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https://github.com/Mauler125/r5sdk.git
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* 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!).
120 lines
3.7 KiB
C++
120 lines
3.7 KiB
C++
#include "core/stdafx.h"
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#include "windows/input.h"
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/*-----------------------------------------------------------------------------
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* _input.cpp
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*-----------------------------------------------------------------------------*/
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///////////////////////////////////////////////////////////////////////////////
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typedef BOOL(WINAPI* IGetCursorPos)(LPPOINT lpPoint);
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typedef BOOL(WINAPI* ISetCursorPos)(int nX, int nY);
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typedef BOOL(WINAPI* IClipCursor)(const RECT* lpRect);
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typedef BOOL(WINAPI* IShowCursor)(BOOL bShow);
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///////////////////////////////////////////////////////////////////////////////
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static IGetCursorPos g_oGetCursorPos = nullptr;
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static ISetCursorPos g_oSetCursorPos = nullptr;
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static IClipCursor g_oClipCursor = nullptr;
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static IShowCursor g_oShowCursor = nullptr;
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///////////////////////////////////////////////////////////////////////////////
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static POINT g_pLastCursorPos { 0 };
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extern BOOL g_bBlockInput = false;
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//#############################################################################
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// INITIALIZATION
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//#############################################################################
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void SetupIPHooks()
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{
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g_oSetCursorPos = (ISetCursorPos)DetourFindFunction("user32.dll", "SetCursorPos");
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g_oClipCursor = (IClipCursor )DetourFindFunction("user32.dll", "ClipCursor" );
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g_oGetCursorPos = (IGetCursorPos)DetourFindFunction("user32.dll", "GetCursorPos");
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g_oShowCursor = (IShowCursor )DetourFindFunction("user32.dll", "ShowCursor" );
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}
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//#############################################################################
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// INPUT HOOKS
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//#############################################################################
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BOOL WINAPI HGetCursorPos(LPPOINT lpPoint)
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{
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if (g_bBlockInput)
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{
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assert(lpPoint != nullptr);
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*lpPoint = g_pLastCursorPos;
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}
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return g_oGetCursorPos(lpPoint);
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}
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BOOL WINAPI HSetCursorPos(int X, int Y)
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{
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g_pLastCursorPos.x = X;
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g_pLastCursorPos.y = Y;
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if (g_bBlockInput)
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{
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return TRUE;
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}
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return g_oSetCursorPos(X, Y);
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}
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BOOL WINAPI HClipCursor(const RECT* lpRect)
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{
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if (g_bBlockInput)
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{
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lpRect = nullptr;
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}
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return g_oClipCursor(lpRect);
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}
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BOOL WINAPI HShowCursor(BOOL bShow)
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{
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if (g_bBlockInput)
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{
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bShow = TRUE;
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}
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return g_oShowCursor(bShow);
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}
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//#############################################################################
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// MANAGEMENT
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//#############################################################################
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void Input_Init()
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{
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SetupIPHooks();
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///////////////////////////////////////////////////////////////////////////
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DetourTransactionBegin();
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DetourUpdateThread(GetCurrentThread());
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///////////////////////////////////////////////////////////////////////////
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DetourAttach(&(LPVOID&)g_oGetCursorPos, (PBYTE)HGetCursorPos);
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DetourAttach(&(LPVOID&)g_oSetCursorPos, (PBYTE)HSetCursorPos);
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DetourAttach(&(LPVOID&)g_oClipCursor, (PBYTE)HClipCursor);
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DetourAttach(&(LPVOID&)g_oShowCursor, (PBYTE)HShowCursor);
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///////////////////////////////////////////////////////////////////////////
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DetourTransactionCommit();
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}
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void Input_Shutdown()
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{
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///////////////////////////////////////////////////////////////////////////
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DetourTransactionBegin();
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DetourUpdateThread(GetCurrentThread());
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///////////////////////////////////////////////////////////////////////////
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DetourDetach(&(LPVOID&)g_oGetCursorPos, (PBYTE)HGetCursorPos);
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DetourDetach(&(LPVOID&)g_oSetCursorPos, (PBYTE)HSetCursorPos);
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DetourDetach(&(LPVOID&)g_oClipCursor, (PBYTE)HClipCursor);
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DetourDetach(&(LPVOID&)g_oShowCursor, (PBYTE)HShowCursor);
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///////////////////////////////////////////////////////////////////////////
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DetourTransactionCommit();
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}
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