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623e1e3998
## Link to GitHub Issue or related Pull Request, if one exists Part 1 of many fixes for #814. ## Description of change For the native touch hook - add code to inject synthetic touches using Windows API (`InjectTouchInput`). Note that this is Windows 8+ only, but we can make an assumption that we are running on Win10+ for these games (TDJ/UFC/High Cheers) since the cabs assume Win10. Detect mouse events and allow IIDX poke to call into this to inject synthetic touches. Also, update the nativetouchhook to independently calculate window size and rotation, instead of relying on rawinput layer. ## Testing Tested to work with native touch option on IIDX, SDVX, POPN, all full screen / windowed / sub on/off combinations. Edge cases: * sdvx main monitor rotated 270 deg * touch invert option * windowed mode resize / moved All seem to work.
54 lines
2.1 KiB
C++
54 lines
2.1 KiB
C++
#undef CINTERFACE
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#include "avs/game.h"
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#include "popn_sub.h"
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#include "games/popn/popn.h"
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#include "hooks/graphics/graphics.h"
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#include "touch/touch.h"
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namespace overlay::windows {
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PopnSubScreen::PopnSubScreen(SpiceOverlay *overlay) : GenericSubScreen(overlay) {
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this->title = "Pop'n Subscreen";
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if (!games::popn::is_pikapika_model()) {
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this->disabled_message = "Game did not launch as Pikapika Pop-kun (invalid <spec>)!";
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} else if (games::popn::SHOW_PIKA_MONITOR_WARNING) {
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this->disabled_message = "Subscreen overlay is not compatible with -dxmainadapter option, use -mainmonitor instead";
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} else if (GRAPHICS_WINDOWED && !GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
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this->disabled_message = "Subscren overlay was not enabled in spicecfg. Use the second window (ALT+TAB).";
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}
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this->resize_callback = keep_16_by_10;
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float size = 0.5f;
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this->init_size = ImVec2(
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ImGui::GetIO().DisplaySize.x * size,
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(ImGui::GetIO().DisplaySize.x * size * 10 / 16) + ImGui::GetFrameHeight());
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this->size_max = ImVec2(
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ImGui::GetIO().DisplaySize.x - ImGui::GetFrameHeight() * 2,
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ImGui::GetIO().DisplaySize.y - ImGui::GetFrameHeight() * 2);
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// middle / bottom
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this->init_pos = ImVec2(
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ImGui::GetIO().DisplaySize.x / 2 - this->init_size.x / 2,
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ImGui::GetIO().DisplaySize.y - this->init_size.y - (ImGui::GetFrameHeight() / 2));
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}
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void PopnSubScreen::touch_transform(const ImVec2 xy_in, LONG *x_out, LONG *y_out) {
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if (!this->get_active()) {
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return;
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}
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if (GRAPHICS_WINDOWED) {
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// Touch needs to be registered on global coords
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*x_out = SPICETOUCH_TOUCH_X + xy_in.x * SPICETOUCH_TOUCH_WIDTH;
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*y_out = SPICETOUCH_TOUCH_Y + xy_in.y * SPICETOUCH_TOUCH_HEIGHT;
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} else {
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// Fullscreen mode, scale to game coords
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*x_out = xy_in.x * ImGui::GetIO().DisplaySize.x;
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*y_out = xy_in.y * ImGui::GetIO().DisplaySize.y;
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}
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}
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}
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