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>
91 lines
3.7 KiB
CMake
91 lines
3.7 KiB
CMake
add_executable(coop_host WIN32
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src/main.cpp
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src/d3d11_window.cpp
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src/imgui_layer.cpp
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src/controllers_panel.cpp
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src/injection_panel.cpp
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src/capture_panel.cpp
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src/audio_panel.cpp
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src/log_panel.cpp
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src/ui/app_chrome.cpp
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src/input/xinput_source.cpp
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src/inject/process_list.cpp
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src/inject/window_list.cpp
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src/inject/injector.cpp
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src/inject/mkb_forward.cpp
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src/ipc/ipc_server.cpp
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src/capture/frame_renderer.cpp
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src/capture/window_capture.cpp
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src/capture/shared_texture.cpp
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src/audio/audio_loopback.cpp
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src/audio/process_loopback_capture.cpp)
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target_include_directories(coop_host PRIVATE src)
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# Process-loopback capture (AUDIOCLIENT_ACTIVATION_TYPE_PROCESS_LOOPBACK) needs the
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# Windows 10 20H1 (NTDDI_WIN10_CO) headers; raise the target SDK version for it.
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target_compile_definitions(coop_host PRIVATE NTDDI_VERSION=0x0A00000B)
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target_link_libraries(coop_host PRIVATE
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coop_common
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imgui
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d3d11
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dxgi
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dwmapi
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d3dcompiler
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windowsapp
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xinput
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mmdevapi
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ole32)
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set_target_properties(coop_host PROPERTIES OUTPUT_NAME "coop_host")
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# Optional Steam Input: enabled automatically when the Steamworks SDK is vendored
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# under third_party/steamworks_sdk (it isn't redistributable, so it's gitignored
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# and never committed). Without it, the host builds XInput-only.
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set(COOP_STEAM_SDK_DIR "${CMAKE_SOURCE_DIR}/third_party/steamworks_sdk/sdk")
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if(EXISTS "${COOP_STEAM_SDK_DIR}/public/steam/steam_api.h")
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message(STATUS "Steamworks SDK found -> Steam Input enabled")
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target_sources(coop_host PRIVATE src/input/steam_input_source.cpp)
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target_compile_definitions(coop_host PRIVATE COOP_WITH_STEAM)
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target_include_directories(coop_host SYSTEM PRIVATE "${COOP_STEAM_SDK_DIR}/public")
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# The SDK headers trip /W4 (strncpy, non-UTF-8 bytes); silence for this TU only.
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set_source_files_properties(src/input/steam_input_source.cpp PROPERTIES
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COMPILE_OPTIONS "/wd4996;/wd4828")
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target_link_libraries(coop_host PRIVATE
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"${COOP_STEAM_SDK_DIR}/redistributable_bin/win64/steam_api64.lib")
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# Stage steam_api64.dll + the action manifest next to coop_host.exe.
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add_custom_command(TARGET coop_host POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${COOP_STEAM_SDK_DIR}/redistributable_bin/win64/steam_api64.dll"
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"$<TARGET_FILE_DIR:coop_host>/steam_api64.dll"
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${CMAKE_CURRENT_SOURCE_DIR}/assets/steam_input_actions.vdf"
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"$<TARGET_FILE_DIR:coop_host>/steam_input_actions.vdf"
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VERBATIM)
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# Console smoke test for Steam Input (reuses the shipping source). Not a ctest
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# (needs Steam running + an appid); run manually from bin/<config>/.
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add_executable(coop_steam_input_probe
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${CMAKE_SOURCE_DIR}/tools/steam_input_probe/main.cpp
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src/input/steam_input_source.cpp
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src/input/xinput_source.cpp)
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target_include_directories(coop_steam_input_probe PRIVATE src)
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target_include_directories(coop_steam_input_probe SYSTEM PRIVATE "${COOP_STEAM_SDK_DIR}/public")
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target_compile_definitions(coop_steam_input_probe PRIVATE COOP_WITH_STEAM)
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set_source_files_properties(src/input/steam_input_source.cpp PROPERTIES COMPILE_OPTIONS "/wd4996;/wd4828")
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target_link_libraries(coop_steam_input_probe PRIVATE
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coop_common
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xinput
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"${COOP_STEAM_SDK_DIR}/redistributable_bin/win64/steam_api64.lib")
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# Dev tool -> bin/<config>/tools/ (its steam_api64.dll copy follows via TARGET_FILE_DIR).
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coop_output_subdir(tools coop_steam_input_probe)
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add_custom_command(TARGET coop_steam_input_probe POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${COOP_STEAM_SDK_DIR}/redistributable_bin/win64/steam_api64.dll"
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"$<TARGET_FILE_DIR:coop_steam_input_probe>/steam_api64.dll"
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VERBATIM)
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else()
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message(STATUS "Steamworks SDK not found -> Steam Input disabled (XInput only)")
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endif()
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