378 lines
13 KiB
C++
378 lines
13 KiB
C++
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#include "impl_spice.h"
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#include <windows.h>
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#include "games/io.h"
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#include "launcher/launcher.h"
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#include "launcher/superexit.h"
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#include "misc/eamuse.h"
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#include "overlay/overlay.h"
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#include "rawinput/rawinput.h"
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#include "touch/touch.h"
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#include "util/logging.h"
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// state
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static HWND g_hWnd = nullptr;
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static INT64 g_Time = 0;
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static INT64 g_TicksPerSecond = 0;
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static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
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bool ImGui_ImplSpice_Init(HWND hWnd) {
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log_misc("imgui_impl_spice", "init");
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// check if already initialized
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if (g_hWnd != nullptr) {
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if (g_hWnd == hWnd) {
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return true;
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} else {
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ImGui_ImplSpice_Shutdown();
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}
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}
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// init performance stuff
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if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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return false;
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if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
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return false;
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// setup back-end capabilities flags
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g_hWnd = hWnd;
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ImGuiIO &io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;
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io.BackendPlatformName = "imgui_impl_spice";
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// keyboard mapping
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io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
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io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
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io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
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io.KeyMap[ImGuiKey_Home] = VK_HOME;
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io.KeyMap[ImGuiKey_End] = VK_END;
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io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
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io.KeyMap[ImGuiKey_Space] = VK_SPACE;
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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io.KeyMap[ImGuiKey_X] = 'X';
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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// get display size
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ImGui_ImplSpice_UpdateDisplaySize();
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// return success
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return true;
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}
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void ImGui_ImplSpice_Shutdown() {
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log_misc("imgui_impl_spice", "shutdown");
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// reset window handle
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g_hWnd = nullptr;
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}
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void ImGui_ImplSpice_UpdateDisplaySize() {
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// get display size
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RECT rect;
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::GetClientRect(g_hWnd, &rect);
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ImGui::GetIO().DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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}
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bool ImGui_ImplSpice_UpdateMouseCursor() {
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// check if cursor should be changed
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auto &io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) {
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return false;
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}
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// update cursor
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) {
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// hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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::SetCursor(nullptr);
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} else {
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// show OS mouse cursor
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LPTSTR win32_cursor = IDC_ARROW;
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switch (imgui_cursor) {
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case ImGuiMouseCursor_Arrow:
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win32_cursor = IDC_ARROW;
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break;
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case ImGuiMouseCursor_TextInput:
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win32_cursor = IDC_IBEAM;
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break;
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case ImGuiMouseCursor_ResizeAll:
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win32_cursor = IDC_SIZEALL;
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break;
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case ImGuiMouseCursor_ResizeEW:
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win32_cursor = IDC_SIZEWE;
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break;
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case ImGuiMouseCursor_ResizeNS:
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win32_cursor = IDC_SIZENS;
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break;
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case ImGuiMouseCursor_ResizeNESW:
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win32_cursor = IDC_SIZENESW;
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break;
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case ImGuiMouseCursor_ResizeNWSE:
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win32_cursor = IDC_SIZENWSE;
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break;
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case ImGuiMouseCursor_Hand:
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win32_cursor = IDC_HAND;
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break;
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default:
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break;
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}
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::SetCursor(::LoadCursor(nullptr, win32_cursor));
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}
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return true;
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}
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static void ImGui_ImplSpice_UpdateMousePos() {
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// get current window size
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RECT rect;
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if (GetClientRect(g_hWnd, &rect)) {
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ImVec2 window_size(
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(float)(rect.right - rect.left),
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(float)(rect.bottom - rect.top));
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// set OS mouse position if requested
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auto &io = ImGui::GetIO();
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if (io.WantSetMousePos) {
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POINT pos {
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.x = static_cast<long>(io.MousePos.x),
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.y = static_cast<long>(io.MousePos.y),
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};
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::ClientToScreen(g_hWnd, &pos);
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::SetCursorPos(
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static_cast<int>(pos.x / io.DisplaySize.x * window_size.x),
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static_cast<int>(pos.y / io.DisplaySize.y * window_size.y));
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}
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// set mouse position
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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POINT pos;
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if (HWND active_window = ::GetForegroundWindow()) {
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if (active_window == g_hWnd
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|| ::IsChild(active_window, g_hWnd)
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|| ::IsChild(g_hWnd, active_window)
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|| active_window == SPICETOUCH_TOUCH_HWND) {
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if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos)) {
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io.MousePos = ImVec2(
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(float) pos.x * io.DisplaySize.x / window_size.x,
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(float) pos.y * io.DisplaySize.y / window_size.y);
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}
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}
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}
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// fallback to touch hwnd
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if (io.MousePos.x == -FLT_MAX || io.MousePos.y == -FLT_MAX) {
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if (SPICETOUCH_TOUCH_HWND) {
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if (::GetCursorPos(&pos) && ::ScreenToClient(SPICETOUCH_TOUCH_HWND, &pos)) {
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io.MousePos = ImVec2(
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(float) pos.x * io.DisplaySize.x / window_size.x,
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(float) pos.y * io.DisplaySize.y / window_size.y);
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}
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}
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}
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// alternatively check touch
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std::vector<TouchPoint> touch_points;
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touch_get_points(touch_points, true);
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static size_t delay_touch = 0;
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static size_t delay_touch_target = 2;
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static DWORD last_touch_id = ~0u;
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if (!touch_points.empty()) {
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// use the first touch point
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auto &tp = touch_points[0];
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io.MousePos.x = tp.x * io.DisplaySize.x / window_size.x;
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io.MousePos.y = tp.y * io.DisplaySize.y / window_size.y;
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// update cursor position
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if (!tp.mouse) {
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pos.x = static_cast<long>(io.MousePos.x);
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pos.y = static_cast<long>(io.MousePos.y);
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::ClientToScreen(g_hWnd, &pos);
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::SetCursorPos(
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static_cast<long>(pos.x / io.DisplaySize.x * window_size.x),
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static_cast<long>(pos.y / io.DisplaySize.y * window_size.y));
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}
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// delay press
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io.MouseDown[0] = delay_touch++ >= delay_touch_target && last_touch_id == tp.id;
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if (last_touch_id == ~0u) {
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last_touch_id = tp.id;
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}
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} else {
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// reset
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delay_touch = 0;
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last_touch_id = ~0;
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}
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}
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}
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void ImGui_ImplSpice_NewFrame() {
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// check if font is built
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.Fonts->IsBuilt());
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// setup time step
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INT64 current_time;
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::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
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io.DeltaTime = (float) (current_time - g_Time) / g_TicksPerSecond;
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g_Time = current_time;
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// remember old state
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BYTE KeysDownOld[sizeof(io.KeysDown)];
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for (size_t i = 0; i < sizeof(io.KeysDown); i++) {
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KeysDownOld[i] = io.KeysDown[i] ? ~0 : 0;
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}
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KeysDownOld[VK_SHIFT] |= KeysDownOld[VK_LSHIFT];
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KeysDownOld[VK_SHIFT] |= KeysDownOld[VK_RSHIFT];
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// reset keys state
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io.MouseWheel = 0;
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io.KeyCtrl = false;
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io.KeyShift = false;
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io.KeyAlt = false;
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io.KeySuper = false;
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memset(io.KeysDown, false, sizeof(io.KeysDown));
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memset(io.MouseDown, false, sizeof(io.MouseDown));
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// early quit if window not in focus
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if (!superexit::has_focus()) {
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return;
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}
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// read keyboard modifiers inputs
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io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
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io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
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io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
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io.KeySuper = (::GetKeyState(VK_LWIN) & 0x8000) != 0;
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io.KeySuper |= (::GetKeyState(VK_RWIN) & 0x8000) != 0;
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// apply windows mouse buttons
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io.MouseDown[0] |= (GetAsyncKeyState(VK_LBUTTON)) != 0;
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io.MouseDown[1] |= (GetAsyncKeyState(VK_RBUTTON)) != 0;
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io.MouseDown[2] |= (GetAsyncKeyState(VK_MBUTTON)) != 0;
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// read new keys state
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static long mouse_wheel_last = 0;
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long mouse_wheel = 0;
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if (RI_MGR != nullptr) {
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auto devices = RI_MGR->devices_get();
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for (auto &device : devices) {
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switch (device.type) {
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case rawinput::MOUSE: {
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auto &mouse = device.mouseInfo;
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// mouse button triggers
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if (mouse->key_states[rawinput::MOUSEBTN_LEFT]) {
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io.MouseDown[0] = true;
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}
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if (mouse->key_states[rawinput::MOUSEBTN_RIGHT]) {
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io.MouseDown[1] = true;
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}
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if (mouse->key_states[rawinput::MOUSEBTN_MIDDLE]) {
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io.MouseDown[2] = true;
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}
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// final mouse wheel value should be all devices combined
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mouse_wheel += mouse->pos_wheel;
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break;
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}
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case rawinput::KEYBOARD: {
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// iterate all virtual key codes
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for (size_t vKey = 0; vKey < 256; vKey++) {
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// get state (combined from all pages)
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auto &key_states = device.keyboardInfo->key_states;
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bool state = false;
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for (size_t page_index = 0; page_index < 1024; page_index += 256) {
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state |= key_states[page_index + vKey];
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}
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// trigger
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io.KeysDown[vKey] |= state;
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// generate character input, but only if WM_CHAR didn't take over the
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// functionality
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if (!overlay::USE_WM_CHAR_FOR_IMGUI_CHAR_INPUT && !KeysDownOld[vKey] && state) {
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UCHAR buf[2];
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auto ret = ToAscii(
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static_cast<UINT>(vKey),
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0,
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static_cast<const BYTE *>(KeysDownOld),
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reinterpret_cast<LPWORD>(buf),
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0);
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if (ret > 0) {
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for (int i = 0; i < ret; i++) {
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overlay::OVERLAY->input_char(buf[i]);
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}
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}
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}
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}
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break;
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}
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default:
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break;
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}
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}
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}
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// navigator input
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auto buttons = games::get_buttons_overlay(eamuse_get_game());
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if (buttons && (!overlay::OVERLAY || overlay::OVERLAY->hotkeys_triggered())) {
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struct {
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size_t index;
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Button &btn;
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} NAV_MAPPING[] = {
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{ ImGuiNavInput_Activate, buttons->at(games::OverlayButtons::NavigatorActivate )},
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{ ImGuiNavInput_Cancel, buttons->at(games::OverlayButtons::NavigatorCancel) },
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{ ImGuiNavInput_DpadUp, buttons->at(games::OverlayButtons::NavigatorUp) },
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{ ImGuiNavInput_DpadDown, buttons->at(games::OverlayButtons::NavigatorDown) },
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{ ImGuiNavInput_DpadLeft, buttons->at(games::OverlayButtons::NavigatorLeft) },
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{ ImGuiNavInput_DpadRight, buttons->at(games::OverlayButtons::NavigatorRight) },
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};
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for (auto mapping : NAV_MAPPING) {
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if (GameAPI::Buttons::getState(RI_MGR, mapping.btn)) {
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io.NavInputs[mapping.index] = 1;
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}
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}
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}
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// set mouse wheel
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auto mouse_diff = mouse_wheel - mouse_wheel_last;
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mouse_wheel_last = mouse_wheel;
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io.MouseWheel = mouse_diff;
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// update OS mouse position
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ImGui_ImplSpice_UpdateMousePos();
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// update OS mouse cursor with the cursor requested by imgui
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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if (g_LastMouseCursor != mouse_cursor) {
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g_LastMouseCursor = mouse_cursor;
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ImGui_ImplSpice_UpdateMouseCursor();
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}
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}
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