goldberg_emulator/overlay_experimental/windows/Windows_Hook.cpp

393 lines
12 KiB
C++

/*
* Copyright (C) Nemirtingas
* This file is part of the ingame overlay project
*
* The ingame overlay project is free software; you can redistribute it
* and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 3 of the License, or (at your option) any later version.
*
* The ingame overlay project is distributed in the hope that it will be
* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with the ingame overlay project; if not, see
* <http://www.gnu.org/licenses/>.
*/
#include "Windows_Hook.h"
#include <imgui.h>
#include <backends/imgui_impl_win32.h>
#include <System/Library.h>
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
constexpr decltype(Windows_Hook::DLL_NAME) Windows_Hook::DLL_NAME;
Windows_Hook* Windows_Hook::_inst = nullptr;
bool Windows_Hook::StartHook(std::function<bool(bool)>& _key_combination_callback)
{
if (!_Hooked)
{
void* hUser32 = System::Library::GetLibraryHandle(DLL_NAME);
if (hUser32 == nullptr)
{
SPDLOG_WARN("Failed to hook Windows: Cannot find {}", DLL_NAME);
return false;
}
System::Library::Library libUser32;
LibraryName = System::Library::GetLibraryPath(hUser32);
if (!libUser32.OpenLibrary(LibraryName, false))
{
SPDLOG_WARN("Failed to hook Windows: Cannot load {}", LibraryName);
return false;
}
GetRawInputBuffer = libUser32.GetSymbol<decltype(::GetRawInputBuffer)>("GetRawInputBuffer");
GetRawInputData = libUser32.GetSymbol<decltype(::GetRawInputData)>("GetRawInputData");
GetKeyState = libUser32.GetSymbol<decltype(::GetKeyState)>("GetKeyState");
GetAsyncKeyState = libUser32.GetSymbol<decltype(::GetAsyncKeyState)>("GetAsyncKeyState");
GetKeyboardState = libUser32.GetSymbol<decltype(::GetKeyboardState)>("GetKeyboardState");
GetCursorPos = libUser32.GetSymbol<decltype(::GetCursorPos)>("GetCursorPos");
SetCursorPos = libUser32.GetSymbol<decltype(::SetCursorPos)>("SetCursorPos");
if(GetRawInputBuffer == nullptr ||
GetRawInputData == nullptr ||
GetKeyState == nullptr ||
GetAsyncKeyState == nullptr ||
GetKeyboardState == nullptr ||
GetCursorPos == nullptr ||
SetCursorPos == nullptr)
{
SPDLOG_ERROR("Failed to hook Windows: Events functions missing.");
return false;
}
SPDLOG_INFO("Hooked Windows");
_KeyCombinationCallback = std::move(_key_combination_callback);
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer),
std::make_pair<void**, void*>(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData),
std::make_pair<void**, void*>(&(PVOID&)GetKeyState , &Windows_Hook::MyGetKeyState),
std::make_pair<void**, void*>(&(PVOID&)GetAsyncKeyState , &Windows_Hook::MyGetAsyncKeyState),
std::make_pair<void**, void*>(&(PVOID&)GetKeyboardState , &Windows_Hook::MyGetKeyboardState),
std::make_pair<void**, void*>(&(PVOID&)GetCursorPos , &Windows_Hook::MyGetCursorPos),
std::make_pair<void**, void*>(&(PVOID&)SetCursorPos , &Windows_Hook::MySetCursorPos)
);
EndHook();
_Hooked = true;
}
return true;
}
void Windows_Hook::_ResetRenderState()
{
if (_Initialized)
{
_Initialized = false;
SetWindowLongPtr(_GameHwnd, GWLP_WNDPROC, (LONG_PTR)_GameWndProc);
_GameHwnd = nullptr;
_GameWndProc = nullptr;
ImGui_ImplWin32_Shutdown();
}
}
bool Windows_Hook::_PrepareForOverlay(HWND hWnd)
{
if (_GameHwnd != hWnd)
_ResetRenderState();
if (!_Initialized)
{
_GameHwnd = hWnd;
ImGui_ImplWin32_Init(_GameHwnd);
_GameWndProc = (WNDPROC)SetWindowLongPtr(_GameHwnd, GWLP_WNDPROC, (LONG_PTR)&Windows_Hook::HookWndProc);
_Initialized = true;
}
if (_Initialized)
{
void* current_proc = (void*)GetWindowLongPtr(_GameHwnd, GWLP_WNDPROC);
if (current_proc == nullptr)
return false;
ImGui_ImplWin32_NewFrame();
// Read keyboard modifiers inputs
auto& io = ImGui::GetIO();
POINT pos;
if (this->GetCursorPos(&pos) && ScreenToClient(hWnd, &pos))
{
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
}
io.KeyCtrl = (this->GetKeyState(VK_CONTROL) & 0x8000) != 0;
io.KeyShift = (this->GetKeyState(VK_SHIFT) & 0x8000) != 0;
io.KeyAlt = (this->GetKeyState(VK_MENU) & 0x8000) != 0;
return true;
}
return false;
}
HWND Windows_Hook::GetGameHwnd() const
{
return _GameHwnd;
}
WNDPROC Windows_Hook::GetGameWndProc() const
{
return _GameWndProc;
}
/////////////////////////////////////////////////////////////////////////////////////
// Windows window hooks
bool IgnoreMsg(UINT uMsg)
{
switch (uMsg)
{
// Mouse Events
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_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE:
// Keyboard Events
case WM_KEYDOWN: case WM_KEYUP:
case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR:
case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR:
// Raw Input Events
case WM_INPUT:
return true;
}
return false;
}
void RawEvent(RAWINPUT& raw)
{
HWND hWnd = Windows_Hook::Inst()->GetGameHwnd();
switch(raw.header.dwType)
{
case RIM_TYPEMOUSE:
if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_DOWN)
ImGui_ImplWin32_WndProcHandler(hWnd, WM_LBUTTONDOWN, 0, 0);
if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_UP)
ImGui_ImplWin32_WndProcHandler(hWnd, WM_LBUTTONUP, 0, 0);
if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_DOWN)
ImGui_ImplWin32_WndProcHandler(hWnd, WM_RBUTTONDOWN, 0, 0);
if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_UP)
ImGui_ImplWin32_WndProcHandler(hWnd, WM_RBUTTONUP, 0, 0);
if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_DOWN)
ImGui_ImplWin32_WndProcHandler(hWnd, WM_MBUTTONDOWN, 0, 0);
if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_UP)
ImGui_ImplWin32_WndProcHandler(hWnd, WM_MBUTTONUP, 0, 0);
if (raw.data.mouse.usButtonFlags & RI_MOUSE_WHEEL)
ImGui_ImplWin32_WndProcHandler(hWnd, WM_MOUSEWHEEL, ((WPARAM)raw.data.mouse.usButtonData) << 16, 0);
if (raw.data.mouse.usButtonFlags & RI_MOUSE_HWHEEL)
ImGui_ImplWin32_WndProcHandler(hWnd, WM_MOUSEHWHEEL, ((WPARAM)raw.data.mouse.usButtonData) << 16, 0);
break;
//case RIM_TYPEKEYBOARD:
//ImGui_ImplWin32_WndProcHandler(hWnd, raw.data.keyboard.Message, raw.data.keyboard.VKey, 0);
//break;
}
}
LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
Windows_Hook* inst = Windows_Hook::Inst();
bool skip_input = inst->_KeyCombinationCallback(false);
bool clean_keys = false;
if (inst->_Initialized)
{
// 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 (inst->GetAsyncKeyState(VK_LSHIFT) & (1 << 15))
{
if (inst->_KeyCombinationCallback(true))
{
skip_input = true;
// Save the last known cursor pos when opening the overlay
// so we can spoof the GetCursorPos return value.
inst->GetCursorPos(&inst->_SavedCursorPos);
}
else
{
clean_keys = true;
}
}
}
}
if (skip_input && IgnoreMsg(uMsg))
{
ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
if (clean_keys)
{
auto& io = ImGui::GetIO();
memset(io.KeysDown, 0, sizeof(io.KeysDown));
}
return 0;
}
}
// Protect against recursive call of the WindowProc...
if (inst->_RecurseCallCount > 16)
return 0;
++inst->_RecurseCallCount;
// Call the overlay window procedure
auto res = CallWindowProc(Windows_Hook::Inst()->_GameWndProc, hWnd, uMsg, wParam, lParam);
--inst->_RecurseCallCount;
return res;
}
UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader)
{
Windows_Hook* inst = Windows_Hook::Inst();
int res = inst->GetRawInputBuffer(pData, pcbSize, cbSizeHeader);
if (!inst->_Initialized)
return res;
if (pData != nullptr)
{
for (int i = 0; i < res; ++i)
RawEvent(pData[i]);
}
if (!inst->_KeyCombinationCallback(false))
return res;
return 0;
}
UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader)
{
Windows_Hook* inst = Windows_Hook::Inst();
auto res = inst->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader);
if (!inst->_Initialized || pData == nullptr)
return res;
if (uiCommand == RID_INPUT && res == sizeof(RAWINPUT))
RawEvent(*reinterpret_cast<RAWINPUT*>(pData));
if (!inst->_KeyCombinationCallback(false))
return res;
memset(pData, 0, *pcbSize);
*pcbSize = 0;
return 0;
}
SHORT WINAPI Windows_Hook::MyGetKeyState(int nVirtKey)
{
Windows_Hook* inst = Windows_Hook::Inst();
if (inst->_Initialized && inst->_KeyCombinationCallback(false))
return 0;
return inst->GetKeyState(nVirtKey);
}
SHORT WINAPI Windows_Hook::MyGetAsyncKeyState(int vKey)
{
Windows_Hook* inst = Windows_Hook::Inst();
if (inst->_Initialized && inst->_KeyCombinationCallback(false))
return 0;
return inst->GetAsyncKeyState(vKey);
}
BOOL WINAPI Windows_Hook::MyGetKeyboardState(PBYTE lpKeyState)
{
Windows_Hook* inst = Windows_Hook::Inst();
if (inst->_Initialized && inst->_KeyCombinationCallback(false))
return FALSE;
return inst->GetKeyboardState(lpKeyState);
}
BOOL WINAPI Windows_Hook::MyGetCursorPos(LPPOINT lpPoint)
{
Windows_Hook* inst = Windows_Hook::Inst();
BOOL res = inst->GetCursorPos(lpPoint);
if (inst->_Initialized && inst->_KeyCombinationCallback(false) && lpPoint != nullptr)
{
*lpPoint = inst->_SavedCursorPos;
}
return res;
}
BOOL WINAPI Windows_Hook::MySetCursorPos(int X, int Y)
{
Windows_Hook* inst = Windows_Hook::Inst();
if (inst->_Initialized && inst->_KeyCombinationCallback(false))
{// That way, it will fail only if the real API fails.
// Hides error messages on some Unity debug builds.
POINT pos;
inst->GetCursorPos(&pos);
X = pos.x;
Y = pos.y;
}
return inst->SetCursorPos(X, Y);
}
/////////////////////////////////////////////////////////////////////////////////////
Windows_Hook::Windows_Hook() :
_Initialized(false),
_Hooked(false),
_RecurseCallCount(0),
_GameHwnd(nullptr),
_GameWndProc(nullptr),
GetRawInputBuffer(nullptr),
GetRawInputData(nullptr),
GetKeyState(nullptr),
GetAsyncKeyState(nullptr),
GetKeyboardState(nullptr)
{
}
Windows_Hook::~Windows_Hook()
{
SPDLOG_INFO("Windows Hook removed");
_ResetRenderState();
_inst = nullptr;
}
Windows_Hook* Windows_Hook::Inst()
{
if (_inst == nullptr)
_inst = new Windows_Hook;
return _inst;
}
std::string Windows_Hook::GetLibraryName() const
{
return LibraryName;
}