mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-14 10:50:13 +01:00
459 lines
No EOL
15 KiB
C++
459 lines
No EOL
15 KiB
C++
/*
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* Copyright (C) Nemirtingas
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* This file is part of the ingame overlay project
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*
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* The ingame overlay project is free software; you can redistribute it
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* and/or modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 3 of the License, or (at your option) any later version.
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*
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* The ingame overlay project is distributed in the hope that it will be
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* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with the ingame overlay project; if not, see
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* <http://www.gnu.org/licenses/>.
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*/
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#include "Windows_Hook.h"
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#include <imgui.h>
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#include <backends/imgui_impl_win32.h>
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#include <System/Library.h>
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extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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constexpr decltype(Windows_Hook::DLL_NAME) Windows_Hook::DLL_NAME;
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Windows_Hook* Windows_Hook::_inst = nullptr;
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int ToggleKeyToNativeKey(ingame_overlay::ToggleKey k)
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{
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struct {
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ingame_overlay::ToggleKey lib_key;
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int native_key;
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} mapping[] = {
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{ ingame_overlay::ToggleKey::ALT , VK_MENU },
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{ ingame_overlay::ToggleKey::CTRL , VK_CONTROL },
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{ ingame_overlay::ToggleKey::SHIFT, VK_SHIFT },
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{ ingame_overlay::ToggleKey::TAB , VK_TAB },
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{ ingame_overlay::ToggleKey::F1 , VK_F1 },
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{ ingame_overlay::ToggleKey::F2 , VK_F2 },
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{ ingame_overlay::ToggleKey::F3 , VK_F3 },
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{ ingame_overlay::ToggleKey::F4 , VK_F4 },
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{ ingame_overlay::ToggleKey::F5 , VK_F5 },
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{ ingame_overlay::ToggleKey::F6 , VK_F6 },
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{ ingame_overlay::ToggleKey::F7 , VK_F7 },
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{ ingame_overlay::ToggleKey::F8 , VK_F8 },
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{ ingame_overlay::ToggleKey::F9 , VK_F9 },
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{ ingame_overlay::ToggleKey::F10 , VK_F10 },
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{ ingame_overlay::ToggleKey::F11 , VK_F11 },
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{ ingame_overlay::ToggleKey::F12 , VK_F12 },
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};
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for (auto const& item : mapping)
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{
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if (item.lib_key == k)
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return item.native_key;
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}
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return 0;
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}
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bool Windows_Hook::StartHook(std::function<bool(bool)>& _key_combination_callback, std::set<ingame_overlay::ToggleKey> const& toggle_keys)
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{
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if (!_Hooked)
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{
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if (!_key_combination_callback)
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{
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SPDLOG_ERROR("Failed to hook Windows: No key combination callback.");
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return false;
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}
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if (toggle_keys.empty())
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{
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SPDLOG_ERROR("Failed to hook Windows: No key combination.");
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return false;
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}
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void* hUser32 = System::Library::GetLibraryHandle(DLL_NAME);
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if (hUser32 == nullptr)
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{
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SPDLOG_WARN("Failed to hook Windows: Cannot find {}", DLL_NAME);
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return false;
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}
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System::Library::Library libUser32;
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LibraryName = System::Library::GetLibraryPath(hUser32);
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if (!libUser32.OpenLibrary(LibraryName, false))
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{
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SPDLOG_WARN("Failed to hook Windows: Cannot load {}", LibraryName);
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return false;
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}
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GetRawInputBuffer = libUser32.GetSymbol<decltype(::GetRawInputBuffer)>("GetRawInputBuffer");
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GetRawInputData = libUser32.GetSymbol<decltype(::GetRawInputData)>("GetRawInputData");
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GetKeyState = libUser32.GetSymbol<decltype(::GetKeyState)>("GetKeyState");
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GetAsyncKeyState = libUser32.GetSymbol<decltype(::GetAsyncKeyState)>("GetAsyncKeyState");
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GetKeyboardState = libUser32.GetSymbol<decltype(::GetKeyboardState)>("GetKeyboardState");
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GetCursorPos = libUser32.GetSymbol<decltype(::GetCursorPos)>("GetCursorPos");
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SetCursorPos = libUser32.GetSymbol<decltype(::SetCursorPos)>("SetCursorPos");
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if(GetRawInputBuffer == nullptr ||
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GetRawInputData == nullptr ||
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GetKeyState == nullptr ||
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GetAsyncKeyState == nullptr ||
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GetKeyboardState == nullptr ||
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GetCursorPos == nullptr ||
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SetCursorPos == nullptr)
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{
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SPDLOG_ERROR("Failed to hook Windows: Events functions missing.");
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return false;
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}
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SPDLOG_INFO("Hooked Windows");
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_KeyCombinationCallback = std::move(_key_combination_callback);
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for (auto& key : toggle_keys)
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{
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uint32_t k = ToggleKeyToNativeKey(key);
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if (k != 0)
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{
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_NativeKeyCombination.insert(k);
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}
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}
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer),
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std::make_pair<void**, void*>(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData),
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std::make_pair<void**, void*>(&(PVOID&)GetKeyState , &Windows_Hook::MyGetKeyState),
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std::make_pair<void**, void*>(&(PVOID&)GetAsyncKeyState , &Windows_Hook::MyGetAsyncKeyState),
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std::make_pair<void**, void*>(&(PVOID&)GetKeyboardState , &Windows_Hook::MyGetKeyboardState),
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std::make_pair<void**, void*>(&(PVOID&)GetCursorPos , &Windows_Hook::MyGetCursorPos),
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std::make_pair<void**, void*>(&(PVOID&)SetCursorPos , &Windows_Hook::MySetCursorPos)
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);
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EndHook();
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_Hooked = true;
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}
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return true;
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}
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void Windows_Hook::ResetRenderState()
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{
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if (_Initialized)
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{
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_Initialized = false;
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SetWindowLongPtr(_GameHwnd, GWLP_WNDPROC, (LONG_PTR)_GameWndProc);
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_GameHwnd = nullptr;
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_GameWndProc = nullptr;
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ImGui_ImplWin32_Shutdown();
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}
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}
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void Windows_Hook::SetInitialWindowSize(HWND hWnd)
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{
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RECT rect = { 0, 0, 0, 0 };
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::GetClientRect(hWnd, &rect);
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ImGui::GetIO().DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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}
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bool Windows_Hook::PrepareForOverlay(HWND hWnd)
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{
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if (_GameHwnd != hWnd)
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ResetRenderState();
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if (!_Initialized)
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{
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_GameHwnd = hWnd;
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ImGui_ImplWin32_Init(_GameHwnd);
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_GameWndProc = (WNDPROC)SetWindowLongPtr(_GameHwnd, GWLP_WNDPROC, (LONG_PTR)&Windows_Hook::HookWndProc);
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_Initialized = true;
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}
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if (_Initialized)
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{
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void* current_proc = (void*)GetWindowLongPtr(_GameHwnd, GWLP_WNDPROC);
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if (current_proc == nullptr)
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return false;
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ImGui_ImplWin32_NewFrame();
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// Read keyboard modifiers inputs
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auto& io = ImGui::GetIO();
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POINT pos;
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if (this->GetCursorPos(&pos) && ScreenToClient(hWnd, &pos))
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{
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io.AddMousePosEvent((float)pos.x, (float)pos.y);
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}
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return true;
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}
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return false;
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}
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HWND Windows_Hook::GetGameHwnd() const
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{
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return _GameHwnd;
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}
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WNDPROC Windows_Hook::GetGameWndProc() const
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{
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return _GameWndProc;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// Windows window hooks
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bool IgnoreMsg(UINT uMsg)
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{
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switch (uMsg)
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{
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// Mouse Events
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case WM_MOUSEMOVE:
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case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL:
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case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
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case WM_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE:
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// Keyboard Events
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case WM_KEYDOWN: case WM_KEYUP:
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case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR:
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case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR:
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// Raw Input Events
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case WM_INPUT:
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return true;
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}
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return false;
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}
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void RawEvent(RAWINPUT& raw)
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{
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HWND hWnd = Windows_Hook::Inst()->GetGameHwnd();
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switch(raw.header.dwType)
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{
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case RIM_TYPEMOUSE:
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_DOWN)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_LBUTTONDOWN, 0, 0);
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_UP)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_LBUTTONUP, 0, 0);
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_DOWN)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_RBUTTONDOWN, 0, 0);
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_UP)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_RBUTTONUP, 0, 0);
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_DOWN)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_MBUTTONDOWN, 0, 0);
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_UP)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_MBUTTONUP, 0, 0);
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_WHEEL)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_MOUSEWHEEL, ((WPARAM)raw.data.mouse.usButtonData) << 16, 0);
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_HWHEEL)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_MOUSEHWHEEL, ((WPARAM)raw.data.mouse.usButtonData) << 16, 0);
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break;
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//case RIM_TYPEKEYBOARD:
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//ImGui_ImplWin32_WndProcHandler(hWnd, raw.data.keyboard.Message, raw.data.keyboard.VKey, 0);
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//break;
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}
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}
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LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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Windows_Hook* inst = Windows_Hook::Inst();
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bool skip_input = inst->_KeyCombinationCallback(false);
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bool clean_keys = false;
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if (inst->_Initialized)
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{
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// Is the event is a key press
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if (uMsg == WM_KEYDOWN || uMsg == WM_SYSKEYDOWN || uMsg == WM_KEYUP || uMsg == WM_SYSKEYUP)
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{
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int key_count = 0;
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for (auto const& key : inst->_NativeKeyCombination)
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{
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if (inst->GetAsyncKeyState(key) & (1 << 15))
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++key_count;
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}
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if (key_count == inst->_NativeKeyCombination.size())
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{// All shortcut keys are pressed
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if (!inst->_KeyCombinationPushed)
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{
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if (inst->_KeyCombinationCallback(true))
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{
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skip_input = true;
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// Save the last known cursor pos when opening the overlay
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// so we can spoof the GetCursorPos return value.
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inst->GetCursorPos(&inst->_SavedCursorPos);
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}
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inst->_KeyCombinationPushed = true;
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}
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}
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else
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{
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inst->_KeyCombinationPushed = false;
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}
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}
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if (skip_input && IgnoreMsg(uMsg))
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{
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ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
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if (clean_keys)
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{
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auto& io = ImGui::GetIO();
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io.ClearInputKeys();
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io.ClearInputCharacters();
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}
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return 0;
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}
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}
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// Protect against recursive call of the WindowProc...
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if (inst->_RecurseCallCount > 16)
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return 0;
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++inst->_RecurseCallCount;
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// Call the overlay window procedure
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auto res = CallWindowProc(Windows_Hook::Inst()->_GameWndProc, hWnd, uMsg, wParam, lParam);
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--inst->_RecurseCallCount;
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return res;
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}
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UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader)
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{
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Windows_Hook* inst = Windows_Hook::Inst();
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int res = inst->GetRawInputBuffer(pData, pcbSize, cbSizeHeader);
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if (!inst->_Initialized)
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return res;
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if (pData != nullptr)
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{
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for (int i = 0; i < res; ++i)
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RawEvent(pData[i]);
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}
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if (!inst->_KeyCombinationCallback(false))
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return res;
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return 0;
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}
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UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader)
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{
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Windows_Hook* inst = Windows_Hook::Inst();
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auto res = inst->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader);
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if (!inst->_Initialized || pData == nullptr)
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return res;
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if (uiCommand == RID_INPUT && res == sizeof(RAWINPUT))
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RawEvent(*reinterpret_cast<RAWINPUT*>(pData));
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if (!inst->_KeyCombinationCallback(false))
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return res;
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memset(pData, 0, *pcbSize);
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*pcbSize = 0;
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return 0;
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}
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SHORT WINAPI Windows_Hook::MyGetKeyState(int nVirtKey)
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{
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Windows_Hook* inst = Windows_Hook::Inst();
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if (inst->_Initialized && inst->_KeyCombinationCallback(false))
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return 0;
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return inst->GetKeyState(nVirtKey);
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}
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SHORT WINAPI Windows_Hook::MyGetAsyncKeyState(int vKey)
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{
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Windows_Hook* inst = Windows_Hook::Inst();
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if (inst->_Initialized && inst->_KeyCombinationCallback(false))
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return 0;
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return inst->GetAsyncKeyState(vKey);
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}
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BOOL WINAPI Windows_Hook::MyGetKeyboardState(PBYTE lpKeyState)
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{
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Windows_Hook* inst = Windows_Hook::Inst();
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if (inst->_Initialized && inst->_KeyCombinationCallback(false))
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return FALSE;
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return inst->GetKeyboardState(lpKeyState);
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}
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BOOL WINAPI Windows_Hook::MyGetCursorPos(LPPOINT lpPoint)
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{
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Windows_Hook* inst = Windows_Hook::Inst();
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BOOL res = inst->GetCursorPos(lpPoint);
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if (inst->_Initialized && inst->_KeyCombinationCallback(false) && lpPoint != nullptr)
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{
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*lpPoint = inst->_SavedCursorPos;
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}
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return res;
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}
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BOOL WINAPI Windows_Hook::MySetCursorPos(int X, int Y)
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{
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Windows_Hook* inst = Windows_Hook::Inst();
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if (inst->_Initialized && inst->_KeyCombinationCallback(false))
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{// That way, it will fail only if the real API fails.
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// Hides error messages on some Unity debug builds.
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POINT pos;
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inst->GetCursorPos(&pos);
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X = pos.x;
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Y = pos.y;
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}
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return inst->SetCursorPos(X, Y);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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Windows_Hook::Windows_Hook() :
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_Initialized(false),
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_Hooked(false),
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_RecurseCallCount(0),
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_GameHwnd(nullptr),
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_GameWndProc(nullptr),
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_KeyCombinationPushed(false),
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GetRawInputBuffer(nullptr),
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GetRawInputData(nullptr),
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GetKeyState(nullptr),
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GetAsyncKeyState(nullptr),
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GetKeyboardState(nullptr)
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{
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}
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Windows_Hook::~Windows_Hook()
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{
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SPDLOG_INFO("Windows Hook removed");
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ResetRenderState();
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_inst = nullptr;
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}
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Windows_Hook* Windows_Hook::Inst()
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{
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if (_inst == nullptr)
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_inst = new Windows_Hook;
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return _inst;
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}
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std::string Windows_Hook::GetLibraryName() const
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{
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return LibraryName;
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} |