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goldberg_emulator/overlay_experimental/steam_overlay.cpp
Nemirtingas e6826d8ead Basic & Ugly implementation of overlay.
Overlay still WIP, don't look too much into the code.
I will do it better soon.
2019-08-01 15:47:47 +02:00

528 lines
21 KiB
C++

#include "steam_overlay.h"
#include <thread>
#include <string>
#include <sstream>
#include <imgui.h>
#include <impls/imgui_impl_win32.h>
#include <numeric> // iota
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA;
static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW;
LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam);
}
LRESULT Steam_Overlay::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)))
{
// If Left Shift is pressed
if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15))
ShowOverlay(!show_overlay);
}
}
// 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 Steam_Overlay::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;
}
LRESULT WINAPI Steam_Overlay::MyDispatchMessageA(const MSG* lpMsg)
{
Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
if (_this->IgnoreMsg(lpMsg))
return 0;
return _DispatchMessageA(lpMsg);
}
LRESULT WINAPI Steam_Overlay::MyDispatchMessageW(const MSG* lpMsg)
{
Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
if (_this->IgnoreMsg(lpMsg))
return 0;
return _DispatchMessageW(lpMsg);
}
Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network) :
settings(settings),
callback_results(callback_results),
callbacks(callbacks),
run_every_runcb(run_every_runcb),
network(network),
game_hwnd(NULL),
game_hwnd_proc(nullptr),
show_overlay(false),
is_ready(false),
notif_position(ENotificationPosition::k_EPositionBottomLeft),
h_inset(0),
v_inset(0),
friend_action(friend_action_none),
overlay_state_changed(false)
{
run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this);
}
Steam_Overlay::~Steam_Overlay()
{
run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this);
}
void Steam_Overlay::steam_overlay_run_every_runcb(void* object)
{
Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
_this->RunCallbacks();
}
HWND Steam_Overlay::GetGameHwnd() const
{
return game_hwnd;
}
bool Steam_Overlay::Ready() const
{
return is_ready;
}
bool Steam_Overlay::NeedPresent() const
{
return true;
}
void Steam_Overlay::SetNotificationPosition(ENotificationPosition eNotificationPosition)
{
notif_position = eNotificationPosition;
}
void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInset)
{
h_inset = nHorizontalInset;
v_inset = nVerticalInset;
}
void Steam_Overlay::SetupOverlay()
{
Hook_Manager::Inst().HookRenderer(this);
}
void Steam_Overlay::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)
// Add XInput and DirectInput hooks to catch all mouse & controllers input when overlay is on
);
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
// https://github.com/unknownv2/LinuxDetours
void Steam_Overlay::SetupFriends(const std::vector<Friend>* friends)
{
this->friends = friends;
}
void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId)
{
//this->lobbyId = lobbyId;
show_overlay = true;
}
void Steam_Overlay::OpenOverlay(const char* pchDialog)
{
// TODO: Show pages depending on pchDialog
show_overlay = true;
}
void Steam_Overlay::ShowOverlay(bool state)
{
static RECT old_clip;
if (show_overlay == state)
return;
show_overlay = state;
if (show_overlay)
{
RECT cliRect, wndRect, clipRect;
GetClipCursor(&old_clip);
// The window rectangle has borders and menus counted in the size
GetWindowRect(game_hwnd, &wndRect);
// The client rectangle is the window without borders
GetClientRect(game_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;
}
else
{
ClipCursor(&old_clip);
ImGui::GetIO().MouseDrawCursor = false;
}
overlay_state_changed = true;
}
void Steam_Overlay::OverlayProc( int width, int height )
{
if (!show_overlay)
return;
int friend_size = friends->size();
// 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) });
bool close = false;
if (ImGui::Begin("SteamOverlay", &close, 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("Friends", friend_size);
if (friend_size)
{
for (int i = 0; i < friend_size; ++i)
{
ImGui::PushID(i);
ImGui::Selectable(friends->at(i).name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick);
if (ImGui::BeginPopupContextItem("Friends", 1))
{
if (ImGui::Button("Invite"))
{
friend_action |= friend_action_invite;
friend_to_action = friends->at(i).id();
}
if (ImGui::Button("Join"))
{
friend_action |= friend_action_join;
friend_to_action = friends->at(i).id();
}
ImGui::EndPopup();
}
else if (ImGui::IsMouseDoubleClicked(0))
{
// Here handle the chat with the user friends->at(i).id()
}
ImGui::PopID();
}
}
ImGui::ListBoxFooter();
//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();
}
//ImGui::ShowDemoWindow();
}
#include "../dll/dll.h"
void Steam_Overlay::RunCallbacks()
{
if (overlay_state_changed)
{
GameOverlayActivated_t data = { 0 };
data.m_bActive = show_overlay;
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
overlay_state_changed = false;
}
if (friend_action & friend_action_invite)
{
Common_Message msg;
Friend_Messages* friend_messages = new Friend_Messages();
friend_messages->set_type(Friend_Messages::LOBBY_INVITE);
friend_messages->set_lobby_id(settings->get_lobby().ConvertToUint64());
msg.set_allocated_friend_messages(friend_messages);
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
msg.set_dest_id(friend_to_action);
network->sendTo(&msg, true);
friend_action &= ~friend_action_invite;
}
if (friend_action & friend_action_join)
{
FriendGameInfo_t friend_info = {};
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info);
//get_steam_client()->steam_matchmaking->JoinLobby(friend_info.m_steamIDLobby);
const char* connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect");
GameRichPresenceJoinRequested_t data = {};
data.m_steamIDFriend.SetFromUint64(friend_to_action);
strncpy(data.m_rgchConnect, connect, k_cchMaxRichPresenceValueLength - 1);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
friend_action &= ~friend_action_join;
}
}
/*
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;
}
}
}
*/