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spice2x-r3d/src/spice2x/touch/native/transform.cpp
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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

188 lines
7.4 KiB
C++

#include "transform.h"
#include "avs/game.h"
#include "hooks/graphics/graphics.h"
#include "overlay/overlay.h"
#include "settings.h"
#include "touch/touch.h"
namespace nativetouch::transform {
static bool game_client_to_screen(HWND window, POINT *position) {
RECT client_rect {};
if (window == nullptr ||
!GetClientRect(window, &client_rect) ||
client_rect.right <= 0 || client_rect.bottom <= 0 ||
!PtInRect(&client_rect, *position)) {
return false;
}
return ClientToScreen(window, position) != FALSE;
}
static bool screen_to_game_client(HWND window, POINT *position) {
RECT client_rect {};
if (window == nullptr ||
!GetClientRect(window, &client_rect) ||
client_rect.right <= 0 || client_rect.bottom <= 0 ||
!ScreenToClient(window, position) ||
!PtInRect(&client_rect, *position)) {
return false;
}
return true;
}
bool is_tdj_dedicated_subscreen(HWND window) {
return window != nullptr && GRAPHICS_WINDOWED && GRAPHICS_IIDX_WSUB &&
window == TDJ_SUBSCREEN_WINDOW;
}
// convert game touch coordinates to Windows desktop coordinates
bool game_to_screen(HWND window, POINT *position) {
if (settings::SYNTHETIC_TOUCH_USES_CLIENT_COORDINATES) {
return game_client_to_screen(window, position);
}
if (!is_tdj_dedicated_subscreen(window)) {
return true;
}
RECT client_rect {};
if (!GetClientRect(window, &client_rect) ||
client_rect.right <= 0 || client_rect.bottom <= 0 ||
SPICETOUCH_TOUCH_WIDTH <= 0 || SPICETOUCH_TOUCH_HEIGHT <= 0) {
return false;
}
position->x = MulDiv(
position->x - SPICETOUCH_TOUCH_X,
client_rect.right,
SPICETOUCH_TOUCH_WIDTH);
position->y = MulDiv(
position->y - SPICETOUCH_TOUCH_Y,
client_rect.bottom,
SPICETOUCH_TOUCH_HEIGHT);
return ClientToScreen(window, position) != FALSE;
}
static bool has_active_overlay_transform() {
return overlay::OVERLAY != nullptr &&
overlay::OVERLAY->get_active() &&
overlay::OVERLAY->has_subscreen_touch_transform();
}
static bool transform_overlay_touch_position(POINT *position) {
// convert physical screen coordinates to the window-relative coordinates the overlay expects
if (GRAPHICS_WINDOWED) {
position->x -= SPICETOUCH_TOUCH_X;
position->y -= SPICETOUCH_TOUCH_Y;
}
// ask the overlay to do the game-specific translation
return overlay::OVERLAY->transform_touch_point(&position->x, &position->y);
}
// the digitizer is mapped to the zero-based primary display, while SDVX
// still expects portrait coordinates when its image is rendered in landscape:
// (x, y) -> (width * (1 - y / height), height * x / width).
static bool transform_sdvx_landscape_touch_position(POINT *position) {
const auto landscape_width = static_cast<LONG>(GRAPHICS_FS_CUSTOM_RESOLUTION.has_value() ?
GRAPHICS_FS_CUSTOM_RESOLUTION.value().first : GRAPHICS_FS_ORIGINAL_HEIGHT);
const auto landscape_height = static_cast<LONG>(GRAPHICS_FS_CUSTOM_RESOLUTION.has_value() ?
GRAPHICS_FS_CUSTOM_RESOLUTION.value().second : GRAPHICS_FS_ORIGINAL_WIDTH);
if (landscape_width <= 0 || landscape_height <= 0) {
return false;
}
const auto input_x = position->x;
position->x = landscape_width -
MulDiv(position->y, landscape_width, landscape_height);
position->y = MulDiv(input_x, landscape_height, landscape_width);
return true;
}
// convert physical screen coordinates to game touch coordinates for a known target
bool screen_to_game(HWND window, POINT *position) {
if (settings::SYNTHETIC_TOUCH_USES_CLIENT_COORDINATES) {
return screen_to_game_client(window, position);
}
// scale the resized IIDX subscreen client area into the game's touch-display coordinates
if (is_tdj_dedicated_subscreen(window)) {
RECT client_rect {};
if (!GetClientRect(window, &client_rect) ||
client_rect.right <= 0 || client_rect.bottom <= 0 ||
SPICETOUCH_TOUCH_WIDTH <= 0 || SPICETOUCH_TOUCH_HEIGHT <= 0) {
return false;
}
if (!ScreenToClient(window, position)) {
return false;
}
if (!PtInRect(&client_rect, *position)) {
return false;
}
position->x = SPICETOUCH_TOUCH_X +
MulDiv(position->x, SPICETOUCH_TOUCH_WIDTH, client_rect.right);
position->y = SPICETOUCH_TOUCH_Y +
MulDiv(position->y, SPICETOUCH_TOUCH_HEIGHT, client_rect.bottom);
return true;
}
// 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()) {
return true;
}
// ask the overlay to transform the touch point into game coordinates
return transform_overlay_touch_position(position);
}
bool mouse_to_game(HWND window, POINT *position) {
// exception: iidx tdj dedicated subscreen window is allowed
if (is_tdj_dedicated_subscreen(window)) {
return screen_to_game(window, position);
}
// if this game has a subscreen overlay that can transform touch input
// but the window is hidden or not under the cursor, reject mouse-as-touch
// (e.g., iidx/sdvx are rejected here, but nostalgia is allowed)
if (overlay::OVERLAY != nullptr &&
overlay::OVERLAY->has_subscreen_touch_transform() &&
!overlay::OVERLAY->accepts_subscreen_mouse_input()) {
return false;
}
return screen_to_game(window, position);
}
// 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();
// special case for SDVX landscape mode
if (!dedicated_subscreen && !active_overlay &&
GRAPHICS_FS_ORIENTATION_SWAP && avs::game::is_model("KFC")) {
return transform_sdvx_landscape_touch_position(position) ?
Result::Transformed : Result::Rejected;
}
// no dedicated subscreen or active overlay mapping; pass the point through unchanged
if (!dedicated_subscreen && !active_overlay) {
return Result::Unchanged;
}
// route through the dedicated subscreen when active, otherwise through the overlay
const auto valid = screen_to_game(
dedicated_subscreen ? TDJ_SUBSCREEN_WINDOW : nullptr,
position);
// reject out-of-bounds points and any coordinate conversion failure
return valid ? Result::Transformed : Result::Rejected;
}
}