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GlosSI-fork/GloSC_GameLauncher/GloSC_GameLauncher.cpp
Kyle Herock 5b6ca16ffc Support passing command line arguments to targets (closes #6)
This also refactors target configuration storage to reduce the redundancy in copying the same set of files for every target. Each configured entry now instead uses a .ini file with the name of the entry stored in ./targets. SteamTarget can accept the path to a .ini file as a command line argument.

This also fixes the UI so that inputs are ordered the same as the visual order so that tab behavior isn't confusing.
2017-04-19 02:40:05 -04:00

209 lines
5.1 KiB
C++

/*
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 "GloSC_GameLauncher.h"
GloSC_GameLauncher::GloSC_GameLauncher(QWidget *parent)
: QMainWindow(parent)
{
ui.setupUi(this);
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);
QBuffer buffer;
buffer.open(QBuffer::ReadWrite);
QDataStream out(&buffer);
out << defaultSharedMemData;
int size = buffer.size();
char *to = static_cast<char*>(sharedMemInstance.data());
const char *from = buffer.data().data();
memcpy(to, from, qMin(sharedMemInstance.size(), size));
sharedMemInstance.unlock();
connect(qApp, SIGNAL(aboutToQuit()), this, SLOT(isAboutToBeKilled()));
connect(&updateTimer, SIGNAL(timeout()), this, SLOT(checkSharedMem()));
updateTimer.setInterval(333);
updateTimer.start();
}
void GloSC_GameLauncher::isAboutToBeKilled()
{
sharedMemInstance.detach();
}
void GloSC_GameLauncher::checkSharedMem()
{
QBuffer buffer;
QDataStream dataStream(&buffer);
QStringList stringList;
sharedMemInstance.lock();
buffer.setData(static_cast<const char*>(sharedMemInstance.constData()), sharedMemInstance.size());
buffer.open(QBuffer::ReadOnly);
dataStream >> stringList;
buffer.close();
int i = stringList.indexOf(LaunchGame);
if (i > -1)
{
if (stringList.at(i + 1) != "" && stringList.at(i + 2) != "")
{
QStringList args;
QRegularExpression re("([^\\s\"']+)|\"([^\"]*)\"|'([^']*)'");
QRegularExpressionMatchIterator ri = re.globalMatch(stringList.at(i + 3));
while (ri.hasNext())
{
QRegularExpressionMatch match = ri.next();
int mi = 1;
while (match.captured(mi).isEmpty())
mi++;
args += match.captured(mi);
}
launchGame(stringList.at(i + 1), stringList.at(i + 2), args);
stringList = defaultSharedMemData;
}
}
i = stringList.indexOf(IsSteamHooked);
if (i > -1)
{
if (stringList.at(i + 1).toInt() > -1)
{
bHookedSteam = true;
stringList.replace(i + 1, "-1");
}
}
if (pid != NULL)
{
if (!IsProcessRunning(pid))
{
pid = NULL;
int i = stringList.indexOf(LaunchedProcessFinished) + 1;
stringList.replace(i, "1");
}
}
buffer.open(QBuffer::ReadWrite);
QDataStream out(&buffer);
out << stringList;
int size = buffer.size();
char *to = static_cast<char*>(sharedMemInstance.data());
const char *from = buffer.data().data();
memcpy(to, from, qMin(sharedMemInstance.size(), size));
buffer.close();
sharedMemInstance.unlock();
if (bHookedSteam && FindWindow(NULL, L"GloSC_OverlayWindow") == NULL)
{
unhookBindings();
}
}
void GloSC_GameLauncher::launchGame(QString type, QString path, QStringList args)
{
if (type == LGT_Win32)
{
QProcess app;
if (path.contains("\\"))
{
app.startDetached(path, args, path.mid(0, path.lastIndexOf("\\")), &pid);
}
else
{
app.startDetached(path, args, path.mid(0, path.lastIndexOf("/")), &pid);
}
} else if (type == LGT_UWP) {
DWORD pid = 0;
HRESULT hr = CoInitialize(nullptr);
std::wstring appUMId = path.toStdWString();
if (SUCCEEDED(hr)) {
HRESULT result = LaunchUWPApp(appUMId.c_str(), &pid);
if (SUCCEEDED(result))
{
this->pid = 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
/*
// 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;
}
bool GloSC_GameLauncher::IsProcessRunning(DWORD pid)
{
HANDLE process = OpenProcess(SYNCHRONIZE, FALSE, pid);
DWORD ret = WaitForSingleObject(process, 1);
CloseHandle(process);
return ret == WAIT_TIMEOUT;
}
void GloSC_GameLauncher::unhookBindings()
{
QProcess proc;
proc.setNativeArguments(" --eject ");
proc.start("Injector.exe", QIODevice::ReadOnly);
proc.waitForFinished();
bHookedSteam = false;
}