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[+] PDX ExclusiveTouch #110
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Summary of ChangesHello @clansty, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed! This pull request significantly refactors the touch input system, transitioning from a monolithic static class to an extensible, object-oriented design. The primary goal is to enable robust support for multiple distinct touch devices, particularly for "PDX ExclusiveTouch" panels, by abstracting common touch handling logic and providing a concrete implementation for specific hardware. This change enhances configurability, allowing users to specify devices for individual players and improving the accuracy of touch detection through refined sensor mapping. Highlights
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Code Review
This pull request introduces a significant and well-executed refactoring by creating a reusable ExclusiveTouchBase for handling touch input from various devices, demonstrated by the new PdxTouch implementation. The changes are a solid improvement for supporting multi-player setups. I have a few suggestions to enhance the code's clarity and robustness, mainly concerning the device initialization logic and ensuring resources are properly cleaned up on application exit.
| Application.quitting += () => | ||
| { | ||
| IUsbDevice wholeDevice = device as IUsbDevice; | ||
| var tmpDevice = device; | ||
| device = null; | ||
| if (wholeDevice != null) | ||
| { | ||
| wholeDevice.SetConfiguration(configuration1p); | ||
| wholeDevice.ClaimInterface(interfaceNumber1p); | ||
| } | ||
| touchSensorMappers[0] = new TouchSensorMapper(minX1p, minY1p, maxX1p, maxY1p, radius1p, flip1p); | ||
| Application.quitting += () => | ||
| { | ||
| devices[0] = null; | ||
| if (wholeDevice != null) | ||
| { | ||
| wholeDevice.ReleaseInterface(interfaceNumber1p); | ||
| } | ||
| device.Close(); | ||
| }; | ||
|
|
||
| allFingerPoints[0] = new TouchPoint[256]; | ||
| for (int i = 0; i < 256; i++) | ||
| { | ||
| allFingerPoints[0][i] = new TouchPoint(); | ||
| wholeDevice.ReleaseInterface(interfaceNumber); | ||
| } | ||
| tmpDevice.Close(); | ||
| }; |
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In the Application.quitting event handler, if wholeDevice.ReleaseInterface(interfaceNumber) throws an exception, tmpDevice.Close() will not be called, which could lead to an unclosed resource. It's safer to wrap the resource release logic in a try...finally block to guarantee that Close() is always called.
Application.quitting += () =>
{
var tmpDevice = device;
device = null;
try
{
if (wholeDevice != null)
{
wholeDevice.ReleaseInterface(interfaceNumber);
}
}
finally
{
tmpDevice.Close();
}
};| public static void OnBeforePatch() | ||
| { | ||
| if (string.IsNullOrWhiteSpace(serial1p) && string.IsNullOrWhiteSpace(serial2p)) | ||
| { | ||
| devices[0] = new PdxTouchDevice(0, null); | ||
| devices[0].Start(); | ||
| } | ||
| if (!string.IsNullOrWhiteSpace(serial1p)) | ||
| { | ||
| devices[0] = new PdxTouchDevice(0, serial1p); | ||
| devices[0].Start(); | ||
| } | ||
| if (!string.IsNullOrWhiteSpace(serial2p)) | ||
| { | ||
| devices[1] = new PdxTouchDevice(1, serial2p); | ||
| devices[1].Start(); | ||
| } | ||
| } |
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The logic for initializing devices in OnBeforePatch is a bit complex to follow due to multiple, non-exclusive if statements. This can be simplified into a more readable and maintainable structure that achieves the same result but is clearer about its intent.
public static void OnBeforePatch()
{
// Initialize 1P device if serial1p is provided, or if no serials are provided at all (auto-detect mode).
// This logic does not initialize 1P if only 2P serial is provided, matching original behavior.
if (!string.IsNullOrWhiteSpace(serial1p) || string.IsNullOrWhiteSpace(serial2p))
{
devices[0] = new PdxTouchDevice(0, serial1p);
devices[0].Start();
}
// Initialize 2P device if serial2p is provided.
if (!string.IsNullOrWhiteSpace(serial2p))
{
devices[1] = new PdxTouchDevice(1, serial2p);
devices[1].Start();
}
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这样岂不是更绕
| } | ||
| } | ||
|
|
||
| private class PdxTouchDevice(int playerNo, string serialNumber) : ExclusiveTouchBase(playerNo, vid: 0x3356, pid: 0x3003, serialNumber, configuration: 1, interfaceNumber: 1, ReadEndpointID.Ep02, packetSize: 64, minX: 18432, minY: 0, maxX: 0, maxY: 32767, flip: true, radius) |
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Cursor Bugbot has reviewed your changes and found 1 potential issue.
Bugbot Autofix is OFF. To automatically fix reported issues with Cloud Agents, enable Autofix in the Cursor dashboard.
| var finder = new UsbDeviceFinder(vid1p, pid1p, serialNumber); | ||
| var device = UsbDevice.OpenUsbDevice(finder); | ||
| if (device == null) | ||
| MelonLogger.Msg("[ExclusiveTouch] Cannot connect 1P"); |
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Error message always shows "1P" regardless of player
Low Severity
The error message "[ExclusiveTouch] Cannot connect 1P" is hardcoded and will display "1P" even when attempting to connect a 2P device. The class has access to playerNo parameter which could be used to display the correct player number, as done elsewhere in the code (line 85 uses {playerNo + 1}P).
Note
Adds PDX exclusive touch support and refactors touch handling
PdxTouchwith config forradius, optionalserial1p/serial2p, and per-player device startup using VID/PID and PDX report parsingExclusiveTouchBase: per-device USB setup, interface claim/release, read thread, finger state tracking, and registration viaTouchStatusProviderTouchSensorMapper.ParseTouchPointto handleradiusmore robustly (circle-edge/interior checks when radius > 0, point-in-polygon when 0)Removes previous static config-driven
ExclusiveTouchimplementation in favor of instance-based design.Written by Cursor Bugbot for commit 0e69ffc. This will update automatically on new commits. Configure here.