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Diffstat (limited to 'src/inputhud.c')
-rw-r--r-- | src/inputhud.c | 443 |
1 files changed, 443 insertions, 0 deletions
diff --git a/src/inputhud.c b/src/inputhud.c new file mode 100644 index 0000000..c4f7342 --- /dev/null +++ b/src/inputhud.c @@ -0,0 +1,443 @@ +/* + * 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 |