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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.
46 lines
2.4 KiB
C++
46 lines
2.4 KiB
C++
#pragma once
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#include <Windows.h>
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#include <string>
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namespace dingosdk::overlay::detail {
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extern thread_local unsigned overlay_input_access;
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struct OverlayInputAccess {
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OverlayInputAccess() { ++overlay_input_access; }
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~OverlayInputAccess() { --overlay_input_access; }
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};
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// The WM_INPUT packet the window procedure has already noted (note_raw_mouse_packet)
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// while that message is handled on this thread; the game reading the same packet
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// through GetRawInputData is then not noted a second time.
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extern thread_local HRAWINPUT noted_raw_input;
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bool block_polled_input();
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bool challenge_menu_key(int key) noexcept;
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bool challenge_panel_owns_input() noexcept;
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// How the game read its controllers while a card held its input (prompt_input_active), for the
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// log when the hold ends: which of the ways the overlay can keep input from it the game used.
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struct PromptReads {
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unsigned xinput{}, xinput_other_thread{}, direct_input{}, hid{}, raw{};
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};
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PromptReads take_prompt_reads() noexcept;
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// For the same log: whose code XInput's entry points lead to first now ("ReSkate.dll" while
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// the capture's hooks are the first there). Another program's hook put in front of them
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// (Steam's or Discord's overlay) can answer the game itself and never come here.
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std::string xinput_entry_owners();
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// Puts the capture back in front of such a hook (it hooks that hook's function). Cheap when
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// there is nothing to do; called about once a second while a controller is being read.
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void keep_xinput_capture_first();
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bool install_input_capture();
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// Skate's controller mode registers the mouse with RIDEV_NOLEGACY, which stops
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// the Windows cursor from moving. While the overlay owns the pointer the mouse
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// is registered without it; the game's own registration returns on close.
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// Call on the game window's thread; does nothing when nothing changed.
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void sync_raw_mouse_registration();
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// The same, when the caller already knows whether the overlay owns the pointer
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// (owns_menu_cursor), as the window procedure does once per mouse message.
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void sync_raw_mouse_registration(bool overlay_owns_pointer);
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// One raw mouse packet, from whichever path the game read it (WM_INPUT,
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// GetRawInputData or GetRawInputBuffer).
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void note_raw_mouse_packet(const RAWMOUSE& mouse);
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void note_raw_mouse_packet(const RAWMOUSE& mouse, bool overlay_owns_pointer);
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// The game window's input messages (keys, mouse), for the input-mode log (input_capture.cpp).
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void note_input_message(UINT message, WPARAM wp) noexcept;
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}
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