mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-27 05:04:01 +08:00
Cleaned hooks
I don't even know why I thought it was a good idea to hook dispatchMessage.
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d3ded5842d
commit
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@ -11,34 +11,27 @@
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extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA;
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static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW;
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bool Steam_Overlay::IgnoreMsg(const MSG* lpMsg)
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bool Steam_Overlay::IgnoreMsg(UINT uMsg)
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{
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if (lpMsg->hwnd == game_hwnd && show_overlay)
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switch (uMsg)
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{
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switch (lpMsg->message)
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{
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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_KEYDOWN: case WM_KEYUP:
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case WM_SYSKEYDOWN: case WM_SYSKEYUP:
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case WM_CHAR:
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// We ignore theses message in the game windows, but our overlay needs them.
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HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam);
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return true;
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}
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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_KEYDOWN: case WM_KEYUP:
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case WM_SYSKEYDOWN: case WM_SYSKEYUP:
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case WM_CHAR:
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return true;
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}
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return false;
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}
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LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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LRESULT CALLBACK Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
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// Is the event is a key press
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if (uMsg == WM_KEYDOWN)
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{
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@ -47,40 +40,19 @@ LRESULT Steam_Overlay::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM l
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{
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// If Left Shift is pressed
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if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15))
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ShowOverlay(!show_overlay);
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_this->ShowOverlay(!_this->show_overlay);
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}
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}
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// If we should show the overlay
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if (show_overlay)
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if (_this->show_overlay)
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{
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// Call the overlay window procedure
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ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
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return true;
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if (_this->IgnoreMsg(uMsg))
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return 0;
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}
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// Else call the game window procedure
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return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam);
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}
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LRESULT CALLBACK Steam_Overlay::sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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return Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam);
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}
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LRESULT WINAPI Steam_Overlay::MyDispatchMessageA(const MSG* lpMsg)
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{
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Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
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if (_this->IgnoreMsg(lpMsg))
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return 0;
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return _DispatchMessageA(lpMsg);
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}
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LRESULT WINAPI Steam_Overlay::MyDispatchMessageW(const MSG* lpMsg)
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{
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Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
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if (_this->IgnoreMsg(lpMsg))
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return 0;
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return _DispatchMessageW(lpMsg);
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// Call the overlay window procedure
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return CallWindowProc(_this->game_hwnd_proc, hWnd, uMsg, wParam, lParam);
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}
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void Steam_Overlay::steam_overlay_run_every_runcb(void* object)
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@ -154,16 +126,16 @@ void Steam_Overlay::HookReady(void* hWnd)
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{
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if (game_hwnd != hWnd)
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{
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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.
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if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse.
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{
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window_hooks.BeginHook();
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window_hooks.HookFuncs(std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA),
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std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW)
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// Add XInput and DirectInput hooks to catch all mouse & controllers input when overlay is on
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);
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window_hooks.EndHook();
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//window_hooks.BeginHook();
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//
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//window_hooks.HookFuncs(std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA),
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// std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW)
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// // Add XInput and DirectInput hooks to catch all mouse & controllers input when overlay is on
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// );
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//
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//window_hooks.EndHook();
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is_ready = true;
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}
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@ -172,7 +144,7 @@ void Steam_Overlay::HookReady(void* hWnd)
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SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc);
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game_hwnd = (HWND)hWnd;
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game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc);
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game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::HookWndProc);
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}
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}
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@ -410,6 +382,10 @@ void Steam_Overlay::OverlayProc( int width, int height )
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ImGui::SetNextWindowPos({ 0,0 });
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ImGui::SetNextWindowSize({ static_cast<float>(width),
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static_cast<float>(height) });
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ImGui::SetNextWindowBgAlpha(0.50);
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ImGuiStyle& style = ImGui::GetStyle();
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style.WindowRounding = 0.0;
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if (ImGui::Begin("SteamOverlay", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus))
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{
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@ -67,12 +67,9 @@ class Steam_Overlay
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Steam_Overlay& operator=(Steam_Overlay const&) = delete;
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Steam_Overlay& operator=(Steam_Overlay&&) = delete;
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bool IgnoreMsg(const MSG* lpMsg);
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LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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bool IgnoreMsg(UINT uMsg);
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static LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg);
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static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg);
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static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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static void steam_overlay_run_every_runcb(void* object);
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static void steam_overlay_callback(void* object, Common_Message* msg);
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