sdvx: fix api touch and -sdvxnosub sub window (#868)
## Link to GitHub Issue or related Pull Request, if one exists Related: #859 and #862. ## Description of change Three SDVX (Valkyrie model) fixes: * **API touch went to the wrong window.** SDVX registers touch on both its Main Screen and Sub Screen windows, and the native injector kept whichever attached last. The touch surface is now published explicitly: sub screen window when windowed, main window in fullscreen. * **Landscape never rotated API coordinates.** Synthetic contacts bypass `transform::hardware_to_game`, so they missed the rotation a real finger gets. Applied before injection now, as portrait already did. Extracted to `sdvx_landscape_rotate` so both paths share it; gated on the native path since `wintouchemu` rotates via the subscreen overlay instead. * **`-sdvxnosub` didn't hide the sub window in fullscreen.** `ShowWindow_hook` had branches for GITADORA, pop'n and IIDX but not SDVX. Added the missing one. ## Testing Tested Nabla
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@@ -12,6 +12,7 @@
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#include "touch/touch.h"
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#include "touch/native/inject.h"
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#include "touch/native/nativetouchhook.h"
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#include "touch/native/transform.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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@@ -41,6 +42,35 @@ namespace api::modules {
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return nativetouch::inject::inject_synthetic_touch(position, true);
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}
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// map API coordinates onto the touch space SDVX reads, which depends on how it is displayed
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static void sdvx_touch_errata(
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int &x, int &y, bool use_native, int canvas_w, int canvas_h) {
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// windowed coordinates already match the sub screen window they land on
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if (GRAPHICS_WINDOWED) {
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return;
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}
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// landscape mode: native injection hands the game these coordinates
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// unchanged, so apply the rotation the touchscreen gets, while wintouchemu instead
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// rotates them later through the subscreen overlay
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if (GRAPHICS_FS_ORIENTATION_SWAP) {
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if (use_native) {
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POINT position { x, y };
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if (nativetouch::transform::sdvx_landscape_rotate(&position, canvas_w, canvas_h)) {
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x = position.x;
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y = position.y;
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}
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}
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return;
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}
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// rotate into the portrait touch space
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const int x_raw = x;
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x = canvas_w - y;
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y = x_raw;
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}
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Touch::Touch() : Module("touch") {
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is_sdvx = avs::game::is_model("KFC");
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@@ -56,8 +86,8 @@ namespace api::modules {
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native_canvas_w = 0;
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native_canvas_h = 0;
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if (is_sdvx) {
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// windowed and landscape API coordinates already match the primary screen orientation;
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// fullscreen portrait coordinates are rotated by apply_touch_errata
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// windowed API coordinates land on the sub screen window as-is; fullscreen
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// coordinates are rotated into the game's touch space by apply_touch_errata
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const bool landscape_coordinates =
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GRAPHICS_WINDOWED || GRAPHICS_FS_ORIENTATION_SWAP;
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native_canvas_w = landscape_coordinates ? 1920 : 1080;
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@@ -217,19 +247,14 @@ namespace api::modules {
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}
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void Touch::apply_touch_errata(int &x, int &y) {
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int x_raw = x;
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int y_raw = y;
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if (is_tdj_fhd) {
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// deal with TDJ FHD resolution mismatch (upgrade 720p to 1080p)
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// we don't know what screen is being shown on the companion and the API doesn't specify
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// the target of the touch events so just assume it's the sub screen
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x = x_raw * 1920 / 1280;
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y = y_raw * 1080 / 720;
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} else if (is_sdvx && !GRAPHICS_WINDOWED && !GRAPHICS_FS_ORIENTATION_SWAP) {
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// rotate API coordinates into SDVX's portrait touch space
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x = 1080 - y_raw;
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y = x_raw;
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x = x * 1920 / 1280;
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y = y * 1080 / 720;
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} else if (is_sdvx) {
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sdvx_touch_errata(x, y, use_native, native_canvas_w, native_canvas_h);
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}
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}
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}
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