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/*
Copyright 2016 Peter Repukat - FlatspotSoftware
Licensed under the Apache License , Version 2.0 ( the " License " ) ;
you may not use this file except in compliance with the License .
You may obtain a copy of the License at
http : //www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing , software
distributed under the License is distributed on an " AS IS " BASIS ,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND , either express or implied .
See the License for the specific language governing permissions and
limitations under the License .
*/
# include "VirtualControllerThread.h"
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//
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VirtualControllerThread : : VirtualControllerThread ( )
{
if ( ! VIGEM_SUCCESS ( vigem_init ( ) ) )
{
std : : cout < < " Error initializing ViGem! " < < std : : endl ;
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MessageBoxW ( NULL , L " Error initializing ViGem! " , L " GloSC-SteamTarget " , MB_OK ) ;
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bShouldRun = false ;
}
VIGEM_TARGET vtX360 [ XUSER_MAX_COUNT ] ;
for ( int i = 0 ; i < XUSER_MAX_COUNT ; i + + )
{
VIGEM_TARGET_INIT ( & vtX360 [ i ] ) ;
}
}
VirtualControllerThread : : ~ VirtualControllerThread ( )
{
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controllerThread . join ( ) ;
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vigem_shutdown ( ) ;
}
void VirtualControllerThread : : run ( )
{
bShouldRun = true ;
controllerThread = std : : thread ( & VirtualControllerThread : : controllerLoop , this ) ;
}
void VirtualControllerThread : : stop ( )
{
bShouldRun = false ;
for ( int i = 0 ; i < XUSER_MAX_COUNT ; i + + )
{
vigem_target_unplug ( & vtX360 [ i ] ) ;
}
}
bool VirtualControllerThread : : isRunning ( )
{
return bShouldRun ;
}
void VirtualControllerThread : : controllerLoop ( )
{
DWORD result ;
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DWORD result2 ;
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sf : : Clock waitForHookTimer ;
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while ( bShouldRun )
{
sfClock . restart ( ) ;
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// We have to retrieve the XInputGetState function by loading it via GetProcAdress
// otherwise the M$ compiler calls to a jumptable, jumping to the real function
// We can't have this if we wan't to dynamically unpatch and repatch Valve's XInput hook
// Also wait a second, jut to be sure Steam has done it's hooking thing...
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if ( XGetState = = nullptr & & waitForHookTimer . getElapsedTime ( ) . asSeconds ( ) > 1 )
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{
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HMODULE xinputmod = nullptr ;
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HANDLE hProcess = GetCurrentProcess ( ) ;
HMODULE hMods [ 1024 ] ;
DWORD cbNeeded ;
EnumProcessModules ( hProcess , hMods , sizeof ( hMods ) , & cbNeeded ) ;
for ( int i = 0 ; i < ( cbNeeded / sizeof ( HMODULE ) ) ; i + + )
{
TCHAR szModName [ MAX_PATH ] ;
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if ( GetModuleBaseName ( hProcess , hMods [ i ] , szModName ,
sizeof ( szModName ) / sizeof ( TCHAR ) ) )
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{
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std : : wstring name ( & szModName [ 0 ] ) ;
auto & f = std : : use_facet < std : : ctype < wchar_t > > ( std : : locale ( ) ) ;
f . tolower ( & name [ 0 ] , & name [ 0 ] + name . size ( ) ) ;
if ( name . find ( std : : wstring ( L " xinput " ) ) ! = std : : wstring : : npos )
{
xinputmod = hMods [ i ] ;
break ;
}
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}
}
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XInputGetState_t realXgstate = reinterpret_cast < XInputGetState_t > ( GetProcAddress ( xinputmod , " XInputGetState " ) ) ;
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std : : cout < < " realXgstate: " < < std : : hex < < realXgstate < < " \n " ;
for ( int i = 0 ; i < 5 ; i + + )
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{
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valveHookBytes [ i ] = * reinterpret_cast < uint8_t * > ( reinterpret_cast < uint64_t > ( * realXgstate ) + i ) ;
}
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XGetState = realXgstate ;
controllerCount = 1 ;
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}
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if ( XGetState ! = nullptr )
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{
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for ( int i = 0 ; i < XUSER_MAX_COUNT ; i + + )
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{
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////////
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XINPUT_STATE state = { 0 } ;
result = XInputGetStateWrapper ( i , & state ) ;
XINPUT_STATE state2 = { 0 } ;
result2 = callRealXinputGetState ( i , & state2 ) ;
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if ( result = = ERROR_SUCCESS )
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{
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if ( result2 ! = ERROR_SUCCESS )
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{
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// By using VID and PID of Valve's SteamController, Steam doesn't give us ANOTHER "fake" XInput device
// Leading to endless pain and suffering.
// Or really, leading to pluggin in one virtual controller after another and mirroring inputs
// Also annoying the shit out of the user when they open the overlay as steam prompts to setup new XInput devices
// Also avoiding any fake inputs from Valve's default controllerprofile
// -> Leading to endless pain and suffering
vigem_target_set_vid ( & vtX360 [ i ] , 0x28de ) ; //Valve SteamController VID
vigem_target_set_pid ( & vtX360 [ i ] , 0x1102 ) ; //Valve SteamController PID
int vigem_res = vigem_target_plugin ( Xbox360Wired , & vtX360 [ i ] ) ;
if ( vigem_res = = VIGEM_ERROR_TARGET_UNINITIALIZED )
{
VIGEM_TARGET_INIT ( & vtX360 [ i ] ) ;
}
if ( vigem_res = = VIGEM_ERROR_NONE )
{
std : : cout < < " Plugged in controller " < < vtX360 [ i ] . SerialNo < < std : : endl ;
vigem_register_xusb_notification ( reinterpret_cast < PVIGEM_XUSB_NOTIFICATION > ( & VirtualControllerThread : : controllerCallback ) , vtX360 [ i ] ) ;
}
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}
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vigem_xusb_submit_report ( vtX360 [ i ] , * reinterpret_cast < XUSB_REPORT * > ( & state . Gamepad ) ) ;
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}
else
{
if ( VIGEM_SUCCESS ( vigem_target_unplug ( & vtX360 [ i ] ) ) )
{
std : : cout < < " Unplugged controller " < < vtX360 [ i ] . SerialNo < < std : : endl ;
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}
}
}
}
tickTime = sfClock . getElapsedTime ( ) . asMicroseconds ( ) ;
if ( tickTime < delay )
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{
std : : this_thread : : sleep_for ( std : : chrono : : microseconds ( delay - tickTime ) ) ;
}
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}
}
void VirtualControllerThread : : controllerCallback ( VIGEM_TARGET Target , UCHAR LargeMotor , UCHAR SmallMotor , UCHAR LedNumber )
{
XINPUT_VIBRATION vibration ;
ZeroMemory ( & vibration , sizeof ( XINPUT_VIBRATION ) ) ;
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vibration . wLeftMotorSpeed = LargeMotor * 0xff ; //Controllers only use 1 byte, XInput-API uses two, ViGEm also only uses one, like the hardware does, so we have to multiply
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vibration . wRightMotorSpeed = SmallMotor * 0xff ; //Yeah yeah I do know about bitshifting and the multiplication not being 100% correct...
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XInputSetState ( Target . SerialNo - 1 , & vibration ) ;
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}
DWORD VirtualControllerThread : : XInputGetStateWrapper ( DWORD dwUserIndex , XINPUT_STATE * pState )
{
return XInputGetState ( dwUserIndex , pState ) ;
}
DWORD VirtualControllerThread : : callRealXinputGetState ( DWORD dwUserIndex , XINPUT_STATE * pState )
{
DWORD ret ;
DWORD dwOldProtect , dwBkup ;
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BYTE * Address = reinterpret_cast < BYTE * > ( XGetState ) ;
VirtualProtect ( Address , opPatchLenght , PAGE_EXECUTE_READWRITE , & dwOldProtect ) ; //Change permissions of memory..
for ( DWORD i = 0 ; i < opPatchLenght ; i + + ) //unpatch Valve's hook
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{
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* ( Address + i ) = realBytes [ i ] ;
}
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ret = XGetState ( dwUserIndex , pState ) ; //Cal REAL XInputGetState...
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for ( int i = 0 ; i < opPatchLenght ; i + + ) //repatch Valve's hook
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{
* ( Address + i ) = valveHookBytes [ i ] ;
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}
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VirtualProtect ( Address , opPatchLenght , dwOldProtect , & dwBkup ) ; //Revert permission change...
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return ret ;
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}
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