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18421ffbfe
## 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
46 lines
1.0 KiB
C++
46 lines
1.0 KiB
C++
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#pragma once
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#include <optional>
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#include <cstdint>
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#include "avs/game.h"
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#include "games/game.h"
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namespace games::sdvx {
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enum SdvxOverlayPosition {
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SDVX_OVERLAY_TOP,
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SDVX_OVERLAY_MIDDLE,
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SDVX_OVERLAY_BOTTOM,
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SDVX_OVERLAY_BOTTOM_LEFT,
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SDVX_OVERLAY_BOTTOM_RIGHT
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};
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// settings
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extern uint8_t DIGITAL_KNOB_SENS;
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extern std::optional<std::string> ASIO_DRIVER;
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extern SdvxOverlayPosition OVERLAY_POS;
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// states
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extern bool SHOW_VM_MONITOR_WARNING;
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static inline bool is_valkyrie_model() {
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return (
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avs::game::is_model("KFC") &&
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(avs::game::SPEC[0] == 'G' || avs::game::SPEC[0] == 'H')
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);
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}
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class SDVXGame : public games::Game {
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public:
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SDVXGame();
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virtual void pre_attach() override;
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virtual void attach() override;
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virtual void post_attach() override;
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virtual void detach() override;
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private:
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void detect_sound_output_device();
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};
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}
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