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+/*
+ * Copyright © 2022 Matthew Wozniak <sirtomato999@gmail.com>
+ * Copyright © 2022 Willian Henrique <wsimanbrazil@yahoo.com.br>
+ * Copyright © 2024 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 <math.h>
+
+#include "con_.h"
+#include "engineapi.h"
+#include "event.h"
+#include "errmsg.h"
+#include "gamedata.h"
+#include "gametype.h"
+#include "hexcolour.h"
+#include "hook.h"
+#include "hud.h"
+#include "intdefs.h"
+#include "feature.h"
+#include "mem.h"
+#include "vcall.h"
+#include "x86.h"
+#include "x86util.h"
+
+FEATURE("button input HUD")
+REQUIRE_GAMEDATA(vtidx_CreateMove)
+REQUIRE_GAMEDATA(vtidx_DecodeUserCmdFromBuffer)
+REQUIRE_GAMEDATA(vtidx_GetUserCmd)
+REQUIRE_GAMEDATA(vtidx_VClient_DecodeUserCmdFromBuffer)
+REQUIRE_GLOBAL(factory_client)
+REQUIRE(hud)
+
+DEF_CVAR(sst_inputhud, "Enable button input HUD", 0, CON_ARCHIVE | CON_HIDDEN)
+DEF_CVAR(sst_inputhud_bgcolour_normal,
+ "Input HUD default key background colour (RGBA hex)", "4040408C",
+ CON_ARCHIVE | CON_HIDDEN)
+DEF_CVAR(sst_inputhud_bgcolour_pressed,
+ "Input HUD pressed key background colour (RGBA hex)", "202020C8",
+ CON_ARCHIVE | CON_HIDDEN)
+DEF_CVAR(sst_inputhud_fgcolour, "Input HUD text colour (RGBA hex)", "F0F0F0FF",
+ CON_ARCHIVE | CON_HIDDEN)
+DEF_CVAR_MINMAX(sst_inputhud_scale, "Input HUD size (multiple of minimum)",
+ 1.5, 1, 4, CON_ARCHIVE | CON_HIDDEN)
+DEF_CVAR_MINMAX(sst_inputhud_x,
+ "Input HUD x position (fraction between screen left and right)",
+ 0.02, 0, 1, CON_ARCHIVE | CON_HIDDEN)
+DEF_CVAR_MINMAX(sst_inputhud_y,
+ "Input HUD y position (fraction between screen top and bottom)",
+ 0.95, 0, 1, CON_ARCHIVE | CON_HIDDEN)
+
+static void *input;
+static int heldbuttons = 0, tappedbuttons = 0;
+
+static struct rgba colours[3] = {
+ {64, 64, 64, 140},
+ {16, 16, 16, 200},
+ {240, 240, 240, 255}
+};
+
+static void colourcb(struct con_var *v) {
+ if (v == sst_inputhud_bgcolour_normal) {
+ hexcolour_rgba(colours[0].bytes, con_getvarstr(v));
+ }
+ else if (v == sst_inputhud_bgcolour_pressed) {
+ hexcolour_rgba(colours[1].bytes, con_getvarstr(v));
+ }
+ else /* v == sst_inputhud_fg */ {
+ hexcolour_rgba(colours[2].bytes, con_getvarstr(v));
+ }
+}
+
+struct CUserCmd {
+ void **vtable;
+ int cmd, tick;
+ struct vec3f angles;
+ float fmove, smove, umove;
+ int buttons;
+ char impulse;
+ int weaponselect, weaponsubtype;
+ int rngseed;
+ short mousedx, mousedy;
+ // client only:
+ bool predicted;
+ struct CUtlVector *entgroundcontact;
+};
+
+#define vtidx_GetUserCmd_l4dbased vtidx_GetUserCmd
+DECL_VFUNC_DYN(struct CUserCmd *, GetUserCmd, int)
+DECL_VFUNC_DYN(struct CUserCmd *, GetUserCmd_l4dbased, int, int)
+
+typedef void (*VCALLCONV CreateMove_func)(void *, int, float, bool);
+static CreateMove_func orig_CreateMove;
+static void VCALLCONV hook_CreateMove(void *this, int seq, float ft,
+ bool active) {
+ orig_CreateMove(this, seq, ft, active);
+ struct CUserCmd *cmd = GetUserCmd(this, seq);
+ // trick: to ensure every input (including scroll wheel) is displayed for at
+ // least a frame, even at sub-tickrate framerates, we accumulate tapped
+ // buttons with bitwise or. once these are drawn, tappedbuttons is cleared,
+ // but heldbuttons maintains its state, so stuff doesn't flicker constantly
+ if (cmd) { heldbuttons = cmd->buttons; tappedbuttons |= cmd->buttons; }
+}
+// basically a dupe, but calling the other version of GetUserCmd
+static void VCALLCONV hook_CreateMove_l4dbased(void *this, int seq, float ft,
+ bool active) {
+ orig_CreateMove(this, seq, ft, active);
+ struct CUserCmd *cmd = GetUserCmd_l4dbased(this, -1, seq);
+ if (cmd) { heldbuttons = cmd->buttons; tappedbuttons |= cmd->buttons; }
+}
+
+typedef void (*VCALLCONV DecodeUserCmdFromBuffer_func)(void *, void *, int);
+typedef void (*VCALLCONV DecodeUserCmdFromBuffer_l4dbased_func)(void *, int,
+ void *, int);
+static union {
+ DecodeUserCmdFromBuffer_func prel4d;
+ DecodeUserCmdFromBuffer_l4dbased_func l4dbased;
+} _orig_DecodeUserCmdFromBuffer;
+#define orig_DecodeUserCmdFromBuffer _orig_DecodeUserCmdFromBuffer.prel4d
+#define orig_DecodeUserCmdFromBuffer_l4dbased \
+ _orig_DecodeUserCmdFromBuffer.l4dbased
+static void VCALLCONV hook_DecodeUserCmdFromBuffer(void *this, void *reader,
+ int seq) {
+ orig_DecodeUserCmdFromBuffer(this, reader, seq);
+ struct CUserCmd *cmd = GetUserCmd(this, seq);
+ if (cmd) { heldbuttons = cmd->buttons; tappedbuttons |= cmd->buttons; }
+}
+static void VCALLCONV hook_DecodeUserCmdFromBuffer_l4dbased(void *this,
+ int slot, void *reader, int seq) {
+ orig_DecodeUserCmdFromBuffer_l4dbased(this, slot, reader, seq);
+ struct CUserCmd *cmd = GetUserCmd_l4dbased(this, slot, seq);
+ if (cmd) { heldbuttons = cmd->buttons; tappedbuttons |= cmd->buttons; }
+}
+
+static inline int bsf(uint x) {
+ // this should generate xor <ret>, <ret>; bsfl <ret>, <x>.
+ // doing a straight bsf (e.g. via BitScanForward or __builtin_ctz) creates
+ // a false dependency on many CPUs, which compilers don't understand somehow
+ int ret = 0;
+#if defined(__GNUC__) || defined(__clang__)
+ __asm__ volatile (
+ "bsfl %1, %0\n"
+ : "+r" (ret)
+ : "r" (x)
+ );
+ return ret;
+#else
+#error need some sort of inline asm, or a non-broken(!) bitscan intrinsic
+#endif
+}
+
+// IMPORTANT: these things must all match the button order in engineapi.h
+static const struct {
+ hud_wchar *s;
+ int len;
+} text[] = {
+ /* IN_ATTACK */ {L"Pri", 3},
+ /* IN_JUMP */ {L"Jump", 4},
+ /* IN_DUCK */ {L"Duck", 4},
+ /* IN_FORWARD */ {L"Fwd", 3},
+ /* IN_BACK */ {L"Back", 4},
+ /* IN_USE */ {L"Use", 3},
+ /* IN_CANCEL */ {0},
+ /* IN_LEFT */ {L"LTurn", 5},
+ /* IN_RIGHT */ {L"RTurn", 5},
+ /* IN_MOVELEFT */ {L"Left", 4},
+ /* IN_MOVERIGHT */ {L"Right", 5},
+ /* IN_ATTACK2 */ {L"Sec", 3},
+ /* IN_RUN */ {0},
+ /* IN_RELOAD */ {L"Rld", 3},
+ /* IN_ALT1 */ {0},
+ /* IN_ALT2 */ {0},
+ /* IN_SCORE */ {0},
+ /* IN_SPEED */ {L"Speed", 5},
+ /* IN_WALK */ {L"Walk", 4},
+ /* IN_ZOOM */ {L"Zoom", 4}
+ // ignoring the rest
+};
+
+struct layout {
+ int mask;
+ schar w, h;
+ struct { schar x, y; } pos[20]; // XXX: should make flexible???
+};
+
+// input layouts (since some games don't use all input bits) {{{
+
+static const struct layout layout_hl2 = {
+ IN_ATTACK | IN_JUMP | IN_DUCK | IN_FORWARD | IN_BACK | IN_USE | IN_LEFT |
+ IN_RIGHT | IN_MOVELEFT | IN_MOVERIGHT | IN_ATTACK2 | IN_RELOAD | IN_SPEED |
+ IN_WALK | IN_ZOOM,
+ 15, 6,
+ {
+ // F 1 2
+ // L B R U R Z
+ // W S D J l r
+ /* IN_ATTACK */ {10, 0}, /* IN_JUMP */ { 6, 4},
+ /* IN_DUCK */ { 4, 4}, /* IN_FORWARD */ { 3, 0},
+ /* IN_BACK */ { 3, 2}, /* IN_USE */ { 9, 2},
+ /* IN_CANCEL */ {0}, /* IN_LEFT */ {10, 4},
+ /* IN_RIGHT */ {12, 4}, /* IN_MOVELEFT */ { 1, 2},
+ /* IN_MOVERIGHT */ { 5, 2}, /* IN_ATTACK2 */ {12, 0},
+ /* IN_RUN */ {0}, /* IN_RELOAD */ {11, 2},
+ /* IN_ALT1 */ {0}, /* IN_ALT2 */ {0},
+ /* IN_SCORE */ {0}, /* IN_SPEED */ { 2, 4},
+ /* IN_WALK */ { 0, 4}, /* IN_ZOOM */ {13, 2}
+ }
+};
+
+static const struct layout layout_portal1 = {
+ IN_ATTACK | IN_JUMP | IN_DUCK | IN_FORWARD | IN_BACK | IN_USE | IN_LEFT |
+ IN_RIGHT | IN_MOVELEFT | IN_MOVERIGHT | IN_ATTACK2,
+ 11, 6,
+ {
+ // F 1 2
+ // L B R U
+ // D J l r
+ /* IN_ATTACK */ {7, 0}, /* IN_JUMP */ {3, 4},
+ /* IN_DUCK */ {1, 4}, /* IN_FORWARD */ {2, 0},
+ /* IN_BACK */ {2, 2}, /* IN_USE */ {8, 2},
+ /* IN_CANCEL */ {0}, /* IN_LEFT */ {7, 4},
+ /* IN_RIGHT */ {9, 4}, /* IN_MOVELEFT */ {0, 2},
+ /* IN_MOVERIGHT */ {4, 2}, /* IN_ATTACK2 */ {9, 0}
+ }
+};
+
+// TODO(compat): add portal2 layout once there's hud gamedata for portal 2
+//static const struct layout layout_portal2 = {
+// IN_ATTACK | IN_JUMP | IN_DUCK | IN_FORWARD | IN_BACK | IN_USE | IN_LEFT |
+// IN_RIGHT | IN_MOVELEFT | IN_MOVERIGHT | IN_ATTACK2 | IN_ZOOM,
+// 11, 6,
+// {
+// // F 1 2
+// // L B R U Z
+// // D J l r
+// /* IN_ATTACK */ {7, 0}, /* IN_JUMP */ {3, 4},
+// /* IN_DUCK */ {1, 4}, /* IN_FORWARD */ {2, 0},
+// /* IN_BACK */ {2, 2}, /* IN_USE */ {7, 2},
+// /* IN_CANCEL */ {0}, /* IN_LEFT */ {7, 4},
+// /* IN_RIGHT */ {9, 4}, /* IN_MOVELEFT */ {0, 2},
+// /* IN_MOVERIGHT */ {4, 2}, /* IN_ATTACK2 */ {9, 0},
+// /* IN_RUN */ {0}, /* IN_RELOAD */ {0},
+// /* IN_ALT1 */ {0}, /* IN_ALT2 */ {0},
+// /* IN_SCORE */ {0}, /* IN_SPEED */ {0},
+// /* IN_WALK */ {0}, /* IN_ZOOM */ {9, 2}
+// }
+//};
+
+static const struct layout layout_l4d = {
+ IN_ATTACK | IN_JUMP | IN_DUCK | IN_FORWARD | IN_BACK | IN_USE | IN_LEFT |
+ IN_RIGHT | IN_MOVELEFT | IN_MOVERIGHT | IN_ATTACK2 | IN_SPEED | IN_ZOOM,
+ 11, 6,
+ {
+ // F 1 2
+ // L B R U Z
+ // W D J l r
+ /* IN_ATTACK */ {7, 0}, /* IN_JUMP */ {4, 4},
+ /* IN_DUCK */ {2, 4}, /* IN_FORWARD */ {2, 0},
+ /* IN_BACK */ {2, 2}, /* IN_USE */ {7, 2},
+ /* IN_CANCEL */ {0}, /* IN_LEFT */ {7, 4},
+ /* IN_RIGHT */ {9, 4}, /* IN_MOVELEFT */ {0, 2},
+ /* IN_MOVERIGHT */ {4, 2}, /* IN_ATTACK2 */ {9, 0},
+ /* IN_RUN */ {0}, /* IN_RELOAD */ {0},
+ /* IN_ALT1 */ {0}, /* IN_ALT2 */ {0},
+ /* IN_SCORE */ {0}, /* IN_SPEED */ {0, 4},
+ /* IN_WALK */ {0}, /* IN_ZOOM */ {9, 2}
+ }
+};
+
+// }}}
+
+static const struct layout *layout = &layout_hl2;
+
+static const char *const fontnames[] = {
+ "DebugFixedSmall",
+ "HudSelectionText",
+ "CommentaryDefault",
+ "DefaultVerySmall",
+ "DefaultSmall",
+ "Default"
+};
+static struct { ulong h; int sz; } fonts[countof(fontnames)];
+
+HANDLE_EVENT(HudPaint, void) {
+ if (!con_getvari(sst_inputhud)) return;
+ int screenw, screenh;
+ hud_screensize(&screenw, &screenh);
+ int basesz = screenw > screenh ? screenw : screenh;
+ int boxsz = ceilf(basesz * 0.025f);
+ if (boxsz < 24) boxsz = 24;
+ boxsz *= con_getvarf(sst_inputhud_scale);
+ int idealfontsz = boxsz - 8; // NOTE: this is overall text width, see INIT
+ ulong font = 0; int fontsz = 0;
+ // get the biggest font that'll fit the box
+ // XXX: can/should we avoid doing this every frame?
+ for (int i = 0; i < countof(fonts); ++i) {
+ // XXX: fonts aren't sorted... should we bother?
+ if_cold (!fonts[i].h) continue;
+ if (fonts[i].sz < fontsz) continue;
+ if (fonts[i].sz <= idealfontsz) font = fonts[i].h;
+ //else break; // not sorted
+ }
+ int gap = (boxsz | 32) >> 5; // minimum 1 pixel gap
+ int w = (boxsz + gap) * layout->w / 2 - gap;
+ int h = (boxsz + gap) * layout->h / 2 - gap;
+ int basex = roundf(con_getvarf(sst_inputhud_x) * (screenw - w));
+ int basey = roundf(con_getvarf(sst_inputhud_y) * (screenh - h));
+ int buttons = heldbuttons | tappedbuttons;
+ for (int mask = layout->mask, bitidx, bit; mask; mask ^= bit) {
+ bitidx = bsf(mask); bit = 1 << bitidx;
+ // divide sizes by 2 here to allow in-between positioning
+ int x = basex + layout->pos[bitidx].x * (boxsz + gap) / 2;
+ int y = basey + layout->pos[bitidx].y * (boxsz + gap) / 2;
+ hud_drawrect(x, y, x + boxsz, y + boxsz,
+ colours[!!(buttons & bit)], true);
+ if_hot (font) {
+ int tw, th;
+ hud_textsize(font, text[bitidx].s, &tw, &th);
+ hud_drawtext(font, x + (boxsz - tw) / 2, y + (boxsz - th) / 2,
+ colours[2], text[bitidx].s, text[bitidx].len);
+ }
+ }
+ tappedbuttons = 0;
+}
+
+// find the CInput "input" global
+static inline bool find_input(void* vclient) {
+#ifdef _WIN32
+ // the only CHLClient::DecodeUserCmdFromBuffer() does is call a virtual
+ // function, so find its thisptr being loaded into ECX
+ void* decodeusercmd =
+ (*(void***)vclient)[vtidx_VClient_DecodeUserCmdFromBuffer];
+ for (uchar *p = (uchar *)decodeusercmd; p - (uchar *)decodeusercmd < 32;) {
+ if (p[0] == X86_MOVRMW && p[1] == X86_MODRM(0, 1, 5)) {
+ void **indirect = mem_loadptr(p + 2);
+ input = *indirect;
+ return true;
+ }
+ NEXT_INSN(p, "input object");
+ }
+#else
+#warning TODO(linux): implement linux equivalent (see demorec.c)
+#endif
+ return false;
+}
+
+INIT {
+ void *vclient;
+ if (!(vclient = factory_client("VClient015", 0)) &&
+ !(vclient = factory_client("VClient016", 0)) &&
+ !(vclient = factory_client("VClient017", 0))) {
+ errmsg_errorx("couldn't get client interface");
+ return false;
+ }
+ if (!find_input(vclient)) {
+ errmsg_errorx("couldn't find input global");
+ return false;
+ }
+ for (int i = 0; i < countof(fontnames); ++i) {
+ fonts[i].h = hud_getfont(fontnames[i], true);
+ if (!fonts[i].h) {
+ errmsg_warnx("couldn't get \"%s\" font", fontnames[i]);
+ }
+ else {
+ int dummy;
+ // use (roughly) the widest string as a reference for what will fit
+ hud_textsize(fonts[i].h, L"Speed", &fonts[i].sz, &dummy);
+ }
+ }
+ void **vtable = mem_loadptr(input);
+ // just unprotect the first few pointers (GetUserCmd is 8)
+ if (!os_mprot(vtable, sizeof(void *) * 8, PAGE_READWRITE)) {
+ errmsg_errorsys("couldn't make virtual table writable");
+ return false;
+ }
+ if (GAMETYPE_MATCHES(L4Dbased)) {
+ orig_CreateMove = (CreateMove_func)hook_vtable(vtable, vtidx_CreateMove,
+ (void *)&hook_CreateMove_l4dbased);
+ orig_DecodeUserCmdFromBuffer = (DecodeUserCmdFromBuffer_func)hook_vtable(
+ vtable, vtidx_DecodeUserCmdFromBuffer,
+ (void *)&hook_DecodeUserCmdFromBuffer_l4dbased);
+ }
+ else {
+ orig_CreateMove = (CreateMove_func)hook_vtable(vtable, vtidx_CreateMove,
+ (void *)&hook_CreateMove);
+ orig_DecodeUserCmdFromBuffer = (DecodeUserCmdFromBuffer_func)hook_vtable(
+ vtable, vtidx_DecodeUserCmdFromBuffer,
+ (void *)&hook_DecodeUserCmdFromBuffer);
+ }
+
+ if (GAMETYPE_MATCHES(Portal1)) layout = &layout_portal1;
+ //else if (GAMETYPE_MATCHES(Portal2)) layout = &layout_portal2;
+ else if (GAMETYPE_MATCHES(L4D)) layout = &layout_l4d;
+ // TODO(compat): more game-specific layouts!
+
+ sst_inputhud->base.flags &= ~CON_HIDDEN;
+ sst_inputhud_scale->base.flags &= ~CON_HIDDEN;
+ sst_inputhud_bgcolour_normal->base.flags &= ~CON_HIDDEN;
+ sst_inputhud_bgcolour_normal->cb = &colourcb;
+ sst_inputhud_bgcolour_pressed->base.flags &= ~CON_HIDDEN;
+ sst_inputhud_bgcolour_pressed->cb = &colourcb;
+ sst_inputhud_fgcolour->base.flags &= ~CON_HIDDEN;
+ sst_inputhud_fgcolour->cb = &colourcb;
+ sst_inputhud_x->base.flags &= ~CON_HIDDEN;
+ sst_inputhud_y->base.flags &= ~CON_HIDDEN;
+
+ // HACK: default HUD position would clash with L4D player health HUDs and
+ // HL2 sprint HUD, so move it up. this currently has to be done in a super
+ // crappy, nasty way to get the defaults to display right in the console...
+ // TODO(opt): move PREINIT stuff to before cvar init and avoid this nonsense
+ if (GAMETYPE_MATCHES(L4D)) {
+ sst_inputhud_y->defaultval = "0.82";
+ con_setvarstr(sst_inputhud_y, "0.82");
+ }
+ else if (GAMETYPE_MATCHES(HL2series)) {
+ sst_inputhud_y->defaultval = "0.75";
+ con_setvarstr(sst_inputhud_y, "0.75");
+ }
+
+ return true;
+}
+
+END {
+ void **vtable = mem_loadptr(input);
+ unhook_vtable(vtable, vtidx_CreateMove, (void *)orig_CreateMove);
+ // N.B.: since the orig_ function is in a union, we don't have to worry
+ // about which version we're unhooking
+ unhook_vtable(vtable, vtidx_DecodeUserCmdFromBuffer,
+ (void *)orig_DecodeUserCmdFromBuffer);
+}
+
+// vi: sw=4 ts=4 noet tw=80 cc=80 fdm=marker