/* 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 "SteamTargetRenderer.h" std::atomic SteamTargetRenderer::overlayOpen = false; HHOOK SteamTargetRenderer::hook = nullptr; std::atomic SteamTargetRenderer::bHookSteam = false; SteamTargetRenderer::SteamTargetRenderer(int& argc, char** argv) : QApplication(argc, argv) { getSteamOverlay(); loadLogo(); SetConsoleCtrlHandler(reinterpret_cast(ConsoleCtrlCallback), true); if (this->arguments().size() == 1) { std::cerr << "Target configuration file must be specified!" << std::endl; MessageBoxW(NULL, L"Target configuration file must be specified!", L"GloSC-SteamTarget", MB_OK); QTimer::singleShot(0, this, []() { QApplication::exit(1); }); //call after ctor } else { QSettings settings(this->arguments().at(1), QSettings::IniFormat); settings.beginGroup("BaseConf"); const QStringList childKeys = settings.childKeys(); for (auto &childkey : childKeys) { if (childkey == "bDrawDebugEdges") { bDrawDebugEdges = settings.value(childkey).toBool(); } else if (childkey == "bEnableOverlay") { bDrawOverlay = settings.value(childkey).toBool(); } else if (childkey == "bEnableControllers") { bEnableControllers = settings.value(childkey).toBool(); } else if (childkey == "bHookSteam") { bHookSteam = settings.value(childkey).toBool(); } else if (childkey == "bUseDesktopConfig") { bUseDesktopConfig = settings.value(childkey).toBool(); } } settings.endGroup(); #ifndef NDEBUG bDrawDebugEdges = true; #endif // NDEBUG sfCshape = sf::CircleShape(100.f); sfCshape.setFillColor(sf::Color(128, 128, 128, 128)); sfCshape.setOrigin(sf::Vector2f(100, 100)); sf::VideoMode mode = sf::VideoMode::getDesktopMode(); sfWindow.create(sf::VideoMode(mode.width - 16, mode.height - 32), "GloSC_OverlayWindow"); //Window is too large ; always 16 and 32 pixels? - sf::Style::None breaks transparency! sfWindow.setFramerateLimit(iRefreshRate); sfWindow.setPosition(sf::Vector2i(0, 0)); makeSfWindowTransparent(sfWindow); sfWindow.setActive(false); consoleHwnd = GetConsoleWindow(); //We need a console for a dirty hack to make sure we stay in game bindings //QT Windows cause trouble with the overlay, so we cannot use them #ifdef NDEBUG ShowWindow(consoleHwnd, SW_HIDE); #endif // NDEBUG if (bEnableControllers) controllerThread.run(); QTimer::singleShot(2000, this, &SteamTargetRenderer::launchApp); // lets steam do its thing if (hmodGameOverlayRenderer != nullptr) { //Hook MessageQueue to detect if overlay gets opened / closed //Steam Posts a Message with 0x14FA / 0x14F7 when the overlay gets opened / closed hook = SetWindowsHookEx(WH_GETMESSAGE, HookCallback, nullptr, GetCurrentThreadId()); } if (bUseDesktopConfig) { bHookSteam = false; QTimer::singleShot(1000, this, []() { HWND taskbar = FindWindow(L"Shell_TrayWnd", nullptr); SetFocus(taskbar); SetForegroundWindow(taskbar); }); } } } SteamTargetRenderer::~SteamTargetRenderer() { if (hmodGameOverlayRenderer != nullptr) { UnhookWindowsHookEx(hook); } renderThread.join(); if (controllerThread.isRunning()) controllerThread.stop(); } void SteamTargetRenderer::run() { renderThread = std::thread(&SteamTargetRenderer::RunSfWindowLoop, this); } void SteamTargetRenderer::stop() { bRunLoop = false; unhookBindings(); QApplication::exit(0); } void SteamTargetRenderer::RunSfWindowLoop() { if (!bRunLoop) return; sfWindow.setActive(true); bool hasJustLaunched = true; if (bDrawOverlay) SetWindowPos(sfWindow.getSystemHandle(), HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_ASYNCWINDOWPOS); else { ShowWindow(consoleHwnd, SW_SHOW); sfWindow.setFramerateLimit(1); //Window is not shown anyway, } while (sfWindow.isOpen() && bRunLoop) { sf::Event event; while (sfWindow.pollEvent(event)) { if (event.type == sf::Event::Closed) sfWindow.close(); } sfWindow.clear(sf::Color::Transparent); if (bDrawDebugEdges) drawDebugEdges(); //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 (hasJustLaunched) { if (bHookSteam) hookBindings(); //cleanup - unhooking / unloading of dll is managed by the GloSC gamelauncher rather than here hasJustLaunched = false; } //Window focus trickery if (hmodGameOverlayRenderer != NULL) { if (overlayOpen) { if (!bNeedFocusSwitch) { bNeedFocusSwitch = true; hwForeGroundWindow = GetForegroundWindow(); std::cout << "Saving current ForegorundWindow HWND: " << hwForeGroundWindow << std::endl; std::cout << "Activating OverlayWindow" << std::endl; SetWindowLong(sfWindow.getSystemHandle(), GWL_EXSTYLE, WS_EX_LAYERED); //make overlay window clickable //Actually activate the overlaywindow SetFocus(sfWindow.getSystemHandle()); sf::Clock clock; while (!SetForegroundWindow(sfWindow.getSystemHandle()) && clock.getElapsedTime().asMilliseconds() < 1000) //try to forcefully set foreground window { 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 SetCursorPos(16, 16); } sfWindow.draw(backgroundSprite); } else { if (bNeedFocusSwitch) { std::cout << "Deactivating OverlayWindow" << std::endl; //make overlaywindow clickthrough - WS_EX_TRANSPARENT - again SetWindowLong(sfWindow.getSystemHandle(), GWL_EXSTYLE, WS_EX_LAYERED | WS_EX_TRANSPARENT); std::cout << "Switching to previously focused window" << std::endl; //switch back the the previosly focused window SetFocus(hwForeGroundWindow); sf::Clock clock; while (!SetForegroundWindow(hwForeGroundWindow) && clock.getElapsedTime().asMilliseconds() < 1000) //try to forcefully set foreground window { Sleep(1); } //TODO: FIXME: There's a method using Winnhooks bNeedFocusSwitch = false; } } } sfWindow.display(); } stop(); } void SteamTargetRenderer::getSteamOverlay() { hmodGameOverlayRenderer = GetModuleHandle(overlayModuleName); if (hmodGameOverlayRenderer != nullptr) { std::cout << overlayModuleName << " found; Module at: 0x" << hmodGameOverlayRenderer << std::endl; } } void SteamTargetRenderer::makeSfWindowTransparent(sf::RenderWindow & window) { HWND hwnd = window.getSystemHandle(); SetWindowLong(hwnd, GWL_STYLE, WS_VISIBLE | WS_POPUP &~WS_CAPTION); SetWindowLong(hwnd, GWL_EXSTYLE, WS_EX_LAYERED | WS_EX_TRANSPARENT | WS_EX_TOPMOST); MARGINS margins; margins.cxLeftWidth = -1; DwmExtendFrameIntoClientArea(hwnd, &margins); SetWindowPos(hwnd, HWND_TOPMOST, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE); window.clear(sf::Color::Transparent); window.display(); } void SteamTargetRenderer::drawDebugEdges() { sfCshape.setPosition(sf::Vector2f(-25, -25)); sfWindow.draw(sfCshape); sfCshape.setPosition(sf::Vector2f(sfWindow.getSize().x + 25, -25)); sfWindow.draw(sfCshape); sfCshape.setPosition(sf::Vector2f(-25, sfWindow.getSize().y)); sfWindow.draw(sfCshape); sfCshape.setPosition(sf::Vector2f(sfWindow.getSize().x, sfWindow.getSize().y)); sfWindow.draw(sfCshape); } void SteamTargetRenderer::hookBindings() const { std::cout << "Hooking Steam..." << std::endl; QString dir = QDir::toNativeSeparators(QCoreApplication::applicationDirPath()); dir = dir.mid(0, dir.lastIndexOf("\\")); QProcess proc; proc.setNativeArguments(" --inject "); proc.setWorkingDirectory(dir); proc.start("./Injector.exe", QIODevice::ReadOnly); proc.waitForStarted(); proc.waitForFinished(); if (QString::fromStdString(proc.readAll().toStdString()).contains("Inject success!")) //if we have injected (and patched the function) { std::cout << "Successfully hooked Steam!" << std::endl; //tell the GloSC_GameLauncher that we have hooked steam //it will deal with checking if the target is still alive and unload the dll / unhook then // - ensures unloading / unhooking even if this process crashes or gets unexpectedly killed QSharedMemory sharedMemInstance("GloSC_GameLauncher"); if (!sharedMemInstance.create(1024) && sharedMemInstance.error() == QSharedMemory::AlreadyExists) { QBuffer buffer; QDataStream dataStream(&buffer); QStringList stringList; sharedMemInstance.attach(); sharedMemInstance.lock(); buffer.setData(static_cast(sharedMemInstance.constData()), sharedMemInstance.size()); buffer.open(QBuffer::ReadOnly); dataStream >> stringList; buffer.close(); int i = stringList.indexOf(IsSteamHooked) + 1; stringList.replace(i, "1"); buffer.open(QBuffer::ReadWrite); QDataStream out(&buffer); out << stringList; int size = buffer.size(); char *to = static_cast(sharedMemInstance.data()); const char *from = buffer.data().data(); memcpy(to, from, qMin(sharedMemInstance.size(), size)); buffer.close(); sharedMemInstance.unlock(); sharedMemInstance.detach(); } } else { std::cout << "Hooking Steam failed!" << std::endl; MessageBoxW(NULL, L"Hooking Steam failed!", L"GloSC-SteamTarget", MB_OK); } } void SteamTargetRenderer::loadLogo() { HRSRC rsrcData = FindResource(NULL, L"ICOPNG", RT_RCDATA); DWORD rsrcDataSize = SizeofResource(NULL, rsrcData); HGLOBAL grsrcData = LoadResource(NULL, rsrcData); LPVOID firstByte = LockResource(grsrcData); spriteTexture = std::make_unique(); spriteTexture->loadFromMemory(firstByte, rsrcDataSize); backgroundSprite.setTexture(*spriteTexture); backgroundSprite.setOrigin(sf::Vector2f(spriteTexture->getSize().x / 2.f, spriteTexture->getSize().y / 2)); sf::VideoMode winSize = sf::VideoMode::getDesktopMode(); 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) { PMSG msg = reinterpret_cast(lParam); if (msg->message == 0x14FA) //Posted when the overlay gets opened { overlayOpen = true; std::cout << "Overlay Opened!\n"; } else if (msg->message == 0x14F7 || msg->message == 512) { overlayOpen = false; std::cout << "Overlay closed!\n"; } } return CallNextHookEx(hook, nCode, wParam, lParam); } void SteamTargetRenderer::unhookBindings() { if (bHookSteam) { QString dir = QDir::toNativeSeparators(QCoreApplication::applicationDirPath()); dir = dir.mid(0, dir.lastIndexOf("\\")); QProcess proc; proc.setNativeArguments(" --eject "); proc.setWorkingDirectory(dir); proc.start("./Injector.exe", QIODevice::ReadOnly); proc.waitForStarted(); proc.waitForFinished(); } } BOOL SteamTargetRenderer::ConsoleCtrlCallback(DWORD dwCtrlType) { if (dwCtrlType == CTRL_CLOSE_EVENT || dwCtrlType == CTRL_BREAK_EVENT || dwCtrlType == CTRL_C_EVENT) { unhookBindings(); return true; } return false; } void SteamTargetRenderer::launchApp() { SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS); bool launchGame = false; bool closeWhenDone = false; QString type = "Win32"; QString path = ""; QString args; QSettings settings(this->arguments().at(1), QSettings::IniFormat); settings.beginGroup("LaunchGame"); const QStringList childKeys = settings.childKeys(); for (auto &childkey : childKeys) { if (childkey == "bLaunchGame") launchGame = settings.value(childkey).toBool(); else if (childkey == "Type") type = settings.value(childkey).toString(); else if (childkey == "Path") path = settings.value(childkey).toString(); else if (childkey == "Args") args = settings.value(childkey).toString(); else if (childkey == "bCloseWhenDone") closeWhenDone = settings.value("bCloseWhenDone").toBool(); } settings.endGroup(); if (launchGame) { QSharedMemory sharedMemInstance("GloSC_GameLauncher"); if (!sharedMemInstance.create(1024) && sharedMemInstance.error() == QSharedMemory::AlreadyExists) { QBuffer buffer; QDataStream dataStream(&buffer); QStringList stringList; sharedMemInstance.attach(); sharedMemInstance.lock(); buffer.setData(static_cast(sharedMemInstance.constData()), sharedMemInstance.size()); buffer.open(QBuffer::ReadOnly); dataStream >> stringList; buffer.close(); int lgt_index = stringList.indexOf(LaunchGame); stringList.replace(lgt_index + 1, type); stringList.replace(lgt_index + 2, path); stringList.replace(lgt_index + 3, args); buffer.open(QBuffer::ReadWrite); QDataStream out(&buffer); out << stringList; int size = buffer.size(); char *to = static_cast(sharedMemInstance.data()); const char *from = buffer.data().data(); memcpy(to, from, qMin(sharedMemInstance.size(), size)); buffer.close(); sharedMemInstance.unlock(); sharedMemInstance.detach(); if (closeWhenDone) { updateTimer.setInterval(1111); connect(&updateTimer, SIGNAL(timeout()), this, SLOT(checkSharedMem())); updateTimer.start(); } } } } void SteamTargetRenderer::checkSharedMem() { QSharedMemory sharedMemInstance("GloSC_GameLauncher"); if (!sharedMemInstance.create(1024) && sharedMemInstance.error() == QSharedMemory::AlreadyExists) { QBuffer buffer; QDataStream in(&buffer); QStringList stringList; sharedMemInstance.attach(); sharedMemInstance.lock(); buffer.setData(static_cast(sharedMemInstance.constData()), sharedMemInstance.size()); buffer.open(QBuffer::ReadOnly); in >> stringList; buffer.close(); sharedMemInstance.unlock(); sharedMemInstance.detach(); int close_index = stringList.indexOf(LaunchedProcessFinished) + 1; if (close_index > 0 && stringList.at(close_index).toInt() == 1) bRunLoop = false; } }