Documentation tweaks for new touch input options + copyright year bump

Change-Id: I280e26ffcf573ffb59310cddb17defed8eaab6d8
This commit is contained in:
hikari_no_yume
2026-01-01 19:31:45 +01:00
parent f459ec0708
commit a81667131e
3 changed files with 45 additions and 34 deletions

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@@ -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.

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@@ -35,7 +35,7 @@ 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`)
- 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 © 20232025 touchHLE project contributors.
touchHLE © 20232026 touchHLE project contributors.
The source code of touchHLE itself (not its dependencies) is licensed under the Mozilla Public License, version 2.0.

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@@ -6,7 +6,7 @@
//! Prints copyright, authorship and license information.
const MAIN_COPYRIGHT: &str = "
touchHLE © 20232025 touchHLE project contributors.
touchHLE © 20232026 touchHLE project contributors.
";
const MAIN_LICENSE: &str = "