Run clang-format (the repo's .clang-format: LLVM base, 120 cols, tabs, Allman functions) over every source file so the tree is formatter-clean. Whitespace only -- no behavior change; full x64 + x86 suites pass. Also set SortIncludes: false in .clang-format. Windows include order is load-bearing (windows.h must precede tlhelp32.h / mmreg.h / xinput.h / dinput.h; winsock2.h must precede windows.h), and the default alphabetical sort reorders tlhelp32.h ahead of windows.h -- a build break. Leaving order alone keeps the manual, correct grouping.
263 lines
7.3 KiB
C++
263 lines
7.3 KiB
C++
#include "inject/mkb_forward.hpp"
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#include <imgui.h>
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#include "coop/protocol.hpp"
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#include "injection_panel.hpp"
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#include "inject/mkb_map.hpp"
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namespace coop {
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namespace {
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// Map an ImGui key to a Win32 virtual-key. Returns 0 for keys we don't forward.
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int imgui_key_to_vk(ImGuiKey k)
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{
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if (k >= ImGuiKey_A && k <= ImGuiKey_Z) {
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return 'A' + (k - ImGuiKey_A);
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}
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if (k >= ImGuiKey_0 && k <= ImGuiKey_9) {
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return '0' + (k - ImGuiKey_0);
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}
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if (k >= ImGuiKey_Keypad0 && k <= ImGuiKey_Keypad9) {
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return VK_NUMPAD0 + (k - ImGuiKey_Keypad0);
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}
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if (k >= ImGuiKey_F1 && k <= ImGuiKey_F12) {
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return VK_F1 + (k - ImGuiKey_F1);
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}
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switch (k) {
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case ImGuiKey_Tab:
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return VK_TAB;
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case ImGuiKey_LeftArrow:
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return VK_LEFT;
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case ImGuiKey_RightArrow:
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return VK_RIGHT;
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case ImGuiKey_UpArrow:
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return VK_UP;
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case ImGuiKey_DownArrow:
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return VK_DOWN;
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case ImGuiKey_PageUp:
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return VK_PRIOR;
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case ImGuiKey_PageDown:
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return VK_NEXT;
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case ImGuiKey_Home:
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return VK_HOME;
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case ImGuiKey_End:
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return VK_END;
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case ImGuiKey_Insert:
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return VK_INSERT;
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case ImGuiKey_Delete:
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return VK_DELETE;
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case ImGuiKey_Backspace:
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return VK_BACK;
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case ImGuiKey_Space:
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return VK_SPACE;
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case ImGuiKey_Enter:
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return VK_RETURN;
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case ImGuiKey_Escape:
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return VK_ESCAPE;
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case ImGuiKey_LeftCtrl:
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return VK_LCONTROL;
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case ImGuiKey_LeftShift:
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return VK_LSHIFT;
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case ImGuiKey_LeftAlt:
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return VK_LMENU;
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case ImGuiKey_LeftSuper:
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return VK_LWIN;
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case ImGuiKey_RightCtrl:
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return VK_RCONTROL;
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case ImGuiKey_RightShift:
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return VK_RSHIFT;
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case ImGuiKey_RightAlt:
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return VK_RMENU;
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case ImGuiKey_RightSuper:
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return VK_RWIN;
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case ImGuiKey_Menu:
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return VK_APPS;
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case ImGuiKey_Apostrophe:
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return VK_OEM_7;
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case ImGuiKey_Comma:
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return VK_OEM_COMMA;
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case ImGuiKey_Minus:
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return VK_OEM_MINUS;
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case ImGuiKey_Period:
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return VK_OEM_PERIOD;
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case ImGuiKey_Slash:
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return VK_OEM_2;
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case ImGuiKey_Semicolon:
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return VK_OEM_1;
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case ImGuiKey_Equal:
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return VK_OEM_PLUS;
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case ImGuiKey_LeftBracket:
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return VK_OEM_4;
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case ImGuiKey_Backslash:
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return VK_OEM_5;
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case ImGuiKey_RightBracket:
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return VK_OEM_6;
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case ImGuiKey_GraveAccent:
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return VK_OEM_3;
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case ImGuiKey_CapsLock:
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return VK_CAPITAL;
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case ImGuiKey_ScrollLock:
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return VK_SCROLL;
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case ImGuiKey_NumLock:
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return VK_NUMLOCK;
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case ImGuiKey_PrintScreen:
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return VK_SNAPSHOT;
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case ImGuiKey_Pause:
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return VK_PAUSE;
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case ImGuiKey_KeypadDecimal:
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return VK_DECIMAL;
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case ImGuiKey_KeypadDivide:
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return VK_DIVIDE;
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case ImGuiKey_KeypadMultiply:
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return VK_MULTIPLY;
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case ImGuiKey_KeypadSubtract:
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return VK_SUBTRACT;
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case ImGuiKey_KeypadAdd:
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return VK_ADD;
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case ImGuiKey_KeypadEnter:
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return VK_RETURN;
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default:
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return 0;
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}
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}
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// Last valid game-client position, so a button release that lands on a letterbox
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// bar still goes to the game (no stuck buttons).
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int g_last_gx = 0;
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int g_last_gy = 0;
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// What we've forwarded as currently-held, so we can always release it -- even when forwarding stops
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// (mirror off, focus lost, ImGui grabbed the input, the game died) -- so nothing sticks in the guest.
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bool g_mouse_down[3] = {};
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bool g_key_down[256] = {}; // indexed by VK
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void release_held_keys(InjectionPanel& injection)
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{
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for (int vk = 0; vk < 256; ++vk) {
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if (g_key_down[vk]) {
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injection.push_mkb(MkbEvent{Mkb_KeyUp, static_cast<std::uint32_t>(vk), 0, 0});
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g_key_down[vk] = false;
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}
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}
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}
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void release_held_mouse(InjectionPanel& injection)
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{
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for (int b = 0; b < 3; ++b) {
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if (g_mouse_down[b]) {
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injection.push_mkb(MkbEvent{Mkb_MouseUp, static_cast<std::uint32_t>(b), g_last_gx, g_last_gy});
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g_mouse_down[b] = false;
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}
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}
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}
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} // namespace
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void forward_mkb_frame(InjectionPanel& injection, HWND host_hwnd, bool mirroring, bool source_hooked)
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{
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const HWND game = injection.game_hwnd();
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// Under RPT the guest's MKB lands on our (focused) window; only forward then, so the operator's
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// own desktop use isn't injected. If we can't forward for ANY reason -- subsystem off, we lost
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// focus, or the game is gone -- release everything we're still holding first, so a key/button
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// held at that moment doesn't stick down in the guest.
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if (!injection.mkb_enabled() || GetForegroundWindow() != host_hwnd || game == nullptr || !IsWindow(game)) {
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release_held_keys(injection);
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release_held_mouse(injection);
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return;
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}
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ImGuiIO& io = ImGui::GetIO();
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// --- Keyboard (unless ImGui is using it for e.g. a text field -- then release what we hold) ---
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if (io.WantCaptureKeyboard) {
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release_held_keys(injection);
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} else {
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for (ImGuiKey k = ImGuiKey_NamedKey_BEGIN; k < ImGuiKey_NamedKey_END; k = static_cast<ImGuiKey>(k + 1)) {
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const int vk = imgui_key_to_vk(k);
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if (vk == 0) {
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continue;
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}
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if (ImGui::IsKeyPressed(k, false)) {
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injection.push_mkb(MkbEvent{Mkb_KeyDown, static_cast<std::uint32_t>(vk), 0, 0});
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g_key_down[vk & 0xFF] = true;
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}
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if (ImGui::IsKeyReleased(k)) {
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injection.push_mkb(MkbEvent{Mkb_KeyUp, static_cast<std::uint32_t>(vk), 0, 0});
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g_key_down[vk & 0xFF] = false;
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}
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}
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for (int i = 0; i < io.InputQueueCharacters.Size; ++i) {
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const ImWchar c = io.InputQueueCharacters[i];
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if (c != 0) {
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injection.push_mkb(MkbEvent{Mkb_Char, static_cast<std::uint32_t>(c), 0, 0});
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}
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}
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}
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// --- Mouse (clicks + wheel only, and only while mirroring and ImGui isn't using the mouse) ---
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// When we're not forwarding the mouse, still release any button we hold (below), so it can't stick.
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const bool forwarding_mouse = mirroring && !io.WantCaptureMouse;
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if (!forwarding_mouse) {
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release_held_mouse(injection);
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return;
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}
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RECT host_client{};
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GetClientRect(host_hwnd, &host_client);
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MkbMapInput m;
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m.host_x = static_cast<int>(io.MousePos.x);
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m.host_y = static_cast<int>(io.MousePos.y);
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m.dst_w = host_client.right;
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m.dst_h = host_client.bottom;
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if (source_hooked) {
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// Hooked capture mirrors the backbuffer (client area), no decorations.
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const VideoShareView v = injection.video_share();
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m.src_w = m.client_w = static_cast<int>(v.width);
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m.src_h = m.client_h = static_cast<int>(v.height);
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} else {
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// WGC captures the whole window; the client area sits at a decoration offset.
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RECT wr{}, cr{};
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POINT client_origin{0, 0};
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GetWindowRect(game, &wr);
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GetClientRect(game, &cr);
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ClientToScreen(game, &client_origin);
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m.src_w = wr.right - wr.left;
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m.src_h = wr.bottom - wr.top;
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m.client_w = cr.right;
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m.client_h = cr.bottom;
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m.client_off_x = client_origin.x - wr.left;
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m.client_off_y = client_origin.y - wr.top;
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}
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int gx = 0, gy = 0;
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const bool on_game = map_host_to_game_client(m, gx, gy);
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if (on_game) {
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g_last_gx = gx;
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g_last_gy = gy;
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}
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const int mx = on_game ? gx : g_last_gx;
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const int my = on_game ? gy : g_last_gy;
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for (int button = 0; button < 3; ++button) // 0=left, 1=right, 2=middle
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{
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if (on_game && ImGui::IsMouseClicked(button)) {
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injection.push_mkb(MkbEvent{Mkb_MouseDown, static_cast<std::uint32_t>(button), mx, my});
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g_mouse_down[button] = true;
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}
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if (ImGui::IsMouseReleased(button)) // send the up even off-game, so nothing sticks
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{
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injection.push_mkb(MkbEvent{Mkb_MouseUp, static_cast<std::uint32_t>(button), mx, my});
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g_mouse_down[button] = false;
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}
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}
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if (on_game && io.MouseWheel != 0.0f) {
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const int delta = static_cast<int>(io.MouseWheel * WHEEL_DELTA);
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injection.push_mkb(MkbEvent{Mkb_Wheel, static_cast<std::uint32_t>(delta), mx, my});
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}
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}
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} // namespace coop
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