Files
spice2x.github.io/src/spice2x/games/rb/touch.cpp
T
bicarus 558e3d0cb3 rawinput: avoid enumerationg adapter modes on first touch (#817)
## Link to GitHub Issue or related Pull Request, if one exists
Regressed by #790

## Description of change
Avoid enumerating every display mode with `EnumDisplaySettings` during
the first raw touchscreen report, as it can take a couple hundred
milliseconds.

The latency-sensitive path now refreshes only the current display size
using `GetWindowRect(GetDesktopWindow())` and orientation using
`EnumDisplaySettingsEx(..., ENUM_CURRENT_SETTINGS, ..., EDS_RAWMODE)`.
Full `EnumDisplaySettings` enumeration runs only when native resolution
is needed for aspect compensation.

Jubeat and Reflec Beat now enable aspect compensation before
initializing touch input.

## Testing
Sanity checked rb/jb on laptops with non-16:9 ratio
2026-07-20 03:00:34 -07:00

244 lines
7.8 KiB
C++

#include "touch.h"
#include <windows.h>
#include "avs/game.h"
#include "hooks/graphics/graphics.h"
#include "rawinput/touch.h"
#include "touch/touch.h"
#include "touch_debug.h"
#include "touch_defs.h"
#include "util/logging.h"
#include "util/time.h"
#include "util/utils.h"
static std::string WINDOW_TITLE = "REFLEC BEAT";
namespace games::rb {
static constexpr double TOUCH_POINT_OFFSET_DIVISOR = 3.0;
static constexpr double X_INPUT_COORDINATE_COUNT = 54.0;
uint16_t TOUCH_SCALING = TOUCH_SCALE_DEFAULT;
static void packet_set_bit(unsigned char *packet, int bit) {
packet[TOUCH_PACKET_DATA_OFFSET + bit / 8] |=
static_cast<unsigned char>(1u << (bit % 8));
}
}
games::rb::ReflecBeatTouchDeviceHandle::ReflecBeatTouchDeviceHandle(bool log_fps) : log_fps(log_fps) {
}
void games::rb::ReflecBeatTouchDeviceHandle::grid_insert(unsigned char *data, int cursor_x, int cursor_y) {
// read() contracts X uniformly so screen edges land within usable sensors 2..45
int grid_x = CLAMP(
(cursor_x * X_SENSOR_COUNT) / window_width,
0,
X_SENSOR_COUNT - 1);
int grid_y = CLAMP(
(cursor_y * Y_SENSOR_COUNT) / window_height,
0,
Y_SENSOR_COUNT - 1);
// get bit positions
int bit_x = X_SENSOR_FIRST_BIT + grid_x;
int bit_y = Y_SENSOR_FIRST_BIT - grid_y;
packet_set_bit(data, bit_x);
packet_set_bit(data, bit_y);
}
bool games::rb::ReflecBeatTouchDeviceHandle::open(LPCWSTR lpFileName) {
if (wcscmp(lpFileName, L"COM1") != 0) {
return false;
}
// attach touch module
HWND wnd = GetForegroundWindow();
if (!string_begins_with(GetActiveWindowTitle(), WINDOW_TITLE)) {
wnd = FindWindowBeginsWith(WINDOW_TITLE);
}
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));
// check if windowed
if (GRAPHICS_WINDOWED) {
// remove style borders
LONG lStyle = GetWindowLong(wnd, GWL_STYLE);
lStyle &= ~(WS_CAPTION | WS_THICKFRAME | WS_MINIMIZE | WS_MAXIMIZE | WS_SYSMENU);
SetWindowLongPtr(wnd, GWL_STYLE, lStyle);
// remove ex style borders
LONG lExStyle = GetWindowLong(wnd, GWL_EXSTYLE);
lExStyle &= ~(WS_EX_DLGMODALFRAME | WS_EX_CLIENTEDGE | WS_EX_STATICEDGE);
SetWindowLongPtr(wnd, GWL_EXSTYLE, lExStyle);
// update window
SetWindowPos(wnd, nullptr, 0, 0, 0, 0,
SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOOWNERZORDER);
}
// request automatic aspect ratio fixes
::rawinput::touch::ASPECT_COMPENSATION_GAME = true;
// create touch window
touch_create_wnd(wnd);
// show fullscreen game window because it lost focus
if (!GRAPHICS_WINDOWED) {
ShowWindow(wnd, SW_SHOW);
}
} else {
// fallback to dx hook
touch_attach_dx_hook();
}
// show cursor on window if mouse is used
if (!is_touch_available("ReflecBeatTouchDeviceHandle::open")) {
ShowCursor(TRUE);
}
touch_debug_attach();
return true;
}
int games::rb::ReflecBeatTouchDeviceHandle::read(LPVOID lpBuffer, DWORD nNumberOfBytesToRead) {
// check buffer size
if (nNumberOfBytesToRead < TOUCH_PACKET_SIZE) {
return 0;
}
// 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;
}
// update width and height
RECT rect {};
GetWindowRect(window, &rect);
// check for landscape (KBR)
bool is_landscape = (rect.right - rect.left) > (rect.bottom - rect.top);
if (is_landscape) {
window_height = rect.right - rect.left;
window_width = rect.bottom - rect.top;
} else {
window_width = rect.right - rect.left;
window_height = rect.bottom - rect.top;
}
// create data
unsigned char data[TOUCH_PACKET_SIZE] {};
// data header
data[0] = 0x55;
data[2] = 0x4C;
const float scale_factor = games::rb::TOUCH_SCALING / (float) games::rb::TOUCH_SCALE_DEFAULT;
// iterate all touch points
int offset_x = (int) (window_width / (double) X_SENSOR_COUNT / TOUCH_POINT_OFFSET_DIVISOR);
int offset_y = (int) (window_height / (double) Y_SENSOR_COUNT / TOUCH_POINT_OFFSET_DIVISOR);
std::vector<TouchPoint> touch_points;
touch_get_points(touch_points);
for (auto &point : touch_points) {
// get touch point coordinates
auto x = point.x;
auto y = point.y;
// rotate touch points for KBR as it runs in landscape
if (is_landscape) {
x = point.y;
y = window_height - point.x;
}
// apply scaling
x = x - (window_width * (1.f - scale_factor) / 2);
x = x / scale_factor;
y = y - (window_height * (1.f - scale_factor) / 2);
y = y / scale_factor;
if (x < 0 || window_width <= x || y < 0 || window_height <= y) {
continue;
}
// point coordinates
// keep the verified left edge fixed while adding up to one-third of a beam
// at the right edge, preventing the finger footprint from including sensor 44
const auto point_x = (int) (
(x - window_width / 2.0) * X_SENSOR_COUNT / X_INPUT_COORDINATE_COUNT +
window_width / 2.0 +
x / (X_SENSOR_COUNT * TOUCH_POINT_OFFSET_DIVISOR));
const auto point_y = (int) y;
// 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
}
touch_debug_publish(data, is_landscape);
// copy data to buffer
memcpy(lpBuffer, data, TOUCH_PACKET_SIZE);
// update frame logging
if (log_fps) {
log_frames++;
if (log_time < get_system_seconds()) {
if (log_time > 0) {
log_info("reflecbeat", "polling at {} touch frames per second", log_frames);
}
log_frames = 0;
log_time = get_system_seconds();
}
}
// return amount of bytes written
return TOUCH_PACKET_SIZE;
}
int games::rb::ReflecBeatTouchDeviceHandle::write(LPCVOID lpBuffer, DWORD nNumberOfBytesToWrite) {
return (int) nNumberOfBytesToWrite;
}
int games::rb::ReflecBeatTouchDeviceHandle::device_io(DWORD dwIoControlCode, LPVOID lpInBuffer, DWORD nInBufferSize,
LPVOID lpOutBuffer, DWORD nOutBufferSize) {
return -1;
}
bool games::rb::ReflecBeatTouchDeviceHandle::close() {
touch_debug_detach();
// detach touch module
touch_detach();
return true;
}