Removed unnecssary code for cleanup
Removing Sleep when launching game COULD cause issues, test before release version on a few games
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e10bc8c048
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@ -21,7 +21,6 @@
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<ItemGroup>
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<ClInclude Include="Game Files\FordRacingOther.h" />
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<ClInclude Include="Game Files\ButtonRumble64bit.h" />
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<ClInclude Include="Game Files\GRID.h" />
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<ClInclude Include="Game Files\KODrive.h" />
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<ClInclude Include="Game Files\OutRun2Real.h" />
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<ClInclude Include="Game Files\Mame019964bit.h" />
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@ -47,7 +46,6 @@
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<ItemGroup>
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<ClCompile Include="Game Files\FordRacingOther.cpp" />
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<ClCompile Include="Game Files\ButtonRumble64bit.cpp" />
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<ClCompile Include="Game Files\GRID.cpp" />
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<ClCompile Include="Game Files\KODrive.cpp" />
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<ClCompile Include="Game Files\OutRun2Real.cpp" />
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<ClCompile Include="Game Files\Mame019964bit.cpp" />
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@ -72,7 +70,6 @@
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<ClCompile Include="Game Files\SegaRally3.cpp" />
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<ClCompile Include="Game Files\SegaRacingClassic.cpp" />
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<ClCompile Include="Game Files\FordRacing.cpp" />
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<ClCompile Include="Game Files\FNF.cpp" />
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<ClCompile Include="Game Files\MarioKartGPDX.cpp" />
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<ClCompile Include="Game Files\SonicSegaAllStarsRacing.cpp" />
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<ClCompile Include="Game Files\TestGame.cpp" />
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@ -106,7 +103,6 @@
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<ClInclude Include="Game Files\SegaRally3.h" />
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<ClInclude Include="Game Files\SegaRacingClassic.h" />
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<ClInclude Include="Game Files\FordRacing.h" />
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<ClInclude Include="Game Files\FNF.h" />
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<ClInclude Include="Game Files\MarioKartGPDX.h" />
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<ClInclude Include="Game Files\SonicSegaAllStarsRacing.h" />
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<ClInclude Include="Game Files\TestGame.h" />
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@ -50,9 +50,6 @@
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<ClCompile Include="Game Files\MarioKartGPDX.cpp">
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<Filter>Game Files</Filter>
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</ClCompile>
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<ClCompile Include="Game Files\FNF.cpp">
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<Filter>Game Files</Filter>
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</ClCompile>
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<ClCompile Include="Game Files\BG4JP.cpp">
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<Filter>Game Files</Filter>
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</ClCompile>
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@ -118,7 +115,6 @@
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<Filter>Game Files</Filter>
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</ClCompile>
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<ClCompile Include="Game Files\ButtonRumble64bit.cpp" />
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<ClCompile Include="Game Files\GRID.cpp" />
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<ClCompile Include="Game Files\FordRacingOther.cpp" />
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<ClCompile Include="Game Files\KODrive.cpp" />
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</ItemGroup>
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@ -162,9 +158,6 @@
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<ClInclude Include="Game Files\MarioKartGPDX.h">
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<Filter>Game Files</Filter>
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</ClInclude>
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<ClInclude Include="Game Files\FNF.h">
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<Filter>Game Files</Filter>
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</ClInclude>
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<ClInclude Include="Game Files\BG4JP.h">
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<Filter>Game Files</Filter>
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</ClInclude>
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@ -241,9 +234,6 @@
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<ClInclude Include="Game Files\ButtonRumble64bit.h">
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<Filter>Common Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Game Files\GRID.h">
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<Filter>Common Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Game Files\FordRacingOther.h">
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<Filter>Common Header Files</Filter>
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</ClInclude>
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30
DllMain.cpp
30
DllMain.cpp
@ -32,8 +32,6 @@ along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
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#include "Game Files/Daytona3.h"
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#include "Game Files/FordRacing.h"
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#include "Game Files/FordRacingOther.h"
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#include "Game Files/FNF.h"
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#include "Game Files/GRID.h"
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#include "Game Files/InitialD4.h"
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#include "Game Files/InitialD4Japan.h"
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#include "Game Files/InitialD5.h"
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@ -795,19 +793,10 @@ HRESULT WINAPI DirectInputDirectInputCreateEx(HINSTANCE hinst, DWORD dwVersion,
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// DINPUT8 WRAPPER
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HRESULT WINAPI DirectInputDirectInput8Create(HINSTANCE hinst, DWORD dwVersion, REFIID riidltf, LPVOID* ppvOut, LPUNKNOWN punkOuter)
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{
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/*wchar_t *settingsFilenameA = TEXT(".\\FFBPlugin.ini");
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int configGameIdA = GetPrivateProfileInt(TEXT("Settings"), TEXT("GameId"), 1, settingsFilenameA);
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if (configGameIdA == 29)
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{
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return DIERR_OUTOFMEMORY;
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}
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else
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{*/
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LPVOID val;
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HRESULT res = originalDirectInputDirectInput8Create(hinst, dwVersion, riidltf, &val, punkOuter);
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*ppvOut = new DirectInputDeviceWrapper(val, (IID_IDirectInput8W == riidltf));
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return res;
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// }
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return res;
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}
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HRESULT WINAPI DirectInputDllRegisterServer(void)
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@ -835,12 +824,6 @@ LPCDIDATAFORMAT WINAPI DirectInputGetdfDIJoystick()
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return originalGetdfDIJoystick();
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}
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__declspec(dllexport) void TPValues(float *values, int num);
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void TPValues(float *values, int num)
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{
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}
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// global variables
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SDL_Haptic* haptic;
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SDL_Haptic* haptic2 = NULL;
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@ -903,7 +886,6 @@ const int SEGA_RALLY_3 = 6;
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const int FORD_RACING = 7;
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const int INITIAL_D_6 = 8;
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const int WMMT_5 = 9;
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const int FNF_GAME = 10;
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const int MARIO_KART_GPDX = 11;
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const int OUTRUN_2Fake = 12;
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const int BG4_JP = 13;
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@ -929,7 +911,6 @@ const int MAME_020664bit = 33;
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const int MAME_019964bit = 34;
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const int OUTRUN_2Real = 35;
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const int Button_Rumble64bit = 36;
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const int GRID_ = 37;
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const int FORD_RACING_OTHER = 38;
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const int KO_Drive = 39;
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@ -1683,7 +1664,7 @@ void TriggerSpringEffect(double strength)
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DWORD WINAPI FFBLoop(LPVOID lpParam)
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{
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hlp.log("In FFBLoop");
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Sleep(2500);
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//Sleep(2500); NOT SURE IF THIS IS NECESSARY, IF CAUSES ISSUES THEN UNDO
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SDL_HapticStopAll(haptic);
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Initialize(0);
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hlp.log("Initialize() complete");
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@ -1716,12 +1697,6 @@ DWORD WINAPI FFBLoop(LPVOID lpParam)
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case DAYTONA_3:
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game = new Daytona3;
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break;
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case FNF_GAME:
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game = new FNF;
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break;
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case GRID_:
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game = new GRID;
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break;
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case FORD_RACING:
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game = new FordRacing;
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break;
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@ -2671,6 +2646,7 @@ if (currentLibrary == lib::winmm)
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// this doesn't seem to really work...hmm...if i ALT+F4, then the program quits and haptic is still set.
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// try setting GameId to HEAVY (-5 or -6..can't remember) and then force quit. Wheel will stay heavy :/.
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if (haptic) {
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SDL_HapticStopEffect(haptic, effects.effect_id);
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SDL_HapticStopEffect(haptic, effects.effect_left_id);
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SDL_HapticStopEffect(haptic, effects.effect_right_id);
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SDL_HapticStopEffect(haptic, effects.effect_friction_id);
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@ -1,19 +0,0 @@
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/*This file is part of FFB Arcade Plugin.
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FFB Arcade Plugin is free software : you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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FFB Arcade Plugin is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
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*/
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#include <string>
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#include "FNF.h"
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void FNF::FFBLoop(EffectConstants *constants, Helpers *helpers, EffectTriggers* triggers)
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{
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}
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@ -1,21 +0,0 @@
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/*This file is part of FFB Arcade Plugin.
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FFB Arcade Plugin is free software : you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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FFB Arcade Plugin is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "../Common Files/Game.h"
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class FNF : public Game {
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int lastWasStop = 0;
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public:
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void FFBLoop(EffectConstants *constants, Helpers *helpers, EffectTriggers* triggers);
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};
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@ -1,69 +0,0 @@
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/*This file is part of FFB Arcade Plugin.
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FFB Arcade Plugin is free software : you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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FFB Arcade Plugin is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
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*/
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#include "GRID.h"
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#include <Windows.h>
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#include <string>
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static bool __stdcall Out32(int a2, DWORD BytesReturned)
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{
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static char test[256];
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memset(test, 0, 256);
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sprintf(test, "hex print: %08X", BytesReturned);
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OutputDebugStringA(test);
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return 0;
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}
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static bool Hook(void * toHook, void * ourFunct, int len) {
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if (len < 5) {
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return false;
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}
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DWORD curProtection;
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VirtualProtect(toHook, len, PAGE_EXECUTE_READWRITE, &curProtection);
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memset(toHook, 0x90, len);
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DWORD relativeAddress = ((DWORD)ourFunct - (DWORD)toHook) - 5;
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*(BYTE*)toHook = 0xE9;
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*(DWORD*)((DWORD)toHook + 1) = relativeAddress;
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DWORD temp;
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VirtualProtect(toHook, len, curProtection, &temp);
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return true;
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}
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static DWORD jmpBackAddy;
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void GRID::FFBLoop(EffectConstants * constants, Helpers * helpers, EffectTriggers * triggers)
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{
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bool init = false;
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HMODULE hMod = GetModuleHandleA("inpout32.dll");
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if (hMod)
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{
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if (!init)
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{
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int hookLength = 6;
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DWORD hookAddress = (DWORD)GetProcAddress(GetModuleHandle(L"inpout32.dll"), "Out32");
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if (hookAddress)
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{
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jmpBackAddy = hookAddress + hookLength;
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Hook((void*)hookAddress, Out32, hookLength);
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init = true;
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}
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}
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}
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}
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@ -1,20 +0,0 @@
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/*This file is part of FFB Arcade Plugin.
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FFB Arcade Plugin is free software : you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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FFB Arcade Plugin is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with FFB Arcade Plugin.If not, see < https://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "../Common Files/Game.h"
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class GRID : public Game {
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public:
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void FFBLoop(EffectConstants *constants, Helpers *helpers, EffectTriggers* triggers);
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};
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@ -653,6 +653,4 @@ EXPORTS
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sndPlaySoundA = _sndPlaySoundA
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sndPlaySoundW = _sndPlaySoundW
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WOWAppExit = _WOWAppExit
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mmsystemGetVersion = _mmsystemGetVersion
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TPValues = TPValues
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mmsystemGetVersion = _mmsystemGetVersion
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