segatools/swdchook/zinput.c

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