Files
spice2x.github.io/src/spice2x/games/sdvx/sdvx.h
T
bicarus 18421ffbfe touch: make native touch the default for iidx/sdvx/popn (#820)
## 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
2026-07-21 02:15:56 -07:00

46 lines
1.0 KiB
C++

#pragma once
#include <optional>
#include <cstdint>
#include "avs/game.h"
#include "games/game.h"
namespace games::sdvx {
enum SdvxOverlayPosition {
SDVX_OVERLAY_TOP,
SDVX_OVERLAY_MIDDLE,
SDVX_OVERLAY_BOTTOM,
SDVX_OVERLAY_BOTTOM_LEFT,
SDVX_OVERLAY_BOTTOM_RIGHT
};
// settings
extern uint8_t DIGITAL_KNOB_SENS;
extern std::optional<std::string> ASIO_DRIVER;
extern SdvxOverlayPosition OVERLAY_POS;
// states
extern bool SHOW_VM_MONITOR_WARNING;
static inline bool is_valkyrie_model() {
return (
avs::game::is_model("KFC") &&
(avs::game::SPEC[0] == 'G' || avs::game::SPEC[0] == 'H')
);
}
class SDVXGame : public games::Game {
public:
SDVXGame();
virtual void pre_attach() override;
virtual void attach() override;
virtual void post_attach() override;
virtual void detach() override;
private:
void detect_sound_output_device();
};
}