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GlosSI-fork/SteamTarget/SteamTargetRenderer.h

81 lines
1.6 KiB
C

#pragma once
#include <Windows.h>
#include <dwmapi.h>
#include <Xinput.h>
#include <ViGEmUM.h>
#include <SFML\System.hpp>
#include <SFML\Graphics.hpp>
#include <iostream>
#include <thread>
#include <QTimer>
#include <QProcess>
#include <QBuffer>
#include <QDatastream>
#include <QSharedmemory>
#include <QSettings>
class SteamTargetRenderer : public QObject
{
Q_OBJECT
public:
SteamTargetRenderer();
~SteamTargetRenderer();
void run();
private:
bool bRunLoop = true;
bool bDrawDebugEdges = false; //TODO: init from .ini ; make default false
bool bDrawOverlay = true;
bool bVsync = false;
bool bPauseControllers = false;
int iRefreshRate = 60;
sf::CircleShape sfCshape;
sf::RenderWindow sfWindow;
QProcess *qpUserWindow;
std::thread renderThread;
bool bShowDebugConsole = true;
HWND consoleHwnd;
HMODULE hmodGameOverlayRenderer;
uint64_t *overlayPtr = NULL;
HWND hwForeGroundWindow = NULL;
bool bNeedFocusSwitch = false;
void getSteamOverlay();
int bEnableControllers;
int iRealControllers = 0;
int iTotalControllers = 0;
int iVirtualControllers = 0;
static ULONG ulTargetSerials[XUSER_MAX_COUNT];
VIGEM_TARGET vtX360[XUSER_MAX_COUNT];
XINPUT_STATE xsState[XUSER_MAX_COUNT];
XUSB_REPORT xrReport[XUSER_MAX_COUNT];
int getRealControllers();
void RunSfWindowLoop();
static void controllerCallback(VIGEM_TARGET Target, UCHAR LargeMotor, UCHAR SmallMotor, UCHAR LedNumber);
void makeSfWindowTransparent(sf::RenderWindow& window);
void drawDebugEdges();
void openUserWindow();
private slots:
void userWindowFinished();
void launchApp();
void readChildProcess();
};