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authorMichael Smith <mikesmiffy128@gmail.com>2022-04-25 04:24:52 +0100
committerMichael Smith <mikesmiffy128@gmail.com>2022-04-25 04:24:52 +0100
commit117f3ad6ae3fb6df54bc553bd1efbab080d39606 (patch)
tree4afff34653060dd8a15110a10ac4055451f0e448 /src/nosleep.c
parent9d1fea271bd823b6dc98feb61992bbe64b95a188 (diff)
Add engine_no_focus_sleep backport, fix codegen
Default gamedata values actually work the way they're supposed to now.
Diffstat (limited to 'src/nosleep.c')
-rw-r--r--src/nosleep.c73
1 files changed, 73 insertions, 0 deletions
diff --git a/src/nosleep.c b/src/nosleep.c
new file mode 100644
index 0000000..db206e0
--- /dev/null
+++ b/src/nosleep.c
@@ -0,0 +1,73 @@
+/*
+ * 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.
+ */
+
+#include <stdbool.h>
+
+#include "con_.h"
+#include "hook.h"
+#include "factory.h"
+#include "gamedata.h"
+#include "os.h"
+#include "vcall.h"
+
+DEF_CVAR_UNREG(engine_no_focus_sleep,
+ "Delay while tabbed out (SST reimplementation)", 50,
+ CON_ARCHIVE | CON_HIDDEN)
+
+static void **vtable;
+
+typedef void (*VCALLCONV SleepUntilInput_func)(void *this, int timeout);
+static SleepUntilInput_func orig_SleepUntilInput;
+static void VCALLCONV hook_SleepUntilInput(void *this, int timeout) {
+ orig_SleepUntilInput(this, con_getvari(engine_no_focus_sleep));
+}
+
+bool nosleep_init(void) {
+ struct con_var *v = con_findvar("engine_no_focus_sleep");
+ if (v) return false; // no need!
+ con_reg(engine_no_focus_sleep);
+ // TODO(featgen): auto-check these factories
+ if (!factory_inputsystem) {
+ con_warn("nosleep: missing required factories\n");
+ return false;
+ }
+ if (!gamedata_has_vtidx_SleepUntilInput) {
+ con_warn("nosleep: missing gamedata entries for this engine\n");
+ return false;
+ }
+ void *insys = factory_inputsystem("InputSystemVersion001", 0);
+ if (!insys) {
+ con_warn("nosleep: couldn't get intput system interface\n");
+ return false;
+ }
+ vtable = *(void ***)insys;
+ if (!os_mprot(vtable + gamedata_vtidx_SleepUntilInput,
+ sizeof(void *), PAGE_EXECUTE_READWRITE)) {
+ con_warn("nosleep: couldn't make memory writeable\n");
+ return false;
+ }
+ orig_SleepUntilInput = (SleepUntilInput_func)hook_vtable(vtable,
+ gamedata_vtidx_SleepUntilInput, (void *)&hook_SleepUntilInput);
+ engine_no_focus_sleep->base.flags &= ~CON_HIDDEN;
+ return true;
+}
+
+void nosleep_end(void) {
+ unhook_vtable(vtable, gamedata_vtidx_SleepUntilInput,
+ (void *)orig_SleepUntilInput);
+}
+
+// vi: sw=4 ts=4 noet tw=80 cc=80