| 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 | 
 } |