Files
ReSkate/Extension/UI/Overlay/input_capture.h
T
AyeZeeBB 8ae812a10c Multiplayer: a player using the controls counts as active on a dedicated server, so flying a drone is not away
The server took a player as away unless their skater moved or they chatted, talked or changed
objects, so a pilot of the FPV drone plugin, whose skater stands still, was removed by the away
limit. The game now notes when the player works the controls (keys, mouse, a gamepad's buttons,
sticks and triggers, a joystick a plugin reads) and tells the server every 20 s while they do,
with a new presence packet (protocol 54). The server counts it as activity, once in 10 s at most.
2026-10-23 14:29:05 -05:00

58 lines
3.1 KiB
C++

#pragma once
#include <Windows.h>
#include <array>
#include <atomic>
#include <cstddef>
#include <cstdint>
#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;
// The player worked the controls just now (overlay.h controls_touched_at).
void note_controls() noexcept;
// A controller's state as it was read: `slot` 0 to 3 the XInput users, 4 ReSkate's own reads
// (read_gamepad), 5 a joystick a plugin reads; `axes` the sticks (-1 to 1) and triggers (0 to 1).
void note_pad(std::size_t slot, std::uint32_t buttons, const std::array<float, 6>& axes) noexcept;
extern std::atomic<ULONGLONG> controls_at;
}