mirror of
https://gitea.tendokyu.moe/Dniel97/segatools.git
synced 2024-11-15 09:37:35 +01:00
215 lines
5.7 KiB
C
215 lines
5.7 KiB
C
#include <windows.h>
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#include <shlwapi.h>
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#include <assert.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <string.h>
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#include <xinput.h>
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#include "board/io4.h"
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#include "hook/table.h"
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#include "util/dprintf.h"
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#include "util/lib.h"
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#include "swdchook/config.h"
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#include "swdchook/zinput.h"
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static struct zinput_config zinput_config;
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static bool zinput_hook_initted;
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static bool zinput_controller_init = false;
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static HRESULT init_mmf(void);
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static HANDLE mmf;
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static uint16_t* swdc_gamebtn;
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/* Hooked functions */
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DWORD WINAPI hook_XInputGetState(DWORD dwUserIndex, XINPUT_STATE *pState);
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DWORD WINAPI hook_XInputSetState(DWORD dwUserIndex, XINPUT_VIBRATION *pVibration);
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// Not needed for now?
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DWORD WINAPI hook_XInputGetCapabilities(DWORD dwUserIndex, DWORD dwFlags, XINPUT_CAPABILITIES *pCapabilities);
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// Yup SEGA imports XInput functions via ordinal. FUN!
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static struct hook_symbol zinput_hook_syms[] = {
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{
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.name = "XInputGetState",
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.ordinal = 0x0002,
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.patch = hook_XInputGetState,
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.link = NULL
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}, {
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.name = "XInputSetState",
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.ordinal = 0x0003,
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.patch = hook_XInputSetState,
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.link = NULL
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}, {
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// Not needed for now?
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.name = "XInputGetCapabilities",
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.patch = hook_XInputGetCapabilities,
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.link = NULL
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},
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};
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void zinput_hook_init(struct zinput_config *cfg)
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{
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wchar_t *module_path;
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wchar_t *file_name;
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assert(cfg != NULL);
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if (!cfg->enable) {
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return;
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}
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if (zinput_hook_initted) {
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return;
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}
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module_path = module_file_name(NULL);
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if (module_path != NULL) {
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file_name = PathFindFileNameW(module_path);
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free(module_path);
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module_path = NULL;
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_wcslwr(file_name);
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if (wcsstr(file_name, L"amdaemon") != NULL) {
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// dprintf("Executable filename contains 'amdaemon', disabling zinput\n");
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return;
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}
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}
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hook_table_apply(
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NULL,
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"XINPUT1_3.dll",
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zinput_hook_syms,
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_countof(zinput_hook_syms));
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if (FAILED(init_mmf())) {
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return;
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}
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zinput_hook_initted = true;
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dprintf("ZInput: Hooking built-in XInput support\n");
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}
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bool zinput_connect_controller(bool enable) {
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zinput_controller_init = enable;
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dprintf("zinput_connect_controller\n");
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return true;
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}
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static HRESULT init_mmf(void) {
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// Create or open memory-mapped file
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mmf = CreateFileMappingA(INVALID_HANDLE_VALUE, NULL, PAGE_READWRITE, 0, 2, "SWDCButton");
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if (mmf == NULL) {
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return S_FALSE;
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}
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// Map the memory-mapped file
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swdc_gamebtn = (uint16_t*)MapViewOfFile(mmf, FILE_MAP_ALL_ACCESS, 0, 0, 2);
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return S_OK;
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}
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DWORD WINAPI hook_XInputGetCapabilities(DWORD dwUserIndex, DWORD dwFlags, XINPUT_CAPABILITIES *pCapabilities) {
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// dprintf("ZInput: XInputGetCapabilities hook hit\n");
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if (!zinput_controller_init) {
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zinput_connect_controller(true);
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}
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if (dwFlags > XINPUT_FLAG_GAMEPAD) {
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return ERROR_BAD_ARGUMENTS;
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}
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if (zinput_controller_init && dwUserIndex == 0) {
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pCapabilities->Flags = XINPUT_CAPS_VOICE_SUPPORTED;
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pCapabilities->Type = XINPUT_DEVTYPE_GAMEPAD;
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pCapabilities->SubType = XINPUT_DEVSUBTYPE_GAMEPAD;
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pCapabilities->Gamepad.wButtons = 0xF3FF;
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pCapabilities->Gamepad.bLeftTrigger = 0xFF;
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pCapabilities->Gamepad.bRightTrigger = 0xFF;
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pCapabilities->Gamepad.sThumbLX = (SHORT)0xFFC0;
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pCapabilities->Gamepad.sThumbLY = (SHORT)0xFFC0;
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pCapabilities->Gamepad.sThumbRX = (SHORT)0xFFC0;
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pCapabilities->Gamepad.sThumbRY = (SHORT)0xFFC0;
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pCapabilities->Vibration.wLeftMotorSpeed = 0xFF;
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pCapabilities->Vibration.wRightMotorSpeed = 0xFF;
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return ERROR_SUCCESS;
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} else {
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return ERROR_DEVICE_NOT_CONNECTED;
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}
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}
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DWORD WINAPI hook_XInputGetState(DWORD dwUserIndex, XINPUT_STATE *pState) {
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// dprintf("ZInput: XInputGetState hook hit\n");
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if (!zinput_controller_init) {
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zinput_connect_controller(true);
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}
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if (zinput_controller_init && dwUserIndex == 0) {
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XINPUT_GAMEPAD gamepad_state = {0};
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gamepad_state.wButtons = 0;
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/* Read filemapping for for the gamebtns */
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if (*swdc_gamebtn & SWDC_IO_GAMEBTN_STEERING_PADDLE_LEFT) {
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gamepad_state.wButtons |= XINPUT_GAMEPAD_LEFT_SHOULDER;
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}
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if (*swdc_gamebtn & SWDC_IO_GAMEBTN_STEERING_PADDLE_RIGHT) {
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gamepad_state.wButtons |= XINPUT_GAMEPAD_RIGHT_SHOULDER;
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}
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if (*swdc_gamebtn & SWDC_IO_GAMEBTN_STEERING_BLUE) {
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gamepad_state.wButtons |= XINPUT_GAMEPAD_X;
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}
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if (*swdc_gamebtn & SWDC_IO_GAMEBTN_STEERING_RED) {
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gamepad_state.wButtons |= XINPUT_GAMEPAD_B;
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}
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if (*swdc_gamebtn & SWDC_IO_GAMEBTN_STEERING_GREEN) {
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gamepad_state.wButtons |= XINPUT_GAMEPAD_A;
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}
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if (*swdc_gamebtn & SWDC_IO_GAMEBTN_STEERING_YELLOW) {
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gamepad_state.wButtons |= XINPUT_GAMEPAD_Y;
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}
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if (pState->dwPacketNumber == UINT_MAX)
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pState->dwPacketNumber = 0;
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else
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pState->dwPacketNumber++;
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pState->Gamepad = gamepad_state;
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return ERROR_SUCCESS;
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} else {
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return ERROR_DEVICE_NOT_CONNECTED;
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}
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}
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DWORD WINAPI hook_XInputSetState(DWORD dwUserIndex, XINPUT_VIBRATION *pVibration) {
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// dprintf("ZInput: XInputSetState hook hit\n");
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if (!zinput_controller_init) {
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zinput_connect_controller(true);
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}
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if (zinput_controller_init && dwUserIndex == 0) {
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return ERROR_SUCCESS;
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} else {
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return ERROR_DEVICE_NOT_CONNECTED;
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}
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}
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