mirror of
https://github.com/Alia5/GlosSI.git
synced 2024-11-01 09:20:17 +00:00
332 lines
11 KiB
C++
332 lines
11 KiB
C++
/*
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Copyright 2021-2022 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 "TargetWindow.h"
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#include "steam_sf_keymap.h"
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#include <utility>
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#include <SFML/Window/Event.hpp>
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#include <spdlog/spdlog.h>
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#ifdef _WIN32
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#include <SFML/Graphics.hpp>
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#include <VersionHelpers.h>
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#include <Windows.h>
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#include <dwmapi.h>
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#include "ProcessPriority.h"
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#include "Settings.h"
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#if !defined(WM_DPICHANGED)
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#define WM_DPICHANGED 0x02E0
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#endif
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#endif
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TargetWindow::TargetWindow(
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std::function<void()> on_close,
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std::function<void()> toggle_overlay_state,
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std::vector<std::string> screenshot_hotkey,
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std::function<void()> on_window_changed)
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: on_close_(std::move(on_close)),
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toggle_overlay_state_(std::move(toggle_overlay_state)),
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screenshot_keys_(std::move(screenshot_hotkey)),
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on_window_changed_(std::move(on_window_changed))
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{
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createWindow(Settings::window.windowMode);
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Overlay::AddOverlayElem([this](bool window_has_focus) {
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bool windowed_copy = windowed_;
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ImGui::SetNextWindowPos({window_.getSize().x - 370.f, 100}, ImGuiCond_FirstUseEver);
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ImGui::Begin("Window mode");
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if (ImGui::Checkbox("Window mode", &windowed_copy)) {
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toggle_window_mode_after_frame_ = true;
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}
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ImGui::End();
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});
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ProcessPriority::init();
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}
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void TargetWindow::setFpsLimit(unsigned int fps_limit)
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{
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window_.setFramerateLimit(fps_limit);
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}
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void TargetWindow::setClickThrough(bool click_through)
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{
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if (Settings::window.windowMode) {
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return;
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}
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#ifdef _WIN32
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HWND hwnd = window_.getSystemHandle();
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if (click_through) {
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SetWindowLong(hwnd, GWL_EXSTYLE, WS_EX_LAYERED | WS_EX_TRANSPARENT | WS_EX_TOPMOST | WS_EX_COMPOSITED);
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SetWindowPos(hwnd, HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOACTIVATE);
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}
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else {
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SetWindowLong(hwnd, GWL_EXSTYLE, WS_EX_LAYERED | WS_EX_COMPOSITED);
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SetWindowPos(hwnd, HWND_TOP, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOACTIVATE);
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}
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#endif
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}
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void TargetWindow::update()
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{
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sf::Event event{};
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while (window_.pollEvent(event)) {
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Overlay::ProcessEvent(event);
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if (event.type == sf::Event::Closed) {
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close();
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return;
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}
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}
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// windows clear always handled in overlay. => non fully transparent
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window_.clear(sf::Color(0, 0, 0, 0));
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screenShotWorkaround();
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overlay_->update();
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window_.display();
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if (toggle_window_mode_after_frame_) {
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createWindow(!windowed_);
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}
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// As SFML screws us out of most windows-events, just poll resolution every once in a while
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// If changed, recreate window.
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// Fixes Blackscreen issues when user does funky stuff and still uses GlosSI in non windowed mod...
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// (WHY?!)
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if (check_resolution_clock_.getElapsedTime().asSeconds() > RES_CHECK_SECONDS) {
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if (sf::VideoMode::getDesktopMode().width != old_desktop_mode_.width) {
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createWindow(windowed_);
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}
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check_resolution_clock_.restart();
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}
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}
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void TargetWindow::close()
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{
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window_.close();
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Overlay::Shutdown();
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on_close_();
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}
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std::shared_ptr<Overlay> TargetWindow::getOverlay() const
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{
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return overlay_;
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}
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void TargetWindow::screenShotWorkaround()
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{
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#ifdef _WIN32
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if (std::ranges::all_of(screenshot_keys_,
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[](const auto& key) {
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return sf::Keyboard::isKeyPressed(keymap::sfkey[key]);
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})) {
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spdlog::debug("Detected screenshot hotkey(s); Taking screenshot");
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// stolen from: https://en.sfml-dev.org/forums/index.php?topic=14323.15
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// no time to do this shit.
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HDC hScreenDC = GetDC(nullptr);
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HDC hMemoryDC = CreateCompatibleDC(hScreenDC);
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int width = GetDeviceCaps(hScreenDC, HORZRES);
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int height = GetDeviceCaps(hScreenDC, VERTRES);
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HBITMAP hBitmap = CreateCompatibleBitmap(hScreenDC, width, height);
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auto hOldBitmap = static_cast<HBITMAP>(SelectObject(hMemoryDC, hBitmap));
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BitBlt(hMemoryDC, 0, 0, width, height, hScreenDC, 0, 0, SRCCOPY);
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hBitmap = static_cast<HBITMAP>(SelectObject(hMemoryDC, hOldBitmap));
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BITMAP bm;
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GetObject(hBitmap, sizeof(bm), &bm);
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BITMAPINFO bmpInfo;
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bmpInfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
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bmpInfo.bmiHeader.biWidth = bm.bmWidth;
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bmpInfo.bmiHeader.biHeight = -bm.bmHeight;
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bmpInfo.bmiHeader.biPlanes = 1;
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bmpInfo.bmiHeader.biBitCount = 32;
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bmpInfo.bmiHeader.biCompression = BI_RGB;
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bmpInfo.bmiHeader.biSizeImage = 0;
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bmpInfo.bmiHeader.biClrImportant = 0;
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std::vector<COLORREF> pixel;
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pixel.resize(bm.bmWidth * bm.bmHeight);
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sf::Image captureImage;
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captureImage.create(bm.bmWidth, bm.bmHeight, sf::Color::Black);
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GetDIBits(hMemoryDC, hBitmap, 0, bm.bmHeight, pixel.data(), &bmpInfo, DIB_RGB_COLORS);
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unsigned int j = 0;
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for (unsigned int y = 0; y < bm.bmHeight; ++y) {
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for (unsigned int x = 0; x < bm.bmWidth; ++x) {
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const COLORREF this_color = pixel[j++];
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captureImage.setPixel(x, y, sf::Color(GetBValue(this_color), GetGValue(this_color), GetRValue(this_color)));
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}
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}
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ReleaseDC(NULL, hScreenDC);
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DeleteObject(hBitmap);
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DeleteDC(hMemoryDC);
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DeleteDC(hScreenDC);
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sf::Sprite sprite;
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sf::Texture texture;
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texture.loadFromImage(captureImage);
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sprite.setTexture(texture);
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spdlog::debug("Sending screenshot key events and rendering screen...");
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std::ranges::for_each(screenshot_keys_, [this](const auto& key) {
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PostMessage(window_.getSystemHandle(), WM_KEYDOWN, keymap::winkey[key], 0);
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});
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std::ranges::for_each(screenshot_keys_, [this](const auto& key) {
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PostMessage(window_.getSystemHandle(), WM_KEYUP, keymap::winkey[key], 0);
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});
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//actually run event loop, so steam gets notified about keys.
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sf::Event event{};
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while (window_.pollEvent(event)) {
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}
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// steam takes screenshot on next frame, so render our screenshot and dipslay...
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window_.clear(sf::Color::Black);
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window_.draw(sprite);
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window_.display();
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// finally, draw another transparent frame.
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window_.clear(sf::Color::Transparent);
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}
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#endif
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}
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WindowHandle TargetWindow::getSystemHandle() const
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{
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return window_.getSystemHandle();
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}
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#ifdef _WIN32
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// stolen from: https://building.enlyze.com/posts/writing-win32-apps-like-its-2020-part-3/
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typedef HRESULT(WINAPI* PGetDpiForMonitor)(HMONITOR hmonitor, int dpiType, UINT* dpiX, UINT* dpiY);
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WORD TargetWindow::GetWindowDPI(HWND hWnd)
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{
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// Try to get the DPI setting for the monitor where the given window is located.
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// This API is Windows 8.1+.
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HMODULE hShcore = LoadLibraryW(L"shcore");
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if (hShcore) {
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PGetDpiForMonitor pGetDpiForMonitor =
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reinterpret_cast<PGetDpiForMonitor>(GetProcAddress(hShcore, "GetDpiForMonitor"));
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if (pGetDpiForMonitor) {
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HMONITOR hMonitor = MonitorFromWindow(hWnd, MONITOR_DEFAULTTOPRIMARY);
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UINT uiDpiX;
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UINT uiDpiY;
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HRESULT hr = pGetDpiForMonitor(hMonitor, 0, &uiDpiX, &uiDpiY);
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if (SUCCEEDED(hr)) {
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return static_cast<WORD>(uiDpiX);
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}
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}
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}
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// We couldn't get the window's DPI above, so get the DPI of the primary monitor
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// using an API that is available in all Windows versions.
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HDC hScreenDC = GetDC(0);
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int iDpiX = GetDeviceCaps(hScreenDC, LOGPIXELSX);
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ReleaseDC(0, hScreenDC);
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return static_cast<WORD>(iDpiX);
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}
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#endif
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void TargetWindow::createWindow(bool window_mode)
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{
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toggle_window_mode_after_frame_ = false;
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auto desktop_mode = sf::VideoMode::getDesktopMode();
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spdlog::info("Detected resolution: {}x{}", desktop_mode.width, desktop_mode.height);
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old_desktop_mode_ = desktop_mode;
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if (window_mode) {
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spdlog::info("Creating Overlay window...");
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window_.create(sf::VideoMode(desktop_mode.width * 0.75, desktop_mode.height * 0.75, 32), "GlosSITarget");
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windowed_ = true;
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}
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else {
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#ifdef _WIN32
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// For some completely odd reason, the Background becomes black when enabled dpi-awareness and making the window desktop-size.
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// Scaling down by 1px each direction is barely noticeable and works.
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spdlog::info("Creating Overlay window (Borderless Fullscreen)...");
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window_.create(sf::VideoMode(desktop_mode.width - 1, desktop_mode.height - 1, 32), "GlosSITarget", sf::Style::None);
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#else
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window_.create(desktop_mode, "GlosSITarget", sf::Style::None);
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#endif
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windowed_ = false;
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}
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window_.setActive(true);
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#ifdef _WIN32
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HWND hwnd = window_.getSystemHandle();
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auto dpi = GetWindowDPI(hwnd);
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spdlog::debug("Screen DPI: {}", dpi);
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//if (windowed_) {
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// DWM_BLURBEHIND bb{.dwFlags = DWM_BB_ENABLE, .fEnable = true, .hRgnBlur = nullptr};
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// DwmEnableBlurBehindWindow(hwnd, &bb);
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//} // semi-transparent in window mode, but deprecated api
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// On Linux the window will (should) automagically be semi-transparent
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// transparent windows window...
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auto style = GetWindowLong(hwnd, GWL_STYLE);
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style &= ~WS_OVERLAPPED;
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style |= WS_POPUP;
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SetWindowLong(hwnd, GWL_STYLE, style);
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MARGINS margins;
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margins.cxLeftWidth = -1;
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DwmExtendFrameIntoClientArea(hwnd, &margins);
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DEVMODE dev_mode = {};
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dev_mode.dmSize = sizeof(DEVMODE);
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dev_mode.dmDriverExtra = 0;
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if (EnumDisplaySettings(nullptr, ENUM_CURRENT_SETTINGS, &dev_mode) == 0) {
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setFpsLimit(60);
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spdlog::warn("Couldn't detect screen refresh rate; Limiting overlay to 60");
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}
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else {
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setFpsLimit(dev_mode.dmDisplayFrequency);
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spdlog::debug("Limiting overlay to FPS to {}", dev_mode.dmDisplayFrequency);
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}
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overlay_ = std::make_shared<Overlay>(
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window_, [this]() { close(); }, toggle_overlay_state_, windowed_);
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ImGuiIO& io = ImGui::GetIO();
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io.FontGlobalScale = dpi / 96.f;
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ImGui::SFML::UpdateFontTexture();
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#else
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setFpsLimit(60);
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#endif
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if (Settings::window.maxFps > 0) {
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setFpsLimit(Settings::window.maxFps);
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spdlog::debug("Limiting overlay to FPS from config-file to {}", Settings::window.maxFps);
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}
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if (Settings::window.scale > 0.3f) { // Now that's just getting ridicoulus
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ImGuiIO& io = ImGui::GetIO();
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io.FontGlobalScale = Settings::window.scale;
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ImGui::SFML::UpdateFontTexture();
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}
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else {
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spdlog::warn("Not applying too low screen scale setting");
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}
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on_window_changed_();
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#ifdef _WIN32
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if (Settings::window.disableOverlay) {
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setFpsLimit(1);
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ShowWindow(hwnd, SW_HIDE);
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}
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#endif
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}
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