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>
877 B
877 B