Touch support for SDFE(Wacca).

Overview

Toucca

Touch support for WACCA(SDFE).

English | 简体中文

Setup

Assuming you already have the game process running and working keyboard input (Being able to main game with number and letter keys).

Download latest dll release that fits your segatool API version here.

Rename the release file to toucca.dll(the filename which will be filled into segatools.ini), put it alongside mercuryhook.dll, edit segatools.ini.

[touch]
enable=1 # Remember to enable it

[mercuryio]
path=toucca.dll # Or whatever you renamed it to

Configuration

Configuration is done via segatools.ini.

[touch]
divisions = 8 # Number of divisions to split the window radius into.
pointer_radius = 1 # Radius of cells triggered by a pointer
mode = 0 # 0 for absolute mode, 1 for relative mode

Absolute mode config

Ring 0 is the most inner ring, and ring 3 is the most outer ring.

[touch]
ring0 = 4
ring0_start = 4
ring0_end = 4
ring1 = 5
ring1_start = 5
ring1_end = 5
ring2 = 6
ring2_start = 6
ring2_end = 6
ring3 = 7
ring3_start = 7
ring3_end = 7

If the ring value is not supplied or set to -1, will automatically determine from divisions (making ring3 match the actual most outer ring, and layout other rings accordingly).

Relative mode config

[touch]
relative_start = 1 # Start of relative ring
relative_threshold = 1 # Physical ring required to cross to change mapped ring

Details

Pointer Radius

touch.pointer_radius controls how many cells are triggered by a pointer.

This only affects width of the pointer, not height.

For example, if touch.pointer_radius is set to 1, the pointer will be 1 cells wide, 3 cells wide if set to 2.

Touch Radius Compensation

By default, the radius of the play area is determined by window width, which may cause weirdness when the play area is not completely displayed.

By default, an extra 30px is added to the radius to compensate for this.

You can change compensation radius with config touch.radius_compensation, which could be positive or negative.

Build Yourself

I have only tried building on Windows since the game is Windows only. :)

Cross-compiling to Linux should be possible, but I haven't tried it.

With Rust installed with rustup, run cargo build --release to build.

License

GPL 3.0 or later

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Comments
  • Relative mode support

    Relative mode support

    Motivation

    Currently we have physical section and ring data, thus we can use pointer ID to track the movement of pointer and create a "relative" mode to make actions like swiping easier.

    Implementation

    We track a mapping of pointer ID -> creation ring, creating an active touch pointer will insert the physical ring where the pointer is created. When updating the pointer information, we use the difference between current physical ring and creation ring to calculate the relative distance from touch.start_ring, and use that as the final mapped ring.

    enhancement help wanted 
    opened by BlueGlassBlock 0
  • Remote control support

    Remote control support

    A server-client pair like Brokenithm (https://github.com/tindy2013/Brokenithm-Android-Server, https://github.com/tindy2013/Brokenithm-Android) would be nice.

    Client implementation may be left for someone else to do it.

    enhancement help wanted 
    opened by BlueGlassBlock 0
Releases(0.2.0)
Owner
Nyuan Zhang
Senior high school student | Post OIer
Nyuan Zhang
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