Phase 1a: focus spoofing + hook observability
Two problems surfaced in testing: (1) no way to tell whether the injected hook was actually the input source, and (2) the final design needs the tool window focused for Steam RPT capture, which would pause/silence games that react to focus loss. Both are addressed here. - Focus spoofing (hook/focus_spoof): find the game's main window, subclass it to rewrite/swallow WM_ACTIVATE/ACTIVATEAPP/NCACTIVATE/KILLFOCUS, and inline- hook GetForegroundWindow/GetActiveWindow/GetFocus to always report the game as active. The game keeps running and polling while unfocused. - Status back-channel (protocol v2): the DLL reports attached/focus-spoof flags, game pid/hwnd, a heartbeat, and a cumulative XInputGetState counter. The host overlay turns the counter into a live poll rate, so "is the hook working" is directly observable. - Synthetic test-input toggle in the host: forwards a known automated pattern (stick circle + periodic A) to prove forwarding independent of the physical pad. - hook_selftest extended to assert the status channel; passes. Documented the windowed/borderless requirement and the new observable test flow in the README. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -10,7 +10,7 @@ namespace coop::hook
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// Locates the loaded XInput module(s) and hooks the state/capability entry
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// points. `ipc` must outlive the hooks. Returns true if at least one module was
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// hooked. Safe to call repeatedly while waiting for xinput to load.
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bool install_xinput_hooks(const IpcClient& ipc);
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bool install_xinput_hooks(IpcClient& ipc);
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// Removes all installed hooks (best effort; used on DLL detach).
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void remove_xinput_hooks();
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