Use smooth native cursor instead of the laggy in-game one.

This commit is contained in:
momo5502 2015-12-29 14:46:17 +01:00
parent 4a26fc2bb6
commit 8a1a8c6502
4 changed files with 82 additions and 5 deletions

View File

@ -5,7 +5,7 @@ solution "iw4x"
project "iw4x"
kind "SharedLib"
language "C++"
files { "src/**.hpp", "src/**.cpp" }
files { "./src/**.hpp", "./src/**.cpp" }
--toolset "v120" -- Compatibility for users
configuration "Normal"

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@ -2,7 +2,9 @@
namespace Components
{
HWND Window::MainWindow;
Dvar::Var Window::NoBorder;
BOOL Window::CursorVisible;
void __declspec(naked) Window::StyleHookStub()
{
@ -18,10 +20,74 @@ namespace Components
__asm retn
}
void Window::DrawCursorStub()
{
Window::CursorVisible = TRUE;
}
int WINAPI Window::ShowCursorHook(BOOL show)
{
if (GetForegroundWindow() == Window::MainWindow)
{
static int count = 0;
(show ? ++count : --count);
if (count >= 0)
{
Window::CursorVisible = TRUE;
}
return count;
}
return ShowCursor(show);
}
HWND WINAPI Window::CreateMainWindow(DWORD dwExStyle, LPCSTR lpClassName, LPCSTR lpWindowName, DWORD dwStyle, int X, int Y, int nWidth, int nHeight, HWND hWndParent, HMENU hMenu, HINSTANCE hInstance, LPVOID lpParam)
{
Window::MainWindow = CreateWindowExA(dwExStyle, lpClassName, lpWindowName, dwStyle, X, Y, nWidth, nHeight, hWndParent, hMenu, hInstance, lpParam);
return Window::MainWindow;
}
Window::Window()
{
// Borderless window
Window::NoBorder = Dvar::Register<bool>("r_noborder", true, Game::dvar_flag::DVAR_FLAG_SAVED, "Do not use a border in windowed mode");
Utils::Hook(0x507643, Window::StyleHookStub, HOOK_CALL).Install()->Quick();
// Main window creation
Utils::Hook::Nop(0x5076AA, 1);
Utils::Hook(0x5076AB, Window::CreateMainWindow, HOOK_CALL).Install()->Quick();
// Mark the cursor as visible
Utils::Hook(0x48E5D3, Window::DrawCursorStub, HOOK_CALL).Install()->Quick();
// Draw the cursor if necessary
Renderer::OnFrame([] ()
{
if (GetForegroundWindow() == Window::MainWindow)
{
int value = 0;
if (Window::CursorVisible)
{
// TODO: Apply custom cursor
SetCursor(LoadCursor(NULL, IDC_ARROW));
while ((value = ShowCursor(TRUE)) < 0);
while (value > 0) { value = ShowCursor(FALSE); } // Set display counter to 0
}
else
{
while ((value = ShowCursor(FALSE)) >= 0);
while (value < -1) { value = ShowCursor(TRUE); } // Set display counter to -1
}
Window::CursorVisible = FALSE;
}
});
// Don't let the game interact with the native cursor
Utils::Hook::Set(0x6D7348, Window::ShowCursorHook);
}
}

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@ -8,5 +8,15 @@ namespace Components
static Dvar::Var NoBorder;
static void Window::StyleHookStub();
private:
static BOOL CursorVisible;
static int WINAPI ShowCursorHook(BOOL show);
static void DrawCursorStub();
static HWND MainWindow;
static HWND WINAPI CreateMainWindow(DWORD dwExStyle, LPCSTR lpClassName, LPCSTR lpWindowName, DWORD dwStyle, int X, int Y, int nWidth, int nHeight, HWND hWndParent, HMENU hMenu, HINSTANCE hInstance, LPVOID lpParam);
};
}

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@ -10,10 +10,6 @@
#include <timeapi.h>
#include <WinSock2.h>
#pragma comment(lib, "Winmm.lib")
#pragma comment(lib, "Crypt32.lib")
#pragma comment(lib, "Ws2_32.lib")
#include <map>
#include <mutex>
#include <string>
@ -32,3 +28,8 @@
#include "Game\Functions.hpp"
#include "Components\Loader.hpp"
// Libraries
#pragma comment(lib, "Winmm.lib")
#pragma comment(lib, "Crypt32.lib")
#pragma comment(lib, "Ws2_32.lib")