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
This commit is contained in:
bicarus
2026-08-16 01:43:20 -07:00
committed by GitHub
parent f5888609a8
commit a2e508208c
10 changed files with 112 additions and 25 deletions
+5
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@@ -13,6 +13,7 @@
#include "touch/native/inject.h"
#include "touch/native/nativetouchhook.h"
#include "util/utils.h"
#include "games/gitadora/gitadora.h"
#include "games/iidx/iidx.h"
using namespace std::placeholders;
@@ -69,6 +70,10 @@ namespace api::modules {
// pop'n music API touch surface
native_canvas_w = 1280;
native_canvas_h = 800;
} else if (games::gitadora::is_arena_model()) {
// GITADORA arena SMALL subscreen, either in its own window or in the overlay
native_canvas_w = games::gitadora::ARENA_SUBSCREEN_WIDTH;
native_canvas_h = games::gitadora::ARENA_SUBSCREEN_HEIGHT;
}
functions["read"] = std::bind(&Touch::read, this, _1, _2);
+7 -7
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@@ -41,6 +41,7 @@ namespace games::gitadora {
bool ARENA_TWO_HEAD_EXCLUSIVE = false;
std::optional<std::string> ASIO_DRIVER = std::nullopt;
bool ALLOW_REALTEK_AUDIO = false;
bool NATIVE_TOUCH = false;
/*
* Prevent GitaDora from creating folders on F drive
@@ -809,18 +810,17 @@ namespace games::gitadora {
hooks::audio::INJECT_FAKE_REALTEK_AUDIO = true;
}
// Single-window mode needs touch injection for its overlay. Two-head fullscreen
// mode uses the real SMALL output, so it only needs the display-topology shim.
if (GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
// enable touch hook for subscreen overlay
const auto native_touch_ready = !wintouchemu::FORCE &&
// touch injection drives mouse-as-touch and API touch for the subscreen,
// no matter whether it is drawn by the overlay (single-window mode) or by
// the dedicated SMALL window
NATIVE_TOUCH = !wintouchemu::FORCE &&
nativetouch::hook(avs::game::DLL_INSTANCE);
if (!native_touch_ready) {
if (!NATIVE_TOUCH && GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
// the legacy fallback can only feed the subscreen overlay
wintouchemu::FORCE = true;
wintouchemu::INJECT_MOUSE_AS_WM_TOUCH = true;
wintouchemu::hook("GITADORA", avs::game::DLL_INSTANCE);
}
}
#if !SPICE_XP
+5
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@@ -23,6 +23,11 @@ namespace games::gitadora {
extern bool ARENA_TWO_HEAD_EXCLUSIVE;
extern std::optional<std::string> ASIO_DRIVER;
extern bool ALLOW_REALTEK_AUDIO;
extern bool NATIVE_TOUCH;
// arena SMALL subscreen (touch panel) resolution
static constexpr int ARENA_SUBSCREEN_WIDTH = 800;
static constexpr int ARENA_SUBSCREEN_HEIGHT = 1280;
class GitaDoraGame : public games::Game {
public:
@@ -1520,6 +1520,10 @@ void graphics_d3d9_on_present(
graphics_d3d9_process_screenshot(device, wrapped_device);
}
// API capture always includes the overlay; it must run before the subscreen present
// below, which leaves the arena SMALL back buffer black
graphics_d3d9_process_capture(device, wrapped_device);
// for IIDX TDJ / SDVX UFC, handle subscreen
const bool is_vm = games::sdvx::is_valkyrie_model();
const bool is_tdj = avs::game::is_model("LDJ") && games::iidx::TDJ_MODE;
@@ -1533,9 +1537,6 @@ void graphics_d3d9_on_present(
if (is_mfc) {
wintouchemu::update();
}
// API capture always includes the overlay
graphics_d3d9_process_capture(device, wrapped_device);
}
void update_backbuffer_dimensions(D3DPRESENT_PARAMETERS *params) {
@@ -4,10 +4,12 @@
#include <d3d9.h>
#include "games/gitadora/gitadora.h"
inline constexpr UINT GFDM_SIDE_WIDTH = 1080;
inline constexpr UINT GFDM_SIDE_HEIGHT = 1920;
inline constexpr UINT GFDM_SMALL_WIDTH = 800;
inline constexpr UINT GFDM_SMALL_HEIGHT = 1280;
inline constexpr UINT GFDM_SMALL_WIDTH = games::gitadora::ARENA_SUBSCREEN_WIDTH;
inline constexpr UINT GFDM_SMALL_HEIGHT = games::gitadora::ARENA_SUBSCREEN_HEIGHT;
inline constexpr UINT GFDM_LOGICAL_HEAD_COUNT = 4;
inline constexpr UINT GFDM_NATIVE_SMALL_SWAPCHAIN = 1;
+21 -1
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@@ -33,6 +33,7 @@
#include "util/utils.h"
#include "misc/wintouchemu.h"
#include "touch/native/inject.h"
#include "touch/native/nativetouchhook.h"
#include "util/time.h"
#include "rawinput/rawinput.h"
@@ -216,6 +217,18 @@ static void gitadora_remember_window(HWND hWnd, const std::string &window_name)
} else if (window_name == "SMALL") {
GFDM_SUBSCREEN_WINDOW = hWnd;
}
// touch belongs to the SMALL panel when it exists, otherwise to the main window
// that draws the subscreen overlay
const bool hosts_touch = window_name == "SMALL" ||
(window_name == "GITADORA" && !graphics_gitadora_has_dedicated_subscreen());
if (nativetouch::is_hooked() && hWnd != nullptr && hosts_touch) {
nativetouch::inject::set_preferred_injection_window(hWnd);
}
}
bool graphics_gitadora_has_dedicated_subscreen() {
return GFDM_SUBSCREEN_WINDOW != nullptr;
}
bool graphics_gitadora_prepare_two_head_device_window(
@@ -731,6 +744,11 @@ static HWND WINAPI CreateWindowExA_hook(DWORD dwExStyle, LPCSTR lpClassName, LPC
if (GRAPHICS_WINDOWED && !GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
graphics_hook_subscreen_window(GFDM_SUBSCREEN_WINDOW);
}
// the dedicated SMALL window is the touch panel; mouse and API touch target it
if (nativetouch::is_hooked() && result != nullptr) {
nativetouch::inject::register_and_attach_window(result);
}
}
if (is_gfdm_window && GRAPHICS_WINDOWED && !GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
gitadora_force_window_style(result);
@@ -1320,7 +1338,9 @@ void graphics_hook_window(HWND hWnd, D3DPRESENT_PARAMETERS *pPresentationParamet
const bool native_touch_overlay =
(games::iidx::NATIVE_TOUCH && games::iidx::TDJ_MODE && !GRAPHICS_IIDX_WSUB) ||
(games::popn::NATIVE_TOUCH &&
games::popn::is_pikapika_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS);
games::popn::is_pikapika_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS) ||
(games::gitadora::NATIVE_TOUCH &&
games::gitadora::is_arena_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS);
if (native_touch_overlay) {
nativetouch::inject::register_and_attach_window(hWnd);
}
+1
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@@ -121,6 +121,7 @@ extern bool D3D9_DEVICE_HOOK_DISABLE;
void graphics_init();
void graphics_hook_window(HWND hWnd, D3DPRESENT_PARAMETERS *pPresentationParameters);
bool graphics_gitadora_has_dedicated_subscreen();
// The native GITADORA two-head D3D9 group uses the game's named SMALL
// device window for the native physical SMALL head. The game requests
// D3DCREATE_NOWINDOWCHANGES, so this host must be made borderless and sized
+38 -3
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@@ -123,6 +123,30 @@ namespace nativetouch::inject {
// asks the touch window thread to send an UPDATE when the game loop runs elsewhere
static UINT contact_refresh_message;
// the window that shows the touch surface; contacts can be registered from any thread,
// so this is published by the graphics window hooks rather than derived from the globals
static std::atomic<HWND> preferred_injection_window { nullptr };
void set_preferred_injection_window(HWND window) {
preferred_injection_window.store(window, std::memory_order_release);
}
// a game that publishes its touch surface needs injection only on that window
static bool is_published_touch_window(HWND window) {
const auto preferred = preferred_injection_window.load(std::memory_order_acquire);
return preferred == nullptr || window == preferred;
}
// games can register several windows for touch; keep synthetic contacts on the one
// that actually shows the touch surface
static bool is_preferred_injection_window(HWND window) {
if (GRAPHICS_IIDX_WSUB) {
return window == TDJ_SUBSCREEN_WINDOW;
}
return is_published_touch_window(window);
}
// submit one synthetic contact frame to Windows touch injection
static bool inject_touch_frame(
POINT position, POINTER_FLAGS pointer_flags, bool retry_if_not_ready = false) {
@@ -325,11 +349,22 @@ namespace nativetouch::inject {
if (contact_state.input_window == window) {
release_active_contact();
}
HWND expected_window = window;
injection_window.compare_exchange_strong(
expected_window, nullptr, std::memory_order_acq_rel);
HWND expected_preferred_window = window;
preferred_injection_window.compare_exchange_strong(
expected_preferred_window, nullptr, std::memory_order_acq_rel);
if (GRAPHICS_IIDX_WSUB) {
HWND expected_delivery_window = window;
touch_delivery_window.compare_exchange_strong(
expected_delivery_window, nullptr, std::memory_order_acq_rel);
}
contact_refresh_pending.store(false, std::memory_order_release);
touch_delivery_window.store(nullptr, std::memory_order_release);
RemoveWindowSubclass(window, touch_window_subclass_proc, subclass_id);
}
@@ -370,7 +405,7 @@ namespace nativetouch::inject {
}
// publish the UI-thread target for synthetic touch requests
if (!GRAPHICS_IIDX_WSUB || window == TDJ_SUBSCREEN_WINDOW) {
if (is_preferred_injection_window(window)) {
injection_window.store(window, std::memory_order_release);
}
log_misc(
@@ -403,7 +438,7 @@ namespace nativetouch::inject {
// call original
const auto result = RegisterTouchWindow_orig(window, flags);
if (result) {
if (result && is_published_touch_window(window)) {
// attach but don't register for touch messages
// (we're already in the middle of RegisterTouchWindow as a result
// of the game calling it)
+1
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@@ -7,6 +7,7 @@ struct tagTOUCHINPUT;
namespace nativetouch::inject {
void attach_window(HWND window);
void register_and_attach_window(HWND window);
void set_preferred_injection_window(HWND window);
bool hook_available(HMODULE module);
bool hook(HMODULE module);
bool inject_synthetic_touch(POINT position, bool down);
+22 -5
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@@ -38,6 +38,11 @@ namespace nativetouch::transform {
window == TDJ_SUBSCREEN_WINDOW;
}
// mouse-as-touch only applies while the cursor is over the target window
static bool is_cursor_over_window(HWND window, POINT position) {
return screen_to_game_client(window, &position);
}
// convert game touch coordinates to Windows desktop coordinates
bool game_to_screen(HWND window, POINT *position) {
if (settings::SYNTHETIC_TOUCH_USES_CLIENT_COORDINATES) {
@@ -66,7 +71,13 @@ namespace nativetouch::transform {
return ClientToScreen(window, position) != FALSE;
}
static bool has_active_overlay_transform() {
static bool overlay_owns_touch_input() {
// the arena SMALL window is the touch surface whenever it exists, so the
// subscreen overlay must not claim touch input in those window modes
if (graphics_gitadora_has_dedicated_subscreen()) {
return false;
}
return overlay::OVERLAY != nullptr &&
overlay::OVERLAY->get_active() &&
overlay::OVERLAY->has_subscreen_touch_transform();
@@ -132,7 +143,7 @@ namespace nativetouch::transform {
// check if subscreen overlay is active and can transform the touch point;
// if not, the touch point is valid as-is
if (!has_active_overlay_transform()) {
if (!overlay_owns_touch_input()) {
return true;
}
@@ -149,8 +160,14 @@ namespace nativetouch::transform {
// exception: sdvx windowed subscreen does not use the subscreen overlay transform
if (GRAPHICS_WINDOWED && window == SDVX_SUBSCREEN_WINDOW) {
POINT client_position = *position;
return screen_to_game_client(window, &client_position);
return is_cursor_over_window(window, *position);
}
// exception: the arena SMALL window is the touch panel, so accept the mouse there
// (and only there) with the coordinates a real contact on it would produce
if (graphics_gitadora_has_dedicated_subscreen()) {
return window == GFDM_SUBSCREEN_WINDOW &&
is_cursor_over_window(window, *position);
}
// if this game has a subscreen overlay that can transform touch input
@@ -168,7 +185,7 @@ namespace nativetouch::transform {
// route hardware screen coordinates through dedicated or overlay mapping and report the result
Result hardware_to_game(POINT *position) {
const auto dedicated_subscreen = is_tdj_dedicated_subscreen(TDJ_SUBSCREEN_WINDOW);
const auto active_overlay = has_active_overlay_transform();
const auto active_overlay = overlay_owns_touch_input();
// special case for SDVX landscape mode
if (!dedicated_subscreen && !active_overlay &&