Files
CoopAllTheThings/host/src/inject/mkb_forward.cpp
BlackMark 30eccf749d Apply clang-format across the whole tree
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.
2026-07-12 11:52:53 +02:00

263 lines
7.3 KiB
C++

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