193 lines
5.9 KiB
C++
193 lines
5.9 KiB
C++
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#include "jb.h"
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#include <windows.h>
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#include "avs/game.h"
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#include "hooks/graphics/graphics.h"
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#include "touch/touch.h"
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#include "util/logging.h"
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#include "util/utils.h"
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#include "util/detour.h"
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#include "util/libutils.h"
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#define JB_BUTTON_SIZE 160
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#define JB_BUTTON_GAP 37
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#define JB_BUTTON_HITBOX (JB_BUTTON_SIZE + JB_BUTTON_GAP)
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namespace games::jb {
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// touch stuff
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bool TOUCH_LEGACY_BOX = false;
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static bool TOUCH_ENABLE = false;
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static bool TOUCH_ATTACHED = false;
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static bool IS_PORTRAIT = true;
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static std::vector<TouchPoint> TOUCH_POINTS;
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bool TOUCH_STATE[16];
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void touch_update() {
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// check if touch enabled
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if (!TOUCH_ENABLE) {
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return;
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}
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// attach touch module
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if (!TOUCH_ATTACHED) {
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/*
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* Find the game window.
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* We check the foreground window first, then fall back to searching for the window title
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* All game versions seem to have their model first in the window title
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*/
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HWND wnd = GetForegroundWindow();
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if (!string_begins_with(GetActiveWindowTitle(), avs::game::MODEL)) {
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wnd = FindWindowBeginsWith(avs::game::MODEL);
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}
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// check if we have a window handle
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if (!wnd) {
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log_warning("jubeat", "could not find window handle for touch");
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TOUCH_ENABLE = false;
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return;
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}
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// attach touch hook
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log_info("jubeat", "using window handle for touch: {}", fmt::ptr(wnd));
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touch_create_wnd(wnd, true);
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// show cursor
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if (GRAPHICS_SHOW_CURSOR) {
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ShowCursor(TRUE);
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}
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// earlier games use a different screen orientation
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if (!avs::game::is_model("L44")) {
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IS_PORTRAIT = false;
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}
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// set attached
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TOUCH_ATTACHED = true;
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}
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// reset touch state
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memset(TOUCH_STATE, 0, sizeof(TOUCH_STATE));
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// check touch points
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// note that the IO code in device.cpp will correctly compensate for orientation, depending on the model.
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TOUCH_POINTS.clear();
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touch_get_points(TOUCH_POINTS);
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if (TOUCH_LEGACY_BOX) {
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auto offset = IS_PORTRAIT ? 580 : 0;
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for (auto &tp : TOUCH_POINTS) {
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// get grid coordinates
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int x = tp.x * 4 / 768;
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int y = (tp.y - offset) * 4 / (1360 - 580);
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// set the corresponding state
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int index = y * 4 + x;
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if (index >= 0 && index < 16) {
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TOUCH_STATE[index] = true;
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}
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}
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} else {
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for (auto &tp : TOUCH_POINTS) {
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int x_relative = tp.x;
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int y_relative = tp.y;
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// x_relative and y_relative are relative to the top-left pixel of the first button
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if (IS_PORTRAIT) {
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// which is at (8, 602) in portrait:
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// X: [8...759] (752 pixels wide)
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// Y: [602...1353] (752 pixels high)
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x_relative -= 8;
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y_relative -= 602;
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} else {
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// and at (8, 8) in landscape
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x_relative -= 8;
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y_relative -= 8;
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}
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if (x_relative < 0 || y_relative < 0) {
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continue;
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}
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// x_hitbox and y_hitbox is relative to top-left pixel of each button
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int x_index = x_relative / JB_BUTTON_HITBOX;
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int x_hitbox = x_relative % JB_BUTTON_HITBOX;
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int y_index = y_relative / JB_BUTTON_HITBOX;
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int y_hitbox = y_relative % JB_BUTTON_HITBOX;
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// check if the gap was touched
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if (x_hitbox > JB_BUTTON_SIZE || y_hitbox > JB_BUTTON_SIZE) {
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continue;
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}
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// set the corresponding state
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int index = y_index * 4 + x_index;
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if (0 <= index && index < 16) {
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TOUCH_STATE[index] = true;
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}
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}
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}
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}
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/*
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* to fix "IP ADDR CHANGE" errors on boot and in-game when using weird network setups such as a VPN
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*/
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static BOOL __stdcall network_addr_is_changed() {
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return 0;
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}
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/*
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* to fix lag spikes when game tries to ping "eamuse.konami.fun" every few minutes
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*/
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static BOOL __stdcall network_get_network_check_info() {
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return 0;
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}
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/*
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* to fix network error on non DHCP interfaces
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*/
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static BOOL __cdecl network_get_dhcp_result() {
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return 1;
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}
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static int __cdecl GFDbgSetReportFunc(void *func) {
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log_misc("jubeat", "GFDbgSetReportFunc hook hit");
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return 0;
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}
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JBGame::JBGame() : Game("Jubeat") {
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}
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void JBGame::attach() {
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Game::attach();
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// enable touch
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TOUCH_ENABLE = true;
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// enable debug logging of gftools
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HMODULE gftools = libutils::try_module("gftools.dll");
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detour::inline_hook((void *) GFDbgSetReportFunc, libutils::try_proc(
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gftools, "GFDbgSetReportFunc"));
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// apply patches
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HMODULE network = libutils::try_module("network.dll");
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detour::inline_hook((void *) network_addr_is_changed, libutils::try_proc(
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network, "network_addr_is_changed"));
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detour::inline_hook((void *) network_get_network_check_info, libutils::try_proc(
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network, "network_get_network_check_info"));
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detour::inline_hook((void *) network_get_dhcp_result, libutils::try_proc(
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network, "network_get_dhcp_result"));
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}
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void JBGame::detach() {
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Game::detach();
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// disable touch
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TOUCH_ENABLE = false;
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}
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}
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