All 5 phases of the open-source Decal rebuild: Phase 1: 14 decompiled .NET projects (Interop.*, Adapter, FileService, DecalUtil) Phase 2: 10 native DLLs rewritten as C# COM servers with matching GUIDs - DecalDat, DHS, SpellFilter, DecalInput, DecalNet, DecalFilters - Decal.Core, DecalControls, DecalRender, D3DService Phase 3: C++ shims for Inject.DLL (D3D9 hooking) and LauncherHook.DLL Phase 4: DenAgent WinForms tray application Phase 5: WiX installer and build script 25 C# projects building with 0 errors. Native C++ projects require VS 2022 + Windows SDK (x86). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
123 lines
2.9 KiB
C++
123 lines
2.9 KiB
C++
// InputBuffer.h : Declaration of the cInputBuffer
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#ifndef __INPUTBUFFER_H_
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#define __INPUTBUFFER_H_
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#include "resource.h" // main symbols
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#include "InjectCP.h"
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typedef std::vector< INPUT > cInputVec;
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/////////////////////////////////////////////////////////////////////////////
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// cInputBuffer
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class ATL_NO_VTABLE cInputBuffer :
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public CComObjectRootEx<CComMultiThreadModel>,
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public IDispatchImpl<IInputNotify, &IID_IInputNotify, &LIBID_DecalPlugins>,
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public IDispatchImpl<IInputBuffer, &IID_IInputBuffer, &LIBID_DecalPlugins>,
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public IProvideClassInfo2Impl< &CLSID_InputBuffer, &DIID_IInputEvents, &LIBID_DecalPlugins >,
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public CProxyIInputEvents< cInputBuffer >,
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public IConnectionPointContainerImpl<cInputBuffer>
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{
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public:
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cInputBuffer()
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: m_status( eInputIdle )
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{
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}
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BEGIN_COM_MAP(cInputBuffer)
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COM_INTERFACE_ENTRY(IInputNotify)
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COM_INTERFACE_ENTRY(IInputBuffer)
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COM_INTERFACE_ENTRY(IProvideClassInfo)
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COM_INTERFACE_ENTRY(IProvideClassInfo2)
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COM_INTERFACE_ENTRY2(IDispatch, IInputBuffer)
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COM_INTERFACE_ENTRY_IMPL(IConnectionPointContainer)
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END_COM_MAP()
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BEGIN_CONNECTION_POINT_MAP(cInputBuffer)
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CONNECTION_POINT_ENTRY(DIID_IInputEvents)
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END_CONNECTION_POINT_MAP()
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// Global functions to set up the input processing
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// thread
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static HANDLE m_hThread;
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static HANDLE m_hTerm;
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static HANDLE m_hInputWaiting;
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static CRITICAL_SECTION m_csQueue;
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typedef std::deque< std::pair< cInputBuffer *, LPSTREAM > > cInputQueue;
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static cInputQueue m_queue;
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static void init();
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static void term();
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void postBuffer();
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cInputVec *getLastInput();
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// Quick and dirty class hierarchy for input operations
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class cAction
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{
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public:
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// Run the action
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virtual void execute( IInputNotify *pib ) = 0;
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};
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enum eActionType
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{
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eActionInput,
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eActionDelay,
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eActionMouseMove
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};
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class cInput
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: public cAction
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{
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public:
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cInputVec m_input;
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virtual void execute( IInputNotify *pib );
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};
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class cDelay
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: public cAction
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{
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public:
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long m_nMillis;
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bool m_bAllowInput;
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virtual void execute( IInputNotify *pib );
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};
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class cMouseMove
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: public cAction
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{
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public:
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POINT m_ptClient;
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virtual void execute( IInputNotify *pib );
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};
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typedef std::list< std::pair< eActionType, VSBridge::auto_ptr< cAction > > > cActionList;
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cActionList m_actions;
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eInputStatus m_status;
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public:
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// IInputBuffer Methods
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STDMETHOD(Run)();
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STDMETHOD(get_Status)(/*[out, retval]*/ eInputStatus *pVal);
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STDMETHOD(MouseClick)(long nX, long nY, eMouseInput eAction);
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STDMETHOD(Delay)(long nMilliseconds, VARIANT_BOOL bAllowInput);
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STDMETHOD(TypeText)(BSTR strText);
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STDMETHOD(Clear)();
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// IInputNotify Methods
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STDMETHOD(NotifyBegin)();
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STDMETHOD(NotifyEnd)();
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STDMETHOD(SetMousePos)(long nX, long nY);
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STDMETHOD(NotifyPause)();
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};
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#endif //__INPUTBUFFER_H_
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