Add mouse + keyboard forwarding (MKB subsystem, opt-in)

Forward the host window's clicks and keystrokes into the injected game so guests
can drive menus / "Press Start" / text entry that a pad can't.

Protocol (v7->v8): new HookSubsys_Mkb and an SPSC MkbRing of MkbEvents in
SharedBlock (host produces, hook consumes); push/pop helpers.

Hook (hook/src/mkb_hook.cpp, new subsystem): a worker-loop pump drains the ring at
~5 ms and PostMessageW's the matching window messages (WM_KEY*/WM_CHAR, mouse
buttons, WM_MOUSEWHEEL) to the game's main window; it also inline-hooks user32
GetAsyncKeyState / GetKeyboardState / GetCursorPos (stdcall trampolines per the x86
rule) to report a synthesized state so polling games react too. Removing the
subsystem clears all synthesized keys (no stuck input).

Host: the Injection panel gets a "Mouse + keyboard forwarding" subsystem toggle
(opt-in, default off -- the toggle is the hook). host/src/inject/mkb_forward.cpp
reads ImGui IO each frame and forwards only when the host window is focused and
ImGui isn't capturing the event; keyboard always, mouse only while mirroring (clicks
+ wheel, not movement). Mouse coords are mapped through the letterbox to game-client
space (host/src/inject/mkb_map.hpp), accounting for WGC-of-decorated-window vs
hooked/borderless. RawInput/DirectInput games are out of scope for this version.

Verified: new mkb_ring_test + mkb_map_test pass; full build x64 + x86 clean; ctest
x64 9/9 and x86 3/3 green (no regression from the protocol bump). The subsystem is
opt-in, so it can't affect existing behavior unless enabled; the end-to-end
click-into-game path needs live Remote Play + a real game to confirm.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-21 05:06:38 +02:00
parent a32e78ffef
commit 7673f186db
21 changed files with 1003 additions and 27 deletions

View File

@@ -180,6 +180,7 @@ void InjectionPanel::inject_selected()
server_.set_subsystem_enabled(HookSubsys_Focus, want_focus_);
server_.set_subsystem_enabled(HookSubsys_Audio, want_audio_);
server_.set_subsystem_enabled(HookSubsys_Video, want_video_);
server_.set_subsystem_enabled(HookSubsys_Mkb, want_mkb_);
const InjectResult result = inject_dll(selected_pid_, hook_dll_path());
if (result.status == InjectStatus::Ok)
@@ -283,7 +284,7 @@ void InjectionPanel::publish(const std::array<PadInfo, kMaxPads>& pads)
void InjectionPanel::draw_hook_list(const HookStatusView& status)
{
static const char* kSubsysName[] = {"Input", "Focus", "Audio", "Video"};
static const char* kSubsysName[] = {"Input", "Focus", "Audio", "Video", "MKB"};
const std::uint32_t n = status.hook_entry_count < kMaxHookEntries ? status.hook_entry_count : kMaxHookEntries;
if (n == 0)
@@ -372,6 +373,7 @@ void InjectionPanel::draw_subsystem_controls(const HookStatusView& status)
{"Focus spoof", HookSubsys_Focus, &want_focus_, "the game keeps running unfocused"},
{"Audio render-hook", HookSubsys_Audio, &want_audio_, "audio mirror without echo"},
{"Video Present-hook", HookSubsys_Video, &want_video_, "Video mirror can use the hooked source"},
{"Mouse + keyboard forwarding", HookSubsys_Mkb, &want_mkb_, "clicks/keys reach the game"},
};
for (const Row& r : rows)