touch: restore wintouchemu, fall back to it when native touch hooks fail (#834)
## Link to GitHub Issue or related Pull Request, if one exists Fixes #833 ## Description of change Last couple PRs - such as #820 #827 #828 - made the native touch hook & touch injection using `InjectTouchInput` the default path, since it performs much more reliably with both real touch screens and mouse (or any other synthetic source). However, user has reported that WINE lacks `InjectTouchInput` which means this won't work. As a fix, revive the old wintouchemu code. Native touch is still the default, but under following circumstances: 1. if `-touchemuforce` is set, or 2. if any of the required Windows touch APIs are unavailable then we fail over from native touch to wintouchemu code. For Linux, condition #2 would be hit during init, and gracefully switch over. Caveat: the poke code for IIDX and Nost will continue to require native touch, I do not want to maintain two paths for this. This means that iidx poke will stop working on Linux, unfortunately. ## Testing Tested on Windows with `-touchemuforce` set. This is mostly reverting Linux code path back to where we were last release, so this should just work with wine.
This commit is contained in:
@@ -11,6 +11,7 @@
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#include "hooks/audio/audio.h"
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#include "hooks/audio/mme.h"
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#include "hooks/graphics/graphics.h"
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#include "misc/wintouchemu.h"
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#include "overlay/overlay.h"
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#include "touch/native/nativetouchhook.h"
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#include "util/cpuutils.h"
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@@ -653,7 +654,13 @@ namespace games::gitadora {
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// monitor/touch hooks (windowed or full screen)
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if (GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
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// enable touch hook for subscreen overlay
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nativetouch::hook(avs::game::DLL_INSTANCE);
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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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#if !SPICE_XP
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@@ -22,6 +22,7 @@
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#include "touch/touch.h"
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#include "touch/native/nativetouchhook.h"
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#include "misc/eamuse.h"
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#include "misc/wintouchemu.h"
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#include "util/detour.h"
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#include "util/deferlog.h"
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#include "util/fileutils.h"
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@@ -40,6 +41,7 @@
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#include "bi2x_hook.h"
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#include "ezusb.h"
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#include "io.h"
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#include "poke.h"
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static decltype(RegCloseKey) *RegCloseKey_orig = nullptr;
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static decltype(RegEnumKeyA) *RegEnumKeyA_orig = nullptr;
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@@ -62,6 +64,8 @@ namespace games::iidx {
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bool TDJ_MODE = false;
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bool FORCE_720P = false;
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bool DISABLE_ESPEC_IO = false;
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bool NATIVE_TOUCH = true;
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bool ENABLE_POKE = false;
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std::optional<std::string> SOUND_OUTPUT_DEVICE = std::nullopt;
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std::optional<std::string> SOUND_OUTPUT_DEVICE_IN_EFFECT = std::nullopt;
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std::optional<std::string> ASIO_DRIVER = std::nullopt;
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@@ -348,7 +352,16 @@ namespace games::iidx {
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// need to hook `avs2-core.dll` so AVS win32fs operations go through rom hook
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devicehook_init(avs::core::DLL_INSTANCE);
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nativetouch::hook(avs::game::DLL_INSTANCE);
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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) {
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wintouchemu::FORCE = true;
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wintouchemu::INJECT_MOUSE_AS_WM_TOUCH = true;
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wintouchemu::hook_title_ends(
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"beatmania IIDX",
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"main",
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avs::game::DLL_INSTANCE);
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}
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}
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// insert BI2X hooks
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@@ -525,6 +538,12 @@ namespace games::iidx {
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}
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}
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void IIDXGame::post_attach() {
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if (ENABLE_POKE) {
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poke::enable();
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}
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}
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void IIDXGame::detach() {
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Game::detach();
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@@ -28,6 +28,8 @@ namespace games::iidx {
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extern bool TDJ_MODE;
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extern bool FORCE_720P;
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extern bool DISABLE_ESPEC_IO;
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extern bool NATIVE_TOUCH;
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extern bool ENABLE_POKE;
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extern std::optional<std::string> SOUND_OUTPUT_DEVICE;
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extern std::optional<std::string> ASIO_DRIVER;
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extern uint8_t DIGITAL_TT_SENS;
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@@ -52,6 +54,7 @@ namespace games::iidx {
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virtual void attach() override;
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virtual void pre_attach() override;
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virtual void post_attach() override;
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virtual void detach() override;
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private:
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@@ -4,6 +4,7 @@
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#include "windows.h"
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#include "games/io.h"
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#include "games/iidx/iidx.h"
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#include "hooks/graphics/graphics.h"
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#include "launcher/shutdown.h"
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#include "misc/eamuse.h"
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@@ -116,6 +117,11 @@ namespace games::iidx::poke {
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if (THREAD)
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return;
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if (!games::iidx::NATIVE_TOUCH) {
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log_warning("poke", "keypad touch emulation requires native touch; disabled");
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return;
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}
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// create new thread
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THREAD_RUNNING = true;
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THREAD = new std::thread([] {
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@@ -2,6 +2,7 @@
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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 "misc/wintouchemu.h"
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#include "touch/native/nativetouchhook.h"
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#include "avs/game.h"
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@@ -41,9 +42,15 @@ namespace games::nost {
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setupapihook_init(avs::game::DLL_INSTANCE);
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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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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::hook("nostalgia", avs::game::DLL_INSTANCE, 20);
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} else {
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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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}
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@@ -9,6 +9,7 @@
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#include "rawinput/rawinput.h"
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#include "misc/eamuse.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/logging.h"
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#include "util/precise_timer.h"
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@@ -59,6 +60,11 @@ namespace games::nost::poke {
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return;
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}
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if (!nativetouch::is_hooked()) {
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log_warning("poke", "Nostalgia poke requires native touch; disabled");
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return;
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}
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// create new thread
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THREAD_RUNNING = true;
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THREAD = new std::thread([] {
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@@ -16,6 +16,7 @@
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#include "launcher/launcher.h"
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#include "launcher/logger.h"
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#include "misc/eamuse.h"
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#include "misc/wintouchemu.h"
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#include "util/sysutils.h"
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#include "io.h"
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#include "util/deferlog.h"
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@@ -24,6 +25,7 @@
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namespace games::popn {
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bool SHOW_PIKA_MONITOR_WARNING = false;
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bool NATIVE_TOUCH = true;
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#if SPICE64 && !SPICE_XP
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@@ -713,7 +715,18 @@ namespace games::popn {
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// 00000100 0000000B 00000001 (button 9)
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// set third column to 0 and it will work with BIO2
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nativetouch::hook(avs::game::DLL_INSTANCE);
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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) {
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wintouchemu::FORCE = true;
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if (!GRAPHICS_WINDOWED || GRAPHICS_PREVENT_SECONDARY_WINDOWS) {
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wintouchemu::INJECT_MOUSE_AS_WM_TOUCH = true;
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wintouchemu::hook_title_ends(
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"",
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"Main Screen",
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avs::game::DLL_INSTANCE);
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}
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}
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sysutils::hook_EnumDisplayDevicesA();
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@@ -22,6 +22,7 @@ namespace games::popn {
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#endif
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extern bool SHOW_PIKA_MONITOR_WARNING;
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extern bool NATIVE_TOUCH;
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class POPNGame : public games::Game {
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public:
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@@ -26,6 +26,7 @@
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#include "util/libutils.h"
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#include "util/sysutils.h"
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#include "misc/eamuse.h"
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#include "misc/wintouchemu.h"
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#include "touch/native/nativetouchhook.h"
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#include "bi2x_hook.h"
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#include "camera.h"
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@@ -453,7 +454,18 @@ namespace games::sdvx {
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}
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if (is_valkyrie_model()) {
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nativetouch::hook(avs::game::DLL_INSTANCE);
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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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if (!GRAPHICS_WINDOWED) {
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wintouchemu::INJECT_MOUSE_AS_WM_TOUCH = true;
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wintouchemu::hook_title_ends(
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"SOUND VOLTEX",
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"Main Screen",
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avs::game::DLL_INSTANCE);
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}
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}
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// insert BI2X hooks
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bi2x_hook_init();
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