
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// windowed coordinates already match the sub screen window they land on
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if (GRAPHICS_WINDOWED) {
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return;
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}
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// landscape mode: native injection hands the game these coordinates
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// unchanged, so apply the rotation the touchscreen gets, while wintouchemu instead
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// rotates them later through the subscreen overlay
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if (GRAPHICS_FS_ORIENTATION_SWAP) {
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if (use_native) {
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POINT position { x, y };
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if (nativetouch::transform::sdvx_landscape_rotate(&position, canvas_w, canvas_h)) {
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x = position.x;
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y = position.y;
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}
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}
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return;
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}
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// rotate into the portrait touch space
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const int x_raw = x;
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x = canvas_w - y;
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y = x_raw;
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}
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Touch::Touch() : Module("touch") {
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Touch::Touch() : Module("touch") {
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is_sdvx = avs::game::is_model("KFC");
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is_sdvx = avs::game::is_model("KFC");
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@@ -55,8 +86,8 @@ namespace api::modules {
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native_canvas_w = 0;
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native_canvas_w = 0;
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native_canvas_h = 0;
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native_canvas_h = 0;
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if (is_sdvx) {
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if (is_sdvx) {
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// windowed and landscape API coordinates already match the primary screen orientation;
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// windowed API coordinates land on the sub screen window as-is; fullscreen
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// fullscreen portrait coordinates are rotated by apply_touch_errata
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// coordinates are rotated into the game's touch space by apply_touch_errata
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const bool landscape_coordinates =
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const bool landscape_coordinates =
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GRAPHICS_WINDOWED || GRAPHICS_FS_ORIENTATION_SWAP;
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GRAPHICS_WINDOWED || GRAPHICS_FS_ORIENTATION_SWAP;
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native_canvas_w = landscape_coordinates ? 1920 : 1080;
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native_canvas_w = landscape_coordinates ? 1920 : 1080;
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@@ -69,6 +100,10 @@ namespace api::modules {
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// pop'n music API touch surface
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// pop'n music API touch surface
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native_canvas_w = 1280;
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native_canvas_w = 1280;
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native_canvas_h = 800;
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native_canvas_h = 800;
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} else if (games::gitadora::is_arena_model()) {
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// GITADORA arena SMALL subscreen, either in its own window or in the overlay
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native_canvas_w = games::gitadora::ARENA_SUBSCREEN_WIDTH;
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native_canvas_h = games::gitadora::ARENA_SUBSCREEN_HEIGHT;
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}
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}
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functions["read"] = std::bind(&Touch::read, this, _1, _2);
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functions["read"] = std::bind(&Touch::read, this, _1, _2);
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@@ -212,19 +247,14 @@ namespace api::modules {
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}
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}
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void Touch::apply_touch_errata(int &x, int &y) {
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void Touch::apply_touch_errata(int &x, int &y) {
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int x_raw = x;
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int y_raw = y;
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if (is_tdj_fhd) {
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if (is_tdj_fhd) {
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// deal with TDJ FHD resolution mismatch (upgrade 720p to 1080p)
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// deal with TDJ FHD resolution mismatch (upgrade 720p to 1080p)
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// we don't know what screen is being shown on the companion and the API doesn't specify
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// we don't know what screen is being shown on the companion and the API doesn't specify
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// the target of the touch events so just assume it's the sub screen
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// the target of the touch events so just assume it's the sub screen
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x = x_raw * 1920 / 1280;
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x = x * 1920 / 1280;
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y = y_raw * 1080 / 720;
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y = y * 1080 / 720;
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} else if (is_sdvx && !GRAPHICS_WINDOWED && !GRAPHICS_FS_ORIENTATION_SWAP) {
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} else if (is_sdvx) {
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// rotate API coordinates into SDVX's portrait touch space
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sdvx_touch_errata(x, y, use_native, native_canvas_w, native_canvas_h);
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x = 1080 - y_raw;
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y = x_raw;
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}
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}
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}
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}
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}
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}
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@@ -41,6 +41,7 @@ namespace games::gitadora {
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bool ARENA_TWO_HEAD_EXCLUSIVE = false;
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bool ARENA_TWO_HEAD_EXCLUSIVE = false;
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std::optional<std::string> ASIO_DRIVER = std::nullopt;
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std::optional<std::string> ASIO_DRIVER = std::nullopt;
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bool ALLOW_REALTEK_AUDIO = false;
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bool ALLOW_REALTEK_AUDIO = false;
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bool NATIVE_TOUCH = false;
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/*
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/*
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* Prevent GitaDora from creating folders on F drive
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* Prevent GitaDora from creating folders on F drive
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@@ -809,17 +810,16 @@ namespace games::gitadora {
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hooks::audio::INJECT_FAKE_REALTEK_AUDIO = true;
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hooks::audio::INJECT_FAKE_REALTEK_AUDIO = true;
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}
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}
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// Single-window mode needs touch injection for its overlay. Two-head fullscreen
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// touch injection drives mouse-as-touch and API touch for the subscreen,
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// mode uses the real SMALL output, so it only needs the display-topology shim.
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// no matter whether it is drawn by the overlay (single-window mode) or by
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if (GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
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// the dedicated SMALL window
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// enable touch hook for subscreen overlay
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NATIVE_TOUCH = !wintouchemu::FORCE &&
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const auto native_touch_ready = !wintouchemu::FORCE &&
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nativetouch::hook(avs::game::DLL_INSTANCE);
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nativetouch::hook(avs::game::DLL_INSTANCE);
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if (!NATIVE_TOUCH && GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
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if (!native_touch_ready) {
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// the legacy fallback can only feed the subscreen overlay
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wintouchemu::FORCE = true;
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wintouchemu::FORCE = true;
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wintouchemu::INJECT_MOUSE_AS_WM_TOUCH = true;
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wintouchemu::INJECT_MOUSE_AS_WM_TOUCH = true;
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wintouchemu::hook("GITADORA", avs::game::DLL_INSTANCE);
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wintouchemu::hook("GITADORA", avs::game::DLL_INSTANCE);
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}
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}
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}
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#if !SPICE_XP
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#if !SPICE_XP
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@@ -23,6 +23,11 @@ namespace games::gitadora {
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extern bool ARENA_TWO_HEAD_EXCLUSIVE;
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extern bool ARENA_TWO_HEAD_EXCLUSIVE;
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extern std::optional<std::string> ASIO_DRIVER;
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extern std::optional<std::string> ASIO_DRIVER;
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extern bool ALLOW_REALTEK_AUDIO;
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extern bool ALLOW_REALTEK_AUDIO;
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extern bool NATIVE_TOUCH;
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// arena SMALL subscreen (touch panel) resolution
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static constexpr int ARENA_SUBSCREEN_WIDTH = 800;
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static constexpr int ARENA_SUBSCREEN_HEIGHT = 1280;
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class GitaDoraGame : public games::Game {
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class GitaDoraGame : public games::Game {
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public:
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public:
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@@ -1520,6 +1520,10 @@ void graphics_d3d9_on_present(
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graphics_d3d9_process_screenshot(device, wrapped_device);
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graphics_d3d9_process_screenshot(device, wrapped_device);
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}
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}
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// API capture always includes the overlay; it must run before the subscreen present
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// below, which leaves the arena SMALL back buffer black
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graphics_d3d9_process_capture(device, wrapped_device);
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// for IIDX TDJ / SDVX UFC, handle subscreen
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// for IIDX TDJ / SDVX UFC, handle subscreen
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const bool is_vm = games::sdvx::is_valkyrie_model();
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const bool is_vm = games::sdvx::is_valkyrie_model();
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const bool is_tdj = avs::game::is_model("LDJ") && games::iidx::TDJ_MODE;
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const bool is_tdj = avs::game::is_model("LDJ") && games::iidx::TDJ_MODE;
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@@ -1533,9 +1537,6 @@ void graphics_d3d9_on_present(
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if (is_mfc) {
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if (is_mfc) {
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wintouchemu::update();
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wintouchemu::update();
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}
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}
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// API capture always includes the overlay
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graphics_d3d9_process_capture(device, wrapped_device);
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}
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}
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void update_backbuffer_dimensions(D3DPRESENT_PARAMETERS *params) {
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void update_backbuffer_dimensions(D3DPRESENT_PARAMETERS *params) {
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@@ -4,10 +4,12 @@
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#include <d3d9.h>
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#include <d3d9.h>
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#include "games/gitadora/gitadora.h"
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inline constexpr UINT GFDM_SIDE_WIDTH = 1080;
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inline constexpr UINT GFDM_SIDE_WIDTH = 1080;
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inline constexpr UINT GFDM_SIDE_HEIGHT = 1920;
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inline constexpr UINT GFDM_SIDE_HEIGHT = 1920;
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inline constexpr UINT GFDM_SMALL_WIDTH = 800;
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inline constexpr UINT GFDM_SMALL_WIDTH = games::gitadora::ARENA_SUBSCREEN_WIDTH;
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inline constexpr UINT GFDM_SMALL_HEIGHT = 1280;
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inline constexpr UINT GFDM_SMALL_HEIGHT = games::gitadora::ARENA_SUBSCREEN_HEIGHT;
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inline constexpr UINT GFDM_LOGICAL_HEAD_COUNT = 4;
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inline constexpr UINT GFDM_LOGICAL_HEAD_COUNT = 4;
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inline constexpr UINT GFDM_NATIVE_SMALL_SWAPCHAIN = 1;
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inline constexpr UINT GFDM_NATIVE_SMALL_SWAPCHAIN = 1;
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@@ -33,6 +33,7 @@
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#include "util/utils.h"
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#include "util/utils.h"
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#include "misc/wintouchemu.h"
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#include "misc/wintouchemu.h"
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#include "touch/native/inject.h"
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#include "touch/native/inject.h"
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#include "touch/native/nativetouchhook.h"
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#include "util/time.h"
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#include "util/time.h"
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#include "rawinput/rawinput.h"
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#include "rawinput/rawinput.h"
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@@ -216,6 +217,18 @@ static void gitadora_remember_window(HWND hWnd, const std::string &window_name)
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} else if (window_name == "SMALL") {
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} else if (window_name == "SMALL") {
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GFDM_SUBSCREEN_WINDOW = hWnd;
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GFDM_SUBSCREEN_WINDOW = hWnd;
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}
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}
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// touch belongs to the SMALL panel when it exists, otherwise to the main window
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// that draws the subscreen overlay
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const bool hosts_touch = window_name == "SMALL" ||
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(window_name == "GITADORA" && !graphics_gitadora_has_dedicated_subscreen());
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if (nativetouch::is_hooked() && hWnd != nullptr && hosts_touch) {
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nativetouch::inject::set_preferred_injection_window(hWnd);
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}
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}
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bool graphics_gitadora_has_dedicated_subscreen() {
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return GFDM_SUBSCREEN_WINDOW != nullptr;
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}
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}
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|
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bool graphics_gitadora_prepare_two_head_device_window(
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bool graphics_gitadora_prepare_two_head_device_window(
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@@ -616,8 +629,10 @@ static HWND WINAPI CreateWindowExA_hook(DWORD dwExStyle, LPCSTR lpClassName, LPC
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}
|
}
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}
|
}
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|
|
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const bool is_sdvx = avs::game::is_model("KFC");
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bool is_tdj_sub_window = avs::game::is_model("LDJ") && window_name.ends_with(" sub");
|
bool is_tdj_sub_window = avs::game::is_model("LDJ") && window_name.ends_with(" sub");
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bool is_sdvx_sub_window = avs::game::is_model("KFC") && window_name.ends_with(" Sub Screen");
|
bool is_sdvx_sub_window = is_sdvx && window_name.ends_with(" Sub Screen");
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|
bool is_sdvx_main_window = is_sdvx && window_name.ends_with(" Main Screen");
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bool is_popn_sub_window = avs::game::is_model("M39") && window_name.ends_with("Sub Screen");
|
bool is_popn_sub_window = avs::game::is_model("M39") && window_name.ends_with("Sub Screen");
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const std::string gfdm_window_name = games::gitadora::is_arena_model()
|
const std::string gfdm_window_name = games::gitadora::is_arena_model()
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? gitadora_canonical_window_name(effective_window_name)
|
? gitadora_canonical_window_name(effective_window_name)
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@@ -720,6 +735,20 @@ static HWND WINAPI CreateWindowExA_hook(DWORD dwExStyle, LPCSTR lpClassName, LPC
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graphics_hook_subscreen_window(SDVX_SUBSCREEN_WINDOW);
|
graphics_hook_subscreen_window(SDVX_SUBSCREEN_WINDOW);
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}
|
}
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|
|
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|
// SDVX registers touch on both windows, so name the one synthetic touches must land on
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|
// instead of letting window creation order decide: the sub screen window when windowed,
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|
// the main window in fullscreen since the game reads it in primary-display coordinates
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|
if (nativetouch::is_hooked() &&
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|
result != nullptr &&
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|
(GRAPHICS_WINDOWED ? is_sdvx_sub_window : is_sdvx_main_window)) {
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|
log_misc(
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|
"graphics",
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|
"SDVX touch surface is {}, {}",
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|
fmt::ptr(result),
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|
window_name);
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|
nativetouch::inject::set_preferred_injection_window(result);
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|
}
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|
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// only hook touch window if multiple windows are allowed
|
// only hook touch window if multiple windows are allowed
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if (gfdm_window_name == "LEFT" || gfdm_window_name == "RIGHT") {
|
if (gfdm_window_name == "LEFT" || gfdm_window_name == "RIGHT") {
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gitadora_remember_window(result, gfdm_window_name);
|
gitadora_remember_window(result, gfdm_window_name);
|
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@@ -731,6 +760,11 @@ static HWND WINAPI CreateWindowExA_hook(DWORD dwExStyle, LPCSTR lpClassName, LPC
|
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if (GRAPHICS_WINDOWED && !GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
|
if (GRAPHICS_WINDOWED && !GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
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graphics_hook_subscreen_window(GFDM_SUBSCREEN_WINDOW);
|
graphics_hook_subscreen_window(GFDM_SUBSCREEN_WINDOW);
|
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}
|
}
|
||||||
|
|
||||||
|
// the dedicated SMALL window is the touch panel; mouse and API touch target it
|
||||||
|
if (nativetouch::is_hooked() && result != nullptr) {
|
||||||
|
nativetouch::inject::register_and_attach_window(result);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
if (is_gfdm_window && GRAPHICS_WINDOWED && !GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
|
if (is_gfdm_window && GRAPHICS_WINDOWED && !GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
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||||||
gitadora_force_window_style(result);
|
gitadora_force_window_style(result);
|
||||||
@@ -1104,6 +1138,15 @@ static BOOL WINAPI ShowWindow_hook(HWND hWnd, int nCmdShow) {
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// fullscreen SDVX keeps two adapters so the subscreen overlay can draw, so the game still
|
||||||
|
// creates the sub window even when the user asked for it to be gone
|
||||||
|
if (avs::game::is_model("KFC") &&
|
||||||
|
GRAPHICS_PREVENT_SECONDARY_WINDOWS &&
|
||||||
|
hWnd == SDVX_SUBSCREEN_WINDOW) {
|
||||||
|
log_info("graphics", "ShowWindow_hook - hiding sub window {}", fmt::ptr(hWnd));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
// call original
|
// call original
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||||||
return ShowWindow_orig(hWnd, nCmdShow);
|
return ShowWindow_orig(hWnd, nCmdShow);
|
||||||
}
|
}
|
||||||
@@ -1320,7 +1363,9 @@ void graphics_hook_window(HWND hWnd, D3DPRESENT_PARAMETERS *pPresentationParamet
|
|||||||
const bool native_touch_overlay =
|
const bool native_touch_overlay =
|
||||||
(games::iidx::NATIVE_TOUCH && games::iidx::TDJ_MODE && !GRAPHICS_IIDX_WSUB) ||
|
(games::iidx::NATIVE_TOUCH && games::iidx::TDJ_MODE && !GRAPHICS_IIDX_WSUB) ||
|
||||||
(games::popn::NATIVE_TOUCH &&
|
(games::popn::NATIVE_TOUCH &&
|
||||||
games::popn::is_pikapika_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS);
|
games::popn::is_pikapika_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS) ||
|
||||||
|
(games::gitadora::NATIVE_TOUCH &&
|
||||||
|
games::gitadora::is_arena_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS);
|
||||||
if (native_touch_overlay) {
|
if (native_touch_overlay) {
|
||||||
nativetouch::inject::register_and_attach_window(hWnd);
|
nativetouch::inject::register_and_attach_window(hWnd);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -121,6 +121,7 @@ extern bool D3D9_DEVICE_HOOK_DISABLE;
|
|||||||
|
|
||||||
void graphics_init();
|
void graphics_init();
|
||||||
void graphics_hook_window(HWND hWnd, D3DPRESENT_PARAMETERS *pPresentationParameters);
|
void graphics_hook_window(HWND hWnd, D3DPRESENT_PARAMETERS *pPresentationParameters);
|
||||||
|
bool graphics_gitadora_has_dedicated_subscreen();
|
||||||
// The native GITADORA two-head D3D9 group uses the game's named SMALL
|
// The native GITADORA two-head D3D9 group uses the game's named SMALL
|
||||||
// device window for the native physical SMALL head. The game requests
|
// device window for the native physical SMALL head. The game requests
|
||||||
// D3DCREATE_NOWINDOWCHANGES, so this host must be made borderless and sized
|
// D3DCREATE_NOWINDOWCHANGES, so this host must be made borderless and sized
|
||||||
|
|||||||
@@ -25,6 +25,15 @@ namespace overlay::windows {
|
|||||||
const ImVec4 YELLOW(1.f, 1.f, 0.f, 1.f);
|
const ImVec4 YELLOW(1.f, 1.f, 0.f, 1.f);
|
||||||
const ImVec4 WHITE(1.f, 1.f, 1.f, 1.f);
|
const ImVec4 WHITE(1.f, 1.f, 1.f, 1.f);
|
||||||
|
|
||||||
|
// a subscreen is an already-composited backbuffer, so its alpha bits are not
|
||||||
|
// meaningful for display. Use AddImage's diffuse alpha (opaque by default)
|
||||||
|
// instead of the texture alpha while preserving ImGui's normal blend state.
|
||||||
|
static void ignore_texture_alpha(const ImDrawList *, const ImDrawCmd *command) {
|
||||||
|
auto device = static_cast<IDirect3DDevice9 *>(command->UserCallbackData);
|
||||||
|
device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
||||||
|
device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
|
||||||
|
}
|
||||||
|
|
||||||
GenericSubScreen::GenericSubScreen(SpiceOverlay *overlay) : Window(overlay), device(overlay->get_device()) {
|
GenericSubScreen::GenericSubScreen(SpiceOverlay *overlay) : Window(overlay), device(overlay->get_device()) {
|
||||||
this->remove_window_padding = true;
|
this->remove_window_padding = true;
|
||||||
// ImGuiWindowFlags_NoBackground is needed as the background is drawn on top of the subscreen image
|
// ImGuiWindowFlags_NoBackground is needed as the background is drawn on top of the subscreen image
|
||||||
@@ -239,10 +248,13 @@ namespace overlay::windows {
|
|||||||
auto draw_list = this->draws_window
|
auto draw_list = this->draws_window
|
||||||
? ImGui::GetWindowDrawList()
|
? ImGui::GetWindowDrawList()
|
||||||
: ImGui::GetBackgroundDrawList();
|
: ImGui::GetBackgroundDrawList();
|
||||||
|
draw_list->AddCallback(ignore_texture_alpha, this->device);
|
||||||
draw_list->AddImage(
|
draw_list->AddImage(
|
||||||
reinterpret_cast<ImTextureID>(this->texture),
|
reinterpret_cast<ImTextureID>(this->texture),
|
||||||
overlay_content_top_left,
|
overlay_content_top_left,
|
||||||
bottom_right);
|
bottom_right);
|
||||||
|
// following ImGui draws should resume normal texture-alpha modulation
|
||||||
|
draw_list->AddCallback(ImGui::GetPlatformIO().DrawCallback_ResetRenderState);
|
||||||
|
|
||||||
if (this->draws_window) {
|
if (this->draws_window) {
|
||||||
// draw an invisible button so that it swallows mouse input
|
// draw an invisible button so that it swallows mouse input
|
||||||
|
|||||||
@@ -123,6 +123,30 @@ namespace nativetouch::inject {
|
|||||||
// asks the touch window thread to send an UPDATE when the game loop runs elsewhere
|
// asks the touch window thread to send an UPDATE when the game loop runs elsewhere
|
||||||
static UINT contact_refresh_message;
|
static UINT contact_refresh_message;
|
||||||
|
|
||||||
|
// the window that shows the touch surface; contacts can be registered from any thread,
|
||||||
|
// so this is published by the graphics window hooks rather than derived from the globals
|
||||||
|
static std::atomic<HWND> preferred_injection_window { nullptr };
|
||||||
|
|
||||||
|
void set_preferred_injection_window(HWND window) {
|
||||||
|
preferred_injection_window.store(window, std::memory_order_release);
|
||||||
|
}
|
||||||
|
|
||||||
|
// a game that publishes its touch surface needs injection only on that window
|
||||||
|
static bool is_published_touch_window(HWND window) {
|
||||||
|
const auto preferred = preferred_injection_window.load(std::memory_order_acquire);
|
||||||
|
return preferred == nullptr || window == preferred;
|
||||||
|
}
|
||||||
|
|
||||||
|
// games can register several windows for touch; keep synthetic contacts on the one
|
||||||
|
// that actually shows the touch surface
|
||||||
|
static bool is_preferred_injection_window(HWND window) {
|
||||||
|
if (GRAPHICS_IIDX_WSUB) {
|
||||||
|
return window == TDJ_SUBSCREEN_WINDOW;
|
||||||
|
}
|
||||||
|
|
||||||
|
return is_published_touch_window(window);
|
||||||
|
}
|
||||||
|
|
||||||
// submit one synthetic contact frame to Windows touch injection
|
// submit one synthetic contact frame to Windows touch injection
|
||||||
static bool inject_touch_frame(
|
static bool inject_touch_frame(
|
||||||
POINT position, POINTER_FLAGS pointer_flags, bool retry_if_not_ready = false) {
|
POINT position, POINTER_FLAGS pointer_flags, bool retry_if_not_ready = false) {
|
||||||
@@ -325,11 +349,22 @@ namespace nativetouch::inject {
|
|||||||
if (contact_state.input_window == window) {
|
if (contact_state.input_window == window) {
|
||||||
release_active_contact();
|
release_active_contact();
|
||||||
}
|
}
|
||||||
|
|
||||||
HWND expected_window = window;
|
HWND expected_window = window;
|
||||||
injection_window.compare_exchange_strong(
|
injection_window.compare_exchange_strong(
|
||||||
expected_window, nullptr, std::memory_order_acq_rel);
|
expected_window, nullptr, std::memory_order_acq_rel);
|
||||||
|
|
||||||
|
HWND expected_preferred_window = window;
|
||||||
|
preferred_injection_window.compare_exchange_strong(
|
||||||
|
expected_preferred_window, nullptr, std::memory_order_acq_rel);
|
||||||
|
|
||||||
|
if (GRAPHICS_IIDX_WSUB) {
|
||||||
|
HWND expected_delivery_window = window;
|
||||||
|
touch_delivery_window.compare_exchange_strong(
|
||||||
|
expected_delivery_window, nullptr, std::memory_order_acq_rel);
|
||||||
|
}
|
||||||
|
|
||||||
contact_refresh_pending.store(false, std::memory_order_release);
|
contact_refresh_pending.store(false, std::memory_order_release);
|
||||||
touch_delivery_window.store(nullptr, std::memory_order_release);
|
|
||||||
RemoveWindowSubclass(window, touch_window_subclass_proc, subclass_id);
|
RemoveWindowSubclass(window, touch_window_subclass_proc, subclass_id);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -370,7 +405,7 @@ namespace nativetouch::inject {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// publish the UI-thread target for synthetic touch requests
|
// publish the UI-thread target for synthetic touch requests
|
||||||
if (!GRAPHICS_IIDX_WSUB || window == TDJ_SUBSCREEN_WINDOW) {
|
if (is_preferred_injection_window(window)) {
|
||||||
injection_window.store(window, std::memory_order_release);
|
injection_window.store(window, std::memory_order_release);
|
||||||
}
|
}
|
||||||
log_misc(
|
log_misc(
|
||||||
@@ -403,7 +438,7 @@ namespace nativetouch::inject {
|
|||||||
// call original
|
// call original
|
||||||
const auto result = RegisterTouchWindow_orig(window, flags);
|
const auto result = RegisterTouchWindow_orig(window, flags);
|
||||||
|
|
||||||
if (result) {
|
if (result && is_published_touch_window(window)) {
|
||||||
// attach but don't register for touch messages
|
// attach but don't register for touch messages
|
||||||
// (we're already in the middle of RegisterTouchWindow as a result
|
// (we're already in the middle of RegisterTouchWindow as a result
|
||||||
// of the game calling it)
|
// of the game calling it)
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ struct tagTOUCHINPUT;
|
|||||||
namespace nativetouch::inject {
|
namespace nativetouch::inject {
|
||||||
void attach_window(HWND window);
|
void attach_window(HWND window);
|
||||||
void register_and_attach_window(HWND window);
|
void register_and_attach_window(HWND window);
|
||||||
|
void set_preferred_injection_window(HWND window);
|
||||||
bool hook_available(HMODULE module);
|
bool hook_available(HMODULE module);
|
||||||
bool hook(HMODULE module);
|
bool hook(HMODULE module);
|
||||||
bool inject_synthetic_touch(POINT position, bool down);
|
bool inject_synthetic_touch(POINT position, bool down);
|
||||||
|
|||||||
@@ -38,6 +38,11 @@ namespace nativetouch::transform {
|
|||||||
window == TDJ_SUBSCREEN_WINDOW;
|
window == TDJ_SUBSCREEN_WINDOW;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// mouse-as-touch only applies while the cursor is over the target window
|
||||||
|
static bool is_cursor_over_window(HWND window, POINT position) {
|
||||||
|
return screen_to_game_client(window, &position);
|
||||||
|
}
|
||||||
|
|
||||||
// convert game touch coordinates to Windows desktop coordinates
|
// convert game touch coordinates to Windows desktop coordinates
|
||||||
bool game_to_screen(HWND window, POINT *position) {
|
bool game_to_screen(HWND window, POINT *position) {
|
||||||
if (settings::SYNTHETIC_TOUCH_USES_CLIENT_COORDINATES) {
|
if (settings::SYNTHETIC_TOUCH_USES_CLIENT_COORDINATES) {
|
||||||
@@ -66,7 +71,13 @@ namespace nativetouch::transform {
|
|||||||
return ClientToScreen(window, position) != FALSE;
|
return ClientToScreen(window, position) != FALSE;
|
||||||
}
|
}
|
||||||
|
|
||||||
static bool has_active_overlay_transform() {
|
static bool overlay_owns_touch_input() {
|
||||||
|
// the arena SMALL window is the touch surface whenever it exists, so the
|
||||||
|
// subscreen overlay must not claim touch input in those window modes
|
||||||
|
if (graphics_gitadora_has_dedicated_subscreen()) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
return overlay::OVERLAY != nullptr &&
|
return overlay::OVERLAY != nullptr &&
|
||||||
overlay::OVERLAY->get_active() &&
|
overlay::OVERLAY->get_active() &&
|
||||||
overlay::OVERLAY->has_subscreen_touch_transform();
|
overlay::OVERLAY->has_subscreen_touch_transform();
|
||||||
@@ -83,23 +94,28 @@ namespace nativetouch::transform {
|
|||||||
return overlay::OVERLAY->transform_touch_point(&position->x, &position->y);
|
return overlay::OVERLAY->transform_touch_point(&position->x, &position->y);
|
||||||
}
|
}
|
||||||
|
|
||||||
// the digitizer is mapped to the zero-based primary display, while SDVX
|
// SDVX still expects portrait coordinates when its image is rendered in landscape:
|
||||||
// still expects portrait coordinates when its image is rendered in landscape:
|
|
||||||
// (x, y) -> (width * (1 - y / height), height * x / width).
|
// (x, y) -> (width * (1 - y / height), height * x / width).
|
||||||
|
bool sdvx_landscape_rotate(POINT *position, LONG width, LONG height) {
|
||||||
|
if (width <= 0 || height <= 0) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
const auto input_x = position->x;
|
||||||
|
position->x = width - MulDiv(position->y, width, height);
|
||||||
|
position->y = MulDiv(input_x, height, width);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// the digitizer is mapped to the zero-based primary display, so the contact is already
|
||||||
|
// in the effective landscape resolution the rotation is based on
|
||||||
static bool transform_sdvx_landscape_touch_position(POINT *position) {
|
static bool transform_sdvx_landscape_touch_position(POINT *position) {
|
||||||
const auto landscape_width = static_cast<LONG>(GRAPHICS_FS_CUSTOM_RESOLUTION.has_value() ?
|
const auto landscape_width = static_cast<LONG>(GRAPHICS_FS_CUSTOM_RESOLUTION.has_value() ?
|
||||||
GRAPHICS_FS_CUSTOM_RESOLUTION.value().first : GRAPHICS_FS_ORIGINAL_HEIGHT);
|
GRAPHICS_FS_CUSTOM_RESOLUTION.value().first : GRAPHICS_FS_ORIGINAL_HEIGHT);
|
||||||
const auto landscape_height = static_cast<LONG>(GRAPHICS_FS_CUSTOM_RESOLUTION.has_value() ?
|
const auto landscape_height = static_cast<LONG>(GRAPHICS_FS_CUSTOM_RESOLUTION.has_value() ?
|
||||||
GRAPHICS_FS_CUSTOM_RESOLUTION.value().second : GRAPHICS_FS_ORIGINAL_WIDTH);
|
GRAPHICS_FS_CUSTOM_RESOLUTION.value().second : GRAPHICS_FS_ORIGINAL_WIDTH);
|
||||||
if (landscape_width <= 0 || landscape_height <= 0) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
const auto input_x = position->x;
|
return sdvx_landscape_rotate(position, landscape_width, landscape_height);
|
||||||
position->x = landscape_width -
|
|
||||||
MulDiv(position->y, landscape_width, landscape_height);
|
|
||||||
position->y = MulDiv(input_x, landscape_height, landscape_width);
|
|
||||||
return true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// convert physical screen coordinates to game touch coordinates for a known target
|
// convert physical screen coordinates to game touch coordinates for a known target
|
||||||
@@ -132,7 +148,7 @@ namespace nativetouch::transform {
|
|||||||
|
|
||||||
// check if subscreen overlay is active and can transform the touch point;
|
// check if subscreen overlay is active and can transform the touch point;
|
||||||
// if not, the touch point is valid as-is
|
// if not, the touch point is valid as-is
|
||||||
if (!has_active_overlay_transform()) {
|
if (!overlay_owns_touch_input()) {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -149,8 +165,14 @@ namespace nativetouch::transform {
|
|||||||
|
|
||||||
// exception: sdvx windowed subscreen does not use the subscreen overlay transform
|
// exception: sdvx windowed subscreen does not use the subscreen overlay transform
|
||||||
if (GRAPHICS_WINDOWED && window == SDVX_SUBSCREEN_WINDOW) {
|
if (GRAPHICS_WINDOWED && window == SDVX_SUBSCREEN_WINDOW) {
|
||||||
POINT client_position = *position;
|
return is_cursor_over_window(window, *position);
|
||||||
return screen_to_game_client(window, &client_position);
|
}
|
||||||
|
|
||||||
|
// exception: the arena SMALL window is the touch panel, so accept the mouse there
|
||||||
|
// (and only there) with the coordinates a real contact on it would produce
|
||||||
|
if (graphics_gitadora_has_dedicated_subscreen()) {
|
||||||
|
return window == GFDM_SUBSCREEN_WINDOW &&
|
||||||
|
is_cursor_over_window(window, *position);
|
||||||
}
|
}
|
||||||
|
|
||||||
// if this game has a subscreen overlay that can transform touch input
|
// if this game has a subscreen overlay that can transform touch input
|
||||||
@@ -168,7 +190,7 @@ namespace nativetouch::transform {
|
|||||||
// route hardware screen coordinates through dedicated or overlay mapping and report the result
|
// route hardware screen coordinates through dedicated or overlay mapping and report the result
|
||||||
Result hardware_to_game(POINT *position) {
|
Result hardware_to_game(POINT *position) {
|
||||||
const auto dedicated_subscreen = is_tdj_dedicated_subscreen(TDJ_SUBSCREEN_WINDOW);
|
const auto dedicated_subscreen = is_tdj_dedicated_subscreen(TDJ_SUBSCREEN_WINDOW);
|
||||||
const auto active_overlay = has_active_overlay_transform();
|
const auto active_overlay = overlay_owns_touch_input();
|
||||||
|
|
||||||
// special case for SDVX landscape mode
|
// special case for SDVX landscape mode
|
||||||
if (!dedicated_subscreen && !active_overlay &&
|
if (!dedicated_subscreen && !active_overlay &&
|
||||||
|
|||||||
@@ -10,6 +10,7 @@ namespace nativetouch::transform {
|
|||||||
};
|
};
|
||||||
|
|
||||||
bool is_tdj_dedicated_subscreen(HWND window);
|
bool is_tdj_dedicated_subscreen(HWND window);
|
||||||
|
bool sdvx_landscape_rotate(POINT *position, LONG width, LONG height);
|
||||||
bool game_to_screen(HWND window, POINT *position);
|
bool game_to_screen(HWND window, POINT *position);
|
||||||
bool screen_to_game(HWND window, POINT *position);
|
bool screen_to_game(HWND window, POINT *position);
|
||||||
bool mouse_to_game(HWND window, POINT *position);
|
bool mouse_to_game(HWND window, POINT *position);
|
||||||
|
|||||||
Reference in New Issue
Block a user