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30 lines
1.5 KiB
C++
30 lines
1.5 KiB
C++
#pragma once
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#include <Windows.h>
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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 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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