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Add access to game keypress state buffer
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3 changed files with 73 additions and 0 deletions
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@ -80,6 +80,11 @@ namespace Dalamud.Game.ClientState
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/// </summary>
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public JobGauges JobGauges;
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/// <summary>
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/// Provides access to the keypress state of keyboard keys in game.
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/// </summary>
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public KeyState KeyState;
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/// <summary>
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/// Set up client state access.
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/// </summary>
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@ -98,6 +103,8 @@ namespace Dalamud.Game.ClientState
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this.JobGauges = new JobGauges(Address);
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this.KeyState = new KeyState(Address, scanner.Module.BaseAddress);
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Log.Verbose("SetupTerritoryType address {SetupTerritoryType}", Address.SetupTerritoryType);
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this.setupTerritoryTypeHook = new Hook<SetupTerritoryTypeDelegate>(Address.SetupTerritoryType,
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@ -8,6 +8,7 @@ namespace Dalamud.Game.ClientState
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public IntPtr ActorTable { get; private set; }
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public IntPtr LocalContentId { get; private set; }
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public IntPtr JobGaugeData { get; private set; }
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public IntPtr KeyboardState { get; private set; }
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// Functions
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public IntPtr SetupTerritoryType { get; private set; }
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@ -18,6 +19,9 @@ namespace Dalamud.Game.ClientState
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JobGaugeData = sig.GetStaticAddressFromSig("E8 ?? ?? ?? ?? FF C6 48 8D 5B 0C", 0xB9) + 0x10;
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SetupTerritoryType = sig.ScanText("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B F9 66 89 91 ?? ?? ?? ??");
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// This resolves to a fixed offset only, without the base address added in, so GetStaticAddressFromSig() can't be used
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KeyboardState = sig.ScanText("48 8D 0C 85 ?? ?? ?? ?? 8B 04 31 85 C2 0F 85") + 0x4;
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}
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}
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}
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62
Dalamud/Game/ClientState/KeyState.cs
Normal file
62
Dalamud/Game/ClientState/KeyState.cs
Normal file
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@ -0,0 +1,62 @@
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using Serilog;
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using System;
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using System.Runtime.InteropServices;
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namespace Dalamud.Game.ClientState
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{
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/// <summary>
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/// Wrapper around the game keystate buffer, which contains the pressed state for
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/// all keyboard keys, indexed by virtual vkCode
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/// </summary>
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public class KeyState
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{
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private IntPtr bufferBase;
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// The array is accessed in a way that this limit doesn't appear to exist
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// but there is other state data past this point, and keys beyond here aren't
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// generally valid for most things anyway
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private const int MaxKeyCodeIndex = 0xA0;
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public KeyState(ClientStateAddressResolver addressResolver, IntPtr moduleBaseAddress)
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{
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this.bufferBase = moduleBaseAddress + Marshal.ReadInt32(addressResolver.KeyboardState);
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Log.Verbose($"Keyboard state buffer address {this.bufferBase}");
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}
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/// <summary>
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/// Get or set the keypressed state for a given vkCode.
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/// </summary>
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/// <param name="vkCode">The virtual key to change.</param>
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/// <returns>Whether the specified key is currently pressed.</returns>
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public bool this[int vkCode]
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{
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get
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{
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if (vkCode< 0 || vkCode > MaxKeyCodeIndex)
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throw new ArgumentException($"Keycode state only appears to be valid up to {MaxKeyCodeIndex}");
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return (Marshal.ReadInt32(this.bufferBase + (4 * vkCode)) != 0);
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}
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set
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{
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if (vkCode < 0 || vkCode > MaxKeyCodeIndex)
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throw new ArgumentException($"Keycode state only appears to be valid up to {MaxKeyCodeIndex}");
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Marshal.WriteInt32(this.bufferBase + (4 * vkCode), value ? 1 : 0);
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}
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}
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/// <summary>
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/// Clears the pressed state for all keys.
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/// </summary>
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public void ClearAll()
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{
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for (var i = 0; i < MaxKeyCodeIndex; i++)
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{
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Marshal.WriteInt32(this.bufferBase + (i * 4), 0);
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}
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}
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}
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}
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