nost: touch piano mode (#830)
## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change Touch piano mode. Allows piano keys to be played with the touch screen. Since the touch screen is still needed for menu navigation (including during songs) a toggle switch is added so that the user can flip between navigation mode and piano mode. The touch targets are pixel-perfect. Don't let the game's piano animations fool you. ## Testing
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@@ -1,5 +1,6 @@
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#include "nost.h"
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#include "poke.h"
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#include "touch_mode.h"
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#include "hooks/setupapihook.h"
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#include "touch/native/nativetouchhook.h"
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#include "avs/game.h"
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@@ -7,6 +8,7 @@
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namespace games::nost {
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bool ENABLE_POKE = false;
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bool ENABLE_TOUCH_MODE = false;
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NostGame::NostGame() : Game("Nostalgia") {
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}
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@@ -40,6 +42,9 @@ namespace games::nost {
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setupapihook_add(touch_settings);
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nativetouch::hook(avs::game::DLL_INSTANCE);
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if (ENABLE_TOUCH_MODE) {
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touch_mode::enable();
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}
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}
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void NostGame::post_attach() {
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@@ -49,6 +54,9 @@ namespace games::nost {
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}
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void NostGame::detach() {
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if (ENABLE_TOUCH_MODE) {
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touch_mode::disable();
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}
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if (ENABLE_POKE) {
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poke::disable();
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}
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@@ -5,6 +5,7 @@
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namespace games::nost {
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extern bool ENABLE_POKE;
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extern bool ENABLE_TOUCH_MODE;
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class NostGame : public games::Game {
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public:
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@@ -0,0 +1,233 @@
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#include "touch_mode.h"
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#include <atomic>
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#include <mutex>
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#include <unordered_map>
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#include "touch/native/nativetouchhook.h"
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#include "util/logging.h"
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namespace games::nost::touch_mode {
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// native contact positions feed piano input directly. native events reach the game
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// in nav mode and are suppressed in piano mode. mode-button contacts are always
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// suppressed and change that routing after release.
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static constexpr LONG PIANO_LEFT_GAP = 11;
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static constexpr LONG PIANO_RIGHT_GAP = 10;
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static constexpr uint32_t PIANO_KEY_COUNT = 28;
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struct TouchGeometry {
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HWND window = nullptr;
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RECT mode_button {};
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LONG client_width = 0;
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LONG client_height = 0;
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bool valid() const {
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return window != nullptr && client_width > 0 && client_height > 0;
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}
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};
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struct NativeContact {
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POINT position {};
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// position contains game-client coordinates
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bool client_position_valid = false;
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// down began on the mode switch button; remains true through up
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bool mode_button = false;
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};
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static std::atomic_bool accept_events { false };
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static std::atomic<Mode> current_mode_state { Mode::Nav };
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static std::mutex state_mutex;
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static TouchGeometry touch_geometry;
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// native contacts are kept by ID so each contact contributes exactly one position
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static std::unordered_map<DWORD, NativeContact> active_contacts;
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// a hardware button release requests one change after all contacts are released
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static bool mode_change_pending = false;
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static void reset_state_locked() {
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current_mode_state.store(Mode::Nav, std::memory_order_release);
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touch_geometry = {};
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active_contacts.clear();
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mode_change_pending = false;
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}
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// hardware contacts arrive in screen coordinates
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static bool native_touch_in_button(const nativetouch::NativeTouchEvent &event) {
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if (!touch_geometry.valid()) {
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return false;
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}
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POINT position { event.x, event.y };
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if (!ScreenToClient(touch_geometry.window, &position)) {
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return false;
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}
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return PtInRect(&touch_geometry.mode_button, position) != FALSE;
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}
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static bool update_touch_state(const nativetouch::NativeTouchEvent &event) {
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std::lock_guard<std::mutex> lock(state_mutex);
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// first, process down / move events
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if (event.down || event.move) {
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auto contact = active_contacts.try_emplace(event.id).first;
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// keep track of IDs that began as a down on the mode switch button
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if (event.down) {
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contact->second.mode_button = native_touch_in_button(event);
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}
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// check for valid position
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POINT position { event.x, event.y };
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if (touch_geometry.window != nullptr &&
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ScreenToClient(touch_geometry.window, &position)) {
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contact->second.position = position;
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contact->second.client_position_valid = true;
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}
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}
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const auto contact = active_contacts.find(event.id);
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const bool mode_button_contact = contact != active_contacts.end() &&
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contact->second.mode_button;
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// process up events
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if (event.up) {
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active_contacts.erase(event.id);
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// if a contact that began down event on the mode switch button has
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// been released, a mode switch is now pending
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if (mode_button_contact) {
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mode_change_pending = true;
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}
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// apply the change on the final hardware up. switching earlier would
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// split another contact's down and up events across different modes
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if (mode_change_pending && active_contacts.empty()) {
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mode_change_pending = false;
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const auto next_mode = current_mode() == Mode::Nav ? Mode::Piano : Mode::Nav;
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current_mode_state.store(next_mode, std::memory_order_release);
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}
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}
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return mode_button_contact;
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}
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// install the Nostalgia-specific native touch interception
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void enable() {
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if (accept_events.exchange(true, std::memory_order_acq_rel)) {
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return;
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}
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{
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std::lock_guard<std::mutex> lock(state_mutex);
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reset_state_locked();
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}
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nativetouch::set_input_filter(filter_native_touch);
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log_info("nost::touch", "enabled");
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}
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void disable() {
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if (!accept_events.exchange(false, std::memory_order_acq_rel)) {
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return;
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}
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nativetouch::set_input_filter(nullptr);
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std::lock_guard<std::mutex> lock(state_mutex);
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reset_state_locked();
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}
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bool enabled() {
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return accept_events.load(std::memory_order_acquire);
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}
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Mode current_mode() {
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return current_mode_state.load(std::memory_order_acquire);
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}
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// publish the rendered overlay button rectangle in game-client pixels
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void publish_button_bounds(HWND window, const RECT &client_bounds) {
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TouchGeometry next {};
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RECT client_rect {};
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if (window != nullptr && GetClientRect(window, &client_rect) &&
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client_rect.right > 0 && client_rect.bottom > 0) {
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next.window = window;
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next.mode_button = client_bounds;
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next.client_width = client_rect.right;
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next.client_height = client_rect.bottom;
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}
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std::lock_guard<std::mutex> lock(state_mutex);
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touch_geometry = next;
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}
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// return the active 28-key piano bitfield for the PANB input update
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uint32_t piano_key_state() {
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if (!enabled() || current_mode() != Mode::Piano) {
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return 0;
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}
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std::lock_guard<std::mutex> lock(state_mutex);
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if (current_mode() != Mode::Piano || !touch_geometry.valid()) {
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return 0;
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}
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uint32_t state = 0;
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for (const auto &contact : active_contacts) {
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// invalid position or mode-button contact; ignore these contacts
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if (!contact.second.client_position_valid || contact.second.mode_button) {
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continue;
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}
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const auto &position = contact.second.position;
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// outside the client area or on the mode button; ignore these contacts
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if (position.x < 0 || position.x >= touch_geometry.client_width ||
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position.y < 0 || position.y >= touch_geometry.client_height ||
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PtInRect(&touch_geometry.mode_button, position)) {
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continue;
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}
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// divide the inset width evenly; touches in either side gap clamp to
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// the nearest outer key so the physical screen edges remain playable
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const auto piano_width =
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touch_geometry.client_width - PIANO_LEFT_GAP - PIANO_RIGHT_GAP;
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uint32_t key = 0;
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if (position.x >= touch_geometry.client_width - PIANO_RIGHT_GAP) {
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key = PIANO_KEY_COUNT - 1;
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} else if (position.x >= PIANO_LEFT_GAP && piano_width > 0) {
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key = static_cast<uint32_t>(
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(position.x - PIANO_LEFT_GAP) * PIANO_KEY_COUNT / piano_width);
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}
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state |= UINT32_C(1) << key;
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}
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return state;
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}
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// update native contacts and report whether this event should be hidden from the game
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bool filter_native_touch(const nativetouch::NativeTouchEvent &event) {
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// synthetic events are outside this hardware-only feature
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if (!enabled() || event.synthetic) {
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// false leaves the event visible to the game
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return false;
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}
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// snapshot routing before an up event can commit a pending mode switch
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const bool piano_mode_before_update = current_mode() == Mode::Piano;
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// update the contact lifetime and commit any pending switch when safe
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const bool mode_button_contact = update_touch_state(event);
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// hide every event in a contact that began on the mode switch button
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if (mode_button_contact) {
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return true;
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}
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// piano mode consumes hardware events; nav mode forwards them to the game
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return piano_mode_before_update;
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}
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}
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@@ -0,0 +1,27 @@
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#pragma once
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#include <cstdint>
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#include <windows.h>
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#include "touch/native/nativetouchhook.h"
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namespace games::nost::touch_mode {
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// nav mode forwards contacts to the game; piano mode converts them into piano keys
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enum class Mode {
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Nav,
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Piano,
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};
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void enable();
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void disable();
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bool enabled();
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Mode current_mode();
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void publish_button_bounds(HWND window, const RECT &client_bounds);
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uint32_t piano_key_state();
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bool filter_native_touch(const nativetouch::NativeTouchEvent &event);
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}
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