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>
135 lines
5.2 KiB
CMake
135 lines
5.2 KiB
CMake
# Self-contained verification of the forwarding core (IPC + XInput hook).
|
|
# Reuses the hook's xinput_hook.cpp directly so it exercises the shipping code.
|
|
add_executable(hook_selftest
|
|
hook_selftest.cpp
|
|
${CMAKE_SOURCE_DIR}/hook/src/xinput_hook.cpp
|
|
${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
|
|
|
|
target_include_directories(hook_selftest PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
|
|
|
|
target_link_libraries(hook_selftest PRIVATE
|
|
coop_common
|
|
safetyhook::safetyhook
|
|
xinput)
|
|
|
|
add_test(NAME hook_selftest COMMAND hook_selftest)
|
|
|
|
# Unit test for the shared audio ring (lock-free SPSC push/pop, wrap-around,
|
|
# format handshake, overrun policy). Header-only, no hook or audio device.
|
|
add_executable(audio_ring_test audio_ring_test.cpp)
|
|
target_link_libraries(audio_ring_test PRIVATE coop_common)
|
|
add_test(NAME audio_ring_test COMMAND audio_ring_test)
|
|
|
|
# Unit test for the MKB event ring (SPSC push/pop, wrap-around, full/empty).
|
|
add_executable(mkb_ring_test mkb_ring_test.cpp)
|
|
target_link_libraries(mkb_ring_test PRIVATE coop_common)
|
|
add_test(NAME mkb_ring_test COMMAND mkb_ring_test)
|
|
|
|
# Unit test for the host->game mouse coordinate mapping (letterbox inverse +
|
|
# decorated-window client offset). Header-only, no device.
|
|
add_executable(mkb_map_test mkb_map_test.cpp)
|
|
target_include_directories(mkb_map_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
|
|
add_test(NAME mkb_map_test COMMAND mkb_map_test)
|
|
|
|
# Integration test for WASAPI process-loopback capture. Reuses the shipping
|
|
# capture code and captures from coop_tone (a known sine-wave render process).
|
|
add_executable(audio_loopback_test
|
|
audio_loopback_test.cpp
|
|
${CMAKE_SOURCE_DIR}/host/src/audio/process_loopback_capture.cpp)
|
|
|
|
target_include_directories(audio_loopback_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
|
|
|
|
# Process loopback needs the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
|
|
target_compile_definitions(audio_loopback_test PRIVATE NTDDI_VERSION=0x0A00000B)
|
|
|
|
target_link_libraries(audio_loopback_test PRIVATE mmdevapi ole32)
|
|
|
|
add_dependencies(audio_loopback_test coop_tone)
|
|
add_test(NAME audio_loopback_test COMMAND audio_loopback_test)
|
|
|
|
# In-process self-test for the WASAPI render-hook. Reuses the shipping
|
|
# audio_hook.cpp and drives a real WASAPI render path in the same process, so it
|
|
# exercises COM vtable discovery + GetBuffer/ReleaseBuffer interception with no
|
|
# game and no second Steam account (the audio analogue of hook_selftest).
|
|
add_executable(audio_hook_test
|
|
audio_hook_test.cpp
|
|
${CMAKE_SOURCE_DIR}/hook/src/audio_hook.cpp
|
|
${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
|
|
${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
|
|
|
|
target_include_directories(audio_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
|
|
|
|
# IAudioClient3 / process-audio APIs want the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
|
|
target_compile_definitions(audio_hook_test PRIVATE NTDDI_VERSION=0x0A00000B)
|
|
|
|
target_link_libraries(audio_hook_test PRIVATE
|
|
coop_common
|
|
safetyhook::safetyhook
|
|
ole32
|
|
mmdevapi)
|
|
|
|
add_test(NAME audio_hook_test COMMAND audio_hook_test)
|
|
|
|
# Unit test for the sRGB->UNORM format mapping the hooked video path uses to avoid
|
|
# darkening *_SRGB-backbuffer games. Header-only, no device.
|
|
add_executable(srgb_format_test srgb_format_test.cpp)
|
|
target_include_directories(srgb_format_test PRIVATE ${CMAKE_SOURCE_DIR}/host/src)
|
|
add_test(NAME srgb_format_test COMMAND srgb_format_test)
|
|
|
|
# In-process self-test for the Present-hook video path. Reuses the shipping
|
|
# present_hook.cpp and drives a real D3D11 swapchain in the same process, so it
|
|
# exercises the IDXGISwapChain::Present inline hook, the shared keyed-mutex
|
|
# texture, and the open-by-name / readback contract (the video analogue of
|
|
# audio_hook_test). Skips on a machine without a D3D11 device.
|
|
add_executable(present_hook_test
|
|
present_hook_test.cpp
|
|
${CMAKE_SOURCE_DIR}/hook/src/present_hook.cpp
|
|
${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
|
|
${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
|
|
|
|
target_include_directories(present_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
|
|
|
|
target_link_libraries(present_hook_test PRIVATE
|
|
coop_common
|
|
safetyhook::safetyhook
|
|
d3d11
|
|
dxgi)
|
|
|
|
add_test(NAME present_hook_test COMMAND present_hook_test)
|
|
|
|
# In-process self-test for the OpenGL capture path. Reuses the shipping
|
|
# opengl_hook.cpp and drives a real OpenGL context in the same process, so it
|
|
# exercises the SwapBuffers hook, the glReadPixels readback, and the upload into
|
|
# the shared texture (opened by name + read back). Skips without GL / D3D11.
|
|
add_executable(opengl_hook_test
|
|
opengl_hook_test.cpp
|
|
${CMAKE_SOURCE_DIR}/hook/src/opengl_hook.cpp
|
|
${CMAKE_SOURCE_DIR}/hook/src/debug_log.cpp
|
|
${CMAKE_SOURCE_DIR}/hook/src/hook_registry.cpp)
|
|
|
|
target_include_directories(opengl_hook_test PRIVATE ${CMAKE_SOURCE_DIR}/hook/src)
|
|
|
|
target_link_libraries(opengl_hook_test PRIVATE
|
|
coop_common
|
|
safetyhook::safetyhook
|
|
d3d11
|
|
dxgi
|
|
opengl32
|
|
gdi32)
|
|
|
|
add_test(NAME opengl_hook_test COMMAND opengl_hook_test)
|
|
|
|
# Keep the bin/<config>/ root deployable: stage every test exe under tests/. coop_tone
|
|
# (the audio_loopback_test fixture) is staged there too, next to its consumer, so the
|
|
# test's "coop_tone.exe alongside me" lookup keeps working.
|
|
coop_output_subdir(tests
|
|
hook_selftest
|
|
audio_ring_test
|
|
mkb_ring_test
|
|
mkb_map_test
|
|
audio_loopback_test
|
|
audio_hook_test
|
|
srgb_format_test
|
|
present_hook_test
|
|
opengl_hook_test)
|