Added CInputSystem Interface and use a different method of disabling game input.

This commit is contained in:
IcePixelx 2021-07-13 18:38:48 +02:00
parent 99b6e5f017
commit 33ba9ed11f
6 changed files with 263 additions and 17 deletions

249
r5dev/include/gameclasses.h Normal file
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@ -0,0 +1,249 @@
#pragma once
/////////////////////////////////////////////////////////////////////////////
// Enums
#define MAX_SPLITSCREEN_CLIENT_BITS 2
#define MAX_SPLITSCREEN_CLIENTS ( 1 << MAX_SPLITSCREEN_CLIENT_BITS ) // 4
enum
{
MAX_JOYSTICKS = MAX_SPLITSCREEN_CLIENTS,
MOUSE_BUTTON_COUNT = 5,
};
enum JoystickAxis_t
{
JOY_AXIS_X = 0,
JOY_AXIS_Y,
JOY_AXIS_Z,
JOY_AXIS_R,
JOY_AXIS_U,
JOY_AXIS_V,
MAX_JOYSTICK_AXES,
};
enum
{
JOYSTICK_MAX_BUTTON_COUNT = 32,
JOYSTICK_POV_BUTTON_COUNT = 4,
JOYSTICK_AXIS_BUTTON_COUNT = MAX_JOYSTICK_AXES * 2,
};
#define JOYSTICK_BUTTON_INTERNAL( _joystick, _button ) ( JOYSTICK_FIRST_BUTTON + ((_joystick) * JOYSTICK_MAX_BUTTON_COUNT) + (_button) )
#define JOYSTICK_POV_BUTTON_INTERNAL( _joystick, _button ) ( JOYSTICK_FIRST_POV_BUTTON + ((_joystick) * JOYSTICK_POV_BUTTON_COUNT) + (_button) )
#define JOYSTICK_AXIS_BUTTON_INTERNAL( _joystick, _button ) ( JOYSTICK_FIRST_AXIS_BUTTON + ((_joystick) * JOYSTICK_AXIS_BUTTON_COUNT) + (_button) )
#define JOYSTICK_BUTTON( _joystick, _button ) ( (ButtonCode_t)JOYSTICK_BUTTON_INTERNAL( _joystick, _button ) )
#define JOYSTICK_POV_BUTTON( _joystick, _button ) ( (ButtonCode_t)JOYSTICK_POV_BUTTON_INTERNAL( _joystick, _button ) )
#define JOYSTICK_AXIS_BUTTON( _joystick, _button ) ( (ButtonCode_t)JOYSTICK_AXIS_BUTTON_INTERNAL( _joystick, _button ) )
enum ButtonCode_t
{
BUTTON_CODE_INVALID = -1,
BUTTON_CODE_NONE = 0,
KEY_FIRST = 0,
KEY_NONE = KEY_FIRST,
KEY_0,
KEY_1,
KEY_2,
KEY_3,
KEY_4,
KEY_5,
KEY_6,
KEY_7,
KEY_8,
KEY_9,
KEY_A,
KEY_B,
KEY_C,
KEY_D,
KEY_E,
KEY_F,
KEY_G,
KEY_H,
KEY_I,
KEY_J,
KEY_K,
KEY_L,
KEY_M,
KEY_N,
KEY_O,
KEY_P,
KEY_Q,
KEY_R,
KEY_S,
KEY_T,
KEY_U,
KEY_V,
KEY_W,
KEY_X,
KEY_Y,
KEY_Z,
KEY_PAD_0,
KEY_PAD_1,
KEY_PAD_2,
KEY_PAD_3,
KEY_PAD_4,
KEY_PAD_5,
KEY_PAD_6,
KEY_PAD_7,
KEY_PAD_8,
KEY_PAD_9,
KEY_PAD_DIVIDE,
KEY_PAD_MULTIPLY,
KEY_PAD_MINUS,
KEY_PAD_PLUS,
KEY_PAD_ENTER,
KEY_PAD_DECIMAL,
KEY_LBRACKET,
KEY_RBRACKET,
KEY_SEMICOLON,
KEY_APOSTROPHE,
KEY_BACKQUOTE,
KEY_COMMA,
KEY_PERIOD,
KEY_SLASH,
KEY_BACKSLASH,
KEY_MINUS,
KEY_EQUAL,
KEY_ENTER,
KEY_SPACE,
KEY_BACKSPACE,
KEY_TAB,
KEY_CAPSLOCK,
KEY_NUMLOCK,
KEY_ESCAPE,
KEY_SCROLLLOCK,
KEY_INSERT,
KEY_DELETE,
KEY_HOME,
KEY_END,
KEY_PAGEUP,
KEY_PAGEDOWN,
KEY_BREAK,
KEY_LSHIFT,
KEY_RSHIFT,
KEY_LALT,
KEY_RALT,
KEY_LCONTROL,
KEY_RCONTROL,
KEY_LWIN,
KEY_RWIN,
KEY_APP,
KEY_UP,
KEY_LEFT,
KEY_DOWN,
KEY_RIGHT,
KEY_F1,
KEY_F2,
KEY_F3,
KEY_F4,
KEY_F5,
KEY_F6,
KEY_F7,
KEY_F8,
KEY_F9,
KEY_F10,
KEY_F11,
KEY_F12,
KEY_CAPSLOCKTOGGLE,
KEY_NUMLOCKTOGGLE,
KEY_SCROLLLOCKTOGGLE,
KEY_LAST = KEY_SCROLLLOCKTOGGLE,
KEY_COUNT = KEY_LAST - KEY_FIRST + 1,
// Mouse
MOUSE_FIRST = KEY_LAST + 1,
MOUSE_LEFT = MOUSE_FIRST,
MOUSE_RIGHT,
MOUSE_MIDDLE,
MOUSE_4,
MOUSE_5,
MOUSE_WHEEL_UP, // A fake button which is 'pressed' and 'released' when the wheel is moved up
MOUSE_WHEEL_DOWN, // A fake button which is 'pressed' and 'released' when the wheel is moved down
MOUSE_LAST = MOUSE_WHEEL_DOWN,
MOUSE_COUNT = MOUSE_LAST - MOUSE_FIRST + 1,
// Joystick
JOYSTICK_FIRST = MOUSE_LAST + 1,
JOYSTICK_FIRST_BUTTON = JOYSTICK_FIRST,
JOYSTICK_LAST_BUTTON = JOYSTICK_BUTTON_INTERNAL(MAX_JOYSTICKS - 1, JOYSTICK_MAX_BUTTON_COUNT - 1),
JOYSTICK_FIRST_POV_BUTTON,
JOYSTICK_LAST_POV_BUTTON = JOYSTICK_POV_BUTTON_INTERNAL(MAX_JOYSTICKS - 1, JOYSTICK_POV_BUTTON_COUNT - 1),
JOYSTICK_FIRST_AXIS_BUTTON,
JOYSTICK_LAST_AXIS_BUTTON = JOYSTICK_AXIS_BUTTON_INTERNAL(MAX_JOYSTICKS - 1, JOYSTICK_AXIS_BUTTON_COUNT - 1),
JOYSTICK_LAST = JOYSTICK_LAST_AXIS_BUTTON,
BUTTON_CODE_LAST,
BUTTON_CODE_COUNT = BUTTON_CODE_LAST - KEY_FIRST + 1,
// Helpers for XBox 360
KEY_XBUTTON_UP = JOYSTICK_FIRST_POV_BUTTON, // POV buttons
KEY_XBUTTON_RIGHT,
KEY_XBUTTON_DOWN,
KEY_XBUTTON_LEFT,
KEY_XBUTTON_A = JOYSTICK_FIRST_BUTTON, // Buttons
KEY_XBUTTON_B,
KEY_XBUTTON_X,
KEY_XBUTTON_Y,
KEY_XBUTTON_LEFT_SHOULDER,
KEY_XBUTTON_RIGHT_SHOULDER,
KEY_XBUTTON_BACK,
KEY_XBUTTON_START,
KEY_XBUTTON_STICK1,
KEY_XBUTTON_STICK2,
KEY_XBUTTON_INACTIVE_START,
KEY_XSTICK1_RIGHT = JOYSTICK_FIRST_AXIS_BUTTON, // XAXIS POSITIVE
KEY_XSTICK1_LEFT, // XAXIS NEGATIVE
KEY_XSTICK1_DOWN, // YAXIS POSITIVE
KEY_XSTICK1_UP, // YAXIS NEGATIVE
KEY_XBUTTON_LTRIGGER, // ZAXIS POSITIVE
KEY_XBUTTON_RTRIGGER, // ZAXIS NEGATIVE
KEY_XSTICK2_RIGHT, // UAXIS POSITIVE
KEY_XSTICK2_LEFT, // UAXIS NEGATIVE
KEY_XSTICK2_DOWN, // VAXIS POSITIVE
KEY_XSTICK2_UP, // VAXIS NEGATIVE
};
// Buttons are not confirmed to be the same. They have been always the same throughout the source engine. Lets hope they did not change them.
/////////////////////////////////////////////////////////////////////////////
// Classes and Structs
class CInputSystem
{
public:
void EnableInput(bool bEnabled)
{
using OriginalFn = void(__thiscall*)(CInputSystem*, bool);
(*reinterpret_cast<OriginalFn**>(this))[10](this, bEnabled); // EnableInput is virtual function index 10 in the CInputSystem virtual table.
}
void EnableMessagePump(bool bEnabled)
{
using OriginalFn = void(__thiscall*)(CInputSystem*, bool);
(*reinterpret_cast<OriginalFn**>(this))[11](this, bEnabled); // EnableMessagePump is virtual function index 11 in the CInputSystem virtual table.
}
bool IsButtonDown(ButtonCode_t Button)
{
using OriginalFn = bool(__thiscall*)(CInputSystem*, ButtonCode_t);
return (*reinterpret_cast<OriginalFn**>(this))[13](this, Button); // IsButtonDown is virtual function index 13 in the CInputSystem virtual table.
}
private:
char pad_0000[16]; //0x0000
public:
bool m_bEnabled; //0x0010 IsInputEnabled variable.
bool m_bPumpEnabled; //0x0011 EnabledMessagePump variable.
};

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@ -289,6 +289,7 @@
<ClInclude Include="..\external\spdlog\include\version.h" />
<ClInclude Include="include\console.h" />
<ClInclude Include="include\enums.h" />
<ClInclude Include="include\gameclasses.h" />
<ClInclude Include="include\hooks.h" />
<ClInclude Include="include\id3dx.h" />
<ClInclude Include="include\input.h" />

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@ -449,6 +449,9 @@
<ClInclude Include="..\external\spdlog\include\sinks\qt_sinks.h">
<Filter>External Libraries\spdlog\Header Files\sinks</Filter>
</ClInclude>
<ClInclude Include="include\gameclasses.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="r5dev.def">

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@ -8,6 +8,7 @@
#include "opcptc.h"
#include "console.h"
#include "utility.h"
#include "gameclasses.h"
//#############################################################################
// INITIALIZATION

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@ -12,6 +12,7 @@
#include "detours.h"
#include "overlay.h"
#include "patterns.h"
#include "gameclasses.h"
#include "imgui.h"
#include "imgui_impl_dx11.h"
@ -262,23 +263,16 @@ void DrawImGui()
ImGui::NewFrame();
static CInputSystem* InputSystem = *reinterpret_cast<CInputSystem**>(0x14D40B380);
if (g_bShowMenu)
{
bShowMenu = true;
if (!g_bInitMenu)
{
CommandExecute(NULL, "gameui_activate");
g_bInitMenu = true;
}
InputSystem->EnableInput(false); // Disable input.
ShowGameConsole(&bShowMenu);
}
else if(!g_bShowMenu)
else if (!g_bShowMenu)
{
if (g_bInitMenu)
{
CommandExecute(NULL, "gameui_hide");
g_bInitMenu = false;
}
InputSystem->EnableInput(true); // Enable input.
}
ImGui::EndFrame();

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@ -182,14 +182,12 @@ public:
ImGui::SetNextWindowSize(ImVec2(840, 600), ImGuiCond_FirstUseEver);
ImGui::SetWindowPos(ImVec2(-1000, 50), ImGuiCond_FirstUseEver);
if (!ImGui::Begin(title, p_open))
if (!ImGui::Begin(title, NULL)) // Passing a bool only causes problems if you Begin a new window. I would not suggest to use it.
{
ImGui::End(); return;
}
if (*p_open == NULL)
{
g_bShowMenu = false;
}
///////////////////////////////////////////////////////////////////////
if (ImGui::SmallButton("Developer mode"))
{