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CoopAllTheThings/hook/CMakeLists.txt
BlackMark 911b543d98 Forward mouse + keyboard to DirectInput and Raw Input games
The MKB subsystem covered message-loop (PostMessage) and polling
(GetAsyncKeyState/GetKeyboardState/GetCursorPos) games. Add the two remaining
read paths, both fed from the same synthesized state:

- DirectInput: vtable-swap IDirectInputDevice8::GetDeviceState (a COM method ->
  vtable swap, not inline, per the x86 COM-prologue trap), reading the shared
  vtable from a kept-alive probe device (the game made its devices before we
  injected). Dispatch on cbData: 256 = keyboard BYTE[256] indexed by DIK
  scan-code (map VK->DIK via MapVirtualKey VK_TO_VSC); DIMOUSESTATE = mouse
  buttons + relative deltas from the forwarded cursor.
- Raw Input: games get no WM_INPUT while unfocused, so mkb_pump synthesizes it
  (PostMessage WM_INPUT with lParam = one of our RAWINPUT slots) and the hooked
  GetRawInputData serves that slot back (RID_HEADER + RID_INPUT). Covers keys +
  buttons; relative raw-mouse movement isn't in the position-based MKB stream.

Both detours use the DetourGate safe-unhook guard, and the mock_game_test storm
exercises their install/remove. dinput_hook_test drives the real path end-to-end:
forward a key + mouse button through the ring, then a real DI keyboard/mouse
device's GetDeviceState returns them. The Raw Input round-trip is operator-
validated against a real game (too brittle to assert in-process). vtable_hook.hpp
factors the COM vtable-swap helper out for reuse.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 03:14:59 +02:00

48 lines
1.6 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/d3d9_hook.cpp
src/vk_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)
# Vulkan headers only (the hook resolves entry points itself, VK_NO_PROTOTYPES). Use the include
# dir directly rather than the third_party `vulkan_headers` target, so the x86 sub-build -- which
# doesn't add third_party/ -- still builds the hook.
coop_require_submodule("Vulkan-Headers" "third_party/Vulkan-Headers/include/vulkan/vulkan.h")
target_include_directories(coop_hook PRIVATE ${CMAKE_SOURCE_DIR}/third_party/Vulkan-Headers/include)
target_link_libraries(coop_hook PRIVATE
coop_common
safetyhook::safetyhook
user32
ole32
mmdevapi
dxguid
d3d11
d3d9
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.