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mirror of https://github.com/Thracky/GlosSI.git synced 2024-11-03 09:40:18 +00:00

Remove Focus switch trickery

Doesn't work anymore
This commit is contained in:
Peter Repukat 2017-11-11 17:39:04 +01:00
parent 8504ba02c9
commit be91e43291

View File

@ -140,7 +140,7 @@ void SteamTargetRenderer::RunSfWindowLoop()
return;
sfWindow.setActive(true);
bool focusSwitchNeeded = true;
bool hasJustLaunched = true;
if (bDrawOverlay)
SetWindowPos(sfWindow.getSystemHandle(), HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_ASYNCWINDOWPOS);
@ -163,34 +163,16 @@ void SteamTargetRenderer::RunSfWindowLoop()
if (bDrawDebugEdges)
drawDebugEdges();
//This ensures that we stay in game binding, even if focused application changes! (Why does this work? Well, i dunno... ask Valve...)
//Only works with a console window
//Causes trouble as soon as there is more than the consoleWindow and the overlayWindow
//This is trying to avoid hooking Steam.exe
//----
//alternatively / additionaly, we can just hook steam and make our lives so much easier
//we inject and hook here to spare IPC and let the dll grab the steam appID of the launched process when the config switches (config switches w/ focus)
if (focusSwitchNeeded)
if (hasJustLaunched)
{
if (bHookSteam)
hookBindings(); //cleanup - unhooking / unloading of dll is managed by the GloSC gamelauncher rather than here
focusSwitchNeeded = false;
if (!bUseDesktopConfig)
{
SetFocus(consoleHwnd);
sf::Clock clock;
while (!SetForegroundWindow(consoleHwnd) && clock.getElapsedTime().asMilliseconds() < 1000) //try to forcefully set foreground window
{
Sleep(1);
}
}
hasJustLaunched = false;
}
//Dirty hack to make the steamoverlay work properly and still keep Apps Controllerconfig when closing overlay.
//even if hooking steam, this ensures the overlay stays working
//Window focus trickery
if (hmodGameOverlayRenderer != NULL)
{
if (overlayOpen)
@ -208,17 +190,12 @@ void SteamTargetRenderer::RunSfWindowLoop()
//Actually activate the overlaywindow
SetFocus(sfWindow.getSystemHandle());
if (!bUseDesktopConfig)
sf::Clock clock;
while (!SetForegroundWindow(sfWindow.getSystemHandle()) && clock.getElapsedTime().asMilliseconds() < 1000) //try to forcefully set foreground window
{
//by activating the consolewindow **and bringing it to the foreground** we can trick steam so the controller stays in game bindings
SetFocus(consoleHwnd);
sf::Clock clock;
while (!SetForegroundWindow(consoleHwnd) && clock.getElapsedTime().asMilliseconds() < 1000) //try to forcefully set foreground window
{
Sleep(1);
}
Sleep(1);
}
//TODO: FIXME: There's a method using Winnhooks
//Move the mouse cursor inside the overlaywindow
//this is neccessary because steam doesn't want to switch to big picture bindings if mouse isn't inside
@ -242,6 +219,7 @@ void SteamTargetRenderer::RunSfWindowLoop()
{
Sleep(1);
}
//TODO: FIXME: There's a method using Winnhooks
bNeedFocusSwitch = false;
}
}
@ -365,6 +343,7 @@ void SteamTargetRenderer::loadLogo()
backgroundSprite.setPosition(sf::Vector2f(winSize.width / 2.f, winSize.height / 2.f));
}
//WinHook Callback to check if the overlay is opened/closed
LRESULT WINAPI SteamTargetRenderer::HookCallback(int nCode, WPARAM wParam, LPARAM lParam)
{
if (nCode >= 0)