Files
spice2x.github.io/src/spice2x/games/pc/pc.cpp
T
Will 837c8a46d6 add some more _WIN32_WINNT defines to hook Win vista+ APIs when compiler is targeting XP (#568)
There's already a bunch of these in the codebase, this just catches a
few locations where they were missed when the compiler is targeting XP.
2026-03-06 14:21:55 -08:00

126 lines
4.3 KiB
C++

// QueryDisplayConfig
#define _WIN32_WINNT 0x0601
#include "pc.h"
#include <format>
#include "bi2x_hook.h"
#include "util/detour.h"
#include "util/logging.h"
#include "util/fileutils.h"
#include "util/unity_player.h"
#include "util/execexe.h"
#include "acioemu/handle.h"
#include "misc/wintouchemu.h"
#include "hooks/graphics/graphics.h"
#include "rawinput/rawinput.h"
#include "util/socd_cleaner.h"
namespace games::pc {
std::string PC_INJECT_ARGS = "";
bool PC_NO_IO = false;
bool PC_KNOB_MODE = false;
static acioemu::ACIOHandle *acioHandle = nullptr;
static std::wstring portName = L"COM1";
static decltype(RegisterRawInputDevices) *RegisterRawInputDevices_orig = nullptr;
static decltype(EnumDisplaySettingsW) *EnumDisplaySettingsW_orig = nullptr;
static decltype(QueryDisplayConfig) *QueryDisplayConfig_orig = nullptr;
static BOOL WINAPI RegisterRawInputDevices_hook(PCRAWINPUTDEVICE pRawInputDevices, UINT uiNumDevices, UINT cbSize) {
// if the caller is spice itself, then pass through.
if (pRawInputDevices &&
(uiNumDevices > 0) &&
(pRawInputDevices[0].hwndTarget == RI_MGR->input_hwnd)) {
return RegisterRawInputDevices_orig(pRawInputDevices, uiNumDevices, cbSize);
}
// otherwise, it must be the game; prevent the game from registering for raw input
// and hijacking WM_INPUT messages.
SetLastError(0xDEADBEEF);
return FALSE;
}
static BOOL WINAPI EnumDisplaySettingsW_hook(LPCWSTR lpszDeviceName, DWORD iModeNum, DEVMODEW* lpDevMode) {
auto result = EnumDisplaySettingsW_orig(lpszDeviceName, iModeNum, lpDevMode);
// https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Screen-currentResolution.html
// "If the player is running in windowed mode, this returns the current dimensions of the game window in pixels and the display refresh rate."
// Override it to 1920x1080 to avoid broken UI under Windowed mode
if (result && iModeNum == ENUM_CURRENT_SETTINGS) {
// Actually make it returns size of the game window, Can I?
lpDevMode->dmPelsWidth = 1920;
lpDevMode->dmPelsHeight = 1080;
}
return result;
}
LONG WINAPI QueryDisplayConfig_hook(UINT32, UINT32*, DISPLAYCONFIG_PATH_INFO*, UINT32*, DISPLAYCONFIG_MODE_INFO*, DISPLAYCONFIG_TOPOLOGY_ID*) {
// make unity fallback to EnumDisplaySettingsW as I don't
// want to deal with this api which is way more complex
return ERROR_NOT_SUPPORTED;
}
void PCGame::pre_attach() {
// SOCD
socd::ALGORITHM = socd::SocdAlgorithm::PreferRecent;
}
void PCGame::attach() {
Game::attach();
// add card reader
acioHandle = new acioemu::ACIOHandle(portName.c_str(), 1);
devicehook_init_trampoline();
devicehook_add(acioHandle);
execexe::init();
execexe::init_deferred([] () {
execexe::init_port_hook(portName, acioHandle);
execexe::load_library("libaio.dll");
execexe::load_library("libaio-iob.dll");
execexe::load_library("libaio-iob_video.dll");
execexe::load_library("libaio-iob2_video.dll");
execexe::load_library("win10actlog.dll");
#if SPICE64
if (!PC_NO_IO) {
bi2x_hook_init();
}
#endif
});
const auto user32Dll = "user32.dll";
detour::trampoline_try(user32Dll, "RegisterRawInputDevices",
RegisterRawInputDevices_hook, &RegisterRawInputDevices_orig);
detour::trampoline_try(user32Dll, "QueryDisplayConfig",
QueryDisplayConfig_hook, &QueryDisplayConfig_orig);
detour::trampoline_try(user32Dll, "EnumDisplaySettingsW",
EnumDisplaySettingsW_hook, &EnumDisplaySettingsW_orig);
if (GRAPHICS_SHOW_CURSOR) {
unity_utils::force_show_cursor(true);
}
unity_utils::set_args(
std::format("{} {}{}",
GetCommandLineA(),
PC_INJECT_ARGS,
unity_utils::get_unity_player_args()));
}
void PCGame::detach() {
Game::detach();
devicehook_dispose();
}
}