r5sdk/src/inputsystem/inputstacksystem.h
Kawe Mazidjatari fb8ef4f379 InputSystem: add reverse engineered 'InputStackSystem' class
Reverse engineered as part of reverse engineering class 'CInput' which is for a future commit. Singleton pointer has been exposed to SDK through the pointer 'g_pInputStackSystem'.
2024-06-16 20:32:57 +02:00

81 lines
2.9 KiB
C++

//===== Copyright © 1996-2010, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef INPUTCLIENTSTACK_H
#define INPUTCLIENTSTACK_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utlstack.h"
#include "inputsystem/iinputstacksystem.h"
//-----------------------------------------------------------------------------
// An input context
//-----------------------------------------------------------------------------
struct InputContext_t
{
InputCursorHandle_t m_hCursorIcon;
bool m_bEnabled;
bool m_bCursorVisible;
bool m_bMouseCaptureEnabled;
};
//-----------------------------------------------------------------------------
// Stack system implementation
//-----------------------------------------------------------------------------
class CInputStackSystem : public CTier1AppSystem< IInputStackSystem >
{
typedef CTier1AppSystem< IInputStackSystem > BaseClass;
// Methods of IAppSystem
// NOTE: currently, the implementation in the game engine is used. If the
// vtable ever gets swapped with the implementation in the SDK, make sure
// to implement BaseClass::Shutdown() and uncomment the functions below !!!
// The implementation in this SDK is identical to that of the engine.
public:
//virtual const AppSystemInfo_t* GetDependencies();
//virtual void Shutdown();
// Methods of IInputStackSystem
public:
virtual InputContextHandle_t PushInputContext();
virtual void PopInputContext( InputContextHandle_t hContext );
virtual void EnableInputContext( InputContextHandle_t hContext, bool bEnable );
virtual void SetCursorVisible( InputContextHandle_t hContext, bool bVisible );
virtual void SetCursorIcon( InputContextHandle_t hContext, InputCursorHandle_t hCursor );
virtual void SetMouseCapture( InputContextHandle_t hContext, bool bEnable );
virtual void SetCursorPosition( InputContextHandle_t hContext, int x, int y );
virtual bool IsTopmostEnabledContext( InputContextHandle_t hContext ) const;
private:
// Updates the cursor based on the current state of the input stack
void UpdateCursorState();
CUtlStack< InputContext_t* > m_ContextStack;
};
extern CInputStackSystem* g_pInputStackSystem;
///////////////////////////////////////////////////////////////////////////////
class VInputStackSystem : public IDetour
{
virtual void GetAdr(void) const
{
LogVarAdr("g_InputStackSystem", g_pInputStackSystem);
}
virtual void GetFun(void) const { }
virtual void GetVar(void) const
{
g_pInputStackSystem = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B F9 E8 ?? ?? ?? ?? 33 C9").OffsetSelf(0x120)
.FindPatternSelf("48 8D", CMemory::Direction::DOWN, 40).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CInputStackSystem*>();
}
virtual void GetCon(void) const { }
virtual void Detour(const bool bAttach) const { };
};
///////////////////////////////////////////////////////////////////////////////
#endif // INPUTCLIENTSTACK_H