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:
bicarus
2026-07-26 04:29:45 -07:00
committed by GitHub
parent 64600826b7
commit bd2fbfcb67
20 changed files with 435 additions and 56 deletions
+25 -3
View File
@@ -28,6 +28,7 @@
#include "util/logging.h"
#include "util/fileutils.h"
#include "util/utils.h"
#include "misc/wintouchemu.h"
#include "touch/native/inject.h"
#include "util/time.h"
#include "rawinput/rawinput.h"
@@ -307,6 +308,22 @@ static LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM l
}
}
if (wintouchemu::INJECT_MOUSE_AS_WM_TOUCH) {
// drop mouse inputs since only wintouches should be used
switch (uMsg) {
case WM_MOUSEMOVE:
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
case WM_MBUTTONDOWN:
case WM_MBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
case WM_XBUTTONDOWN:
case WM_XBUTTONUP:
return true;
}
}
// window resize
graphics_windowed_wndproc(hWnd, uMsg, wParam, lParam);
@@ -786,7 +803,11 @@ static BOOL WINAPI MoveWindow_hook(HWND hWnd, int X, int Y, int nWidth, int nHei
nWidth = rect.right - rect.left;
nHeight = rect.bottom - rect.top;
nativetouch::inject::register_and_attach_window(TDJ_SUBSCREEN_WINDOW);
if (games::iidx::NATIVE_TOUCH) {
nativetouch::inject::register_and_attach_window(TDJ_SUBSCREEN_WINDOW);
} else {
touch_attach_wnd(TDJ_SUBSCREEN_WINDOW);
}
} else {
// Existing behaviour: suppress subscreen window and prompt user to use overlay instead
log_info(
@@ -1160,8 +1181,9 @@ void graphics_hook_window(HWND hWnd, D3DPRESENT_PARAMETERS *pPresentationParamet
SetWindowLongPtrA(hWnd, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(WindowProc));
const bool native_touch_overlay =
(games::iidx::TDJ_MODE && !GRAPHICS_IIDX_WSUB) ||
(games::popn::is_pikapika_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS);
(games::iidx::NATIVE_TOUCH && games::iidx::TDJ_MODE && !GRAPHICS_IIDX_WSUB) ||
(games::popn::NATIVE_TOUCH &&
games::popn::is_pikapika_model() && GRAPHICS_PREVENT_SECONDARY_WINDOWS);
if (native_touch_overlay) {
nativetouch::inject::register_and_attach_window(hWnd);
}