Files
CoopAllTheThings/hook/CMakeLists.txt
BlackMark 7673f186db 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>
2026-06-21 05:06:38 +02:00

38 lines
1.1 KiB
CMake

add_library(coop_hook SHARED
src/dllmain.cpp
src/xinput_hook.cpp
src/focus_spoof.cpp
src/audio_hook.cpp
src/present_hook.cpp
src/opengl_hook.cpp
src/mkb_hook.cpp
src/debug_log.cpp
src/hook_registry.cpp)
target_include_directories(coop_hook PRIVATE src)
# The audio render-hook uses IAudioClient3 / process-audio interfaces, which need
# the Windows 10 20H1 (NTDDI_WIN10_CO) headers.
target_compile_definitions(coop_hook PRIVATE NTDDI_VERSION=0x0A00000B)
target_link_libraries(coop_hook PRIVATE
coop_common
safetyhook::safetyhook
user32
ole32
mmdevapi
d3d11
dxgi)
# The x86 sub-build (COOP_X86_HELPER_BUILD) stages alongside the x64 DLL in the
# same bin/<config> dir, so give it a distinct name the host loads for 32-bit games.
if(COOP_X86_HELPER_BUILD)
set_target_properties(coop_hook PROPERTIES OUTPUT_NAME "coop_hook_x86")
else()
set_target_properties(coop_hook PROPERTIES OUTPUT_NAME "coop_hook")
endif()
# TODO(dist): statically link the VC runtime (/MT) so the DLL loads in games on
# machines without the matching VC redist. Deferred until SafetyHook + Zydis are
# also forced to a static CRT to avoid a /MT-vs-/MD mismatch.