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Touch only accepts the actual cursor, not the indicator #171
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Let me ask you a couple of clarifying questions:
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This rabbit hole goes even deeper then expected, let me record a video for you real quick |
Heres a video describing everything I found: https://youtu.be/zPiYDyETjK8 This should answer "What is the joystick mode set to in the core options?", and "Could you post a savestate so I can try to reproduce this issue in similar circumstances?" (because this is every touch input no matter what game it seems). "How are you moving the mouse? With an actual mouse, or with the Steam Deck's trackpad?" via the Steam Deck Trackpad, but as you can see in my Video the actual mouse that is shown in RetroArch, so the "real relative mouse" plays a part in this too. "Which input and joystick drivers are you using? Does the issue persist if you try different drivers?" also should be answered in the video, I have not tried changing the Driver as I wouldnt be too sure which driver I need to change, this doesnt feel like a Driver or Joystick mode setting, this seems to be an overall issue with the visual feedback of the cursor in MelonDSDS and changes on which Renderer you use |
What it looks like to me is that the Touchscreen only ever accepts the "real" Mouse Cursor Input, the one that is shown in RetroArch, but the floating square that MelonDSDS uses to show the Mouse is entirely inaccurate and even changes its behaviour under certain conditions |
On Discord I explained to someone else the issue that MelonDSDS has with the Cursor, so I think copy pasting this here might help clarify this issue even more: |
Now that I have a chance to work on this... Good news is that I can reproduce the issue. I have some remarks:
That's right, with one caveat; when using the bottom-focused hybrid layout and showing both screens, the core accepts touches on either the hybrid view or the side view. This is for convenience, but it's not well-documented. Try it out! However, it is true that the cursor doesn't render in the correct position in this case. The software and OpenGL renderers each draw the cursor differently, so I'll have to fix that. I've been positioning the cursor using the bottom screen's coordinates, but it looks like I should be using the composited screen's coordinates instead.
Not exactly. "Auto" mode forwards whichever input you most recently used to the emulated console. This way you can switch between the touch screen and the joystick at a moment's notice without having to change the settings. (But you can still do that if you want.) Thank you for your patience, and for the detailed explanation/video. |
I think this is what I'm gonna do:
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I noticed that you're using the 3:1 hybrid ratio; does the issue occur if you use 2:1? I just discovered a bug with the 3:1 ratio, and I suspect that's what you've been encountering. |
Nope, still the same issue. Doesnt matter if im on 2:1 or 3:1, it still only reacts to the "True Cursor" you see in the RetroArch Menu, not to the one thats shown in MelonDSDS (that as talked about is buggy itself and renders wrongly which you already know about) |
Ah, I see. I ask because I noticed a crash bug when using 3:1 in debug builds, and I was wondering if that was related. It seems not. (Don't worry, it's fixed.) |
I wasn't sure if you meant was actually fixed, but I'm also having the issue (using v.1.1.7 currently). The cursor does not 'tap' where it is pointed while using the right analog, and it's only the case for "Hybrid (Focus Bottom)" mode. Just curious... |
I assume Jesse meant the 3:1 crash bug is fixed. |
What version of melonDS DS are you using?
1.0.3
Does the problem happen in standalone melonDS?
I don't know.
What happened?
I have just found out that MelonDSDS ONLY reacts to Mouse Inputs that happen from the Actual Mouse (the one that is also visible in RetroArch)
20240214_213052.mp4
20240214_213102.mp4
In the first video you can see that on Hybrid Focus Bottom, it doesnt work at all. On Hybrid Focus Top it does work. And when you move the RetroArch mouse (the true, relative mouse), so that the MelonDS cursor isnt even on the screen anymore, then it works too. So it seems MelonDSDS only cares for the actual Cursor that RetroArch uses too, not for its own cursor
What should've happened instead?
MelonDSDS should listen to the actual shown cursor, not just to the PCs actual cursor
Which platforms do you see the problem on?
Which versions of the OS?
SteamOS, newest version
Which libretro frontend are you using?
RetroArch 1.17.0, Flatpak
Terms
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