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Previously we enabled/disabled the input system each frame, depending on the state of the ImGui windows. This commit changes the behavior into only enabling/disabling when the menu's are closed (either through the keyboard or the close button). I added a simple callback to ImGui::Begin which will be called when the close button on the ImGui panel is pressed and the callback pointer isn't nullptr, this was required as there was otherwise no way to determine when the close button was clicked.
44 lines
1.7 KiB
C++
44 lines
1.7 KiB
C++
#pragma once
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#include "core/stdafx.h"
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#include "inputsystem/ButtonCode.h"
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class CInputSystem
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{
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public:
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void EnableInput(bool bEnabled); // @0x14039F100 in R5pc_r5launch_N1094_CL456479_2019_10_30_05_20_PM
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void EnableMessagePump(bool bEnabled); // @0x14039F110 in R5pc_r5launch_N1094_CL456479_2019_10_30_05_20_PM
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bool IsButtonDown(ButtonCode_t Button); // @0x1403A0140 in R5pc_r5launch_N1094_CL456479_2019_10_30_05_20_PM
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private:
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char pad_0000[16]; //0x0000
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public:
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bool m_bEnabled; //0x0010 IsInputEnabled variable.
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bool m_bPumpEnabled; //0x0011 EnabledMessagePump variable.
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};
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///////////////////////////////////////////////////////////////////////////////
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extern CInputSystem* g_pInputSystem;
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///////////////////////////////////////////////////////////////////////////////
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class VInputSystem : public IDetour
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{
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virtual void GetAdr(void) const
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{
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spdlog::debug("| VAR: g_pInputSystem : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_pInputSystem));
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spdlog::debug("+----------------------------------------------------------------+\n");
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}
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virtual void GetFun(void) const { }
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virtual void GetVar(void) const
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{
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g_pInputSystem = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>(
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"\x48\x83\xEC\x28\x48\x8B\x0D\x00\x00\x00\x00\x48\x8D\x05\x00\x00\x00\x00\x48\x89\x05\x00\x00\x00\x00\x48\x85\xC9\x74\x11"),
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"xxxxxxx????xxx????xxx????xxxxx").FindPatternSelf("48 89 05", CMemory::Direction::DOWN, 40).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CInputSystem*>();
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}
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virtual void GetCon(void) const { }
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virtual void Attach(void) const { }
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virtual void Detach(void) const { }
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};
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///////////////////////////////////////////////////////////////////////////////
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REGISTER(VInputSystem);
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