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authorMichael Smith <mikesmiffy128@gmail.com>2022-03-21 04:50:32 +0000
committerMichael Smith <mikesmiffy128@gmail.com>2022-03-21 04:50:32 +0000
commit042acdc08f29920d4d46dde7c8a663b20a743f90 (patch)
treefafbc372d8500e20513d5d532b67c9465ff61f3b
parenta5159139ba679b36a01cf727672dda9f6f7e8c8c (diff)
Add m_rawinput reimplementation to replace RInput
It's archive so you can set m_rawinput 1, load SST via VDF and then never think about it again.
-rw-r--r--compile.bat5
-rw-r--r--src/rinput.c181
-rw-r--r--src/rinput.h13
-rw-r--r--src/sst.c12
4 files changed, 208 insertions, 3 deletions
diff --git a/compile.bat b/compile.bat
index 3db7d1a..b2a880a 100644
--- a/compile.bat
+++ b/compile.bat
@@ -25,7 +25,7 @@ clang -municode -O2 -fuse-ld=lld %warnings% -D_CRT_SECURE_NO_WARNINGS -ladvapi32
clang -municode -O2 -fuse-ld=lld %warnings% -D_CRT_SECURE_NO_WARNINGS -ladvapi32 ^
-o .build/mkgamedata.exe src/build/mkgamedata.c src/kv.c || exit /b
.build\codegen.exe src/autojump.c src/con_.c src/demorec.c src/dbg.c src/fixes.c ^
-src/gamedata.c src/gameinfo.c src/hook.c src/kv.c src/sst.c src/udis86.c || exit /b
+src/gamedata.c src/gameinfo.c src/hook.c src/kv.c src/rinput.c src/sst.c src/udis86.c || exit /b
.build\mkgamedata.exe gamedata/engine.kv gamedata/gamelib.kv || exit /b
:: llvm-rc doesn't preprocess, looks like it might later:
:: https://reviews.llvm.org/D100755?id=339141
@@ -46,10 +46,11 @@ call :cc src/gamedata.c || exit /b
call :cc src/gameinfo.c || exit /b
call :cc src/hook.c || exit /b
call :cc src/kv.c || exit /b
+call :cc src/rinput.c || exit /b
call :cc src/sst.c || exit /b
call :cc src/udis86.c || exit /b
clang -m32 -shared -O2 -flto -fuse-ld=lld -Wl,/implib:.build/sst.lib,/Brepro ^
--L.build -ladvapi32 -lshlwapi -ltier0 -lvstdlib -o sst.dll%objs% .build/dll.res || exit /b
+-L.build -luser32 -ladvapi32 -lshlwapi -ltier0 -lvstdlib -o sst.dll%objs% .build/dll.res || exit /b
:: get rid of another useless file (can we just not create this???)
del .build\sst.lib
diff --git a/src/rinput.c b/src/rinput.c
new file mode 100644
index 0000000..1929aee
--- /dev/null
+++ b/src/rinput.c
@@ -0,0 +1,181 @@
+/*
+ * Copyright © 2022 Michael Smith <mikesmiffy128@gmail.com>
+ *
+ * Permission to use, copy, modify, and/or distribute this software for any
+ * purpose with or without fee is hereby granted, provided that the above
+ * copyright notice and this permission notice appear in all copies.
+ *
+ * THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
+ * REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
+ * AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
+ * INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
+ * LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
+ * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
+ * PERFORMANCE OF THIS SOFTWARE.
+ */
+
+// NOTE: compiled on Windows only. All Linux Source releases are new enough to
+// have raw input already.
+
+#define WIN32_LEAN_AND_MEAN
+#define NOMINMAX
+#include <stdbool.h>
+#include <Windows.h>
+
+#include "con_.h"
+#include "hook.h"
+#include "intdefs.h"
+
+// We reimplement m_rawinput by hooking cursor functions in the same way as
+// RInput (it's way easier than replacing all the mouse-handling internals of
+// the actual engine). We also take the same window class it does in order to
+// either block it from being loaded redundantly, or be blocked if it's already
+// loaded. If m_rawinput already exists, we do nothing; people should use the
+// game's native raw input instead in that case.
+
+#define ERR "sst: rinput: error: "
+
+#define USAGEPAGE_MOUSE 1
+#define USAGE_MOUSE 2
+
+static volatile long dx = 0, dy = 0;
+static void *inwin;
+
+DEF_CVAR_UNREG(m_rawinput, "Use Raw Input for mouse input (SST reimplementation)",
+ 0, CON_ARCHIVE | CON_HIDDEN)
+
+static ssize __stdcall inproc(void *wnd, uint msg, ssize wp, ssize lp) {
+ switch (msg) {
+ case WM_INPUT:;
+ char buf[sizeof(RAWINPUTHEADER) + sizeof(RAWMOUSE) /* = 40 */];
+ uint sz = sizeof(buf);
+ if (GetRawInputData((void *)lp, RID_INPUT, buf, &sz,
+ sizeof(RAWINPUTHEADER)) != -1) {
+ RAWINPUT *ri = (RAWINPUT *)buf;
+ if (ri->header.dwType == RIM_TYPEMOUSE) {
+ // NOTE: I can't tell if RInput has been really slightly
+ // wrong for years or if there's actually a really subtle
+ // reason why an atomic/memory-fenced add is unnecessary for
+ // synchronisation but I'd rather err on the side of being
+ // really pedantic and careful for totally accurate mouse
+ // input, at *presumably* no noticeable performance cost.
+ InterlockedAdd(&dx, ri->data.mouse.lLastX);
+ InterlockedAdd(&dy, ri->data.mouse.lLastY);
+ }
+ }
+ return 0;
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(wnd, msg, wp, lp);
+}
+
+static ulong __stdcall threadmain(void *unused) {
+ MSG m;
+ // XXX: ignoring errors, in theory could spin? in practice rinput does this
+ // too and it's probably fine lol
+ while (GetMessageW(&m, inwin, 0, 0)) DispatchMessage(&m);
+ return 0;
+}
+
+typedef int (*__stdcall GetCursorPos_func)(POINT *p);
+static GetCursorPos_func orig_GetCursorPos;
+static int __stdcall hook_GetCursorPos(POINT *p) {
+ if (!con_getvari(m_rawinput)) return orig_GetCursorPos(p);
+ p->x = dx; p->y = dy;
+ return 0;
+}
+typedef int (*__stdcall SetCursorPos_func)(int x, int y);
+static SetCursorPos_func orig_SetCursorPos;
+static int __stdcall hook_SetCursorPos(int x, int y) {
+ dx = x; dy = y;
+ return orig_SetCursorPos(x, y);
+}
+
+bool rinput_init(void) {
+ if (con_findvar("m_rawinput")) return false; // no need!
+ // create cvar hidden so if we fail to init, setting can still be preserved
+ con_reg(m_rawinput);
+
+ WNDCLASSEXW wc = {
+ .cbSize = sizeof(wc),
+ // cast because inproc is binary-compatible but doesn't use stupid
+ // microsoft typedefs
+ .lpfnWndProc = (WNDPROC)&inproc,
+ .lpszClassName = L"RInput"
+ };
+ if (!RegisterClassExW(&wc)) {
+ struct con_colour gold = {255, 210, 0, 255};
+ struct con_colour blue = {45, 190, 190, 255};
+ struct con_colour white = {200, 200, 200, 255};
+ con_colourmsg(&gold, "SST PROTIP! ");
+ con_colourmsg(&blue, "It appears you're using RInput.exe.\n"
+ "Consider launching without that and using ");
+ con_colourmsg(&gold, "m_rawinput 1");
+ con_colourmsg(&blue, " instead!\n");
+ con_colourmsg(&white, "This option carries over to newer game versions "
+ "that have it built-in. No need for external programs :)\n");
+ return false;
+ }
+
+ orig_GetCursorPos = (GetCursorPos_func)hook_inline((void *)&GetCursorPos,
+ (void *)&hook_GetCursorPos);
+ if (!orig_GetCursorPos) {
+ con_warn(ERR "couldn't hook GetCursorPos\n");
+ goto e0;
+ }
+ orig_SetCursorPos = (SetCursorPos_func)hook_inline((void *)&SetCursorPos,
+ (void *)&hook_SetCursorPos);
+ if (!orig_SetCursorPos) {
+ con_warn(ERR "couldn't hook SetCursorPos\n");
+ goto e1;
+ }
+
+ inwin = CreateWindowExW(0, L"RInput", L"RInput", 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ if (!inwin) {
+ con_warn(ERR " couldn't create input window\n");
+ goto e2;
+ }
+ RAWINPUTDEVICE rd = {
+ .hwndTarget = inwin,
+ .usUsagePage = USAGEPAGE_MOUSE,
+ .usUsage = USAGE_MOUSE
+ };
+ if (!RegisterRawInputDevices(&rd, 1, sizeof(rd))) {
+ con_warn(ERR " couldn't create raw mouse device\n");
+ goto e3;
+ }
+ if (!CreateThread(0, 8192, &threadmain, 0, 0, 0)) {
+ con_warn(ERR " couldn't create thread\n");
+ goto e4;
+ }
+
+ m_rawinput->base.flags &= ~CON_HIDDEN;
+ return true;
+
+e4: rd.dwFlags |= RIDEV_REMOVE; rd.hwndTarget = 0;
+ RegisterRawInputDevices(&rd, 1, sizeof(rd));
+e3: DestroyWindow(inwin);
+e2: unhook_inline((void *)orig_SetCursorPos);
+e1: unhook_inline((void *)orig_GetCursorPos);
+e0: UnregisterClassW(L"RInput", 0);
+ return false;
+}
+
+void rinput_end(void) {
+ RAWINPUTDEVICE rd = {
+ .dwFlags = RIDEV_REMOVE,
+ .hwndTarget = 0,
+ .usUsagePage = USAGEPAGE_MOUSE,
+ .usUsage = USAGE_MOUSE
+ };
+ RegisterRawInputDevices(&rd, 1, sizeof(rd));
+ DestroyWindow(inwin);
+ UnregisterClassW(L"RInput", 0);
+
+ unhook_inline((void *)orig_GetCursorPos);
+ unhook_inline((void *)orig_SetCursorPos);
+}
+
+// vi: sw=4 ts=4 noet tw=80 cc=80
diff --git a/src/rinput.h b/src/rinput.h
new file mode 100644
index 0000000..4048a2c
--- /dev/null
+++ b/src/rinput.h
@@ -0,0 +1,13 @@
+#ifndef INC_RINPUT_H
+#define INC_RINPUT_H
+#ifdef _WIN32
+
+#include <stdbool.h>
+
+bool rinput_init(void);
+void rinput_end(void);
+
+#endif
+#endif
+
+// vi: sw=4 ts=4 noet tw=80 cc=80
diff --git a/src/sst.c b/src/sst.c
index a7965b5..5c1568d 100644
--- a/src/sst.c
+++ b/src/sst.c
@@ -27,6 +27,7 @@
#include "gametype.h"
#include "hook.h"
#include "os.h"
+#include "rinput.h"
#include "vcall.h"
#include "version.h"
@@ -65,10 +66,13 @@ ifacefactory factory_client = 0, factory_server = 0, factory_engine = 0;
// TODO(featgen): I wanted some nice fancy automatic feature system that
// figures out the dependencies at build time and generates all the init glue
// but we want to actually release the plugin this decade so for now I'm just
-// plonking ~~some bools~~ one bool here and worrying about it later. :^)
+// plonking some bools here and worrying about it later. :^)
static bool has_autojump = false;
static bool has_demorec = false;
static bool has_demorec_custom = false;
+#ifdef _WIN32
+static bool has_rinput = false;
+#endif
// HACK: later versions of L4D2 show an annoying dialog on every plugin_load.
// We can suppress this by catching the message string that's passed from
@@ -130,6 +134,9 @@ static bool do_load(ifacefactory enginef, ifacefactory serverf) {
nc: gamedata_init();
has_autojump = autojump_init();
has_demorec = demorec_init();
+#ifdef _WIN32
+ has_rinput = rinput_init();
+#endif
if (has_demorec) has_demorec_custom = demorec_custom_init();
fixes_apply();
@@ -157,6 +164,9 @@ e: con_colourmsg(RGBA(64, 255, 64, 255),
static void do_unload(void) {
if (has_autojump) autojump_end();
if (has_demorec) demorec_end();
+#ifdef _WIN32
+ if (has_rinput) rinput_end();
+#endif
#ifdef __linux__
//if (serverlib) dlclose(serverlib);