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GlosSI-fork/GloSC_GameLauncher/GloSC_GameLauncher.cpp

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2016-11-18 00:40:14 +00:00
/*
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.
*/
2016-11-18 00:22:07 +00:00
#include "GloSC_GameLauncher.h"
GloSC_GameLauncher::GloSC_GameLauncher(QWidget *parent)
: QMainWindow(parent)
{
ui.setupUi(this);
//SetDebugPrivilege();
QTimer::singleShot(0, this, SLOT(hide()));
sharedMemInstance.setKey("GloSC_GameLauncher");
sharedMemInstance.create(1024);
if (!sharedMemInstance.create(1024) && sharedMemInstance.error() == QSharedMemory::AlreadyExists)
{
exit(1);
}
sharedMemInstance.attach();
sharedMemInstance.lock();
memset(sharedMemInstance.data(), NULL, 1024);
sharedMemInstance.unlock();
//connect(&qApp, SIGNAL(aboutToQuit()), this SLOT(isAboutToBeKilled()));
connect(&updateTimer, SIGNAL(timeout()), this, SLOT(checkSharedMem()));
updateTimer.setInterval(1000);
updateTimer.start();
}
void GloSC_GameLauncher::isAboutToBeKilled()
{
sharedMemInstance.detach();
}
void GloSC_GameLauncher::checkSharedMem()
{
QBuffer buffer;
QDataStream in(&buffer);
QStringList stringList;
sharedMemInstance.lock();
buffer.setData((char*)sharedMemInstance.constData(), sharedMemInstance.size());
buffer.open(QBuffer::ReadOnly);
in >> stringList;
stringListFromShared = stringList;
memset(sharedMemInstance.data(), NULL, 1024);
sharedMemInstance.unlock();
launchGameIfRequired();
}
void GloSC_GameLauncher::launchGameIfRequired()
{
if (stringListFromShared.size() > 1)
{
if (stringListFromShared.at(0) == "LaunchWin32Game")
{
//At this point, we start detached
//Listening while an app is alive and the reporting back? Naah, too much work.
QProcess app;
if (stringListFromShared.at(1).contains("\\"))
{
app.startDetached(stringListFromShared.at(1), QStringList(), stringListFromShared.at(1).mid(0, stringListFromShared.at(1).lastIndexOf("\\")));
}
else
{
app.startDetached(stringListFromShared.at(1), QStringList(), stringListFromShared.at(1).mid(0, stringListFromShared.at(1).lastIndexOf("/")));
}
} else if (stringListFromShared.at(0) == "LaunchUWPGame") {
//UWP Games cannot be opened twice. No further checking at this point
DWORD pid = 0;
HRESULT hr = CoInitialize(nullptr);
std::wstring appUMId = stringListFromShared.at(1).toStdWString();
if (SUCCEEDED(hr)) {
HRESULT result = LaunchUWPApp(appUMId.c_str(), &pid);
}
CoUninitialize();
}
}
}
HRESULT GloSC_GameLauncher::LaunchUWPApp(LPCWSTR packageFullName, PDWORD pdwProcessId)
{
CComPtr<IApplicationActivationManager> spAppActivationManager;
HRESULT result = E_INVALIDARG;
// Initialize IApplicationActivationManager
result = CoCreateInstance(CLSID_ApplicationActivationManager, NULL, CLSCTX_LOCAL_SERVER, IID_IApplicationActivationManager, (LPVOID*)&spAppActivationManager);
if (!SUCCEEDED(result))
return result;
//This call causes troubles; especially with our always in foreground overlay-window
//I was way to lazy to patch the Steamtarget... Ouh well...
/*
// This call ensures that the app is launched as the foreground window
result = CoAllowSetForegroundWindow(spAppActivationManager, NULL);
if (!SUCCEEDED(result))
return result;
*/
// Launch the app
result = spAppActivationManager->ActivateApplication(packageFullName, NULL, AO_NONE, pdwProcessId);
return result;
}