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Added overlay base

This commit is contained in:
Nemirtingas 2019-07-25 23:33:07 +02:00
parent 3d3c8b26cd
commit bf9d85755c

View file

@ -0,0 +1,428 @@
#pragma once
#include <thread>
#include <string>
#include <sstream>
#include <imgui.h>
#include <impls/imgui_impl_win32.h>
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<void**, void*>(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA),
std::make_pair<void**, void*>(&(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<float>(width),
static_cast<float>(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;
}
}
}
*/
};