mirror of
https://github.com/Thracky/GlosSI.git
synced 2024-11-19 03:25:29 +00:00
320 lines
9.0 KiB
C++
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);
|
|
}
|
|
}
|
|
}
|
|
|