| 1 | #include <stdlib.h> | 
 
 
 
 
 | 2 | #include <stdarg.h> | 
 
 
 
 
 | 3 |  | 
 
 
 
 
 | 4 | #include "../Daodan.h" | 
 
 
 
 
 | 5 | #include "Input.h" | 
 
 
 
 
 | 6 | #include "../Oni/Oni.h" | 
 
 
 
 
 | 7 | #include "../Daodan_Config.h" | 
 
 
 
 
 | 8 | #include "../Daodan_Patch.h" | 
 
 
 
 
 | 9 | #include "Utility.h" | 
 
 
 
 
 | 10 |  | 
 
 
 
 
 | 11 | typedef struct { | 
 
 
 
 
 | 12 | LItActionDescription descr; | 
 
 
 
 
 | 13 | DDtActionEventType eventType; | 
 
 
 
 
 | 14 |  | 
 
 
 
 
 | 15 | DDtCustomActionCallback callback; | 
 
 
 
 
 | 16 | intptr_t ctx; | 
 
 
 
 
 | 17 | } DDtCustomAction; | 
 
 
 
 
 | 18 |  | 
 
 
 
 
 | 19 | static DDtCustomAction DDgCustomActions[100] = { 0 }; | 
 
 
 
 
 | 20 |  | 
 
 
 
 
 | 21 | // Extra keys (make sure these don't collide with Oni's LIc_* keys) | 
 
 
 
 
 | 22 | enum { | 
 
 
 
 
 | 23 | DDcKey_MouseButton5 = LIcKey_Max, | 
 
 
 
 
 | 24 | DDcKey_ScrollUp, | 
 
 
 
 
 | 25 | DDcKey_ScrollDown, | 
 
 
 
 
 | 26 | DDcKey_ScrollLeft, | 
 
 
 
 
 | 27 | DDcKey_ScrollRight, | 
 
 
 
 
 | 28 | }; | 
 
 
 
 
 | 29 |  | 
 
 
 
 
 | 30 | // Enhanced version of LIgInputNames from Oni with some extra keys | 
 
 
 
 
 | 31 | static const LItInputName DDgInputNames[] = { | 
 
 
 
 
 | 32 | // The following key names are mapped in Oni | 
 
 
 
 
 | 33 | {"fkey1", LIcKey_FKey1}, {"fkey2", LIcKey_FKey2}, {"fkey3", LIcKey_FKey3}, | 
 
 
 
 
 | 34 | {"fkey4", LIcKey_FKey4}, {"fkey5", LIcKey_FKey5}, {"fkey6", LIcKey_FKey6}, | 
 
 
 
 
 | 35 | {"fkey7", LIcKey_FKey7}, {"fkey8", LIcKey_FKey8}, {"fkey9", LIcKey_FKey9}, | 
 
 
 
 
 | 36 | {"fkey10", LIcKey_FKey10}, {"fkey11", LIcKey_FKey11}, | 
 
 
 
 
 | 37 | {"fkey12", LIcKey_FKey12}, {"fkey13", LIcKey_FKey13}, | 
 
 
 
 
 | 38 | {"fkey14", LIcKey_FKey14}, {"fkey15", LIcKey_FKey15}, | 
 
 
 
 
 | 39 | {"backspace", LIcKey_Backspace}, {"tab", LIcKey_Tab}, | 
 
 
 
 
 | 40 | {"capslock", LIcKey_CapsLock}, {"enter", LIcKey_Enter}, | 
 
 
 
 
 | 41 | {"leftshift", LIcKey_LeftShift}, {"rightshift", LIcKey_RightShift}, | 
 
 
 
 
 | 42 | {"leftcontrol", LIcKey_LeftControl}, | 
 
 
 
 
 | 43 | {"leftwindows", 0x94}, {"leftoption", 0x94}, // Does nothing in Oni | 
 
 
 
 
 | 44 | {"leftalt", LIcKey_LeftAlt}, {"space", ' '}, {"rightalt", LIcKey_RightAlt}, | 
 
 
 
 
 | 45 | {"rightoption", 0x97}, {"rightwindows", 0x97}, // Does nothing in Oni | 
 
 
 
 
 | 46 | {"rightcontrol", LIcKey_RightControl}, {"printscreen", LIcKey_PrintScreen}, | 
 
 
 
 
 | 47 | {"scrolllock", LIcKey_ScrollLock}, {"pause", LIcKey_Pause}, | 
 
 
 
 
 | 48 | {"insert", LIcKey_Insert}, {"home", LIcKey_Home}, {"pageup", LIcKey_PageUp}, | 
 
 
 
 
 | 49 | {"delete", LIcKey_Delete}, {"end", LIcKey_End}, | 
 
 
 
 
 | 50 | {"pagedown", LIcKey_PageDown}, {"uparrow", LIcKey_UpArrow}, | 
 
 
 
 
 | 51 | {"leftarrow", LIcKey_LeftArrow}, {"downarrow", LIcKey_DownArrow}, | 
 
 
 
 
 | 52 | {"rightarrow", LIcKey_RightArrow}, {"numlock", LIcKey_NumLock}, | 
 
 
 
 
 | 53 | {"divide", LIcKey_Divide}, {"multiply", LIcKey_Multiply}, | 
 
 
 
 
 | 54 | {"subtract", LIcKey_Subtract}, {"add", LIcKey_Add}, | 
 
 
 
 
 | 55 | {"numpadequals", LIcKey_NumpadEquals}, {"numpadenter", LIcKey_NumpadEnter}, | 
 
 
 
 
 | 56 | {"decimal", LIcKey_Decimal}, {"numpad0", LIcKey_Numpad0}, | 
 
 
 
 
 | 57 | {"numpad1", LIcKey_Numpad1}, {"numpad2", LIcKey_Numpad2}, | 
 
 
 
 
 | 58 | {"numpad3", LIcKey_Numpad3}, {"numpad4", LIcKey_Numpad4}, | 
 
 
 
 
 | 59 | {"numpad5", LIcKey_Numpad5}, {"numpad6", LIcKey_Numpad6}, | 
 
 
 
 
 | 60 | {"numpad7", LIcKey_Numpad7}, {"numpad8", LIcKey_Numpad8}, | 
 
 
 
 
 | 61 | {"numpad9", LIcKey_Numpad9}, {"backslash", '\\'}, {"semicolon", ';'}, | 
 
 
 
 
 | 62 | {"period", '.'}, {"apostrophe", '\''}, {"slash", '/'}, {"leftbracket", '['}, | 
 
 
 
 
 | 63 | {"rightbracket", ']'}, {"comma", ','}, | 
 
 
 
 
 | 64 | {"mousebutton1", LIcKey_MouseButton1}, | 
 
 
 
 
 | 65 | {"mousebutton2", LIcKey_MouseButton2}, | 
 
 
 
 
 | 66 | {"mousebutton3", LIcKey_MouseButton3}, | 
 
 
 
 
 | 67 | {"mousebutton4", LIcKey_MouseButton4}, | 
 
 
 
 
 | 68 | {"mousexaxis", LIcKey_MouseXAxis}, {"mouseyaxis", LIcKey_MouseYAxis}, | 
 
 
 
 
 | 69 | {"mousezaxis", LIcKey_MouseZAxis}, | 
 
 
 
 
 | 70 |  | 
 
 
 
 
 | 71 | // Extra keys for Daodan Input | 
 
 
 
 
 | 72 | {"mousebutton5", DDcKey_MouseButton5}, | 
 
 
 
 
 | 73 | {"scrollup", DDcKey_ScrollUp}, | 
 
 
 
 
 | 74 | {"scrolldown", DDcKey_ScrollDown}, | 
 
 
 
 
 | 75 | {"scrollleft", DDcKey_ScrollLeft}, | 
 
 
 
 
 | 76 | {"scrollright", DDcKey_ScrollRight}, | 
 
 
 
 
 | 77 |  | 
 
 
 
 
 | 78 | {"", 0} | 
 
 
 
 
 | 79 | }; | 
 
 
 
 
 | 80 |  | 
 
 
 
 
 | 81 | // Enhanced version of LIgPlatform_ScanCodeToChar from Oni | 
 
 
 
 
 | 82 | static const uint8_t DDgPlatform_ScanCodeToChar[256] = { | 
 
 
 
 
 | 83 | // The following scan codes are mapped in Oni | 
 
 
 
 
 | 84 | [0x01] = LIcKey_Escape, [0x02] = '1', [0x03] = '2', [0x04] = '3', | 
 
 
 
 
 | 85 | [0x05] = '4', [0x06] = '5', [0x07] = '6', [0x08] = '7', [0x09] = '8', | 
 
 
 
 
 | 86 | [0x0a] = '9', [0x0b] = '0', [0x0c] = '-', [0x0d] = '=', | 
 
 
 
 
 | 87 | [0x0e] = LIcKey_Backspace, [0x0f] = LIcKey_Tab, [0x10] = 'q', [0x11] = 'w', | 
 
 
 
 
 | 88 | [0x12] = 'e', [0x13] = 'r', [0x14] = 't', [0x15] = 'y', [0x16] = 'u', | 
 
 
 
 
 | 89 | [0x17] = 'i', [0x18] = 'o', [0x19] = 'p', [0x1a] = '[', [0x1b] = ']', | 
 
 
 
 
 | 90 | [0x1c] = LIcKey_Enter, [0x1d] = LIcKey_LeftControl, [0x1e] = 'a', | 
 
 
 
 
 | 91 | [0x1f] = 's', [0x20] = 'd', [0x21] = 'f', [0x22] = 'g', [0x23] = 'h', | 
 
 
 
 
 | 92 | [0x24] = 'j', [0x25] = 'k', [0x26] = 'l', [0x27] = ';', [0x28] = '\'', | 
 
 
 
 
 | 93 | [0x29] = '`', [0x2a] = LIcKey_LeftShift, [0x2b] = '\\', [0x2c] = 'z', | 
 
 
 
 
 | 94 | [0x2d] = 'x', [0x2e] = 'c', [0x2f] = 'v', [0x30] = 'b', [0x31] = 'n', | 
 
 
 
 
 | 95 | [0x32] = 'm', [0x33] = ',', [0x34] = '.', [0x35] = '/', | 
 
 
 
 
 | 96 | [0x36] = LIcKey_RightShift, [0x37] = LIcKey_Multiply, | 
 
 
 
 
 | 97 | [0x38] = LIcKey_LeftAlt, [0x39] = ' ', [0x3a] = LIcKey_CapsLock, | 
 
 
 
 
 | 98 | [0x3b] = LIcKey_FKey1, [0x3c] = LIcKey_FKey2, [0x3d] = LIcKey_FKey3, | 
 
 
 
 
 | 99 | [0x3e] = LIcKey_FKey4, [0x3f] = LIcKey_FKey5, [0x40] = LIcKey_FKey6, | 
 
 
 
 
 | 100 | [0x41] = LIcKey_FKey7, [0x42] = LIcKey_FKey8, [0x43] = LIcKey_FKey9, | 
 
 
 
 
 | 101 | [0x44] = LIcKey_FKey10, [0x45] = LIcKey_NumLock, [0x46] = LIcKey_ScrollLock, | 
 
 
 
 
 | 102 | [0x47] = LIcKey_Numpad7, [0x48] = LIcKey_Numpad8, [0x49] = LIcKey_Numpad9, | 
 
 
 
 
 | 103 | [0x4a] = LIcKey_Subtract, [0x4b] = LIcKey_Numpad4, [0x4c] = LIcKey_Numpad5, | 
 
 
 
 
 | 104 | [0x4d] = LIcKey_Numpad6, [0x4e] = LIcKey_Add, [0x4f] = LIcKey_Numpad1, | 
 
 
 
 
 | 105 | [0x50] = LIcKey_Numpad2, [0x51] = LIcKey_Numpad3, [0x52] = LIcKey_Numpad0, | 
 
 
 
 
 | 106 | [0x53] = LIcKey_Decimal, [0x57] = LIcKey_FKey11, [0x58] = LIcKey_FKey12, | 
 
 
 
 
 | 107 | [0x64] = LIcKey_FKey13, [0x65] = LIcKey_FKey14, [0x66] = LIcKey_FKey15, | 
 
 
 
 
 | 108 | [0x8d] = LIcKey_NumpadEquals, [0x9c] = LIcKey_NumpadEnter, | 
 
 
 
 
 | 109 | [0x9d] = LIcKey_RightControl, [0xb3] = LIcKey_NumpadComma, | 
 
 
 
 
 | 110 | [0xb5] = LIcKey_Divide, [0xb8] = LIcKey_RightAlt, [0xc7] = LIcKey_Home, | 
 
 
 
 
 | 111 | [0xc8] = LIcKey_UpArrow, [0xc9] = LIcKey_PageUp, [0xcb] = LIcKey_LeftArrow, | 
 
 
 
 
 | 112 | [0xcd] = LIcKey_RightArrow, [0xcf] = LIcKey_End, [0xd0] = LIcKey_DownArrow, | 
 
 
 
 
 | 113 | [0xd2] = LIcKey_Insert, [0xd3] = LIcKey_Delete, [0xdb] = LIcKey_LeftWindows, | 
 
 
 
 
 | 114 | [0xdc] = LIcKey_RightWindows, [0xdd] = LIcKey_Apps, | 
 
 
 
 
 | 115 |  | 
 
 
 
 
 | 116 | // Missing in Oni | 
 
 
 
 
 | 117 | [0xd1] = LIcKey_PageDown, | 
 
 
 
 
 | 118 | }; | 
 
 
 
 
 | 119 |  | 
 
 
 
 
 | 120 | // Set in Patches.c if the Daodan input patches are applied. This just enables | 
 
 
 
 
 | 121 | // the windows message handling for now | 
 
 
 
 
 | 122 | bool DDgUseDaodanInput = false; | 
 
 
 
 
 | 123 |  | 
 
 
 
 
 | 124 | // The Oni key codes that correspond to the togglable keys | 
 
 
 
 
 | 125 | static uint8_t DDgCapsOniKey = 0; | 
 
 
 
 
 | 126 | static uint8_t DDgScrollOniKey = 0; | 
 
 
 
 
 | 127 | static uint8_t DDgNumLockOniKey = 0; | 
 
 
 
 
 | 128 |  | 
 
 
 
 
 | 129 | // Multiplier for mouse values | 
 
 
 
 
 | 130 | static float DDgMouseSensitivity = 1.0; | 
 
 
 
 
 | 131 |  | 
 
 
 
 
 | 132 | // Accumulators for mouse scrolling. These are needed because some mice have | 
 
 
 
 
 | 133 | // continuous scroll wheels (not to mention touchpads.) We should only add an | 
 
 
 
 
 | 134 | // action to Oni's input if one of these accumulators exceeds +/-WHEEL_DELTA. | 
 
 
 
 
 | 135 | static int DDgWheelDelta_V = 0; | 
 
 
 
 
 | 136 | static int DDgWheelDelta_H = 0; | 
 
 
 
 
 | 137 |  | 
 
 
 
 
 | 138 | // UUrMachineTime_High for the last update of the accumulators. Used so they can | 
 
 
 
 
 | 139 | // be reset after a period of no scroll events. | 
 
 
 
 
 | 140 | static int64_t DDgWheelDelta_Updated = 0; | 
 
 
 
 
 | 141 |  | 
 
 
 
 
 | 142 | // Temporary action buffer that we build over the duration of a frame with the | 
 
 
 
 
 | 143 | // input we're going to send to the engine. This includes the accumulated | 
 
 
 
 
 | 144 | // movement of the mouse cursor and all actions (keyboard and mouse buttons) | 
 
 
 
 
 | 145 | // that were pressed this frame (but not held down from previous frames - that | 
 
 
 
 
 | 146 | // gets added later from DDgInputState.) | 
 
 
 
 
 | 147 | static LItActionBuffer DDgActionBuffer = { 0 }; | 
 
 
 
 
 | 148 |  | 
 
 
 
 
 | 149 | // Temporary buffer containing the current state of the keyboard and mouse | 
 
 
 
 
 | 150 | // buttons, that is, if they're being held now | 
 
 
 
 
 | 151 | static char DDgInputState[256] = { 0 }; | 
 
 
 
 
 | 152 |  | 
 
 
 
 
 | 153 | static short ONICALL DDrBinding_Add(int key, const char *name) | 
 
 
 
 
 | 154 | { | 
 
 
 
 
 | 155 | // First try to replace an existing binding for the same key | 
 
 
 
 
 | 156 | LItBinding *binding = NULL; | 
 
 
 
 
 | 157 | for (int i = 0; i < 100; i++) { | 
 
 
 
 
 | 158 | if (LIgBindingArray[i].key == key) { | 
 
 
 
 
 | 159 | binding = &LIgBindingArray[i]; | 
 
 
 
 
 | 160 | break; | 
 
 
 
 
 | 161 | } | 
 
 
 
 
 | 162 | } | 
 
 
 
 
 | 163 |  | 
 
 
 
 
 | 164 | // If there are no existing bindings for this key, find a free entry | 
 
 
 
 
 | 165 | if (!binding) { | 
 
 
 
 
 | 166 | for (int i = 0; i < 100; i++) { | 
 
 
 
 
 | 167 | if (!LIgBindingArray[i].key) { | 
 
 
 
 
 | 168 | binding = &LIgBindingArray[i]; | 
 
 
 
 
 | 169 | break; | 
 
 
 
 
 | 170 | } | 
 
 
 
 
 | 171 | } | 
 
 
 
 
 | 172 | } | 
 
 
 
 
 | 173 | // No free entries, so give up | 
 
 
 
 
 | 174 | if (!binding) | 
 
 
 
 
 | 175 | return 2; | 
 
 
 
 
 | 176 |  | 
 
 
 
 
 | 177 | // Now try to find the action to bind to. First check Oni's built-in list | 
 
 
 
 
 | 178 | // of actions. | 
 
 
 
 
 | 179 | LItActionDescription *descr = NULL; | 
 
 
 
 
 | 180 | for (int i = 0; LIgActionDescriptions[i].name[0]; i++) { | 
 
 
 
 
 | 181 | if (!UUrString_Compare_NoCase(name, LIgActionDescriptions[i].name)) { | 
 
 
 
 
 | 182 | descr = &LIgActionDescriptions[i]; | 
 
 
 
 
 | 183 | break; | 
 
 
 
 
 | 184 | } | 
 
 
 
 
 | 185 | } | 
 
 
 
 
 | 186 |  | 
 
 
 
 
 | 187 | // Next, try Daodan's list of custom actions | 
 
 
 
 
 | 188 | if (!descr) { | 
 
 
 
 
 | 189 | for (int i = 0; i < ARRAY_SIZE(DDgCustomActions); i++) { | 
 
 
 
 
 | 190 | if (!DDgCustomActions[i].descr.name[0]) | 
 
 
 
 
 | 191 | break; | 
 
 
 
 
 | 192 |  | 
 
 
 
 
 | 193 | if (!UUrString_Compare_NoCase(name, DDgCustomActions[i].descr.name)) { | 
 
 
 
 
 | 194 | descr = &DDgCustomActions[i].descr; | 
 
 
 
 
 | 195 | break; | 
 
 
 
 
 | 196 | } | 
 
 
 
 
 | 197 | } | 
 
 
 
 
 | 198 | } | 
 
 
 
 
 | 199 | if (!descr) | 
 
 
 
 
 | 200 | return 0; | 
 
 
 
 
 | 201 |  | 
 
 
 
 
 | 202 | binding->key = key; | 
 
 
 
 
 | 203 | binding->descr = descr; | 
 
 
 
 
 | 204 | return 0; | 
 
 
 
 
 | 205 | } | 
 
 
 
 
 | 206 |  | 
 
 
 
 
 | 207 | static void ONICALL DDrGameState_HandleUtilityInput(GameInput *input) | 
 
 
 
 
 | 208 | { | 
 
 
 
 
 | 209 | // Mac Oni 1.2.1 checks the cheat binds here, so we should too. Note that | 
 
 
 
 
 | 210 | // unlike Mac Oni, which hardcodes each cheat here, we use our flexible | 
 
 
 
 
 | 211 | // custom action system. | 
 
 
 
 
 | 212 | for (int i = 0; i < ARRAY_SIZE(DDgCustomActions); i++) { | 
 
 
 
 
 | 213 | if (!DDgCustomActions[i].descr.name[0]) | 
 
 
 
 
 | 214 | break; | 
 
 
 
 
 | 215 |  | 
 
 
 
 
 | 216 | uint64_t action = 1ull << DDgCustomActions[i].descr.index; | 
 
 
 
 
 | 217 | bool active = false; | 
 
 
 
 
 | 218 |  | 
 
 
 
 
 | 219 | switch (DDgCustomActions[i].eventType) { | 
 
 
 
 
 | 220 | case DDcEventType_KeyPress: | 
 
 
 
 
 | 221 | if (input->ActionsPressed & action) | 
 
 
 
 
 | 222 | active = true; | 
 
 
 
 
 | 223 | break; | 
 
 
 
 
 | 224 | case DDcEventType_KeyDown: | 
 
 
 
 
 | 225 | if (input->ActionsDown & action) | 
 
 
 
 
 | 226 | active = true; | 
 
 
 
 
 | 227 | break; | 
 
 
 
 
 | 228 | } | 
 
 
 
 
 | 229 |  | 
 
 
 
 
 | 230 | if (active) | 
 
 
 
 
 | 231 | DDgCustomActions[i].callback(DDgCustomActions[i].ctx); | 
 
 
 
 
 | 232 | } | 
 
 
 
 
 | 233 |  | 
 
 
 
 
 | 234 | // Now do everything Oni does in this function | 
 
 
 
 
 | 235 | ONrGameState_HandleUtilityInput(input); | 
 
 
 
 
 | 236 |  | 
 
 
 
 
 | 237 | // This is for show_triggervolumes. Mac Oni does this at the end of | 
 
 
 
 
 | 238 | // HandleUtilityInput too. | 
 
 
 
 
 | 239 | if (ONrDebugKey_WentDown(7)) | 
 
 
 
 
 | 240 | OBJgTriggerVolume_Visible = !OBJgTriggerVolume_Visible; | 
 
 
 
 
 | 241 | } | 
 
 
 
 
 | 242 |  | 
 
 
 
 
 | 243 | static int GetLowestFreeDigitalAction(void) | 
 
 
 
 
 | 244 | { | 
 
 
 
 
 | 245 | // Get the digital action indexes that Oni is using right now, plus any in | 
 
 
 
 
 | 246 | // use by our custom actions | 
 
 
 
 
 | 247 | uint64_t used = 0; | 
 
 
 
 
 | 248 | for (int i = 0; LIgActionDescriptions[i].name[0]; i++) { | 
 
 
 
 
 | 249 | if (LIgActionDescriptions[i].type != LIcActionType_Digital) | 
 
 
 
 
 | 250 | continue; | 
 
 
 
 
 | 251 | used |= 1ull << LIgActionDescriptions[i].index; | 
 
 
 
 
 | 252 | } | 
 
 
 
 
 | 253 | for (int i = 0; i < ARRAY_SIZE(DDgCustomActions); i++) { | 
 
 
 
 
 | 254 | if (!DDgCustomActions[i].descr.name[0]) | 
 
 
 
 
 | 255 | break; | 
 
 
 
 
 | 256 |  | 
 
 
 
 
 | 257 | if (DDgCustomActions[i].descr.type != LIcActionType_Digital) | 
 
 
 
 
 | 258 | continue; | 
 
 
 
 
 | 259 | used |= 1ull << DDgCustomActions[i].descr.index; | 
 
 
 
 
 | 260 | } | 
 
 
 
 
 | 261 |  | 
 
 
 
 
 | 262 | // Get the lowest unused action index and use it. This isn't totally safe | 
 
 
 
 
 | 263 | // since Oni _might_ have "orphaned" actions that are checked in the code | 
 
 
 
 
 | 264 | // but not bindable, but Mac Oni 1.2.1 seems to have allocated its new | 
 
 
 
 
 | 265 | // bindings this way, including filling the gaps between eg. f12 and | 
 
 
 
 
 | 266 | // lookmode, so we're probably fine to do the same thing. | 
 
 
 
 
 | 267 | unsigned long lowest; | 
 
 
 
 
 | 268 | if (BitScanForward(&lowest, ~(unsigned long)used)) | 
 
 
 
 
 | 269 | return lowest; | 
 
 
 
 
 | 270 | if (BitScanForward(&lowest, ~(unsigned long)(used >> 32))) | 
 
 
 
 
 | 271 | return lowest + 32; | 
 
 
 
 
 | 272 | return -1; | 
 
 
 
 
 | 273 | } | 
 
 
 
 
 | 274 |  | 
 
 
 
 
 | 275 | void DDrInput_RegisterCustomAction(const char *name, DDtActionEventType type, | 
 
 
 
 
 | 276 | DDtCustomActionCallback callback, | 
 
 
 
 
 | 277 | intptr_t ctx) | 
 
 
 
 
 | 278 | { | 
 
 
 
 
 | 279 | int index = GetLowestFreeDigitalAction(); | 
 
 
 
 
 | 280 | if (index < 0) { | 
 
 
 
 
 | 281 | STARTUPMESSAGE("Registering action %s failed, maximum actions reached", | 
 
 
 
 
 | 282 | name); | 
 
 
 
 
 | 283 | return; | 
 
 
 
 
 | 284 | } | 
 
 
 
 
 | 285 |  | 
 
 
 
 
 | 286 | DDtCustomAction *action; | 
 
 
 
 
 | 287 | for (int i = 0; i < ARRAY_SIZE(DDgCustomActions); i++) { | 
 
 
 
 
 | 288 | if (!DDgCustomActions[i].descr.name[0]) { | 
 
 
 
 
 | 289 | action = &DDgCustomActions[i]; | 
 
 
 
 
 | 290 | break; | 
 
 
 
 
 | 291 | } | 
 
 
 
 
 | 292 | } | 
 
 
 
 
 | 293 | if (!action) { | 
 
 
 
 
 | 294 | STARTUPMESSAGE("Registering action %s failed, maximum actions reached", | 
 
 
 
 
 | 295 | name); | 
 
 
 
 
 | 296 | return; | 
 
 
 
 
 | 297 | } | 
 
 
 
 
 | 298 |  | 
 
 
 
 
 | 299 | *action = (DDtCustomAction) { | 
 
 
 
 
 | 300 | .descr = { | 
 
 
 
 
 | 301 | .type = 1, | 
 
 
 
 
 | 302 | .index = index, | 
 
 
 
 
 | 303 | }, | 
 
 
 
 
 | 304 | .callback = callback, | 
 
 
 
 
 | 305 | .ctx = ctx, | 
 
 
 
 
 | 306 | }; | 
 
 
 
 
 | 307 | UUrString_Copy(action->descr.name, name, sizeof(action->descr.name)); | 
 
 
 
 
 | 308 | } | 
 
 
 
 
 | 309 |  | 
 
 
 
 
 | 310 | static uint8_t VKeyToChar(UINT vkey) | 
 
 
 
 
 | 311 | { | 
 
 
 
 
 | 312 | int sc = MapVirtualKeyA(vkey, MAPVK_VK_TO_VSC_EX); | 
 
 
 
 
 | 313 | if ((sc & 0xff00) == 0xe000) | 
 
 
 
 
 | 314 | sc |= 0x80; | 
 
 
 
 
 | 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 | } | 
 
 
 
 
 | 401 | } else { | 
 
 
 
 
 | 402 | ClipCursor(NULL); | 
 
 
 
 
 | 403 | } | 
 
 
 
 
 | 404 | } | 
 
 
 
 
 | 405 |  | 
 
 
 
 
 | 406 | static void ONICALL DDrPlatform_InputEvent_GetMouse(int active, | 
 
 
 
 
 | 407 | LItInputEvent *event) | 
 
 
 
 
 | 408 | { | 
 
 
 
 
 | 409 | POINT pt; | 
 
 
 
 
 | 410 | if (!GetCursorPos(&pt)) | 
 
 
 
 
 | 411 | goto error; | 
 
 
 
 
 | 412 |  | 
 
 
 
 
 | 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 | } | 
 
 
 
 
 | 443 | } | 
 
 
 
 
 | 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; | 
 
 
 
 
 | 460 | } | 
 
 
 
 
 | 461 | } | 
 
 
 
 
 | 462 |  | 
 
 
 
 
 | 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 | } | 
 
 
 
 
 | 478 | } | 
 
 
 
 
 | 479 |  | 
 
 
 
 
 | 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); | 
 
 
 
 
 | 599 | } | 
 
 
 
 
 | 600 |  | 
 
 
 
 
 | 601 | ProcessRawInputPacket(ri); | 
 
 
 
 
 | 602 | ri = NEXTRAWINPUTBLOCK(ri); | 
 
 
 
 
 | 603 | } | 
 
 
 
 
 | 604 | } | 
 
 
 
 
 | 605 | } | 
 
 
 
 
 | 606 |  | 
 
 
 
 
 | 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; | 
 
 
 
 
 | 633 | } | 
 
 
 
 
 | 634 |  | 
 
 
 
 
 | 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 | } |