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>
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@@ -18,6 +18,7 @@
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#include "controllers_panel.hpp"
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#include "d3d11_window.hpp"
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#include "imgui_layer.hpp"
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#include "inject/mkb_forward.hpp"
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#include "injection_panel.hpp"
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#include "input/xinput_source.hpp"
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#include "log_panel.hpp"
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@@ -194,6 +195,10 @@ int run()
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}
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coop::apply_layout_end_frame(); // clear the one-shot "Reset layout" force
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// Forward the host window's mouse/keyboard into the game (when the MKB
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// subsystem is on, we're focused, and ImGui isn't using the event).
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coop::forward_mkb_frame(injection, window.hwnd(), capture.mirroring(), capture.source_hooked());
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RECT client = {};
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GetClientRect(window.hwnd(), &client);
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const auto dst_w = static_cast<std::uint32_t>(client.right - client.left);
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