mirror of
https://github.com/Thracky/GlosSI.git
synced 2024-11-03 09:40:18 +00:00
331 lines
9.4 KiB
C++
331 lines
9.4 KiB
C++
/*
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Copyright 2016 Peter Repukat - FlatspotSoftware
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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#include "SteamTargetRenderer.h"
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SteamTargetRenderer::SteamTargetRenderer()
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{
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getSteamOverlay();
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QSettings settings(".\\TargetConfig.ini", QSettings::IniFormat);
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settings.beginGroup("BaseConf");
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const QStringList childKeys = settings.childKeys();
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for (auto &childkey : childKeys)
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{
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if (childkey == "bDrawDebugEdges")
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{
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bDrawDebugEdges = settings.value(childkey).toBool();
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} else if (childkey == "bEnableOverlay") {
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bDrawOverlay = settings.value(childkey).toBool();
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} else if (childkey == "bEnableControllers") {
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bEnableControllers = settings.value(childkey).toBool();
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}
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}
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settings.endGroup();
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#ifndef NDEBUG
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bDrawDebugEdges = true;
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#endif // NDEBUG
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sfCshape = sf::CircleShape(100.f);
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sfCshape.setFillColor(sf::Color(128, 128, 128, 128));
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sfCshape.setOrigin(sf::Vector2f(100, 100));
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sf::VideoMode mode = sf::VideoMode::getDesktopMode();
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sfWindow.create(sf::VideoMode(mode.width-16, mode.height-32), "OverlayWindow"); //Window is too large ; always 16 and 32 pixels? - sf::Style::None breaks transparency!
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sfWindow.setVerticalSyncEnabled(bVsync);
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if (!bVsync)
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sfWindow.setFramerateLimit(iRefreshRate);
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sfWindow.setPosition(sf::Vector2i(0, 0));
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makeSfWindowTransparent(sfWindow);
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sfWindow.setActive(false);
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consoleHwnd = GetConsoleWindow(); //We need a console for a dirty hack to make sure we stay in game bindings - Also useful for debugging
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if (bEnableControllers)
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controllerThread.run();
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QTimer::singleShot(2000, this, &SteamTargetRenderer::launchApp); // lets steam do its thing
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}
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SteamTargetRenderer::~SteamTargetRenderer()
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{
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bRunLoop = false;
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renderThread.join();
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if (controllerThread.isRunning())
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controllerThread.stop();
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}
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void SteamTargetRenderer::run()
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{
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renderThread = std::thread(&SteamTargetRenderer::RunSfWindowLoop, this);
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}
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void SteamTargetRenderer::RunSfWindowLoop()
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{
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if (!bRunLoop)
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return;
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sfWindow.setActive(true);
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sf::Clock reCheckControllerTimer;
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bool focusSwitchNeeded = true;
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if (!bDrawOverlay)
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{
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ShowWindow(consoleHwnd, SW_HIDE);
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}
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if (bDrawOverlay)
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{
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SetWindowPos(sfWindow.getSystemHandle(), HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_ASYNCWINDOWPOS);
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} else {
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ShowWindow(consoleHwnd, SW_HIDE);
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}
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while (sfWindow.isOpen() && bRunLoop)
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{
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sf::Event event;
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while (sfWindow.pollEvent(event))
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{
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if (event.type == sf::Event::Closed)
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sfWindow.close();
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}
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sfWindow.clear(sf::Color::Transparent);
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if (bDrawDebugEdges)
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drawDebugEdges();
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sfWindow.display();
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//This ensures that we stay in game binding, even if focused application changes! (Why does this work? Well, i dunno... ask Valve...)
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//Only works with a console window
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//Causes trouble as soon as there is more than the consoleWindow and the overlayWindow
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//This is trying to avoid hooking Steam.exe
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if (focusSwitchNeeded)
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{
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focusSwitchNeeded = false;
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SetFocus(consoleHwnd);
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sf::Clock clock;
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while (!SetForegroundWindow(consoleHwnd) && clock.getElapsedTime().asMilliseconds() < 1000) //try to forcefully set foreground window
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{
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Sleep(1);
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}
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}
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//Dirty hack to make the steamoverlay work properly and still keep Apps Controllerconfig when closing overlay.
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//This is trying to avoid hooking Steam.exe
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if (overlayPtr != NULL)
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{
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char overlayOpen = *(char*)overlayPtr;
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if (overlayOpen)
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{
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if (!bNeedFocusSwitch)
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{
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bNeedFocusSwitch = true;
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hwForeGroundWindow = GetForegroundWindow();
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std::cout << "Saving current ForegorundWindow HWND: " << hwForeGroundWindow << std::endl;
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std::cout << "Activating OverlayWindow" << std::endl;
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SetWindowLong(sfWindow.getSystemHandle(), GWL_EXSTYLE, WS_EX_LAYERED | WS_EX_TOOLWINDOW); //make overlay window clickable
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//Actually activate the overlaywindow
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SetFocus(sfWindow.getSystemHandle());
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//by activating the consolewindow **and bringing it to the foreground** we can trick steam so the controller stays in game bindings
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SetFocus(consoleHwnd);
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sf::Clock clock;
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while (!SetForegroundWindow(consoleHwnd) && clock.getElapsedTime().asMilliseconds() < 1000) //try to forcefully set foreground window
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{
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Sleep(1);
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}
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}
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} else {
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if (bNeedFocusSwitch)
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{
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std::cout << "Deactivating OverlayWindow" << std::endl;
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//make overlaywindow clickthrough - WS_EX_TRANSPARENT - again
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SetWindowLong(sfWindow.getSystemHandle(), GWL_EXSTYLE, WS_EX_LAYERED | WS_EX_TRANSPARENT | WS_EX_TOOLWINDOW);
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std::cout << "Switching to previously focused window" << std::endl;
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//switch back the the previosly focused window
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SetFocus(hwForeGroundWindow);
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sf::Clock clock;
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while (!SetForegroundWindow(hwForeGroundWindow) && clock.getElapsedTime().asMilliseconds() < 1000) //try to forcefully set foreground window
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{
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Sleep(1);
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}
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bNeedFocusSwitch = false;
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}
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}
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}
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}
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}
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void SteamTargetRenderer::getSteamOverlay()
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{
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#ifdef _AMD64_
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hmodGameOverlayRenderer = GetModuleHandle(L"Gameoverlayrenderer64.dll");
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if (hmodGameOverlayRenderer != NULL)
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{
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std::cout << "GameOverlayrenderer64.dll found; Module at: 0x" << hmodGameOverlayRenderer << std::endl;
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overlayPtr = (uint64_t*)(uint64_t(hmodGameOverlayRenderer) + 0x1365e8);
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overlayPtr = (uint64_t*)(*overlayPtr + 0x40);
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}
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#else
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hmodGameOverlayRenderer = GetModuleHandle(L"Gameoverlayrenderer.dll");
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if (hmodGameOverlayRenderer != NULL)
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{
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std::cout << "GameOverlayrenderer.dll found; Module at: 0x" << hmodGameOverlayRenderer << std::endl;
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overlayPtr = (uint32_t*)(uint32_t(hmodGameOverlayRenderer) + 0xED7A0);
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//overlayPtr = (uint32_t*)(*overlayPtr + 0x40);
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}
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#endif
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}
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void SteamTargetRenderer::makeSfWindowTransparent(sf::RenderWindow & window)
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{
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HWND hwnd = window.getSystemHandle();
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SetWindowLong(hwnd, GWL_STYLE, WS_VISIBLE | WS_POPUP &~WS_CAPTION);
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SetWindowLong(hwnd, GWL_EXSTYLE, WS_EX_LAYERED | WS_EX_TRANSPARENT | WS_EX_TOPMOST | WS_EX_TOOLWINDOW);
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MARGINS margins;
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margins.cxLeftWidth = -1;
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DwmExtendFrameIntoClientArea(hwnd, &margins);
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SetWindowPos(hwnd, HWND_TOPMOST, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE);
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window.clear(sf::Color::Transparent);
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window.display();
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}
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void SteamTargetRenderer::drawDebugEdges()
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{
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sfCshape.setPosition(sf::Vector2f(-25, -25));
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sfWindow.draw(sfCshape);
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sfCshape.setPosition(sf::Vector2f(sfWindow.getSize().x + 25, -25));
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sfWindow.draw(sfCshape);
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sfCshape.setPosition(sf::Vector2f(-25, sfWindow.getSize().y));
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sfWindow.draw(sfCshape);
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sfCshape.setPosition(sf::Vector2f(sfWindow.getSize().x, sfWindow.getSize().y));
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sfWindow.draw(sfCshape);
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}
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void SteamTargetRenderer::launchApp()
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{
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bool launchGame = false;
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bool closeWhenDone = false;
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QString type = "Win32";
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QString path = "";
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QSettings settings(".\\TargetConfig.ini", QSettings::IniFormat);
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settings.beginGroup("LaunchGame");
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const QStringList childKeys = settings.childKeys();
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for (auto &childkey : childKeys)
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{
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if (childkey == "bLaunchGame")
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{
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launchGame = settings.value(childkey).toBool();
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}
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else if (childkey == "Type") {
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type = settings.value(childkey).toString();
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}
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else if (childkey == "Path") {
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path = settings.value(childkey).toString();
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}
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else if (childkey == "bCloseWhenDone") {
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closeWhenDone = settings.value("bCloseWhenDone").toBool();
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}
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}
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settings.endGroup();
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if (launchGame)
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{
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QSharedMemory sharedMemInstance("GloSC_GameLauncher");
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if (!sharedMemInstance.create(1024) && sharedMemInstance.error() == QSharedMemory::AlreadyExists)
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{
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QStringList stringList;
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if (type == "Win32")
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{
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stringList << "LaunchWin32Game";
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} else if (type == "UWP") {
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stringList << "LaunchUWPGame";
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}
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stringList << path;
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QBuffer buffer;
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buffer.open(QBuffer::ReadWrite);
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QDataStream out(&buffer);
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out << stringList;
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int size = buffer.size();
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sharedMemInstance.attach();
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char *to = (char*)sharedMemInstance.data();
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const char *from = buffer.data().data();
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memcpy(to, from, qMin(sharedMemInstance.size(), size));
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sharedMemInstance.unlock();
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sharedMemInstance.detach();
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if (closeWhenDone)
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{
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updateTimer.setInterval(1111);
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connect(&updateTimer, SIGNAL(timeout()), this, SLOT(checkSharedMem()));
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updateTimer.start();
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}
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}
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}
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}
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void SteamTargetRenderer::checkSharedMem()
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{
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QSharedMemory sharedMemInstance("GloSC_GameLauncher");
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if (!sharedMemInstance.create(1024) && sharedMemInstance.error() == QSharedMemory::AlreadyExists)
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{
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QBuffer buffer;
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QDataStream in(&buffer);
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QStringList stringList;
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sharedMemInstance.attach();
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sharedMemInstance.lock();
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buffer.setData((char*)sharedMemInstance.constData(), sharedMemInstance.size());
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buffer.open(QBuffer::ReadOnly);
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in >> stringList;
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memset(sharedMemInstance.data(), NULL, 1024);
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sharedMemInstance.unlock();
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sharedMemInstance.detach();
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if (stringList.size() > 0 && stringList.at(0) == "LaunchedProcessFinished")
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{
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bRunLoop = false;
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renderThread.join();
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if (controllerThread.isRunning())
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controllerThread.stop();
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exit(0);
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}
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}
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}
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