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GlosSI/GlosSITarget/SteamTarget.cpp

287 lines
8.9 KiB
C++

/*
Copyright 2021 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 "SteamTarget.h"
#include "steam_sf_keymap.h"
#include <SFML/Window/Keyboard.hpp>
#include <WinReg/WinReg.hpp>
#include <numeric>
#include <regex>
#include <spdlog/spdlog.h>
#include <vdf_parser.hpp>
SteamTarget::SteamTarget(int argc, char* argv[])
: window_([this] { run_ = false; }, getScreenshotHotkey()),
detector_([this](bool overlay_open) { onOverlayChanged(overlay_open); }),
overlay_(window_.getOverlay())
{
target_window_handle_ = window_.getSystemHandle();
}
int SteamTarget::run()
{
// TODO: Hide GlosSI overlay not based on time, but on game launch.
sf::Clock mock_clock;
bool mock_clock_flag = SteamOverlayDetector::IsSteamInjected();
if (!mock_clock_flag) {
spdlog::warn("Steam Overlay not detected. Keeping GlosSI Overlay!\n\
Application will not function!");
}
run_ = true;
#ifdef _WIN32
hidhide_.hideDevices(steam_path_);
input_redirector_.run();
#endif
keepControllerConfig(true);
while (run_) {
if (mock_clock_flag && mock_clock.getElapsedTime().asSeconds() > 5) {
window_.setClickThrough(true);
overlay_.setEnabled(false);
mock_clock_flag = false;
}
detector_.update();
window_.update();
overlayHotkeyWorkaround();
}
#ifdef _WIN32
input_redirector_.stop();
hidhide_.disableHidHide();
#endif
return 1;
}
void SteamTarget::onOverlayChanged(bool overlay_open)
{
window_.setClickThrough(!overlay_open);
if (overlay_open) {
focusWindow(target_window_handle_);
}
else {
if (!overlay_trigger_flag_) {
overlay_trigger_flag_ = true;
overlay_trigger_clock_.restart();
}
else {
if (overlay_trigger_clock_.getElapsedTime().asSeconds() <= overlay_trigger_max_seconds_) {
window_.setClickThrough(!overlay_.toggle());
}
overlay_trigger_flag_ = false;
}
focusWindow(last_foreground_window_);
}
}
void SteamTarget::focusWindow(WindowHandle hndl)
{
#ifdef _WIN32
if (hndl == target_window_handle_) {
spdlog::info("Bring own window to foreground");
}
else {
spdlog::info("Bring window \"{:#x}\" to foreground", reinterpret_cast<uint64_t>(hndl));
}
keepControllerConfig(false); // unhook GetForegroundWindow
last_foreground_window_ = GetForegroundWindow();
const DWORD fg_thread = GetWindowThreadProcessId(last_foreground_window_, nullptr);
keepControllerConfig(true); // re-hook GetForegroundWindow
// lot's of ways actually bringing our window to foreground...
const DWORD current_thread = GetCurrentThreadId();
AttachThreadInput(current_thread, fg_thread, TRUE);
SetForegroundWindow(hndl);
SetCapture(hndl);
SetFocus(hndl);
SetActiveWindow(hndl);
EnableWindow(hndl, TRUE);
AttachThreadInput(current_thread, fg_thread, FALSE);
//try to forcefully set foreground window at least a few times
sf::Clock clock;
while (!SetForegroundWindow(hndl) && clock.getElapsedTime().asMilliseconds() < 20) {
SetActiveWindow(hndl);
Sleep(1);
}
#endif
}
std::filesystem::path SteamTarget::getSteamPath() const
{
#ifdef _WIN32
// TODO: check if keys/value exist
// steam should always be open and have written reg values...
winreg::RegKey key{HKEY_CURRENT_USER, L"SOFTWARE\\Valve\\Steam"};
const auto res = key.GetStringValue(L"SteamPath");
spdlog::info(L"Detected Steam Path: {}", res);
return res;
#else
return L""; // TODO
#endif
}
std::wstring SteamTarget::getSteamUserId() const
{
#ifdef _WIN32
// TODO: check if keys/value exist
// steam should always be open and have written reg values...
winreg::RegKey key{HKEY_CURRENT_USER, L"SOFTWARE\\Valve\\Steam\\ActiveProcess"};
const auto res = std::to_wstring(key.GetDwordValue(L"ActiveUser"));
spdlog::info(L"Detected Steam UserId: {}", res);
return res;
#else
return L""; // TODO
#endif
}
std::vector<std::string> SteamTarget::getOverlayHotkey()
{
const auto config_path = std::wstring(steam_path_) + std::wstring(user_data_path_) + steam_user_id_ + std::wstring(config_file_name_);
std::ifstream config_file(config_path);
// TODO: check if file exists
auto root = tyti::vdf::read(config_file);
auto children = root.childs["system"];
auto hotkeys = children->attribs.at("InGameOverlayShortcutKey");
// has anyone more than 4 keys to open overlay?!
std::smatch m;
if (!std::regex_match(hotkeys, m, std::regex(R"((\w*)\s*(\w*)\s*(\w*)\s*(\w*))"))) {
spdlog::warn("Couldn't detect overlay hotkey, using default: Shift+Tab");
return {"Shift", "KEY_TAB"}; // default
}
std::vector<std::string> res;
for (auto i = 1; i < m.size(); i++) {
const auto s = std::string(m[i]);
if (!s.empty()) {
res.push_back(s);
}
}
if (res.empty()) {
spdlog::warn("Couldn't detect overlay hotkey, using default: Shift+Tab");
return {"Shift", "KEY_TAB"}; // default
}
spdlog::info("Detected Overlay hotkey(s): {}", std::accumulate(
res.begin() + 1, res.end(), res[0],
[](auto acc, const auto curr) { return acc += "+" + curr; }));
return res;
}
std::vector<std::string> SteamTarget::getScreenshotHotkey()
{
const auto config_path = std::wstring(steam_path_) + std::wstring(user_data_path_) + steam_user_id_ + std::wstring(config_file_name_);
std::ifstream config_file(config_path);
// TODO: check if file exists
auto root = tyti::vdf::read(config_file);
auto children = root.childs["system"];
auto hotkeys = children->attribs.at("InGameOverlayScreenshotHotKey");
// has anyone more than 4 keys to screenshot?!
std::smatch m;
if (!std::regex_match(hotkeys, m, std::regex(R"((\w*)\s*(\w*)\s*(\w*)\s*(\w*))"))) {
spdlog::warn("Couldn't detect overlay hotkey, using default: F12");
return {"KEY_F12"}; //default
}
std::vector<std::string> res;
for (auto i = 1; i < m.size(); i++) {
const auto s = std::string(m[i]);
if (!s.empty()) {
res.push_back(s);
}
}
if (res.empty()) {
spdlog::warn("Couldn't detect overlay hotkey, using default: F12");
return {"KEY_F12"}; //default
}
spdlog::info("Detected screenshot hotkey(s): {}", std::accumulate(
res.begin() + 1, res.end(), res[0],
[](auto acc, const auto curr) { return acc += "+" + curr; }));
return res;
}
void SteamTarget::keepControllerConfig(bool keep)
{
#ifdef _WIN32
if (keep && !getFgWinHook.IsInstalled()) {
spdlog::debug("Hooking GetForegroudnWindow (in own process)");
getFgWinHook.Install(&GetForegroundWindow, &keepFgWindowHookFn, subhook::HookFlags::HookFlag64BitOffset);
if (!getFgWinHook.IsInstalled()) {
spdlog::error("Couldn't install GetForegroundWindow hook!");
}
}
else if (!keep && getFgWinHook.IsInstalled()) {
spdlog::debug("Un-Hooking GetForegroudnWindow (in own process)");
getFgWinHook.Remove();
if (getFgWinHook.IsInstalled()) {
spdlog::error("Couldn't un-install GetForegroundWindow hook!");
}
}
#endif
}
#ifdef _WIN32
HWND SteamTarget::keepFgWindowHookFn()
{
return target_window_handle_;
}
#endif
void SteamTarget::overlayHotkeyWorkaround()
{
static bool pressed = false;
if (std::ranges::all_of(overlay_hotkey_,
[](const auto& key) {
return sf::Keyboard::isKeyPressed(keymap::sfkey[key]);
})) {
spdlog::debug("Detected overlay hotkey(s)");
pressed = true;
std::ranges::for_each(overlay_hotkey_, [this](const auto& key) {
#ifdef _WIN32
PostMessage(target_window_handle_, WM_KEYDOWN, keymap::winkey[key], 0);
#else
#endif
});
spdlog::debug("Sending Overlay KeyDown events...");
}
else if (pressed) {
pressed = false;
std::ranges::for_each(overlay_hotkey_, [this](const auto& key) {
#ifdef _WIN32
PostMessage(target_window_handle_, WM_KEYUP, keymap::winkey[key], 0);
#else
#endif
});
spdlog::debug("Sending Overlay KeyUp events...");
}
}