Commit Graph
22 Commits
Author SHA1 Message Date
bicarus-dev f857926ec3 fix line endings 2026-08-16 21:23:41 -07:00
bicarusandGitHub bf8e194685 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
2026-08-16 04:03:42 -07:00
bicarusandGitHub a2e508208c 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
2026-08-16 01:43:20 -07:00
bicarusandGitHub 13a171f199 sdvx: fix api touch in windowed mode (#862)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #858 

## Description of change
Fix orientation being wrong in windowed mode when API touch is used

Fix mouse no longer working when API client is in use.

This PR only affects windowed mode SDVX.

## Testing
2026-08-10 18:58:48 -07:00
bicarusandGitHub 2386047c2f sdvx: fix touchscreen and API touch in landscape mode (#859)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #858 

## Description of change
Landscape mode needs another adjustment applied to touch coordinates.

This fixex both native touch and wintouchemu paths.

## Testing
Tested landscape, also with full screen resolution changes.
2026-08-08 16:22:29 -07:00
bicarusandGitHub f955ab984c iidx: allow main window to receive touches in windows TDJ subscreen mode (#850)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
This allows API touches to be recognized even if the main window is in
focus.

## Testing
2026-08-02 16:46:33 -07:00
bicarusandGitHub 7ccd938f9b overlay: mouse-as-touch needs to check if subscreen window is active (#842)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #840 

## Description of change
Currently, for subscreen games, mouse events are still delivered even
when the subscreen overlay window is not visible.

Change this so that the subscreen overlay must be active and under the
mouse cursor for the mouse-to-touch transformation to occur. Applies to
both native and wintouchemu.

## Testing
Needs to test everything again..

iidx:

- [ ]  full screen with overlay
- [ ]  single window with overlay
- [ ]  two window

Test: mouse, poke, api, real touch screen

sdvx:

- [ ] full screen with overlay
- [ ] windowed

popn

- [x] full screen with overlay
- [x] window with overlay
- [x] dedicated window

gitadora

- [x] single window with overlay
- [x] dedicated sub window

nostalgia

- [x] fullscreen
- [x] windowed

test: poke

wintouchemu
- [ ] Do all of the above again with wintouchemu
2026-07-28 01:14:47 -07:00
bicarusandGitHub bd2fbfcb67 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.
2026-07-26 04:29:45 -07:00
bicarusandGitHub 64600826b7 nost: touch piano mode (#830)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Touch piano mode. Allows piano keys to be played with the touch screen.
Since the touch screen is still needed for menu navigation (including
during songs) a toggle switch is added so that the user can flip between
navigation mode and piano mode.

The touch targets are pixel-perfect. Don't let the game's piano
animations fool you.

## Testing
2026-07-23 15:49:50 -07:00
bicarusandGitHub 09ed8b948c nost: move nostalgia from wintouchemu to native touch hook (#827)
## Link to GitHub Issue or related Pull Request, if one exists
#814

## Description of change
Switch over Nostalgia from wintouchemu to native touch hook.

Nostalgia has some strict timing requirements (touches must be updated
on every acio poll) so this takes a slightly different path to maintain
mouse holds.

Only a handful of consumers of wintouchemu remain:

1. beatstream - but it's off by default, only enabled as errata for
buggy touchscreens, or if the user forces it on (for Show Cursor)
2. gitadora single-window overlay - this is just for mouse so not a big
deal.
3. MFC HG mode - not a priority to fix.

## Testing
Tested full screen and windowed mode with touch / mouse / poke.
2026-07-22 00:56:03 -07:00
bicarusandGitHub 4836cd94ab touch: inject touches from spiceapi to native touch hooks (#824)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #814

## Description of change
Touches via the API wasn't being delivered to native touch hook;
implement this, which closes the last gap we have vs. wintouchemu.

While we're here, implement popn subscreen support for companion as
well.

## Testing
Tested for iidx/sdvx/popn
2026-07-21 16:57:11 -07:00
bicarusandGitHub 623e1e3998 touch: inject mouse and poke into native touch modes (#815)
## Link to GitHub Issue or related Pull Request, if one exists
Part 1 of many fixes for #814.

## Description of change
For the native touch hook - add code to inject synthetic touches using
Windows API (`InjectTouchInput`).

Note that this is Windows 8+ only, but we can make an assumption that we
are running on Win10+ for these games (TDJ/UFC/High Cheers) since the
cabs assume Win10.

Detect mouse events and allow IIDX poke to call into this to inject
synthetic touches.

Also, update the nativetouchhook to independently calculate window size
and rotation, instead of relying on rawinput layer.

## Testing
Tested to work with native touch option on IIDX, SDVX, POPN, all full
screen / windowed / sub on/off combinations.

Edge cases:

* sdvx main monitor rotated 270 deg
* touch invert option
* windowed mode resize / moved

All seem to work.
2026-07-21 00:04:38 -07:00
bicarusandGitHub 1b6d1af951 jb, shogikai: double buffer overlay, run at ~60fps (#805)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
GDI bit blit overlay used exclusively for jubeat & shogikai was running
at 30fps, which caused the Jubeat touch debug UI to not render fast
enough. Run it at 60 fps, and also perform double buffering to avoid
flickering.

This could have been scoped to JB but I made the change for both. XP
builds will keep running at 30fps since those people run on cabs with
ancient hardware.

## Testing
Tested jubeat and shogikai, overlay renders without flickering at 60 fps
2026-07-15 01:31:29 -07:00
bicarusandGitHub 5d25fdb035 jb: touch debounce (#798)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Debouce option for touch input. Applies to all touch handlers (rawinput,
win8, win7) since it sits at the touch layer, and then consumed by jb
touch logic.

## Testing
2026-07-13 02:06:54 -07:00
bicarusandGitHub c255e3a1db jb: option to draw debug graphics to show touch interactions (#797)
## Link to GitHub Issue or related Pull Request, if one exists
related to #697 

## Description of change
Add a new option that paints touch targets and touch points for jubeat;
gets enabled if there is a touch screen connected. This is to help
explain / debug issues when users have their touch screen issues, which
is usually due to misalignment.

Fix the touch targets being off by 1 pixel (center gap is 1px wider in
both directions).

Also, simplify the `improved` algorithm to simulate a finger and trigger
nearest-neighbor for the AC dimensions. In terms of touch performance
this is near identical to what we had before, but it allows us to draw a
nice debug overlay instead of just grids.

## Testing
Tested portrait and landscape versions of jb.
2026-07-13 00:31:05 -07:00
bicarusandGitHub f52eaea76c touch: fix indicators showing in touch overlay, disable additional gestures (#791) 2026-07-11 00:24:36 -07:00
bicarusandGitHub 33f2e1d4b7 rawinput, touch: attempt to remove touchscreens injecting mouse events (#687)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #562

## Description of change

### rawinput touch fixes
In rawinput touch handler, if the mouse events (`WM_LBUTTONDOWN`,
`WM_MOUSEMOVE`, `WM_LBUTTONUP`) originated from a touch screen, drop
them on the floor instead of treating them as touch events.

This is an attempt to fix phantom touch issues we see with some screens.

Fix another issue where, if mouse is clicked inside the window, and then
dragged outside the window and button is released, touch point (id 0)
continues to be held.

### wintouchemu fixes
If we detected a touch input recently (500ms), ignore new mouse clicks.
This isn't perfect, but hopefully it helps with filtering out mouse
clicks originating from touch screens.

Also, switch over to detecting the primary mouse button correctly, not
just the left mouse button.

### notes

Future investigation: are there really touchscreens that report a mouse
HID capability & insert mouse events? We could have a way to filter them
at rawinput level but it'll be ugly.

## Testing
Tried jubeat, beatstream..
2026-05-09 17:52:43 -07:00
bicarusandGitHub 54ec9f272e popn: new cab windowed mode (#621)
## Link to GitHub Issue or related Pull Request, if one exists
#618 

## Description of change
Get windowed mode to work.

## Testing
tbd... i/o doesn't work right now but it launches two windows at
least...
2026-04-10 01:05:44 -07:00
bicarusandGitHub b8e99e75e5 gitadora: (arena model) prevent the small subscreen from being closed (#487)
## Link to GitHub Issue, if one exists
#477 

## Description of change
Ensure the small subscreen can't be resized or closed by accident.
2025-12-30 14:30:59 -08:00
sp2xdev 168084d672 update changelog 2025-05-30 22:21:03 -07:00
bicarus-devandGitHub ae06652148 touch: avoid calling is_touch_available too early (#289)
## Link to GitHub Issue, if one exists
Fixes #120 

## Description of change
Don't call `is_touch_available` in launcher before RawInput stack is
initialized. This causes us to incorrectly fall back to the Win7/Win8
touch handler.

The desired behavior is to use rawinput touch by default for all games,
unless overridden by the user via `-wintouch`.

Add a bunch of logging so we can spot who's calling
`is_touch_available`.

As a side effect, a handful of games that previously used Win7/8 touch
will now use RawInput touch instead. If this causes any issues, they can
turn `-wintouch` on to force Win7/8 touch logic again.

## Compiling
👍 

## Testing
Test:

* RB
* -wintouch
* TDJ, UFC subscreen and native touch
* overlay, especially in multi-mon
2025-04-04 21:31:18 -07:00
sp2xdev ed8c72852f Initial commit for GitHub migration based on spice2x-25-03-03 2025-03-10 19:16:49 -07:00