From a81667131e54a776c3238ca5816e0c0944dbf557 Mon Sep 17 00:00:00 2001 From: hikari_no_yume Date: Thu, 1 Jan 2026 19:31:45 +0100 Subject: [PATCH] Documentation tweaks for new touch input options + copyright year bump Change-Id: I280e26ffcf573ffb59310cddb17defed8eaab6d8 --- OPTIONS_HELP.txt | 71 ++++++++++++++++++++++++++++-------------------- README.md | 6 ++-- src/licenses.rs | 2 +- 3 files changed, 45 insertions(+), 34 deletions(-) diff --git a/OPTIONS_HELP.txt b/OPTIONS_HELP.txt index f6eaa41a8..7a37204fe 100644 --- a/OPTIONS_HELP.txt +++ b/OPTIONS_HELP.txt @@ -94,7 +94,7 @@ Game controller options: symbol. It may be negative. --button-to-touch=... - Maps a button on your game controller to a point on the simulated touch + Maps a button on a game controller to a point on the simulated touch screen of the device. Pressing the button will behave like touching that part of the screen. @@ -113,6 +113,46 @@ Game controller options: right analog stick (tap/hold by pressing the stick or right shoulder button). + --dpad-to-touch=... + Maps a D-pad on a game controller to simulated finger movement within a + region of the simulated touch screen of the device. This is useful for + games where diagonals are used. + + This is four parts separated by commas: x,y,w,h. The co-ordinates + are floating-point (decimal) numbers. 0,0 is the top-left corner. The + bottom-right corner is 320,480 if the app is in portrait, and 480,320 + if the app is in landscape. + + For example, --dpad-to-touch=10,10,50,50 will simulate an 8-directional + D-pad within a 50x50 pixel region starting at (10,10) on the screen. + + Note that this option takes precedence over any D-pad buttons defined + with --button-to-touch. + + Except where specified in touchHLE_default_options.txt, this is not used + by default. There is however a virtual cursor that is controlled by the + right analog stick (tap/hold by pressing the stick or right shoulder + button). + + --stick-to-touch=... + Maps the left analog stick to simulated finger movement within a region + of the simulated touch screen of the device. This is useful for games + which use analog movement controls. + + This is four parts separated by commas: x,y,w,h. The co-ordinates + are floating-point (decimal) numbers. 0,0 is the top-left corner. The + bottom-right corner is 320,480 if the app is in portrait, and 480,320 + if the app is in landscape. + + For example, --stick-to-touch=10,10,100,100 will map the left analog + stick to control a touch within a 100x100 pixel region starting at + (10,10) on the screen. + + Except where specified in touchHLE_default_options.txt, this is not used + by default. There is however a virtual cursor that is controlled by the + right analog stick (tap/hold by pressing the stick or right shoulder + button). + --stabilize-virtual-cursor=... Apply motion smoothing and a sticky radius to the virtual cursor (controlled by the right analog stick). @@ -134,35 +174,6 @@ Game controller options: such that sharp movements take about half a second to complete, while movements within a 10px radius will be completely ignored. - --stick-to-touch=... - Defines a region on the screen in which a simulated touch slides - around relative to the left analog stick. This is useful for games - which use analog movement controls. - - This is four parts separated by commas: x,y,w,h. The co-ordinates - are floating-point (decimal) numbers. 0,0 is the top-left corner. The - bottom-right corner is 320,480 if the app is in portrait, and 480,320 - if the app is in landscape. - - For example, --stick-to-touch=10,10,100,100 will map the left analog - stick to control a touch within a 100x100 pixel region starting at - (10,10) on the screen. - - --dpad-to-touch=... - Defines a region on the screen in which a simulated touch mimics an - 8-directional pad. This is useful for games where diagonals are used. - - This is four parts separated by commas: x,y,w,h. The co-ordinates - are floating-point (decimal) numbers. 0,0 is the top-left corner. The - bottom-right corner is 320,480 if the app is in portrait, and 480,320 - if the app is in landscape. - - For example, --dpad-to-touch=10,10,50,50 will simulate an 8-directional - D-pad within a 50x50 pixel region starting at (10,10) on the screen. - - Note that this option takes precedence over any DPad buttons defined - with `--button-to-touch`. - Graphics driver options: --gles1=... Force touchHLE to use a particular OpenGL ES 1.1 implementation. diff --git a/README.md b/README.md index fa5371732..8109075a8 100644 --- a/README.md +++ b/README.md @@ -34,8 +34,8 @@ Input methods: - For simulated touch input, there are four options: - Mouse/trackpad input (tap/hold/drag by pressing the left mouse button) - - Virtual cursor using a game controller (move the cursor with the right analog stick , and tap/hold/drag by pressing the stick or the right shoulder button) - - Mapping of game controller buttons (see the description of `--button-to-touch=` in `OPTIONS_HELP.txt`) + - Virtual cursor using a game controller (move the cursor with the right analog stick, and tap/hold/drag by pressing the stick or the right shoulder button) + - Mapping of game controller buttons or the left analog stick to specific on-screen locations (see the descriptions of `--button-to-touch=`, `--dpad-to-touch=` and `--stick-to-touch=` in `OPTIONS_HELP.txt`) - Real touch input, if you're on a device that has a touch screen - For simulated accelerometer input, there are three options: - Tilt control simulation using the left analog stick of a game controller @@ -118,7 +118,7 @@ See the `CONTRIBUTING.md` file in the git repo if you want to contribute. If you # License -touchHLE © 2023–2025 touchHLE project contributors. +touchHLE © 2023–2026 touchHLE project contributors. The source code of touchHLE itself (not its dependencies) is licensed under the Mozilla Public License, version 2.0. diff --git a/src/licenses.rs b/src/licenses.rs index 91353164a..4a9df7303 100644 --- a/src/licenses.rs +++ b/src/licenses.rs @@ -6,7 +6,7 @@ //! Prints copyright, authorship and license information. const MAIN_COPYRIGHT: &str = " -touchHLE © 2023–2025 touchHLE project contributors. +touchHLE © 2023–2026 touchHLE project contributors. "; const MAIN_LICENSE: &str = "