r5sdk/r5dev/windows/input.cpp

126 lines
3.9 KiB
C++
Raw Normal View History

Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
#include "core/stdafx.h"
#include "windows/input.h"
/*-----------------------------------------------------------------------------
* _input.cpp
*-----------------------------------------------------------------------------*/
///////////////////////////////////////////////////////////////////////////////
typedef BOOL(WINAPI* IGetCursorPos)(LPPOINT lpPoint);
typedef BOOL(WINAPI* ISetCursorPos)(int nX, int nY);
typedef BOOL(WINAPI* IClipCursor)(const RECT* lpRect);
typedef BOOL(WINAPI* IShowCursor)(BOOL bShow);
///////////////////////////////////////////////////////////////////////////////
static IGetCursorPos g_oGetCursorPos = nullptr;
static ISetCursorPos g_oSetCursorPos = nullptr;
static IClipCursor g_oClipCursor = nullptr;
static IShowCursor g_oShowCursor = nullptr;
///////////////////////////////////////////////////////////////////////////////
static POINT g_pLastCursorPos { 0 };
extern BOOL g_bBlockInput = false;
//#############################################################################
// INITIALIZATION
//#############################################################################
2021-12-30 17:20:41 +01:00
void Input_Setup()
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
{
g_oSetCursorPos = (ISetCursorPos)DetourFindFunction("user32.dll", "SetCursorPos");
g_oClipCursor = (IClipCursor )DetourFindFunction("user32.dll", "ClipCursor" );
g_oGetCursorPos = (IGetCursorPos)DetourFindFunction("user32.dll", "GetCursorPos");
g_oShowCursor = (IShowCursor )DetourFindFunction("user32.dll", "ShowCursor" );
}
//#############################################################################
// INPUT HOOKS
//#############################################################################
BOOL WINAPI HGetCursorPos(LPPOINT lpPoint)
{
if (g_bBlockInput)
{
assert(lpPoint != nullptr);
*lpPoint = g_pLastCursorPos;
}
return g_oGetCursorPos(lpPoint);
}
BOOL WINAPI HSetCursorPos(int X, int Y)
{
g_pLastCursorPos.x = X;
g_pLastCursorPos.y = Y;
if (g_bBlockInput)
{
return TRUE;
}
return g_oSetCursorPos(X, Y);
}
BOOL WINAPI HClipCursor(const RECT* lpRect)
{
if (g_bBlockInput)
{
lpRect = nullptr;
}
return g_oClipCursor(lpRect);
}
BOOL WINAPI HShowCursor(BOOL bShow)
{
if (g_bBlockInput)
{
bShow = TRUE;
}
return g_oShowCursor(bShow);
}
//#############################################################################
// MANAGEMENT
//#############################################################################
void Input_Init()
{
2021-12-30 17:20:41 +01:00
Input_Setup();
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
///////////////////////////////////////////////////////////////////////////
DetourTransactionBegin();
DetourUpdateThread(GetCurrentThread());
///////////////////////////////////////////////////////////////////////////
DetourAttach(&(LPVOID&)g_oGetCursorPos, (PBYTE)HGetCursorPos);
DetourAttach(&(LPVOID&)g_oSetCursorPos, (PBYTE)HSetCursorPos);
DetourAttach(&(LPVOID&)g_oClipCursor, (PBYTE)HClipCursor);
DetourAttach(&(LPVOID&)g_oShowCursor, (PBYTE)HShowCursor);
///////////////////////////////////////////////////////////////////////////
HRESULT hr = DetourTransactionCommit();
if (hr != NO_ERROR)
{
// Failed to hook into the process, terminate
Assert(0);
Error(eDLL_T::COMMON, 0xBAD0C0DE, "Failed to detour process: error code = %08x\n", hr);
}
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
}
void Input_Shutdown()
{
///////////////////////////////////////////////////////////////////////////
DetourTransactionBegin();
DetourUpdateThread(GetCurrentThread());
///////////////////////////////////////////////////////////////////////////
DetourDetach(&(LPVOID&)g_oGetCursorPos, (PBYTE)HGetCursorPos);
DetourDetach(&(LPVOID&)g_oSetCursorPos, (PBYTE)HSetCursorPos);
DetourDetach(&(LPVOID&)g_oClipCursor, (PBYTE)HClipCursor);
DetourDetach(&(LPVOID&)g_oShowCursor, (PBYTE)HShowCursor);
///////////////////////////////////////////////////////////////////////////
DetourTransactionCommit();
}