goldberg_emulator/overlay_experimental/steam_overlay.cpp

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#include "steam_overlay.h"
#include <thread>
#include <string>
#include <sstream>
#include <imgui.h>
#include <impls/imgui_impl_win32.h>
#include "../dll/dll.h"
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::OpenOverlayInvite(CSteamID lobbyId)
{
//this->lobbyId = lobbyId;
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ShowOverlay(true);
}
void Steam_Overlay::OpenOverlay(const char* pchDialog)
{
// TODO: Show pages depending on pchDialog
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ShowOverlay(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;
}
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void Steam_Overlay::AddLobbyInvite(uint64 friendId, uint64 lobbyId)
{
invitation invite;
invite.type = invitation_type_lobby;
invite.friendId = friendId;
invite.lobbyId = lobbyId;
invitations.push_back(invite);
}
void Steam_Overlay::AddRichInvite(uint64 friendId, const char* connect_str)
{
invitation invite;
invite.type = invitation_type_rich;
invite.friendId = friendId;
strncpy(invite.connect, connect_str, k_cchMaxRichPresenceValueLength - 1);
invitations.push_back(invite);
}
void Steam_Overlay::FriendConnect(Friend _friend)
{
std::lock_guard<std::recursive_mutex> lock(global_mutex);
friends[_friend] = false;
}
void Steam_Overlay::FriendDisconnect(Friend _friend)
{
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto it = friends.find(_friend);
if (it != friends.end())
friends.erase(it);
}
void Steam_Overlay::OverlayProc( int width, int height )
{
if (!show_overlay)
return;
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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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) });
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bool open_overlay = show_overlay;
if (ImGui::Begin("SteamOverlay", &open_overlay, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus))
{
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);
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std::for_each(friends.begin(), friends.end(), [this]( auto& i)
{
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ImGui::PushID(i.first.id());
ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick);
if (ImGui::BeginPopupContextItem("Friends", 1))
{
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if (ImGui::Button("Invite"))
{
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this->friend_action |= friend_action_invite;
this->friend_to_action = i.first.id();
}
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if (ImGui::Button("Join"))
{
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this->friend_action |= friend_action_join;
this->friend_to_action = i.first.id();
}
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ImGui::EndPopup();
}
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//else if (ImGui::IsMouseDoubleClicked(0))
else if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0))
{
i.second = true;
}
ImGui::PopID();
if (i.second)
{
if (ImGui::Begin(i.first.name().c_str(), &i.second))
{
// Fill this with the chat box and maybe the invitation
}
ImGui::End();
}
});
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);
}
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ImGui::End();
ShowOverlay(open_overlay);
//ImGui::ShowDemoWindow();
}
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;
}
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking;
if (friend_action & friend_action_invite)
{
std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect");
if (connect.length() > 0)
steamFriends->InviteUserToGame(friend_to_action, connect.c_str());
else if(settings->get_lobby().IsValid())
steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_to_action);
friend_action &= ~friend_action_invite;
}
if (friend_action & friend_action_join)
{
std::string connect = steamFriends->GetFriendRichPresence(friend_to_action, "connect");
if (connect.length() > 0)
{
GameRichPresenceJoinRequested_t data = {};
data.m_steamIDFriend.SetFromUint64(friend_to_action);
strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1);
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
}
else
{
FriendGameInfo_t friend_info = {};
steamFriends->GetFriendGamePlayed(friend_to_action, &friend_info);
if(friend_info.m_steamIDLobby.IsValid())
steamMatchmaking->JoinLobby(friend_info.m_steamIDLobby);
}
friend_action &= ~friend_action_join;
}
}