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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@@ -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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