210 lines
6.1 KiB
C++
210 lines
6.1 KiB
C++
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#include "touch.h"
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#include <windows.h>
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#include "avs/game.h"
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#include "hooks/graphics/graphics.h"
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#include "touch/touch.h"
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#include "util/logging.h"
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#include "util/time.h"
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#include "util/utils.h"
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static std::string WINDOW_TITLE = "REFLEC BEAT";
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namespace games::rb {
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uint16_t TOUCH_SCALING = 1000;
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}
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games::rb::ReflecBeatTouchDeviceHandle::ReflecBeatTouchDeviceHandle(bool log_fps) {
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this->log_fps = log_fps;
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}
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void games::rb::ReflecBeatTouchDeviceHandle::grid_insert(unsigned char *data, int cursor_x, int cursor_y) {
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// scale to grid position - there are 48 columns and 76 rows of IR sensors.
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// for whatever reason, the last y row (#75) results in weird input few rows above; just drop it
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int grid_x = CLAMP((cursor_x * 48) / window_width, 0, 47);
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int grid_y = CLAMP((cursor_y * 76) / window_height, 0, 74);
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// get bit positions
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int bit_x = 88 + grid_x;
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int bit_y = 74 - grid_y;
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// insert bits
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data[3 + bit_x / 8] |= (char) 1 << (bit_x % 8);
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data[3 + bit_y / 8] |= (char) 1 << (bit_y % 8);
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}
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bool games::rb::ReflecBeatTouchDeviceHandle::open(LPCWSTR lpFileName) {
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if (wcscmp(lpFileName, L"COM1") != 0) {
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return false;
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}
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// attach touch module
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HWND wnd = GetForegroundWindow();
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if (!string_begins_with(GetActiveWindowTitle(), WINDOW_TITLE)) {
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wnd = FindWindowBeginsWith(WINDOW_TITLE);
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}
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if (wnd != nullptr) {
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// reset window process to make the game not crash
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SetWindowLongPtr(wnd, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(DefWindowProc));
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// check if windowed
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if (GRAPHICS_WINDOWED) {
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// remove style borders
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LONG lStyle = GetWindowLong(wnd, GWL_STYLE);
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lStyle &= ~(WS_CAPTION | WS_THICKFRAME | WS_MINIMIZE | WS_MAXIMIZE | WS_SYSMENU);
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SetWindowLongPtr(wnd, GWL_STYLE, lStyle);
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// remove ex style borders
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LONG lExStyle = GetWindowLong(wnd, GWL_EXSTYLE);
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lExStyle &= ~(WS_EX_DLGMODALFRAME | WS_EX_CLIENTEDGE | WS_EX_STATICEDGE);
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SetWindowLongPtr(wnd, GWL_EXSTYLE, lExStyle);
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// update window
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SetWindowPos(wnd, nullptr, 0, 0, 0, 0,
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SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOOWNERZORDER);
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// create touch window
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touch_create_wnd(wnd);
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} else {
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// create touch window
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touch_create_wnd(wnd);
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// show game window because it lost focus
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ShowWindow(wnd, SW_SHOW);
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}
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} else {
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// fallback to dx hook
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touch_attach_dx_hook();
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}
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// show cursor on window if mouse is used
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if (!is_touch_available()) {
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ShowCursor(TRUE);
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}
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return true;
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}
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int games::rb::ReflecBeatTouchDeviceHandle::read(LPVOID lpBuffer, DWORD nNumberOfBytesToRead) {
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// check buffer size
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if (nNumberOfBytesToRead < 20) {
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return 0;
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}
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// get window
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HWND window = GetForegroundWindow();
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if (window == nullptr) {
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return 0;
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}
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// update width and height
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RECT rect {};
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GetWindowRect(window, &rect);
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// check for landscape (KBR)
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bool is_landscape = (rect.right - rect.left) > (rect.bottom - rect.top);
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if (is_landscape) {
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window_height = rect.right - rect.left;
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window_width = rect.bottom - rect.top;
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} else {
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window_width = rect.right - rect.left;
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window_height = rect.bottom - rect.top;
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}
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// create data
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unsigned char data[20] {};
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// data header
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data[0] = 0x55;
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data[2] = 0x4C;
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const auto SCALE_FACTOR = games::rb::TOUCH_SCALING / 1000.f;
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// iterate all touch points
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auto offset_x = (int) (window_width / 48.0 / 3.0);
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auto offset_y = (int) (window_height / 76.0 / 3.0);
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std::vector<TouchPoint> touch_points;
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touch_get_points(touch_points);
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for (auto &point : touch_points) {
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// get touch point coordinates
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auto x = point.x;
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auto y = point.y;
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// rotate touch points for KBR as it runs in landscape
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if (is_landscape) {
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x = point.y;
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y = window_height - point.x;
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}
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// apply scaling
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x = x - (window_width * (1.f - SCALE_FACTOR) / 2);
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x = x / SCALE_FACTOR;
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y = y - (window_height * (1.f - SCALE_FACTOR) / 2);
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y = y / SCALE_FACTOR;
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if (x < 0 || window_width <= x || y < 0 || window_height <= y) {
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continue;
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}
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// point scaling
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const auto point_x = (int) ((x - window_width / 2.0) * 48.0 / 54.0 + window_width / 2.0);
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const auto point_y = (int) (y - window_height / 76);
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// insert 9 times with offset to double the precision
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grid_insert(data, point_x, point_y);
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grid_insert(data, point_x - offset_x, point_y);
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grid_insert(data, point_x - offset_x, point_y - offset_y);
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grid_insert(data, point_x - offset_x, point_y + offset_y);
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grid_insert(data, point_x + offset_x, point_y);
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grid_insert(data, point_x + offset_x, point_y + offset_y);
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grid_insert(data, point_x + offset_x, point_y - offset_y);
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grid_insert(data, point_x, point_y - offset_y);
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grid_insert(data, point_x, point_y + offset_y);
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}
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// copy data to buffer
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memcpy(lpBuffer, data, 20);
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// update frame logging
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if (log_fps) {
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log_frames++;
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if (log_time < get_system_seconds()) {
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if (log_time > 0) {
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log_info("reflecbeat", "polling at {} touch frames per second", log_frames);
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}
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log_frames = 0;
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log_time = get_system_seconds();
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}
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}
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// return amount of bytes written
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return 20;
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}
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int games::rb::ReflecBeatTouchDeviceHandle::write(LPCVOID lpBuffer, DWORD nNumberOfBytesToWrite) {
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return (int) nNumberOfBytesToWrite;
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}
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int games::rb::ReflecBeatTouchDeviceHandle::device_io(DWORD dwIoControlCode, LPVOID lpInBuffer, DWORD nInBufferSize,
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LPVOID lpOutBuffer, DWORD nOutBufferSize) {
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return -1;
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}
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bool games::rb::ReflecBeatTouchDeviceHandle::close() {
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// detach touch module
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touch_detach();
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return true;
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}
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