mirror of
https://github.com/Dingo-Shenanigans/ReSkate.git
synced 2026-10-24 01:45:58 +02:00
General APIs from pull request 269 (the player's own item tabs and outfit layers), whose tabs,
panels and prompts are now a plugin's (contrib/plugins/item-tabs, kept on this machine):
- reskate.menu.grid_show(keys): a plugin's list in the item grid that has the focus, drawn from
every grid of the screen; reskate.menu.grid_mark(keys): the game's check on tiles. menu.grid()
also says whether a list shows, whether it is empty, and where the grid's own prompts end.
- reskate.outfit.on_top(items) and on_top_state(): items worn on top of the outfit in the slots it
leaves empty, the item given the slot's category, a slot tried and left if the game reports a
failed load (ReSkate.layer_slots.txt remembers which load where); paid store items refused.
Part of the shared outfit service, with reskate.outfit.set.
- reskate.input.game_keys(keys): presses the game does not see, by any way it reads the keyboard;
"Delete" is a key name.
- d:game_image draws the customization menu's 17 category icons ("cas_tops", ...).
dingosdk_plugin_tests skips the test of a contrib plugin that is not on this machine.
48 lines
2.6 KiB
C++
48 lines
2.6 KiB
C++
#pragma once
|
|
#include <Windows.h>
|
|
#include <string>
|
|
namespace dingosdk::overlay::detail {
|
|
extern thread_local unsigned overlay_input_access;
|
|
struct OverlayInputAccess {
|
|
OverlayInputAccess() { ++overlay_input_access; }
|
|
~OverlayInputAccess() { --overlay_input_access; }
|
|
};
|
|
// The WM_INPUT packet the window procedure has already noted (note_raw_mouse_packet)
|
|
// while that message is handled on this thread; the game reading the same packet
|
|
// through GetRawInputData is then not noted a second time.
|
|
extern thread_local HRAWINPUT noted_raw_input;
|
|
bool block_polled_input();
|
|
bool challenge_menu_key(int key) noexcept;
|
|
// A key kept from the game now (hide_game_keys); never for ReSkate's own reads.
|
|
bool key_hidden(unsigned key) noexcept;
|
|
bool challenge_panel_owns_input() noexcept;
|
|
// How the game read its controllers while a card held its input (prompt_input_active), for the
|
|
// log when the hold ends: which of the ways the overlay can keep input from it the game used.
|
|
struct PromptReads {
|
|
unsigned xinput{}, xinput_other_thread{}, direct_input{}, hid{}, raw{};
|
|
};
|
|
PromptReads take_prompt_reads() noexcept;
|
|
// For the same log: whose code XInput's entry points lead to first now ("ReSkate.dll" while
|
|
// the capture's hooks are the first there). Another program's hook put in front of them
|
|
// (Steam's or Discord's overlay) can answer the game itself and never come here.
|
|
std::string xinput_entry_owners();
|
|
// Puts the capture back in front of such a hook (it hooks that hook's function). Cheap when
|
|
// there is nothing to do; called about once a second while a controller is being read.
|
|
void keep_xinput_capture_first();
|
|
bool install_input_capture();
|
|
// Skate's controller mode registers the mouse with RIDEV_NOLEGACY, which stops
|
|
// the Windows cursor from moving. While the overlay owns the pointer the mouse
|
|
// is registered without it; the game's own registration returns on close.
|
|
// Call on the game window's thread; does nothing when nothing changed.
|
|
void sync_raw_mouse_registration();
|
|
// The same, when the caller already knows whether the overlay owns the pointer
|
|
// (owns_menu_cursor), as the window procedure does once per mouse message.
|
|
void sync_raw_mouse_registration(bool overlay_owns_pointer);
|
|
// One raw mouse packet, from whichever path the game read it (WM_INPUT,
|
|
// GetRawInputData or GetRawInputBuffer).
|
|
void note_raw_mouse_packet(const RAWMOUSE& mouse);
|
|
void note_raw_mouse_packet(const RAWMOUSE& mouse, bool overlay_owns_pointer);
|
|
// The game window's input messages (keys, mouse), for the input-mode log (input_capture.cpp).
|
|
void note_input_message(UINT message, WPARAM wp) noexcept;
|
|
}
|