touch: inject mouse and poke into native touch modes (#815)

## 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.
This commit is contained in:
bicarus
2026-07-21 00:04:38 -07:00
committed by GitHub
parent 558e3d0cb3
commit 623e1e3998
20 changed files with 954 additions and 143 deletions
+143
View File
@@ -0,0 +1,143 @@
// enable Windows 8 touch injection types; the functions are loaded dynamically
#define _WIN32_WINNT 0x0602
#include <windows.h>
#include "inject_internal.h"
#include "transform.h"
#include "touch/touch.h"
#include "util/logging.h"
namespace nativetouch::inject {
constexpr UINT CONTACT_TIMER_INTERVAL_MS = 16;
static int mouse_contact_timer_token;
struct PrimaryMouseButton {
UINT down_message;
UINT double_click_message;
UINT up_message;
WPARAM state_mask;
};
// honor the user's swapped-button setting when choosing the primary button
static PrimaryMouseButton get_primary_mouse_button() {
if (GetSystemMetrics(SM_SWAPBUTTON)) {
return { WM_RBUTTONDOWN, WM_RBUTTONDBLCLK, WM_RBUTTONUP, MK_RBUTTON };
}
return { WM_LBUTTONDOWN, WM_LBUTTONDBLCLK, WM_LBUTTONUP, MK_LBUTTON };
}
// use the current physical cursor but reject points outside the subscreen
static bool get_mouse_injection_position(HWND window, POINT *position) {
// queued WM_MOUSEMOVE coordinates can lag behind the cursor; injecting them makes
// Windows move its primary pointer back to stale positions during a drag.
if (!GetCursorPos(position)) {
return false;
}
POINT transformed = *position;
return transform::screen_to_game(window, &transformed);
}
// release the active injected contact and its window capture
static void end_mouse_contact(HWND window) {
if (contact_is_owned_by(ContactOwner::Mouse, window)) {
release_active_contact();
}
}
// begin a contact at the physical cursor position and capture future mouse input
static void begin_mouse_contact(HWND window) {
if (contact_is_active()) {
return;
}
POINT position;
if (!get_mouse_injection_position(window, &position) ||
!begin_contact(ContactOwner::Mouse, window, position, true)) {
return;
}
// keep receiving drag messages after the cursor leaves the client area
SetCapture(window);
const auto timer_id = reinterpret_cast<UINT_PTR>(&mouse_contact_timer_token);
if (SetTimer(window, timer_id, CONTACT_TIMER_INTERVAL_MS, nullptr)) {
set_contact_timer(ContactOwner::Mouse, window, timer_id);
} else {
log_warning("touch::native", "failed to start mouse touch injection timer");
}
}
// update the contact while the primary button remains held
static void move_mouse_contact(
HWND window, WPARAM w_param, WPARAM primary_button_state) {
if (!contact_is_owned_by(ContactOwner::Mouse, window)) {
return;
}
POINT position;
if (!get_mouse_injection_position(window, &position)) {
end_mouse_contact(window);
return;
}
if ((w_param & primary_button_state) == 0) {
end_mouse_contact(window);
return;
}
update_contact(ContactOwner::Mouse, window, position);
}
// emit stationary update frames so Windows keeps the contact alive
static void refresh_mouse_contact(HWND window) {
if (!contact_is_owned_by(ContactOwner::Mouse, window)) {
return;
}
POINT position {};
if (!GetCursorPos(&position)) {
return;
}
POINT transformed = position;
if (!transform::screen_to_game(window, &transformed)) {
end_mouse_contact(window);
return;
}
update_contact(ContactOwner::Mouse, window, position);
}
bool handle_mouse_message(HWND window, UINT message, WPARAM w_param) {
if (message >= WM_MOUSEFIRST && message <= WM_MOUSELAST &&
is_mouse_message_from_touchscreen()) {
return true;
}
if (message == WM_TIMER &&
w_param == reinterpret_cast<UINT_PTR>(&mouse_contact_timer_token)) {
refresh_mouse_contact(window);
return true;
}
const auto primary_button = get_primary_mouse_button();
if (message == primary_button.down_message ||
message == primary_button.double_click_message) {
begin_mouse_contact(window);
} else if (message == WM_MOUSEMOVE) {
move_mouse_contact(window, w_param, primary_button.state_mask);
} else if (message == primary_button.up_message) {
end_mouse_contact(window);
} else if (message == WM_CANCELMODE || message == WM_KILLFOCUS ||
message == WM_CAPTURECHANGED) {
end_mouse_contact(window);
}
return false;
}
}