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Touch only accepts the actual cursor, not the indicator #171

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5 of 11 tasks
DarkSide1305 opened this issue Feb 14, 2024 · 5 comments
Open
5 of 11 tasks

Touch only accepts the actual cursor, not the indicator #171

DarkSide1305 opened this issue Feb 14, 2024 · 5 comments
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bug Something isn't working

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@DarkSide1305
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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?

  • Windows
  • macOS
  • Linux
  • Android
  • iOS
  • tvOS
  • Other (specify below)

Which versions of the OS?

SteamOS, newest version

Which libretro frontend are you using?

RetroArch 1.17.0, Flatpak

Terms

  • I agree to follow the code of conduct.
  • I understand that melonDS DS is not developed or maintained by the authors of melonDS.
  • I understand that this form is for reporting bugs, not for requesting help.
  • I understand that the author develops this core in his spare time, and that he is under no obligation to respond to this bug report.
@DarkSide1305 DarkSide1305 added the bug Something isn't working label Feb 14, 2024
@JesseTG JesseTG added opengl For issues related to OpenGL. upstream This issue also affects the original melonDS. and removed opengl For issues related to OpenGL. upstream This issue also affects the original melonDS. labels Feb 15, 2024
@JesseTG
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JesseTG commented Feb 15, 2024

Let me ask you a couple of clarifying questions:

  • What is the joystick mode set to in the core options?
  • Could you post a savestate so I can try to reproduce this issue in similar circumstances?
  • How are you moving the mouse? With an actual mouse, or with the Steam Deck's trackpad?
  • Which input and joystick drivers are you using? Does the issue persist if you try different drivers?

@DarkSide1305
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This rabbit hole goes even deeper then expected, let me record a video for you real quick

@DarkSide1305
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DarkSide1305 commented Feb 15, 2024

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

@DarkSide1305
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DarkSide1305 commented Feb 15, 2024

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

@DarkSide1305
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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:
"MelonDS I use "Mouse". In MelonDSDS I use Auto, which im pretty sure defaults to "Pointer". MelonDS, if you have it set up to Mouse, it will basically only care about its own Cursor that it adds, your "Real Mouse Pointer" doesnt matter, it adds its own cursor that gets stuck at the edges and doesnt go beyond them. MelonDSDS ONLY cares about your Real Mouse, the Cursor it adds is broken and doesnt correlate to your actual mouse and it can go offscreen (because your real mouse can go offscreen too) so you can actually loose your Pointer in MelonDSDS, and the way Jesse does screen orientation also messes up as it messes with the Pointer while in reality the Pointer is only "visually moved". To explain that, lets say default is Top/Bottom. Then the pointer will act like you ALWAYS have Top/Bottom, so you need to move the cursor up to have it move from Bottom to Top Screen. If you set it to Left / Right for example, doesnt matter, the Pointer only sees its Default, Top/Bottom, as the "true" screen orientation"
(If im wrong about how the screen orientation is done I apologize, I just think from my observation thats roughly how screen orientation is done and how the Cursor interacts with it)

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