#pragma once #include #include #include #include #include extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); #include "base.h" #include "Hook_Manager.h" static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA; static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW; class Steam_Overlay { Settings* settings; SteamCallResults* callback_results; SteamCallBacks* callbacks; RunEveryRunCB* run_every_runcb; HWND game_hwnd; WNDPROC game_hwnd_proc; bool is_ready; bool show_overlay; Base_Hook window_hooks; ENotificationPosition notif_position; int h_inset, v_inset; Steam_Overlay(Steam_Overlay const&) = delete; Steam_Overlay(Steam_Overlay&&) = delete; Steam_Overlay& operator=(Steam_Overlay const&) = delete; Steam_Overlay& operator=(Steam_Overlay&&) = delete; static LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); } LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { // Is the event is a key press if (uMsg == WM_KEYDOWN) { // Tab is pressed and was not pressed before if (wParam == VK_TAB && !(lParam & (1 << 30))) { static RECT old_clip; // If Left Shift is pressed if (GetAsyncKeyState(VK_LSHIFT) & (1 << (sizeof(SHORT) * 8 - 1))) { show_overlay = !show_overlay; } if (show_overlay) { RECT cliRect, wndRect, clipRect; GetClipCursor(&old_clip); // The window rectangle has borders and menus counted in the size GetWindowRect(hWnd, &wndRect); // The client rectangle is the window without borders GetClientRect(hWnd, &cliRect); clipRect = wndRect; // Init clip rectangle // Get Window width with borders wndRect.right -= wndRect.left; // Get Window height with borders & menus wndRect.bottom -= wndRect.top; // Compute the border width int borderWidth = (wndRect.right - cliRect.right) / 2; // Client top clip is the menu bar width minus bottom border clipRect.top += wndRect.bottom - cliRect.bottom - borderWidth; // Client left clip is the left border minus border width clipRect.left += borderWidth; // Here goes the same for right and bottom clipRect.right -= borderWidth; clipRect.bottom -= borderWidth; ClipCursor(&clipRect); ImGui::GetIO().MouseDrawCursor = true; { GameOverlayActivated_t data = { 0 }; data.m_bActive = true; callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } } else { ClipCursor(&old_clip); ImGui::GetIO().MouseDrawCursor = false; { GameOverlayActivated_t data = { 0 }; data.m_bActive = false; callbacks->addCBResult(data.k_iCallback, &data, sizeof(data)); } } } } // If we should show the overlay if (show_overlay) { // Call the overlay window procedure ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam); return true; } // Else call the game window procedure return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam); } bool IgnoreMsg(const MSG* lpMsg) { if (lpMsg->hwnd == game_hwnd && show_overlay) { switch (lpMsg->message) { case WM_MOUSEMOVE: case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL: case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_KEYDOWN: case WM_KEYUP: case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_CHAR: // We ignore theses message in the game windows, but our overlay needs them. HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam); return true; } } return false; } static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg) { Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); if (_this->IgnoreMsg(lpMsg)) return 0; return _DispatchMessageA(lpMsg); } static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg) { Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay(); if (_this->IgnoreMsg(lpMsg)) return 0; return _DispatchMessageW(lpMsg); } public: Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb) : settings(settings), callback_results(callback_results), callbacks(callbacks), run_every_runcb(run_every_runcb), game_hwnd(NULL), game_hwnd_proc(nullptr), show_overlay(false), is_ready(false) {} ~Steam_Overlay() {} bool Ready() const { return is_ready; } bool NeedPresent() const { return true; } void SetNotificationPosition(ENotificationPosition eNotificationPosition) { notif_position = eNotificationPosition; } void SetNotificationInset(int nHorizontalInset, int nVerticalInset) { h_inset = nHorizontalInset, v_inset = nVerticalInset; } void SetupOverlay() { Hook_Manager::Inst().HookRenderer(this); } void HookReady(void* hWnd) { if (game_hwnd != hWnd) { if (!is_ready) // If this is the first time we are ready, hook the window dispatch message, so we can intercept em and disable mouse. { window_hooks.BeginHook(); window_hooks.HookFuncs(std::make_pair(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA), std::make_pair(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW)); window_hooks.EndHook(); } is_ready = true; if (game_hwnd) SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc); game_hwnd = (HWND)hWnd; game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc); } } // https://niemand.com.ar/2019/01/01/how-to-hook-directx-11-imgui/ // https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook void OverlayProc( int width, int height ) { static int item = -1; static const char* strs[] = { "test1", "test2", "test3", }; if (!show_overlay) return; // Set the overlay windows to the size of the game window ImGui::SetNextWindowPos({ 0,0 }); ImGui::SetNextWindowSize({ static_cast(width), static_cast(height) }); ImGui::Begin("SteamOverlay", NULL, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse); ImGui::LabelText("", "Username: %s(%llu) playing %u", settings->get_local_name(), settings->get_local_steam_id().ConvertToUint64(), settings->get_local_game_id().AppID()); ImGui::Spacing(); //ImGui::ListBoxHeader(""); ImGui::ListBox("Friends", &item, strs, (sizeof(strs) / sizeof(*strs))); //ImGui::ListBoxFooter(); ImGui::Spacing(); RECT rect; GetWindowRect(game_hwnd, &rect); auto pos = ImGui::GetMousePos(); ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom); ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y); ImGui::End(); } /* switchstr(args[0]) { casestr("get"): sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; ovlay.write(sstr.str()); sstr.str(""); break; casestr("get_id") : sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl; ovlay.write(sstr.str()); sstr.str(""); break; casestr("get_server_id") : sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl; ovlay.write(sstr.str()); sstr.str(""); break; casestr("get_lobby") : sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl; ovlay.write(sstr.str()); sstr.str(""); break; casestr("list_friends") : { ovlay.write(str + "\n"); int cnt = steamFriends->GetFriendCount(0); for (int i = 0; i < cnt; ++i) { CSteamID id = steamFriends->GetFriendByIndex(i, 0); const char* name = steamFriends->GetFriendPersonaName(id); FriendGameInfo_t friend_info = {}; steamFriends->GetFriendGamePlayed(id, &friend_info); sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl; ovlay.write(sstr.str()); } } break; casestr("list_games") : { ovlay.write(str + "\n"); int cnt = steamFriends->GetFriendCount(0); for (int i = 0; i < cnt; ++i) { CSteamID id = steamFriends->GetFriendByIndex(i, 0); const char* name = steamFriends->GetFriendPersonaName(id); std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); FriendGameInfo_t friend_info = {}; steamFriends->GetFriendGamePlayed(id, &friend_info); if (connect.length() > 0) { sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; } else if (friend_info.m_steamIDLobby != k_steamIDNil) { connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; } ovlay.write(sstr.str()); sstr.str(""); } } break; casestr("invite_user") : { ovlay.write(str + "\n"); if (_this->lobbyID.IsValid()) { if (args.size() == 2) { std::string& friendName = args[1]; int cnt = steamFriends->GetFriendCount(0); for (int i = 0; i < cnt; ++i) { CSteamID id = steamFriends->GetFriendByIndex(i, 0); const char* name = steamFriends->GetFriendPersonaName(id); if (friendName == name) { Common_Message msg; Friend_Messages* friend_messages = new Friend_Messages(); friend_messages->set_type(Friend_Messages::LOBBY_INVITE); friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64()); msg.set_allocated_friend_messages(friend_messages); msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64()); msg.set_dest_id(id.ConvertToUint64()); _this->_client->network->sendTo(&msg, true); sstr << "Invite sent" << std::endl; ovlay.write(sstr.str()); break; } } } else { sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl; ovlay.write(sstr.str()); } } } break; casestr("join_game") : if (args.size() == 2) { ovlay.write(str + "\n"); int cnt = steamFriends->GetFriendCount(0); for (int i = 0; i < cnt; ++i) { CSteamID id = steamFriends->GetFriendByIndex(i, 0); const char* name = steamFriends->GetFriendPersonaName(id); std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); FriendGameInfo_t friend_info = {}; steamFriends->GetFriendGamePlayed(id, &friend_info); if (connect.length() > 0) { sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; } else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1]) { connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; matchMaking->JoinLobby(friend_info.m_steamIDLobby); } ovlay.write(sstr.str()); sstr.str(""); } } break; casestr("join_user") : if (args.size() == 2) { ovlay.write(str + "\n"); int cnt = steamFriends->GetFriendCount(0); for (int i = 0; i < cnt; ++i) { CSteamID id = steamFriends->GetFriendByIndex(i, 0); const char* name = steamFriends->GetFriendPersonaName(id); std::string connect = steamFriends->GetFriendRichPresence(id, "connect"); FriendGameInfo_t friend_info = {}; steamFriends->GetFriendGamePlayed(id, &friend_info); if (connect.length() > 0) { sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; } else if (args[1] == name ) { connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()); sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl; matchMaking->JoinLobby(friend_info.m_steamIDLobby); } ovlay.write(sstr.str()); sstr.str(""); } } break; } } } */ };