r5sdk/r5dev/windows/input.cpp
Amos d5b2e58dae Code base refactor + major performance and readability improvement. Read description for details.
* 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!).
2021-12-25 22:36:38 +01:00

120 lines
3.7 KiB
C++

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