gitadora: fix synthetic touch (mouse and api) (#867)
## Link to GitHub Issue or related Pull Request, if one exists #0 ## Description of change Fix mouse and touch API handling for gitadora. * hook native touch in every arena window mode (previously only using wintouchemu for 1 windowed mode) * publish the touch window (SMALL panel, or the main window drawing the overlay) and only attach injection there * route touch on the SMALL window straight through instead of the overlay transform, and accept the mouse only there * fix spiceapi by forcing 800x1280 touch canvas size * run API capture before the subscreen present to fix api not showing sub image ## Testing Test: gitadora 1/2/4 windowed mode, fullscreen iidx /sdvx / popn windowed/fullscreen for regressions
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@@ -13,6 +13,7 @@
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#include "touch/native/inject.h"
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#include "touch/native/nativetouchhook.h"
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#include "util/utils.h"
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#include "games/gitadora/gitadora.h"
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#include "games/iidx/iidx.h"
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using namespace std::placeholders;
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@@ -69,6 +70,10 @@ namespace api::modules {
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// pop'n music API touch surface
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native_canvas_w = 1280;
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native_canvas_h = 800;
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} else if (games::gitadora::is_arena_model()) {
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// GITADORA arena SMALL subscreen, either in its own window or in the overlay
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native_canvas_w = games::gitadora::ARENA_SUBSCREEN_WIDTH;
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native_canvas_h = games::gitadora::ARENA_SUBSCREEN_HEIGHT;
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}
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functions["read"] = std::bind(&Touch::read, this, _1, _2);
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@@ -41,6 +41,7 @@ namespace games::gitadora {
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bool ARENA_TWO_HEAD_EXCLUSIVE = false;
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std::optional<std::string> ASIO_DRIVER = std::nullopt;
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bool ALLOW_REALTEK_AUDIO = false;
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bool NATIVE_TOUCH = false;
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/*
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* Prevent GitaDora from creating folders on F drive
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@@ -809,17 +810,16 @@ namespace games::gitadora {
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hooks::audio::INJECT_FAKE_REALTEK_AUDIO = true;
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}
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// Single-window mode needs touch injection for its overlay. Two-head fullscreen
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// mode uses the real SMALL output, so it only needs the display-topology shim.
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if (GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
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// enable touch hook for subscreen overlay
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const auto native_touch_ready = !wintouchemu::FORCE &&
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nativetouch::hook(avs::game::DLL_INSTANCE);
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if (!native_touch_ready) {
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wintouchemu::FORCE = true;
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wintouchemu::INJECT_MOUSE_AS_WM_TOUCH = true;
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wintouchemu::hook("GITADORA", avs::game::DLL_INSTANCE);
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}
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// touch injection drives mouse-as-touch and API touch for the subscreen,
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// no matter whether it is drawn by the overlay (single-window mode) or by
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// the dedicated SMALL window
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NATIVE_TOUCH = !wintouchemu::FORCE &&
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nativetouch::hook(avs::game::DLL_INSTANCE);
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if (!NATIVE_TOUCH && GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
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// the legacy fallback can only feed the subscreen overlay
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wintouchemu::FORCE = true;
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wintouchemu::INJECT_MOUSE_AS_WM_TOUCH = true;
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wintouchemu::hook("GITADORA", avs::game::DLL_INSTANCE);
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}
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#if !SPICE_XP
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@@ -23,6 +23,11 @@ namespace games::gitadora {
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extern bool ARENA_TWO_HEAD_EXCLUSIVE;
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extern std::optional<std::string> ASIO_DRIVER;
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extern bool ALLOW_REALTEK_AUDIO;
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extern bool NATIVE_TOUCH;
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// arena SMALL subscreen (touch panel) resolution
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static constexpr int ARENA_SUBSCREEN_WIDTH = 800;
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static constexpr int ARENA_SUBSCREEN_HEIGHT = 1280;
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class GitaDoraGame : public games::Game {
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public:
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@@ -1520,6 +1520,10 @@ void graphics_d3d9_on_present(
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graphics_d3d9_process_screenshot(device, wrapped_device);
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}
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// API capture always includes the overlay; it must run before the subscreen present
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// below, which leaves the arena SMALL back buffer black
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graphics_d3d9_process_capture(device, wrapped_device);
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// for IIDX TDJ / SDVX UFC, handle subscreen
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const bool is_vm = games::sdvx::is_valkyrie_model();
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const bool is_tdj = avs::game::is_model("LDJ") && games::iidx::TDJ_MODE;
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@@ -1533,9 +1537,6 @@ void graphics_d3d9_on_present(
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if (is_mfc) {
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wintouchemu::update();
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}
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// API capture always includes the overlay
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graphics_d3d9_process_capture(device, wrapped_device);
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}
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void update_backbuffer_dimensions(D3DPRESENT_PARAMETERS *params) {
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@@ -4,10 +4,12 @@
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#include <d3d9.h>
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#include "games/gitadora/gitadora.h"
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inline constexpr UINT GFDM_SIDE_WIDTH = 1080;
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inline constexpr UINT GFDM_SIDE_HEIGHT = 1920;
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inline constexpr UINT GFDM_SMALL_WIDTH = 800;
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inline constexpr UINT GFDM_SMALL_HEIGHT = 1280;
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inline constexpr UINT GFDM_SMALL_WIDTH = games::gitadora::ARENA_SUBSCREEN_WIDTH;
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inline constexpr UINT GFDM_SMALL_HEIGHT = games::gitadora::ARENA_SUBSCREEN_HEIGHT;
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inline constexpr UINT GFDM_LOGICAL_HEAD_COUNT = 4;
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inline constexpr UINT GFDM_NATIVE_SMALL_SWAPCHAIN = 1;
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@@ -33,6 +33,7 @@
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#include "util/utils.h"
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#include "misc/wintouchemu.h"
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#include "touch/native/inject.h"
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#include "touch/native/nativetouchhook.h"
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#include "util/time.h"
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#include "rawinput/rawinput.h"
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@@ -216,6 +217,18 @@ static void gitadora_remember_window(HWND hWnd, const std::string &window_name)
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} else if (window_name == "SMALL") {
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GFDM_SUBSCREEN_WINDOW = hWnd;
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}
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// touch belongs to the SMALL panel when it exists, otherwise to the main window
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// that draws the subscreen overlay
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const bool hosts_touch = window_name == "SMALL" ||
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(window_name == "GITADORA" && !graphics_gitadora_has_dedicated_subscreen());
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if (nativetouch::is_hooked() && hWnd != nullptr && hosts_touch) {
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nativetouch::inject::set_preferred_injection_window(hWnd);
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}
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}
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bool graphics_gitadora_has_dedicated_subscreen() {
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return GFDM_SUBSCREEN_WINDOW != nullptr;
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}
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bool graphics_gitadora_prepare_two_head_device_window(
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@@ -731,6 +744,11 @@ static HWND WINAPI CreateWindowExA_hook(DWORD dwExStyle, LPCSTR lpClassName, LPC
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if (GRAPHICS_WINDOWED && !GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
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graphics_hook_subscreen_window(GFDM_SUBSCREEN_WINDOW);
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}
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// the dedicated SMALL window is the touch panel; mouse and API touch target it
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if (nativetouch::is_hooked() && result != nullptr) {
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nativetouch::inject::register_and_attach_window(result);
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}
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}
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if (is_gfdm_window && GRAPHICS_WINDOWED && !GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
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gitadora_force_window_style(result);
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@@ -1320,7 +1338,9 @@ void graphics_hook_window(HWND hWnd, D3DPRESENT_PARAMETERS *pPresentationParamet
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const bool native_touch_overlay =
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(games::iidx::NATIVE_TOUCH && games::iidx::TDJ_MODE && !GRAPHICS_IIDX_WSUB) ||
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(games::popn::NATIVE_TOUCH &&
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games::popn::is_pikapika_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS);
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games::popn::is_pikapika_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS) ||
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(games::gitadora::NATIVE_TOUCH &&
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games::gitadora::is_arena_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS);
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if (native_touch_overlay) {
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nativetouch::inject::register_and_attach_window(hWnd);
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}
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@@ -121,6 +121,7 @@ extern bool D3D9_DEVICE_HOOK_DISABLE;
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void graphics_init();
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void graphics_hook_window(HWND hWnd, D3DPRESENT_PARAMETERS *pPresentationParameters);
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bool graphics_gitadora_has_dedicated_subscreen();
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// The native GITADORA two-head D3D9 group uses the game's named SMALL
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// device window for the native physical SMALL head. The game requests
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// D3DCREATE_NOWINDOWCHANGES, so this host must be made borderless and sized
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@@ -123,6 +123,30 @@ namespace nativetouch::inject {
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// asks the touch window thread to send an UPDATE when the game loop runs elsewhere
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static UINT contact_refresh_message;
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// the window that shows the touch surface; contacts can be registered from any thread,
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// so this is published by the graphics window hooks rather than derived from the globals
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static std::atomic<HWND> preferred_injection_window { nullptr };
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void set_preferred_injection_window(HWND window) {
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preferred_injection_window.store(window, std::memory_order_release);
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}
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// a game that publishes its touch surface needs injection only on that window
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static bool is_published_touch_window(HWND window) {
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const auto preferred = preferred_injection_window.load(std::memory_order_acquire);
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return preferred == nullptr || window == preferred;
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}
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// games can register several windows for touch; keep synthetic contacts on the one
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// that actually shows the touch surface
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static bool is_preferred_injection_window(HWND window) {
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if (GRAPHICS_IIDX_WSUB) {
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return window == TDJ_SUBSCREEN_WINDOW;
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}
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return is_published_touch_window(window);
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}
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// submit one synthetic contact frame to Windows touch injection
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static bool inject_touch_frame(
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POINT position, POINTER_FLAGS pointer_flags, bool retry_if_not_ready = false) {
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@@ -325,11 +349,22 @@ namespace nativetouch::inject {
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if (contact_state.input_window == window) {
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release_active_contact();
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}
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HWND expected_window = window;
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injection_window.compare_exchange_strong(
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expected_window, nullptr, std::memory_order_acq_rel);
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HWND expected_preferred_window = window;
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preferred_injection_window.compare_exchange_strong(
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expected_preferred_window, nullptr, std::memory_order_acq_rel);
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if (GRAPHICS_IIDX_WSUB) {
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HWND expected_delivery_window = window;
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touch_delivery_window.compare_exchange_strong(
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expected_delivery_window, nullptr, std::memory_order_acq_rel);
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}
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contact_refresh_pending.store(false, std::memory_order_release);
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touch_delivery_window.store(nullptr, std::memory_order_release);
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RemoveWindowSubclass(window, touch_window_subclass_proc, subclass_id);
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}
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@@ -370,7 +405,7 @@ namespace nativetouch::inject {
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}
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// publish the UI-thread target for synthetic touch requests
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if (!GRAPHICS_IIDX_WSUB || window == TDJ_SUBSCREEN_WINDOW) {
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if (is_preferred_injection_window(window)) {
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injection_window.store(window, std::memory_order_release);
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}
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log_misc(
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@@ -403,7 +438,7 @@ namespace nativetouch::inject {
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// call original
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const auto result = RegisterTouchWindow_orig(window, flags);
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if (result) {
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if (result && is_published_touch_window(window)) {
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// attach but don't register for touch messages
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// (we're already in the middle of RegisterTouchWindow as a result
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// of the game calling it)
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@@ -7,6 +7,7 @@ struct tagTOUCHINPUT;
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namespace nativetouch::inject {
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void attach_window(HWND window);
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void register_and_attach_window(HWND window);
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void set_preferred_injection_window(HWND window);
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bool hook_available(HMODULE module);
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bool hook(HMODULE module);
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bool inject_synthetic_touch(POINT position, bool down);
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@@ -38,6 +38,11 @@ namespace nativetouch::transform {
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window == TDJ_SUBSCREEN_WINDOW;
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}
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// mouse-as-touch only applies while the cursor is over the target window
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static bool is_cursor_over_window(HWND window, POINT position) {
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return screen_to_game_client(window, &position);
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}
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// convert game touch coordinates to Windows desktop coordinates
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bool game_to_screen(HWND window, POINT *position) {
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if (settings::SYNTHETIC_TOUCH_USES_CLIENT_COORDINATES) {
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@@ -66,7 +71,13 @@ namespace nativetouch::transform {
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return ClientToScreen(window, position) != FALSE;
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}
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static bool has_active_overlay_transform() {
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static bool overlay_owns_touch_input() {
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// the arena SMALL window is the touch surface whenever it exists, so the
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// subscreen overlay must not claim touch input in those window modes
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if (graphics_gitadora_has_dedicated_subscreen()) {
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return false;
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}
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return overlay::OVERLAY != nullptr &&
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overlay::OVERLAY->get_active() &&
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overlay::OVERLAY->has_subscreen_touch_transform();
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@@ -132,7 +143,7 @@ namespace nativetouch::transform {
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// check if subscreen overlay is active and can transform the touch point;
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// if not, the touch point is valid as-is
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if (!has_active_overlay_transform()) {
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if (!overlay_owns_touch_input()) {
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return true;
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}
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@@ -149,8 +160,14 @@ namespace nativetouch::transform {
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// exception: sdvx windowed subscreen does not use the subscreen overlay transform
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if (GRAPHICS_WINDOWED && window == SDVX_SUBSCREEN_WINDOW) {
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POINT client_position = *position;
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return screen_to_game_client(window, &client_position);
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return is_cursor_over_window(window, *position);
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}
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// exception: the arena SMALL window is the touch panel, so accept the mouse there
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// (and only there) with the coordinates a real contact on it would produce
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if (graphics_gitadora_has_dedicated_subscreen()) {
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return window == GFDM_SUBSCREEN_WINDOW &&
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is_cursor_over_window(window, *position);
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}
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// if this game has a subscreen overlay that can transform touch input
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@@ -168,7 +185,7 @@ namespace nativetouch::transform {
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// route hardware screen coordinates through dedicated or overlay mapping and report the result
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Result hardware_to_game(POINT *position) {
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const auto dedicated_subscreen = is_tdj_dedicated_subscreen(TDJ_SUBSCREEN_WINDOW);
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const auto active_overlay = has_active_overlay_transform();
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const auto active_overlay = overlay_owns_touch_input();
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// special case for SDVX landscape mode
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if (!dedicated_subscreen && !active_overlay &&
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