Add touch-to-logical coordinate mapping for UI
Implements tapToLogical() to convert normalized touch coordinates to orientation-aware logical screen coordinates. Adds TouchRegistry hit testing for interactive UI elements and header back button. Touch gestures now work correctly across all screen orientations (Portrait, Landscape, etc.) by inverting the rotateCoordinates transform.
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@@ -1296,6 +1296,38 @@ int GfxRenderer::getScreenHeight() const {
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return panelWidth;
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}
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void GfxRenderer::tapToLogical(float nx, float ny, int& outX, int& outY) const {
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// Native panel pixel of the tap (wasTouchTap normalizes over the native panel).
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int phyX = static_cast<int>(nx * panelWidth);
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int phyY = static_cast<int>(ny * panelHeight);
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if (phyX < 0) phyX = 0;
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if (phyX > panelWidth - 1) phyX = panelWidth - 1;
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if (phyY < 0) phyY = 0;
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if (phyY > panelHeight - 1) phyY = panelHeight - 1;
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// Inverse of rotateCoordinates() (see the forward transform above): map a
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// physical/native point back into the current orientation's logical frame.
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switch (orientation) {
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case Portrait: // forward: phyX=logY, phyY=panelHeight-1-logX
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outX = panelHeight - 1 - phyY;
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outY = phyX;
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break;
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case PortraitInverted: // forward: phyX=panelWidth-1-logY, phyY=logX
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outX = phyY;
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outY = panelWidth - 1 - phyX;
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break;
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case LandscapeClockwise: // forward: phyX=panelWidth-1-logX, phyY=panelHeight-1-logY
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outX = panelWidth - 1 - phyX;
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outY = panelHeight - 1 - phyY;
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break;
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case LandscapeCounterClockwise: // forward: identity
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default:
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outX = phyX;
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outY = phyY;
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break;
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}
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}
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// Translate a logical rect through rotateCoordinates and take the bounding
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// box of its four corners on the physical panel. Output coords are inclusive
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// and clamped. Returns false if the rect ends up fully off-panel.
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