| [1017] | 1 | #include <stdlib.h>
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 | 2 | #include <stdarg.h>
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 | 3 | 
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 | 4 | #include "../Daodan.h"
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 | 5 | #include "Input.h"
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 | 6 | #include "../Oni/Oni.h"
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| [1163] | 7 | #include "../Daodan_Config.h"
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| [1017] | 8 | #include "../Daodan_Patch.h"
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 | 9 | #include "Utility.h"
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 | 10 | 
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 | 11 | typedef struct {
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| [1163] | 12 |         LItActionDescription descr;
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 | 13 |         DDtActionEventType eventType;
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| [1017] | 14 | 
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| [1163] | 15 |         DDtCustomActionCallback callback;
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 | 16 |         intptr_t ctx;
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 | 17 | } DDtCustomAction;
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| [1017] | 18 | 
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| [1163] | 19 | static DDtCustomAction DDgCustomActions[100] = { 0 };
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| [1017] | 20 | 
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| [1163] | 21 | // Extra keys (make sure these don't collide with Oni's LIc_* keys)
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 | 22 | enum {
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 | 23 |         DDcKey_MouseButton5 = LIcKey_Max,
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 | 24 |         DDcKey_ScrollUp,
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 | 25 |         DDcKey_ScrollDown,
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 | 26 |         DDcKey_ScrollLeft,
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 | 27 |         DDcKey_ScrollRight,
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 | 28 | };
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 | 29 | 
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 | 30 | // Enhanced version of LIgInputNames from Oni with some extra keys
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 | 31 | static const LItInputName DDgInputNames[] = {
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 | 32 |         // The following key names are mapped in Oni
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 | 33 |         {"fkey1", LIcKey_FKey1}, {"fkey2", LIcKey_FKey2}, {"fkey3", LIcKey_FKey3},
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 | 34 |         {"fkey4", LIcKey_FKey4}, {"fkey5", LIcKey_FKey5}, {"fkey6", LIcKey_FKey6},
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 | 35 |         {"fkey7", LIcKey_FKey7}, {"fkey8", LIcKey_FKey8}, {"fkey9", LIcKey_FKey9},
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 | 36 |         {"fkey10", LIcKey_FKey10}, {"fkey11", LIcKey_FKey11},
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 | 37 |         {"fkey12", LIcKey_FKey12}, {"fkey13", LIcKey_FKey13},
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 | 38 |         {"fkey14", LIcKey_FKey14}, {"fkey15", LIcKey_FKey15},
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 | 39 |         {"backspace", LIcKey_Backspace}, {"tab", LIcKey_Tab},
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 | 40 |         {"capslock", LIcKey_CapsLock}, {"enter", LIcKey_Enter},
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 | 41 |         {"leftshift", LIcKey_LeftShift}, {"rightshift", LIcKey_RightShift},
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 | 42 |         {"leftcontrol", LIcKey_LeftControl},
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 | 43 |         {"leftwindows", 0x94}, {"leftoption", 0x94}, // Does nothing in Oni
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 | 44 |         {"leftalt", LIcKey_LeftAlt}, {"space", ' '}, {"rightalt", LIcKey_RightAlt},
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 | 45 |         {"rightoption", 0x97}, {"rightwindows", 0x97}, // Does nothing in Oni
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 | 46 |         {"rightcontrol", LIcKey_RightControl}, {"printscreen", LIcKey_PrintScreen},
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 | 47 |         {"scrolllock", LIcKey_ScrollLock}, {"pause", LIcKey_Pause},
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 | 48 |         {"insert", LIcKey_Insert}, {"home", LIcKey_Home}, {"pageup", LIcKey_PageUp},
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 | 49 |         {"delete", LIcKey_Delete}, {"end", LIcKey_End},
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 | 50 |         {"pagedown", LIcKey_PageDown}, {"uparrow", LIcKey_UpArrow},
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 | 51 |         {"leftarrow", LIcKey_LeftArrow}, {"downarrow", LIcKey_DownArrow},
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 | 52 |         {"rightarrow", LIcKey_RightArrow}, {"numlock", LIcKey_NumLock},
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 | 53 |         {"divide", LIcKey_Divide}, {"multiply", LIcKey_Multiply},
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 | 54 |         {"subtract", LIcKey_Subtract}, {"add", LIcKey_Add},
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 | 55 |         {"numpadequals", LIcKey_NumpadEquals}, {"numpadenter", LIcKey_NumpadEnter},
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 | 56 |         {"decimal", LIcKey_Decimal}, {"numpad0", LIcKey_Numpad0},
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 | 57 |         {"numpad1", LIcKey_Numpad1}, {"numpad2", LIcKey_Numpad2},
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 | 58 |         {"numpad3", LIcKey_Numpad3}, {"numpad4", LIcKey_Numpad4},
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 | 59 |         {"numpad5", LIcKey_Numpad5}, {"numpad6", LIcKey_Numpad6},
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 | 60 |         {"numpad7", LIcKey_Numpad7}, {"numpad8", LIcKey_Numpad8},
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 | 61 |         {"numpad9", LIcKey_Numpad9}, {"backslash", '\\'}, {"semicolon", ';'},
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 | 62 |         {"period", '.'}, {"apostrophe", '\''}, {"slash", '/'}, {"leftbracket", '['},
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 | 63 |         {"rightbracket", ']'}, {"comma", ','},
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 | 64 |         {"mousebutton1", LIcKey_MouseButton1},
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 | 65 |         {"mousebutton2", LIcKey_MouseButton2},
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 | 66 |         {"mousebutton3", LIcKey_MouseButton3},
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 | 67 |         {"mousebutton4", LIcKey_MouseButton4},
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 | 68 |         {"mousexaxis", LIcKey_MouseXAxis}, {"mouseyaxis", LIcKey_MouseYAxis},
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 | 69 |         {"mousezaxis", LIcKey_MouseZAxis},
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 | 70 | 
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 | 71 |         // Extra keys for Daodan Input
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 | 72 |         {"mousebutton5", DDcKey_MouseButton5},
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 | 73 |         {"scrollup", DDcKey_ScrollUp},
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 | 74 |         {"scrolldown", DDcKey_ScrollDown},
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 | 75 |         {"scrollleft", DDcKey_ScrollLeft},
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 | 76 |         {"scrollright", DDcKey_ScrollRight},
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 | 77 | 
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 | 78 |         {"", 0}
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 | 79 | };
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 | 80 | 
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 | 81 | // Enhanced version of LIgPlatform_ScanCodeToChar from Oni
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 | 82 | static const uint8_t DDgPlatform_ScanCodeToChar[256] = {
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 | 83 |         // The following scan codes are mapped in Oni
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 | 84 |         [0x01] = LIcKey_Escape, [0x02] = '1', [0x03] = '2', [0x04] = '3',
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 | 85 |         [0x05] = '4', [0x06] = '5', [0x07] = '6', [0x08] = '7', [0x09] = '8',
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 | 86 |         [0x0a] = '9', [0x0b] = '0', [0x0c] = '-', [0x0d] = '=',
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 | 87 |         [0x0e] = LIcKey_Backspace, [0x0f] = LIcKey_Tab, [0x10] = 'q', [0x11] = 'w',
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 | 88 |         [0x12] = 'e', [0x13] = 'r', [0x14] = 't', [0x15] = 'y', [0x16] = 'u',
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 | 89 |         [0x17] = 'i', [0x18] = 'o', [0x19] = 'p', [0x1a] = '[', [0x1b] = ']',
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 | 90 |         [0x1c] = LIcKey_Enter, [0x1d] = LIcKey_LeftControl, [0x1e] = 'a',
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 | 91 |         [0x1f] = 's', [0x20] = 'd', [0x21] = 'f', [0x22] = 'g', [0x23] = 'h',
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 | 92 |         [0x24] = 'j', [0x25] = 'k', [0x26] = 'l', [0x27] = ';', [0x28] = '\'',
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 | 93 |         [0x29] = '`', [0x2a] = LIcKey_LeftShift, [0x2b] = '\\', [0x2c] = 'z',
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 | 94 |         [0x2d] = 'x', [0x2e] = 'c', [0x2f] = 'v', [0x30] = 'b', [0x31] = 'n',
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 | 95 |         [0x32] = 'm', [0x33] = ',', [0x34] = '.', [0x35] = '/',
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 | 96 |         [0x36] = LIcKey_RightShift, [0x37] = LIcKey_Multiply,
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 | 97 |         [0x38] = LIcKey_LeftAlt, [0x39] = ' ', [0x3a] = LIcKey_CapsLock,
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 | 98 |         [0x3b] = LIcKey_FKey1, [0x3c] = LIcKey_FKey2, [0x3d] = LIcKey_FKey3,
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 | 99 |         [0x3e] = LIcKey_FKey4, [0x3f] = LIcKey_FKey5, [0x40] = LIcKey_FKey6,
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 | 100 |         [0x41] = LIcKey_FKey7, [0x42] = LIcKey_FKey8, [0x43] = LIcKey_FKey9,
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 | 101 |         [0x44] = LIcKey_FKey10, [0x45] = LIcKey_NumLock, [0x46] = LIcKey_ScrollLock,
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 | 102 |         [0x47] = LIcKey_Numpad7, [0x48] = LIcKey_Numpad8, [0x49] = LIcKey_Numpad9,
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 | 103 |         [0x4a] = LIcKey_Subtract, [0x4b] = LIcKey_Numpad4, [0x4c] = LIcKey_Numpad5,
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 | 104 |         [0x4d] = LIcKey_Numpad6, [0x4e] = LIcKey_Add, [0x4f] = LIcKey_Numpad1,
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 | 105 |         [0x50] = LIcKey_Numpad2, [0x51] = LIcKey_Numpad3, [0x52] = LIcKey_Numpad0,
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 | 106 |         [0x53] = LIcKey_Decimal, [0x57] = LIcKey_FKey11, [0x58] = LIcKey_FKey12,
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 | 107 |         [0x64] = LIcKey_FKey13, [0x65] = LIcKey_FKey14, [0x66] = LIcKey_FKey15,
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 | 108 |         [0x8d] = LIcKey_NumpadEquals, [0x9c] = LIcKey_NumpadEnter,
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 | 109 |         [0x9d] = LIcKey_RightControl, [0xb3] = LIcKey_NumpadComma,
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 | 110 |         [0xb5] = LIcKey_Divide, [0xb8] = LIcKey_RightAlt, [0xc7] = LIcKey_Home,
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 | 111 |         [0xc8] = LIcKey_UpArrow, [0xc9] = LIcKey_PageUp, [0xcb] = LIcKey_LeftArrow,
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 | 112 |         [0xcd] = LIcKey_RightArrow, [0xcf] = LIcKey_End, [0xd0] = LIcKey_DownArrow,
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 | 113 |         [0xd2] = LIcKey_Insert, [0xd3] = LIcKey_Delete, [0xdb] = LIcKey_LeftWindows,
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 | 114 |         [0xdc] = LIcKey_RightWindows, [0xdd] = LIcKey_Apps,
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 | 115 | 
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 | 116 |         // Missing in Oni
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 | 117 |         [0xd1] = LIcKey_PageDown,
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 | 118 | };
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 | 119 | 
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 | 120 | // Set in Patches.c if the Daodan input patches are applied. This just enables
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 | 121 | // the windows message handling for now
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 | 122 | bool DDgUseDaodanInput = false;
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 | 123 | 
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 | 124 | // The Oni key codes that correspond to the togglable keys
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 | 125 | static uint8_t DDgCapsOniKey = 0;
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 | 126 | static uint8_t DDgScrollOniKey = 0;
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 | 127 | static uint8_t DDgNumLockOniKey = 0;
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 | 128 | 
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 | 129 | // Multiplier for mouse values
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 | 130 | static float DDgMouseSensitivity = 1.0;
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 | 131 | 
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 | 132 | // Accumulators for mouse scrolling. These are needed because some mice have
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 | 133 | // continuous scroll wheels (not to mention touchpads.) We should only add an
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 | 134 | // action to Oni's input if one of these accumulators exceeds +/-WHEEL_DELTA.
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 | 135 | static int DDgWheelDelta_V = 0;
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 | 136 | static int DDgWheelDelta_H = 0;
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 | 137 | 
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 | 138 | // UUrMachineTime_High for the last update of the accumulators. Used so they can
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 | 139 | // be reset after a period of no scroll events.
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 | 140 | static int64_t DDgWheelDelta_Updated = 0;
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 | 141 | 
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 | 142 | // Temporary action buffer that we build over the duration of a frame with the
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 | 143 | // input we're going to send to the engine. This includes the accumulated
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 | 144 | // movement of the mouse cursor and all actions (keyboard and mouse buttons)
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 | 145 | // that were pressed this frame (but not held down from previous frames - that
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 | 146 | // gets added later from DDgInputState.)
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 | 147 | static LItActionBuffer DDgActionBuffer = { 0 };
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 | 148 | 
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 | 149 | // Temporary buffer containing the current state of the keyboard and mouse
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 | 150 | // buttons, that is, if they're being held now
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 | 151 | static char DDgInputState[256] = { 0 };
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 | 152 | 
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 | 153 | static short ONICALL DDrBinding_Add(int key, const char *name)
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 | 154 | {
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 | 155 |         // First try to replace an existing binding for the same key
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 | 156 |         LItBinding *binding = NULL;
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 | 157 |         for (int i = 0; i < 100; i++) {
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 | 158 |                 if (LIgBindingArray[i].key == key) {
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 | 159 |                         binding = &LIgBindingArray[i];
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 | 160 |                         break;
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 | 161 |                 }
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| [1017] | 162 |         }
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| [1163] | 163 | 
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 | 164 |         // If there are no existing bindings for this key, find a free entry
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 | 165 |         if (!binding) {
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 | 166 |                 for (int i = 0; i < 100; i++) {
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 | 167 |                         if (!LIgBindingArray[i].key) {
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 | 168 |                                 binding = &LIgBindingArray[i];
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 | 169 |                                 break;
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 | 170 |                         }
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 | 171 |                 }
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 | 172 |         }
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 | 173 |         // No free entries, so give up
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 | 174 |         if (!binding)
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 | 175 |                 return 2;
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 | 176 | 
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 | 177 |         // Now try to find the action to bind to. First check Oni's built-in list
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 | 178 |         // of actions.
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 | 179 |         LItActionDescription *descr = NULL;
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 | 180 |         for (int i = 0; LIgActionDescriptions[i].name[0]; i++) {
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 | 181 |                 if (!UUrString_Compare_NoCase(name, LIgActionDescriptions[i].name)) {
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 | 182 |                         descr = &LIgActionDescriptions[i];
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 | 183 |                         break;
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 | 184 |                 }
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 | 185 |         }
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 | 186 | 
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 | 187 |         // Next, try Daodan's list of custom actions
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 | 188 |         if (!descr) {
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 | 189 |                 for (int i = 0; i < ARRAY_SIZE(DDgCustomActions); i++) {
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 | 190 |                         if (!DDgCustomActions[i].descr.name[0])
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 | 191 |                                 break;
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 | 192 | 
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 | 193 |                         if (!UUrString_Compare_NoCase(name, DDgCustomActions[i].descr.name)) {
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 | 194 |                                 descr = &DDgCustomActions[i].descr;
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 | 195 |                                 break;
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 | 196 |                         }
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 | 197 |                 }
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 | 198 |         }
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 | 199 |         if (!descr)
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 | 200 |                 return 0;
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 | 201 | 
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 | 202 |         binding->key = key;
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 | 203 |         binding->descr = descr;
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 | 204 |         return 0;
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 | 205 | }
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 | 206 | 
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 | 207 | static void ONICALL DDrGameState_HandleUtilityInput(GameInput *input)
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 | 208 | {
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 | 209 |         // Mac Oni 1.2.1 checks the cheat binds here, so we should too. Note that
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 | 210 |         // unlike Mac Oni, which hardcodes each cheat here, we use our flexible
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 | 211 |         // custom action system.
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 | 212 |         for (int i = 0; i < ARRAY_SIZE(DDgCustomActions); i++) {
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 | 213 |                 if (!DDgCustomActions[i].descr.name[0])
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 | 214 |                         break;
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 | 215 | 
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 | 216 |                 uint64_t action = 1ull << DDgCustomActions[i].descr.index;
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 | 217 |                 bool active = false;
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 | 218 | 
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 | 219 |                 switch (DDgCustomActions[i].eventType) {
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 | 220 |                 case DDcEventType_KeyPress:
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 | 221 |                         if (input->ActionsPressed & action)
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 | 222 |                                 active = true;
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 | 223 |                         break;
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 | 224 |                 case DDcEventType_KeyDown:
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 | 225 |                         if (input->ActionsDown & action)
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 | 226 |                                 active = true;
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 | 227 |                         break;
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 | 228 |                 }
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 | 229 | 
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 | 230 |                 if (active)
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 | 231 |                         DDgCustomActions[i].callback(DDgCustomActions[i].ctx);
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 | 232 |         }
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 | 233 | 
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 | 234 |         // Now do everything Oni does in this function
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 | 235 |         ONrGameState_HandleUtilityInput(input);
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 | 236 | 
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 | 237 |         // This is for show_triggervolumes. Mac Oni does this at the end of
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 | 238 |         // HandleUtilityInput too.
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 | 239 |         if (ONrDebugKey_WentDown(7))
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 | 240 |                 OBJgTriggerVolume_Visible = !OBJgTriggerVolume_Visible;
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 | 241 | }
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 | 242 | 
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 | 243 | static int GetLowestFreeDigitalAction(void)
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 | 244 | {
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 | 245 |         // Get the digital action indexes that Oni is using right now, plus any in
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 | 246 |         // use by our custom actions
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 | 247 |         uint64_t used = 0;
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 | 248 |         for (int i = 0; LIgActionDescriptions[i].name[0]; i++) {
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 | 249 |                 if (LIgActionDescriptions[i].type != LIcActionType_Digital)
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 | 250 |                         continue;
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 | 251 |                 used |= 1ull << LIgActionDescriptions[i].index;
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 | 252 |         }
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 | 253 |         for (int i = 0; i < ARRAY_SIZE(DDgCustomActions); i++) {
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 | 254 |                 if (!DDgCustomActions[i].descr.name[0])
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 | 255 |                         break;
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 | 256 | 
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 | 257 |                 if (DDgCustomActions[i].descr.type != LIcActionType_Digital)
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 | 258 |                         continue;
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 | 259 |                 used |= 1ull << DDgCustomActions[i].descr.index;
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 | 260 |         }
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 | 261 | 
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 | 262 |         // Get the lowest unused action index and use it. This isn't totally safe
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 | 263 |         // since Oni _might_ have "orphaned" actions that are checked in the code
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 | 264 |         // but not bindable, but Mac Oni 1.2.1 seems to have allocated its new
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 | 265 |         // bindings this way, including filling the gaps between eg. f12 and
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 | 266 |         // lookmode, so we're probably fine to do the same thing.
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 | 267 |         unsigned long lowest;
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 | 268 |         if (BitScanForward(&lowest, ~(unsigned long)used))
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 | 269 |                 return lowest;
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 | 270 |         if (BitScanForward(&lowest, ~(unsigned long)(used >> 32)))
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 | 271 |                 return lowest + 32;
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 | 272 |         return -1;
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 | 273 | }
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 | 274 | 
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 | 275 | void DDrInput_RegisterCustomAction(const char *name, DDtActionEventType type,
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 | 276 |                                    DDtCustomActionCallback callback,
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 | 277 |                                    intptr_t ctx)
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 | 278 | {
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 | 279 |         int index = GetLowestFreeDigitalAction();
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 | 280 |         if (index < 0) {
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 | 281 |                 STARTUPMESSAGE("Registering action %s failed, maximum actions reached",
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 | 282 |                                name);
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 | 283 |                 return;
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 | 284 |         }
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 | 285 | 
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 | 286 |         DDtCustomAction *action;
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 | 287 |         for (int i = 0; i < ARRAY_SIZE(DDgCustomActions); i++) {
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 | 288 |                 if (!DDgCustomActions[i].descr.name[0]) {
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 | 289 |                         action = &DDgCustomActions[i];
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 | 290 |                         break;
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 | 291 |                 }
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 | 292 |         }
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 | 293 |         if (!action) {
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 | 294 |                 STARTUPMESSAGE("Registering action %s failed, maximum actions reached",
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 | 295 |                                name);
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 | 296 |                 return;
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 | 297 |         }
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 | 298 | 
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 | 299 |         *action = (DDtCustomAction) {
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 | 300 |                 .descr = {
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 | 301 |                         .type = 1,
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 | 302 |                         .index = index,
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 | 303 |                 },
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 | 304 |                 .callback = callback,
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 | 305 |                 .ctx = ctx,
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 | 306 |         };
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 | 307 |         UUrString_Copy(action->descr.name, name, sizeof(action->descr.name));
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 | 308 | }
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 | 309 | 
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 | 310 | static uint8_t VKeyToChar(UINT vkey)
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 | 311 | {
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 | 312 |         int sc = MapVirtualKeyA(vkey, MAPVK_VK_TO_VSC_EX);
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 | 313 |         if ((sc & 0xff00) == 0xe000)
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 | 314 |                 sc |= 0x80;
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 | 315 |         sc &= 0xff;
 | 
|---|
 | 316 |         return DDgPlatform_ScanCodeToChar[sc];
 | 
|---|
 | 317 | }
 | 
|---|
 | 318 | 
 | 
|---|
 | 319 | static int ONICALL DDrTranslate_InputName(char *name)
 | 
|---|
 | 320 | {
 | 
|---|
 | 321 |         // Mutate the source argument to convert to lowercase. It's ugly but Oni
 | 
|---|
 | 322 |         // does this too. Unlike Oni, we don't use tolower, since passing
 | 
|---|
 | 323 |         // potentially out-of-range values to tolower is undefined.
 | 
|---|
 | 324 |         for (char *c = name; *c; c++) {
 | 
|---|
 | 325 |                 if (*c >= 'A' && *c <= 'Z')
 | 
|---|
 | 326 |                         *c = *c - 0x20;
 | 
|---|
 | 327 |         }
 | 
|---|
 | 328 | 
 | 
|---|
 | 329 |         // Single character names just use that character as the key code. Unlike
 | 
|---|
 | 330 |         // Oni, we restrict this to printable ASCII.
 | 
|---|
 | 331 |         if (strlen(name) == 1 && name[0] >= ' ' && name[0] <= '~')
 | 
|---|
 | 332 |                 return name[0];
 | 
|---|
 | 333 | 
 | 
|---|
 | 334 |         // Otherwise, look up the name in DDgInputNames
 | 
|---|
 | 335 |         for (int i = 0; DDgInputNames[i].name[0]; i++) {
 | 
|---|
 | 336 |                 if (!strcmp(name, DDgInputNames[i].name))
 | 
|---|
 | 337 |                         return DDgInputNames[i].key;
 | 
|---|
 | 338 |         }
 | 
|---|
 | 339 |         return 0;
 | 
|---|
 | 340 | }
 | 
|---|
 | 341 | 
 | 
|---|
 | 342 | static void CenterCursor(void)
 | 
|---|
 | 343 | {
 | 
|---|
 | 344 |         // This can be set to false by script. Not sure why you'd turn it off, but
 | 
|---|
 | 345 |         // let's respect it.
 | 
|---|
 | 346 |         if (!LIgCenterCursor)
 | 
|---|
 | 347 |                 return;
 | 
|---|
 | 348 | 
 | 
|---|
 | 349 |         RECT rc;
 | 
|---|
 | 350 |         if (!GetClientRect(LIgPlatform_HWND, &rc))
 | 
|---|
 | 351 |                 return;
 | 
|---|
 | 352 |         POINT mid = { rc.right / 2, rc.bottom / 2 };
 | 
|---|
 | 353 |         if (!ClientToScreen(LIgPlatform_HWND, &mid))
 | 
|---|
 | 354 |                 return;
 | 
|---|
 | 355 |         SetCursorPos(mid.x, mid.y);
 | 
|---|
 | 356 | }
 | 
|---|
 | 357 | 
 | 
|---|
 | 358 | static void ONICALL DDrPlatform_Mode_Set(int active)
 | 
|---|
 | 359 | {
 | 
|---|
 | 360 |         // Oni's input system uses LIgPlatform_HWND instead of
 | 
|---|
 | 361 |         // ONgPlatformData.Window, but they should both have the same value
 | 
|---|
 | 362 |         DDmAssert(LIgPlatform_HWND);
 | 
|---|
 | 363 | 
 | 
|---|
 | 364 |         // Clear the input state when switching input modes
 | 
|---|
 | 365 |         for (int i = 0; i < ARRAY_SIZE(DDgInputState); i++)
 | 
|---|
 | 366 |                 DDgInputState[i] = 0;
 | 
|---|
 | 367 |         DDgActionBuffer = (LItActionBuffer) { 0 };
 | 
|---|
 | 368 | 
 | 
|---|
 | 369 |         // Center the cursor before switching modes. Raw Input doesn't need the
 | 
|---|
 | 370 |         // cursor to be centered, but when switching modes, centering the cursor
 | 
|---|
 | 371 |         // means it will be in a predictable position for using the pause or F1
 | 
|---|
 | 372 |         // menu, which are centered on the screen. Also, the cursor must be inside
 | 
|---|
 | 373 |         // the clip region when we call ClipCursor, otherwise it doesn't work.
 | 
|---|
 | 374 |         CenterCursor();
 | 
|---|
 | 375 | 
 | 
|---|
 | 376 |         // If leaving input mode (switching from gameplay to menus,) unregister the
 | 
|---|
 | 377 |         // input device. Otherwise, register it.
 | 
|---|
 | 378 |         RegisterRawInputDevices(&(RAWINPUTDEVICE) {
 | 
|---|
 | 379 |                 .usUsagePage = 0x01, // HID_USAGE_PAGE_GENERIC
 | 
|---|
 | 380 |                 .usUsage = 0x02, // HID_USAGE_GENERIC_MOUSE
 | 
|---|
 | 381 |                 .hwndTarget = LIgPlatform_HWND,
 | 
|---|
 | 382 |                 .dwFlags = active ? 0 : RIDEV_REMOVE,
 | 
|---|
 | 383 |         }, 1, sizeof(RAWINPUTDEVICE));
 | 
|---|
 | 384 | 
 | 
|---|
 | 385 |         if (active) {
 | 
|---|
 | 386 |                 DDgMouseSensitivity =
 | 
|---|
 | 387 |                         DDrConfig_GetOptOfType("windows.mousesensitivity", C_FLOAT)->value.floatVal;
 | 
|---|
 | 388 | 
 | 
|---|
 | 389 |                 // Get the Oni key codes corresponding to the togglable keys
 | 
|---|
 | 390 |                 DDgCapsOniKey = VKeyToChar(VK_CAPITAL);
 | 
|---|
 | 391 |                 DDgScrollOniKey = VKeyToChar(VK_SCROLL);
 | 
|---|
 | 392 |                 DDgNumLockOniKey = VKeyToChar(VK_NUMLOCK);
 | 
|---|
 | 393 | 
 | 
|---|
 | 394 |                 // Clip the cursor to the window bounds when entering input mode to
 | 
|---|
 | 395 |                 // prevent other programs being clicked in windowed mode
 | 
|---|
 | 396 |                 RECT rc;
 | 
|---|
 | 397 |                 if (GetClientRect(LIgPlatform_HWND, &rc)) {
 | 
|---|
 | 398 |                         if (MapWindowRect(LIgPlatform_HWND, NULL, &rc))
 | 
|---|
 | 399 |                                 ClipCursor(&rc);
 | 
|---|
 | 400 |                 }
 | 
|---|
| [1017] | 401 |         } else {
 | 
|---|
| [1163] | 402 |                 ClipCursor(NULL);
 | 
|---|
| [1017] | 403 |         }
 | 
|---|
 | 404 | }
 | 
|---|
 | 405 | 
 | 
|---|
| [1163] | 406 | static void ONICALL DDrPlatform_InputEvent_GetMouse(int active,
 | 
|---|
 | 407 |                                                     LItInputEvent *event)
 | 
|---|
 | 408 | {
 | 
|---|
 | 409 |         POINT pt;
 | 
|---|
 | 410 |         if (!GetCursorPos(&pt))
 | 
|---|
 | 411 |                 goto error;
 | 
|---|
| [1017] | 412 | 
 | 
|---|
| [1163] | 413 |         // Unlike Oni's version of this function, we support windowed mode by
 | 
|---|
 | 414 |         // mapping the cursor coordinates to the window's client area
 | 
|---|
 | 415 |         if (!ScreenToClient(LIgPlatform_HWND, &pt))
 | 
|---|
 | 416 |                 goto error;
 | 
|---|
 | 417 | 
 | 
|---|
 | 418 |         *event = (LItInputEvent) { .mouse_pos = { pt.x, pt.y } };
 | 
|---|
 | 419 |         return;
 | 
|---|
 | 420 | 
 | 
|---|
 | 421 | error:
 | 
|---|
 | 422 |         *event = (LItInputEvent) { 0 };
 | 
|---|
 | 423 |         return;
 | 
|---|
 | 424 | }
 | 
|---|
 | 425 | 
 | 
|---|
 | 426 | static UUtBool ONICALL DDrPlatform_TestKey(int ch, int active)
 | 
|---|
 | 427 | {
 | 
|---|
 | 428 |         // DDrPlatform_TestKey is always called with active = LIgMode_Internal
 | 
|---|
 | 429 | 
 | 
|---|
 | 430 |         if (active) {
 | 
|---|
 | 431 |                 // The input system is running, which means DDgInputState will be up to
 | 
|---|
 | 432 |                 // date, so just use that
 | 
|---|
 | 433 |                 return DDgInputState[ch];
 | 
|---|
 | 434 |         } else {
 | 
|---|
 | 435 |                 // Use Oni's map from key codes to DirectInput scan codes to get the
 | 
|---|
 | 436 |                 // scan code we want to test for
 | 
|---|
 | 437 |                 int sc = 0;
 | 
|---|
 | 438 |                 for (int i = 0; i < 256; i++) {
 | 
|---|
 | 439 |                         if (DDgPlatform_ScanCodeToChar[i] == ch) {
 | 
|---|
 | 440 |                                 sc = i;
 | 
|---|
 | 441 |                                 break;
 | 
|---|
 | 442 |                         }
 | 
|---|
| [1017] | 443 |                 }
 | 
|---|
| [1163] | 444 |                 if (!sc)
 | 
|---|
 | 445 |                         return UUcFalse;
 | 
|---|
 | 446 | 
 | 
|---|
 | 447 |                 // DirectInput scan codes have 0x80 set for extended keys. Replace this
 | 
|---|
 | 448 |                 // with an 0xe0 prefix for MapVirtualKey.
 | 
|---|
 | 449 |                 if (sc & 0x80) {
 | 
|---|
 | 450 |                         sc &= 0x7f;
 | 
|---|
 | 451 |                         sc |= 0xe000;
 | 
|---|
 | 452 |                 }
 | 
|---|
 | 453 |                 int vkey = MapVirtualKeyA(sc, MAPVK_VSC_TO_VK_EX);
 | 
|---|
 | 454 | 
 | 
|---|
 | 455 |                 // Now check if the key is down. We must use GetAsyncKeyState here
 | 
|---|
 | 456 |                 // because DDrPlatform_TestKey can be called from anywhere, even before
 | 
|---|
 | 457 |                 // we have a message loop or game loop. For example, it's called from
 | 
|---|
 | 458 |                 // ONiMain to test the state of the shift key on startup.
 | 
|---|
 | 459 |                 return (GetAsyncKeyState(vkey) & 0x8000) ? UUcTrue : UUcFalse;
 | 
|---|
| [1017] | 460 |         }
 | 
|---|
| [1163] | 461 | }
 | 
|---|
| [1017] | 462 | 
 | 
|---|
| [1163] | 463 | // Update DDgInputState and DDgActionBuffer with a new key state
 | 
|---|
 | 464 | static void SetKeyState(int key, bool down)
 | 
|---|
 | 465 | {
 | 
|---|
 | 466 |         // Keep track of held keys. Held keys are added to every buffer and they're
 | 
|---|
 | 467 |         // also checked in DDrPlatform_TestKey.
 | 
|---|
 | 468 |         DDgInputState[key] = down;
 | 
|---|
 | 469 | 
 | 
|---|
 | 470 |         if (down) {
 | 
|---|
 | 471 |                 // Add the key to the next buffer. This is so key presses are never
 | 
|---|
 | 472 |                 // dropped, even if the key is released before Oni checks the buffer.
 | 
|---|
 | 473 |                 LIrActionBuffer_Add(&DDgActionBuffer, &(LItDeviceInput) {
 | 
|---|
 | 474 |                         .input = key,
 | 
|---|
 | 475 |                         .analog = 1.0,
 | 
|---|
 | 476 |                 });
 | 
|---|
 | 477 |         }
 | 
|---|
| [1017] | 478 | }
 | 
|---|
 | 479 | 
 | 
|---|
| [1163] | 480 | static void ProcessRawInputPacket(RAWINPUT *ri)
 | 
|---|
 | 481 | {
 | 
|---|
 | 482 |         if (ri->header.dwType != RIM_TYPEMOUSE)
 | 
|---|
 | 483 |                 return;
 | 
|---|
 | 484 | 
 | 
|---|
 | 485 |         // We don't handle MOUSE_MOVE_ABSOLUTE at all yet
 | 
|---|
 | 486 |         if (!(ri->data.mouse.usFlags & MOUSE_MOVE_ABSOLUTE)) {
 | 
|---|
 | 487 |                 LIrActionBuffer_Add(&DDgActionBuffer, &(LItDeviceInput) {
 | 
|---|
 | 488 |                         .input = LIcKey_MouseXAxis,
 | 
|---|
 | 489 |                         .analog = (float)ri->data.mouse.lLastX * 0.25 * DDgMouseSensitivity,
 | 
|---|
 | 490 |                 });
 | 
|---|
 | 491 |                 LIrActionBuffer_Add(&DDgActionBuffer, &(LItDeviceInput) {
 | 
|---|
 | 492 |                         .input = LIcKey_MouseYAxis,
 | 
|---|
 | 493 |                         .analog = (float)ri->data.mouse.lLastY *
 | 
|---|
 | 494 |                                   (LIgMode_InvertMouse ? -0.25 : 0.25) * DDgMouseSensitivity,
 | 
|---|
 | 495 |                 });
 | 
|---|
 | 496 |         }
 | 
|---|
 | 497 | 
 | 
|---|
 | 498 |         // Oni supports using the mouse wheel to look up and down or left and right
 | 
|---|
 | 499 |         // by binding mousezaxis to aim_lr or aim_ud. We don't support this
 | 
|---|
 | 500 |         // incredibly useful feature, but if you need it, let me know. Instead, we
 | 
|---|
 | 501 |         // allow scrolling to be bound to digital actions.
 | 
|---|
 | 502 |         if (ri->data.mouse.usButtonFlags & (RI_MOUSE_WHEEL | RI_MOUSE_HWHEEL)) {
 | 
|---|
 | 503 |                 int64_t now = UUrMachineTime_High();
 | 
|---|
 | 504 |                 int64_t last_updated = now - DDgWheelDelta_Updated;
 | 
|---|
 | 505 |                 DDgWheelDelta_Updated = now;
 | 
|---|
 | 506 | 
 | 
|---|
 | 507 |                 // Reset the accumulators if too much time has passed since the last
 | 
|---|
 | 508 |                 // scroll event. The player is assumed to have finished scrolling.
 | 
|---|
 | 509 |                 if (last_updated / UUrMachineTime_High_Frequency() > 0.3) {
 | 
|---|
 | 510 |                         DDgWheelDelta_V = 0;
 | 
|---|
 | 511 |                         DDgWheelDelta_H = 0;
 | 
|---|
 | 512 |                 }
 | 
|---|
 | 513 | 
 | 
|---|
 | 514 |                 int neg_key, pos_key;
 | 
|---|
 | 515 |                 int *delta;
 | 
|---|
 | 516 |                 if (ri->data.mouse.usButtonFlags & RI_MOUSE_WHEEL) {
 | 
|---|
 | 517 |                         neg_key = DDcKey_ScrollUp;
 | 
|---|
 | 518 |                         pos_key = DDcKey_ScrollDown;
 | 
|---|
 | 519 |                         delta = &DDgWheelDelta_V;
 | 
|---|
 | 520 |                 } else {
 | 
|---|
 | 521 |                         neg_key = DDcKey_ScrollLeft;
 | 
|---|
 | 522 |                         pos_key = DDcKey_ScrollRight;
 | 
|---|
 | 523 |                         delta = &DDgWheelDelta_H;
 | 
|---|
 | 524 |                 }
 | 
|---|
 | 525 | 
 | 
|---|
 | 526 |                 // To support touchpad scrolling and mice with continuous scroll wheels,
 | 
|---|
 | 527 |                 // accumulate the wheel delta and only generate an input event once it
 | 
|---|
 | 528 |                 // crosses the WHEEL_DELTA threshold
 | 
|---|
 | 529 |                 *delta += (short)ri->data.mouse.usButtonData;
 | 
|---|
 | 530 |                 if (*delta >= WHEEL_DELTA) {
 | 
|---|
 | 531 |                         LIrActionBuffer_Add(&DDgActionBuffer, &(LItDeviceInput) {
 | 
|---|
 | 532 |                                 .input = neg_key,
 | 
|---|
 | 533 |                                 .analog = 1.0,
 | 
|---|
 | 534 |                         });
 | 
|---|
 | 535 | 
 | 
|---|
 | 536 |                         *delta -= (*delta / WHEEL_DELTA) * WHEEL_DELTA;
 | 
|---|
 | 537 |                 } else if (*delta <= -WHEEL_DELTA) {
 | 
|---|
 | 538 |                         LIrActionBuffer_Add(&DDgActionBuffer, &(LItDeviceInput) {
 | 
|---|
 | 539 |                                 .input = pos_key,
 | 
|---|
 | 540 |                                 .analog = 1.0,
 | 
|---|
 | 541 |                         });
 | 
|---|
 | 542 | 
 | 
|---|
 | 543 |                         *delta -= (*delta / -WHEEL_DELTA) * -WHEEL_DELTA;
 | 
|---|
 | 544 |                 }
 | 
|---|
 | 545 |         }
 | 
|---|
 | 546 | 
 | 
|---|
 | 547 |         // This probably doesn't obey SM_SWAPBUTTON... should it?
 | 
|---|
 | 548 |         if (ri->data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_DOWN)
 | 
|---|
 | 549 |                 SetKeyState(LIcKey_MouseButton1, true);
 | 
|---|
 | 550 |         if (ri->data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_UP)
 | 
|---|
 | 551 |                 SetKeyState(LIcKey_MouseButton1, false);
 | 
|---|
 | 552 |         if (ri->data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_DOWN)
 | 
|---|
 | 553 |                 SetKeyState(LIcKey_MouseButton2, true);
 | 
|---|
 | 554 |         if (ri->data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_UP)
 | 
|---|
 | 555 |                 SetKeyState(LIcKey_MouseButton2, false);
 | 
|---|
 | 556 |         if (ri->data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_DOWN)
 | 
|---|
 | 557 |                 SetKeyState(LIcKey_MouseButton3, true);
 | 
|---|
 | 558 |         if (ri->data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_UP)
 | 
|---|
 | 559 |                 SetKeyState(LIcKey_MouseButton3, false);
 | 
|---|
 | 560 | 
 | 
|---|
 | 561 |         // Oni supports binding this button too. It's the back button on most mice.
 | 
|---|
 | 562 |         if (ri->data.mouse.usButtonFlags & RI_MOUSE_BUTTON_4_DOWN)
 | 
|---|
 | 563 |                 SetKeyState(LIcKey_MouseButton4, true);
 | 
|---|
 | 564 |         if (ri->data.mouse.usButtonFlags & RI_MOUSE_BUTTON_4_UP)
 | 
|---|
 | 565 |                 SetKeyState(LIcKey_MouseButton4, false);
 | 
|---|
 | 566 | 
 | 
|---|
 | 567 |         // Daodan supports binding the forward button too
 | 
|---|
 | 568 |         if (ri->data.mouse.usButtonFlags & RI_MOUSE_BUTTON_5_DOWN)
 | 
|---|
 | 569 |                 SetKeyState(DDcKey_MouseButton5, true);
 | 
|---|
 | 570 |         if (ri->data.mouse.usButtonFlags & RI_MOUSE_BUTTON_5_UP)
 | 
|---|
 | 571 |                 SetKeyState(DDcKey_MouseButton5, false);
 | 
|---|
 | 572 | }
 | 
|---|
 | 573 | 
 | 
|---|
 | 574 | static void DrainRawInput(void)
 | 
|---|
 | 575 | {
 | 
|---|
 | 576 |         if (!LIgMode_Internal)
 | 
|---|
 | 577 |                 return;
 | 
|---|
 | 578 | 
 | 
|---|
 | 579 |         UINT ri_size = 10240;
 | 
|---|
 | 580 |         static RAWINPUT *ri_buf = NULL;
 | 
|---|
 | 581 |         if (!ri_buf)
 | 
|---|
 | 582 |                 ri_buf = calloc(1, ri_size);
 | 
|---|
 | 583 | 
 | 
|---|
 | 584 |         BOOL wow_hack;
 | 
|---|
 | 585 |         IsWow64Process(GetCurrentProcess(), &wow_hack);
 | 
|---|
 | 586 | 
 | 
|---|
 | 587 |         for (;;) {
 | 
|---|
 | 588 |                 UINT count = GetRawInputBuffer(ri_buf, &ri_size, sizeof ri_buf->header);
 | 
|---|
 | 589 |                 if (count == 0 || count == (UINT)-1)
 | 
|---|
 | 590 |                         return;
 | 
|---|
 | 591 | 
 | 
|---|
 | 592 |                 RAWINPUT *ri = ri_buf;
 | 
|---|
 | 593 |                 for (UINT i = 0; i < count; i++) {
 | 
|---|
 | 594 |                         // In WOW64, these structures are aligned like in Win64 and they
 | 
|---|
 | 595 |                         // have to be fixed to use from 32-bit code. Yes, really.
 | 
|---|
 | 596 |                         if (wow_hack) {
 | 
|---|
 | 597 |                                 memmove(&ri->data, ((char *)&ri->data) + 8,
 | 
|---|
 | 598 |                                         ri->header.dwSize - offsetof(RAWINPUT, data) - 8);
 | 
|---|
| [1017] | 599 |                         }
 | 
|---|
| [1163] | 600 | 
 | 
|---|
 | 601 |                         ProcessRawInputPacket(ri);
 | 
|---|
 | 602 |                         ri = NEXTRAWINPUTBLOCK(ri);
 | 
|---|
| [1017] | 603 |                 }
 | 
|---|
 | 604 |         }
 | 
|---|
 | 605 | }
 | 
|---|
 | 606 | 
 | 
|---|
| [1163] | 607 | static UUtBool ONICALL DDiPlatform_InputEvent_GetEvent(void)
 | 
|---|
 | 608 | {
 | 
|---|
 | 609 |         // Center the cursor just in case. Raw Input doesn't need it, but sometimes
 | 
|---|
 | 610 |         // ClipCursor doesn't work for some reason and in that case we should still
 | 
|---|
 | 611 |         // prevent the user from accidentally clicking on other windows.
 | 
|---|
 | 612 |         if (LIgMode_Internal)
 | 
|---|
 | 613 |                 CenterCursor();
 | 
|---|
 | 614 | 
 | 
|---|
 | 615 |         // Do a buffered read of raw input. Apparently this is faster for high-res
 | 
|---|
 | 616 |         // mice. Note that we still have to handle WM_INPUT in our wndproc in case
 | 
|---|
 | 617 |         // a WM_INPUT message arrives during the message loop.
 | 
|---|
 | 618 |         DrainRawInput();
 | 
|---|
 | 619 | 
 | 
|---|
 | 620 |         // Oni only processes a maximum of three messages here (for performance
 | 
|---|
 | 621 |         // reasons?) We're actually using Windows messages for input so we need to
 | 
|---|
 | 622 |         // process all of them.
 | 
|---|
 | 623 |         MSG msg;
 | 
|---|
 | 624 |         while (PeekMessageA(&msg, NULL, 0, 0, PM_REMOVE)) {
 | 
|---|
 | 625 |                 TranslateMessage(&msg);
 | 
|---|
 | 626 |                 DispatchMessageA(&msg);
 | 
|---|
 | 627 |         }
 | 
|---|
 | 628 | 
 | 
|---|
 | 629 |         // Oni returns true here if there are still messages to process, so that
 | 
|---|
 | 630 |         // LIrMode_Set and LIrMode_Set_Internal can call this repeatedly to drain
 | 
|---|
 | 631 |         // all messages. We always drain all messages so return false.
 | 
|---|
 | 632 |         return UUcFalse;
 | 
|---|
| [1017] | 633 | }
 | 
|---|
 | 634 | 
 | 
|---|
| [1163] | 635 | static bool HandleWmInput(HRAWINPUT hri, WPARAM wparam)
 | 
|---|
 | 636 | {
 | 
|---|
 | 637 |         if (!LIgMode_Internal)
 | 
|---|
 | 638 |                 return false;
 | 
|---|
 | 639 | 
 | 
|---|
 | 640 |         static RAWINPUT* ri = NULL;
 | 
|---|
 | 641 |         static UINT ri_size = 0;
 | 
|---|
 | 642 |         UINT minsize = 0;
 | 
|---|
 | 643 | 
 | 
|---|
 | 644 |         GetRawInputData(hri, RID_INPUT, NULL, &minsize, sizeof ri->header);
 | 
|---|
 | 645 |         if (ri_size < minsize) {
 | 
|---|
 | 646 |                 if (ri)
 | 
|---|
 | 647 |                         free(ri);
 | 
|---|
 | 648 |                 ri_size = minsize;
 | 
|---|
 | 649 |                 ri = calloc(1, ri_size);
 | 
|---|
 | 650 |         }
 | 
|---|
 | 651 |         if (GetRawInputData(hri, RID_INPUT, ri, &ri_size, sizeof ri->header) == (UINT)-1)
 | 
|---|
 | 652 |                 return false;
 | 
|---|
 | 653 | 
 | 
|---|
 | 654 |         ProcessRawInputPacket(ri);
 | 
|---|
 | 655 |         return true;
 | 
|---|
 | 656 | }
 | 
|---|
 | 657 | 
 | 
|---|
 | 658 | static void HandleWmWindowPosChanged(WINDOWPOS *pos)
 | 
|---|
 | 659 | {
 | 
|---|
 | 660 |         if (!LIgMode_Internal)
 | 
|---|
 | 661 |                 return;
 | 
|---|
 | 662 | 
 | 
|---|
 | 663 |         CenterCursor();
 | 
|---|
 | 664 | 
 | 
|---|
 | 665 |         RECT rc = { pos->x, pos->y, pos->x + pos->cx, pos->y + pos->cy };
 | 
|---|
 | 666 |         ClipCursor(&rc);
 | 
|---|
 | 667 | }
 | 
|---|
 | 668 | 
 | 
|---|
 | 669 | static void HandleWmKeyboard(int vkey, WORD repeat_count, WORD flags)
 | 
|---|
 | 670 | {
 | 
|---|
 | 671 |         if (!LIgMode_Internal)
 | 
|---|
 | 672 |                 return;
 | 
|---|
 | 673 | 
 | 
|---|
 | 674 |         bool is_extended = flags & KF_EXTENDED;
 | 
|---|
 | 675 |         bool is_repeat = flags & KF_REPEAT;
 | 
|---|
 | 676 |         bool is_up = flags & KF_UP;
 | 
|---|
 | 677 |         BYTE sc = LOBYTE(flags);
 | 
|---|
 | 678 | 
 | 
|---|
 | 679 |         // Ignore togglable keys since we handle them specially
 | 
|---|
 | 680 |         if (vkey == VK_CAPITAL || vkey == VK_SCROLL || vkey == VK_NUMLOCK)
 | 
|---|
 | 681 |                 return;
 | 
|---|
 | 682 | 
 | 
|---|
 | 683 |         // Ignore key down messages sent because of key-repeat
 | 
|---|
 | 684 |         if (!is_up && is_repeat)
 | 
|---|
 | 685 |                 return;
 | 
|---|
 | 686 | 
 | 
|---|
 | 687 |         // Apparently some synthetic keyboard messages can be missing the scancode,
 | 
|---|
 | 688 |         // so get it from the vkey
 | 
|---|
 | 689 |         if (!sc)
 | 
|---|
 | 690 |                 sc = MapVirtualKeyA(vkey, MAPVK_VK_TO_VSC);
 | 
|---|
 | 691 | 
 | 
|---|
 | 692 |         // DirectInput scan codes have 0x80 set for extended keys, and we're using
 | 
|---|
 | 693 |         // a map based on Oni's DirectInput map to convert to key codes
 | 
|---|
 | 694 |         if (is_extended)
 | 
|---|
 | 695 |                 sc |= 0x80;
 | 
|---|
 | 696 |         uint8_t ch = DDgPlatform_ScanCodeToChar[sc];
 | 
|---|
 | 697 |         if (!ch)
 | 
|---|
 | 698 |                 return;
 | 
|---|
 | 699 | 
 | 
|---|
 | 700 |         SetKeyState(ch, !is_up);
 | 
|---|
 | 701 | }
 | 
|---|
 | 702 | 
 | 
|---|
 | 703 | bool DDrInput_WindowProc(HWND window, UINT msg, WPARAM wparam, LPARAM lparam,
 | 
|---|
 | 704 |                          LRESULT* res)
 | 
|---|
 | 705 | {
 | 
|---|
 | 706 |         // This is called from our own window proc for now, so we only want to use
 | 
|---|
 | 707 |         // it when Daodan input is enabled
 | 
|---|
 | 708 |         if (!DDgUseDaodanInput)
 | 
|---|
 | 709 |                 return false;
 | 
|---|
 | 710 | 
 | 
|---|
 | 711 |         switch (msg) {
 | 
|---|
 | 712 |                 case WM_INPUT:
 | 
|---|
 | 713 |                         if (HandleWmInput((HRAWINPUT)lparam, wparam)) {
 | 
|---|
 | 714 |                                 *res = 0;
 | 
|---|
 | 715 |                                 return true;
 | 
|---|
 | 716 |                         }
 | 
|---|
 | 717 |                         break;
 | 
|---|
 | 718 |                 case WM_WINDOWPOSCHANGED:
 | 
|---|
 | 719 |                         HandleWmWindowPosChanged((WINDOWPOS *)lparam);
 | 
|---|
 | 720 |                         break;
 | 
|---|
 | 721 |                 case WM_KEYDOWN:
 | 
|---|
 | 722 |                 case WM_SYSKEYDOWN:
 | 
|---|
 | 723 |                 case WM_KEYUP:
 | 
|---|
 | 724 |                 case WM_SYSKEYUP:
 | 
|---|
 | 725 |                         HandleWmKeyboard(LOWORD(wparam), LOWORD(lparam), HIWORD(lparam));
 | 
|---|
 | 726 |                         break;
 | 
|---|
 | 727 |         }
 | 
|---|
 | 728 | 
 | 
|---|
 | 729 |         return false;
 | 
|---|
 | 730 | }
 | 
|---|
 | 731 | 
 | 
|---|
 | 732 | static void ONICALL DDrActionBuffer_Get(short* count, LItActionBuffer** buffers)
 | 
|---|
 | 733 | {
 | 
|---|
 | 734 |         // So, Oni's version of this function was totally different. In unpatched
 | 
|---|
 | 735 |         // Oni, action buffers were produced at 60Hz by a separate high-priority
 | 
|---|
 | 736 |         // input thread, LIiInterruptHandleProc, and consumed by
 | 
|---|
 | 737 |         // LIrActionBuffer_Get, which was called from the game loop and could
 | 
|---|
 | 738 |         // provide multiple outstanding action buffers to the engine at once.
 | 
|---|
 | 739 |         //
 | 
|---|
 | 740 |         // That was a problem for a couple of reasons. Firstly, the resolution of
 | 
|---|
 | 741 |         // Windows timers is limited by the timer frequency, which can be as low as
 | 
|---|
 | 742 |         // 15.6ms and in the worst case would cause a delay of 31.2ms between action
 | 
|---|
 | 743 |         // buffers. That meant that even if Oni was running at a steady 60 fps, the
 | 
|---|
 | 744 |         // input thread would provide no action buffers on a lot of frames.
 | 
|---|
 | 745 |         //
 | 
|---|
 | 746 |         // Secondly, even though Oni drained the list of pending action buffers by
 | 
|---|
 | 747 |         // calling DDrActionBuffer_Get on every frame, the engine only uses them
 | 
|---|
 | 748 |         // when the internal game time advances, and that happens on a separate 60Hz
 | 
|---|
 | 749 |         // timer which was totally unsynchronized with the 60Hz timer on the input
 | 
|---|
 | 750 |         // thread. That wasn't too much of a problem when the game loop was running
 | 
|---|
 | 751 |         // at less than 60 fps, but when it ran faster, the only action buffers that
 | 
|---|
 | 752 |         // got processed were the ones produced when the game timer and the input
 | 
|---|
 | 753 |         // thread timer happened to tick at the same time, meaning potentially a lot
 | 
|---|
 | 754 |         // of dropped input.
 | 
|---|
 | 755 |         //
 | 
|---|
 | 756 |         // Oni's input system was probably designed that way so that input would
 | 
|---|
 | 757 |         // still run at 60Hz even on PCs that weren't powerful enough to render at
 | 
|---|
 | 758 |         // 60 fps. It was a well-meaning design, but due to the aforementioned
 | 
|---|
 | 759 |         // flaws, we do something much different and simpler here. On the frames
 | 
|---|
 | 760 |         // that Oni will consume input, we generate a single action buffer inside
 | 
|---|
 | 761 |         // DDrActionBuffer_Get based on most up-to-date input.
 | 
|---|
 | 762 | 
 | 
|---|
 | 763 |         // Update ONgGameState->TargetGameTime. We use TargetGameTime to determine
 | 
|---|
 | 764 |         // if Oni is going to consume input on this frame. Unfortunately, in
 | 
|---|
 | 765 |         // unpatched Oni, the call to ONrGameState_UpdateServerTime happened after
 | 
|---|
 | 766 |         // LIrActionBuffer_Get. In Daodan, we NOOP out the original call and call it
 | 
|---|
 | 767 |         // here instead, so it runs before our code.
 | 
|---|
 | 768 |         ONrGameState_UpdateServerTime(ONgGameState);
 | 
|---|
 | 769 |         bool time_updated = ONgGameState->GameTime != ONgGameState->TargetGameTime;
 | 
|---|
 | 770 | 
 | 
|---|
 | 771 |         // Only produce input buffers when input is enabled. LIrActionBuffer_Get
 | 
|---|
 | 772 |         // does the same thing. Also only produce them when Oni will consume them.
 | 
|---|
 | 773 |         if (!LIgMode_Internal || !time_updated) {
 | 
|---|
 | 774 |                 *count = 0;
 | 
|---|
 | 775 |                 *buffers = NULL;
 | 
|---|
 | 776 |                 return;
 | 
|---|
 | 777 |         }
 | 
|---|
 | 778 | 
 | 
|---|
 | 779 |         // Add held keys to the action buffer
 | 
|---|
 | 780 |         for (int i = 0; i < ARRAY_SIZE(DDgInputState); i++) {
 | 
|---|
 | 781 |                 if (DDgInputState[i]) {
 | 
|---|
 | 782 |                         LIrActionBuffer_Add(&DDgActionBuffer, &(LItDeviceInput) {
 | 
|---|
 | 783 |                                 .input = i,
 | 
|---|
 | 784 |                                 .analog = 1.0,
 | 
|---|
 | 785 |                         });
 | 
|---|
 | 786 |                 }
 | 
|---|
 | 787 |         }
 | 
|---|
 | 788 | 
 | 
|---|
 | 789 |         // Add togglable keys to the action buffer
 | 
|---|
 | 790 |         if (DDgCapsOniKey && (GetKeyState(VK_CAPITAL) & 0x01)) {
 | 
|---|
 | 791 |                 LIrActionBuffer_Add(&DDgActionBuffer, &(LItDeviceInput) {
 | 
|---|
 | 792 |                         .input = DDgCapsOniKey,
 | 
|---|
 | 793 |                         .analog = 1.0,
 | 
|---|
 | 794 |                 });
 | 
|---|
 | 795 |         }
 | 
|---|
 | 796 |         if (DDgScrollOniKey && (GetKeyState(VK_SCROLL) & 0x01)) {
 | 
|---|
 | 797 |                 LIrActionBuffer_Add(&DDgActionBuffer, &(LItDeviceInput) {
 | 
|---|
 | 798 |                         .input = DDgScrollOniKey,
 | 
|---|
 | 799 |                         .analog = 1.0,
 | 
|---|
 | 800 |                 });
 | 
|---|
 | 801 |         }
 | 
|---|
 | 802 |         if (DDgNumLockOniKey && (GetKeyState(VK_NUMLOCK) & 0x01)) {
 | 
|---|
 | 803 |                 LIrActionBuffer_Add(&DDgActionBuffer, &(LItDeviceInput) {
 | 
|---|
 | 804 |                         .input = DDgNumLockOniKey,
 | 
|---|
 | 805 |                         .analog = 1.0,
 | 
|---|
 | 806 |                 });
 | 
|---|
 | 807 |         }
 | 
|---|
 | 808 | 
 | 
|---|
 | 809 |         // Make a copy of our temporary action buffer with all the input we've
 | 
|---|
 | 810 |         // gathered this frame. This is the copy that Oni's engine will see.
 | 
|---|
 | 811 |         static LItActionBuffer buf = { 0 };
 | 
|---|
 | 812 |         buf = DDgActionBuffer;
 | 
|---|
 | 813 |         DDgActionBuffer = (LItActionBuffer) { 0 };
 | 
|---|
 | 814 | 
 | 
|---|
 | 815 |         *count = 1;
 | 
|---|
 | 816 |         *buffers = &buf;
 | 
|---|
 | 817 | }
 | 
|---|
 | 818 | 
 | 
|---|
 | 819 | void DDrInput_PatchUtilityInput(void)
 | 
|---|
 | 820 | {
 | 
|---|
 | 821 |         // Patch the call to ONrGameState_HandleUtilityInput in
 | 
|---|
 | 822 |         // ONrGameState_ProcessHeartbeat. This is where Oni checks a bunch of
 | 
|---|
 | 823 |         // miscellaneous inputs, and where Mac Oni 1.2.1 checks the cheat bindings.
 | 
|---|
 | 824 |         // It's also where Mac Oni toggles the show_triggervolumes flag.
 | 
|---|
 | 825 |         DDrPatch_MakeCall((void *)0x004fa91c, (void *)DDrGameState_HandleUtilityInput);
 | 
|---|
 | 826 | }
 | 
|---|
 | 827 | 
 | 
|---|
 | 828 | void DDrInput_PatchCustomActions(void)
 | 
|---|
 | 829 | {
 | 
|---|
 | 830 |         DDrInput_PatchUtilityInput();
 | 
|---|
 | 831 | 
 | 
|---|
 | 832 |         // Replace the function which adds bindings with ours, which checks the list
 | 
|---|
 | 833 |         // of custom bindings as well
 | 
|---|
 | 834 |         DDrPatch_MakeJump((void *)LIrBinding_Add, (void *)DDrBinding_Add);
 | 
|---|
 | 835 | }
 | 
|---|
 | 836 | 
 | 
|---|
 | 837 | void DDrInput_PatchDaodanInput(void)
 | 
|---|
 | 838 | {
 | 
|---|
 | 839 |         // In LIrInitialize, NOOP the call to UUrInterruptProc_Install and
 | 
|---|
 | 840 |         // associated error checking
 | 
|---|
 | 841 |         DDrPatch_NOOP((char *)(OniExe + 0x421f), 106);
 | 
|---|
 | 842 | 
 | 
|---|
 | 843 |         // In LIrPlatform_Initialize, NOOP the Windows version checks so we never
 | 
|---|
 | 844 |         // use DirectInput
 | 
|---|
 | 845 |         DDrPatch_NOOP((char *)(OniExe + 0x2e64), 11);
 | 
|---|
 | 846 | 
 | 
|---|
 | 847 |         // Replace Oni's Windows message loop with one that does buffered raw input
 | 
|---|
 | 848 |         // reads and processes all messages
 | 
|---|
 | 849 |         DDrPatch_MakeJump((void *)LIiPlatform_InputEvent_GetEvent, (void *)DDiPlatform_InputEvent_GetEvent);
 | 
|---|
 | 850 | 
 | 
|---|
 | 851 |         // Replace the function that gets the latest input frames
 | 
|---|
 | 852 |         DDrPatch_MakeJump((void *)LIrActionBuffer_Get, (void *)DDrActionBuffer_Get);
 | 
|---|
 | 853 | 
 | 
|---|
 | 854 |         // Replace the function that gets the mouse cursor position
 | 
|---|
 | 855 |         DDrPatch_MakeJump((void *)LIrPlatform_InputEvent_GetMouse, (void *)DDrPlatform_InputEvent_GetMouse);
 | 
|---|
 | 856 | 
 | 
|---|
 | 857 |         // Replace the function that performs platform-specific actions when the
 | 
|---|
 | 858 |         // input mode changes
 | 
|---|
 | 859 |         DDrPatch_MakeJump((void *)LIrPlatform_Mode_Set, (void *)DDrPlatform_Mode_Set);
 | 
|---|
 | 860 | 
 | 
|---|
 | 861 |         // Replaces the function that tests the state of keyboard keys
 | 
|---|
 | 862 |         DDrPatch_MakeJump((void *)LIrPlatform_TestKey, (void *)DDrPlatform_TestKey);
 | 
|---|
 | 863 | 
 | 
|---|
 | 864 |         // Enable extra key names in key_config.txt
 | 
|---|
 | 865 |         DDrPatch_MakeJump((void *)LIrTranslate_InputName, (void *)DDrTranslate_InputName);
 | 
|---|
 | 866 | 
 | 
|---|
 | 867 |         // Patch out the call to ONrGameState_UpdateServerTime in ONiRunGame because
 | 
|---|
 | 868 |         // we want to do it earlier, in DDrActionBuffer_Get
 | 
|---|
 | 869 |         DDrPatch_NOOP((char *)(OniExe + 0xd4708), 11);
 | 
|---|
 | 870 | 
 | 
|---|
 | 871 |         DDgUseDaodanInput = true;
 | 
|---|
 | 872 | }
 | 
|---|