/* 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" SteamTargetRenderer::SteamTargetRenderer() { getSteamOverlay(); QSettings settings(".\\TargetConfig.ini", 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(); } } 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.setVerticalSyncEnabled(bVsync); if (!bVsync) 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 - Also useful for debugging if (bEnableControllers) controllerThread.run(); QTimer::singleShot(2000, this, &SteamTargetRenderer::launchApp); // lets steam do its thing } SteamTargetRenderer::~SteamTargetRenderer() { bRunLoop = false; renderThread.join(); if (controllerThread.isRunning()) controllerThread.stop(); } void SteamTargetRenderer::run() { renderThread = std::thread(&SteamTargetRenderer::RunSfWindowLoop, this); } void SteamTargetRenderer::RunSfWindowLoop() { if (!bRunLoop) return; sfWindow.setActive(true); sf::Clock reCheckControllerTimer; bool focusSwitchNeeded = true; if (!bDrawOverlay) { ShowWindow(consoleHwnd, SW_HIDE); } if (bDrawOverlay) { SetWindowPos(sfWindow.getSystemHandle(), HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_ASYNCWINDOWPOS); } else { ShowWindow(consoleHwnd, SW_HIDE); } 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(); sfWindow.display(); //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, 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 (bHookSteam) hookBindings(); //cleanup - unhooking / unloading of dll is managed by the GloSC gamelauncher rather than here focusSwitchNeeded = false; SetFocus(consoleHwnd); sf::Clock clock; while (!SetForegroundWindow(consoleHwnd) && clock.getElapsedTime().asMilliseconds() < 1000) //try to forcefully set foreground window { Sleep(1); } } //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 if (overlayPtr != NULL) { char overlayOpen = *(char*)overlayPtr; 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 | WS_EX_TOOLWINDOW); //make overlay window clickable //Actually activate the overlaywindow SetFocus(sfWindow.getSystemHandle()); //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); //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); } } } 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 | WS_EX_TOOLWINDOW); 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); } bNeedFocusSwitch = false; } } } } } void SteamTargetRenderer::getSteamOverlay() { #ifdef _AMD64_ hmodGameOverlayRenderer = GetModuleHandle(L"Gameoverlayrenderer64.dll"); if (hmodGameOverlayRenderer != NULL) { std::cout << "GameOverlayrenderer64.dll found; Module at: 0x" << hmodGameOverlayRenderer << std::endl; overlayPtr = (uint64_t*)(uint64_t(hmodGameOverlayRenderer) + 0x1365e8); overlayPtr = (uint64_t*)(*overlayPtr + 0x40); } #else hmodGameOverlayRenderer = GetModuleHandle(L"Gameoverlayrenderer.dll"); if (hmodGameOverlayRenderer != NULL) { std::cout << "GameOverlayrenderer.dll found; Module at: 0x" << hmodGameOverlayRenderer << std::endl; overlayPtr = (uint32_t*)(uint32_t(hmodGameOverlayRenderer) + 0xED7A0); //overlayPtr = (uint32_t*)(*overlayPtr + 0x40); } #endif } 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 | WS_EX_TOOLWINDOW); 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() { std::cout << "Hooking Steam..." << std::endl; QString dir = QDir::toNativeSeparators(QCoreApplication::applicationDirPath()); dir = dir.mid(0, dir.lastIndexOf("\\")); QProcess proc; proc.setNativeArguments(" --process-name Steam.exe --module-name \"" + dir + "\\EnforceBindingDLL.dll\" --inject "); proc.start(dir + "\\Injector.exe", QIODevice::ReadOnly); proc.waitForFinished(); if (QString::fromStdString(proc.readAll().toStdString()).contains("Successfully injected module!")) //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((char*)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 = (char*)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; } } void SteamTargetRenderer::launchApp() { bool launchGame = false; bool closeWhenDone = false; QString type = "Win32"; QString path = ""; QSettings settings(".\\TargetConfig.ini", 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 == "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((char*)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); buffer.open(QBuffer::ReadWrite); QDataStream out(&buffer); out << stringList; int size = buffer.size(); char *to = (char*)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((char*)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; renderThread.join(); if (controllerThread.isRunning()) controllerThread.stop(); exit(0); } } }