Files
ReSkate/Extension/UI/Overlay/input_capture.h
T
AyeZeeBB 8444553402 Throwdowns: the throwdown kit, so a mode is a plugin and the SDK knows no particular mode
Plugins register modes (card, replaces, order, flag, players) and publish documents through
reskate.throwdowns.ui: the setup page, the waiting card, HUD slots themed on the game's HUD_<theme>_*
widgets, the match panel, flags and match restrictions. SmokeyDawg58's native plumbing
(throwdown_menu.cpp and its .inl files) renders them and posts throwdown_ui events back. kit::flag
is the one native flag registration. General services added for it: reskate.files, reskate.ui.dialog,
reskate.skater push/hold/bone_cam, reskate.camera.pad_flight, reskate.physics competition,
reskate.session.world, reskate.tricks feed/gesture, and world entities.

His ten modes are now Lua in his plugin: the rules, referee and wire (td/rules, referee, wire), and
every page and HUD document (td/ui*.lua). Extension/Modes and reskate.modes are gone, along with
every race and 1-UP branch in the SDK. The plugin test drives each mode through kit events.

A native setup page is never written to while it closes into flag placement: its rows are not
republished, the stock page is put back once the exit is over, and the stock Players slider is left
alone while a plugin flag is out. This fixes the crashes on the Deathrace button and on 1-UP's
Confirm.
2026-10-20 01:04:54 -05:00

46 lines
2.4 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;
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;
}