r5sdk/src/inputsystem/inputsystem.cpp
Kawe Mazidjatari 155bfd5be3 InputSystem: remove legacy code
InputSystem's interface has been reverse engineered already, the old placeholder interface is no longer needed.
2024-06-17 15:27:46 +02:00

46 lines
1.4 KiB
C++

//===========================================================================//
//
// Purpose:
//
//===========================================================================//
#include "core/stdafx.h"
#include "vpc/IAppSystem.h"
#include "windows/id3dx.h"
#include "geforce/reflex.h"
#include "inputsystem/inputsystem.h"
#include <materialsystem/cmaterialsystem.h>
//-----------------------------------------------------------------------------
// Returns the currently attached window
//-----------------------------------------------------------------------------
PlatWindow_t CInputSystem::GetAttachedWindow() const
{
return (PlatWindow_t)m_hAttachedHWnd;
}
LRESULT CInputSystem::WindowProc(void* unused, HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (g_pInputSystem->m_bEnabled &&
((hwnd == g_pInputSystem->m_hAttachedHWnd) || (uMsg == WM_ACTIVATEAPP)) &&
(uMsg != WM_CLOSE))
{
if (PCLSTATS_IS_PING_MSG_ID(uMsg))
{
GFX_SetLatencyMarker(D3D11Device(), PC_LATENCY_PING, MaterialSystem()->GetCurrentFrameCount());
}
}
return CInputSystem__WindowProc(unused, hwnd, uMsg, wParam, lParam);
}
void VInputSystem::Detour(const bool bAttach) const
{
DetourSetup(&CInputSystem__WindowProc, &CInputSystem::WindowProc, bAttach);
}
///////////////////////////////////////////////////////////////////////////////
CInputSystem* g_pInputSystem = nullptr;
bool(**g_fnSyncRTWithIn)(void) = nullptr;