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GlosSI-fork/SteamTarget/SteamTargetRenderer.cpp
2016-11-19 06:35:52 +01:00

320 lines
9.0 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 "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();
}
}
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), "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
if (focusSwitchNeeded)
{
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.
//This is trying to avoid hooking Steam.exe
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());
//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()
{
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);
}
}
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::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)
{
QStringList stringList;
if (type == "Win32")
{
stringList << "LaunchWin32Game";
} else if (type == "UWP") {
stringList << "LaunchUWPGame";
}
stringList << path;
QBuffer buffer;
buffer.open(QBuffer::ReadWrite);
QDataStream out(&buffer);
out << stringList;
int size = buffer.size();
sharedMemInstance.attach();
char *to = (char*)sharedMemInstance.data();
const char *from = buffer.data().data();
memcpy(to, from, qMin(sharedMemInstance.size(), size));
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;
memset(sharedMemInstance.data(), NULL, 1024);
sharedMemInstance.unlock();
sharedMemInstance.detach();
if (stringList.size() > 0 && stringList.at(0) == "LaunchedProcessFinished")
{
bRunLoop = false;
renderThread.join();
if (controllerThread.isRunning())
controllerThread.stop();
exit(0);
}
}
}