mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-27 19:04:19 +08:00
480 lines
15 KiB
C++
480 lines
15 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;
|
|
|
|
int ToggleKeyToNativeKey(ingame_overlay::ToggleKey k)
|
|
{
|
|
struct {
|
|
ingame_overlay::ToggleKey lib_key;
|
|
int native_key;
|
|
} mapping[] = {
|
|
{ ingame_overlay::ToggleKey::ALT , VK_MENU },
|
|
{ ingame_overlay::ToggleKey::CTRL , VK_CONTROL },
|
|
{ ingame_overlay::ToggleKey::SHIFT, VK_SHIFT },
|
|
{ ingame_overlay::ToggleKey::TAB , VK_TAB },
|
|
{ ingame_overlay::ToggleKey::F1 , VK_F1 },
|
|
{ ingame_overlay::ToggleKey::F2 , VK_F2 },
|
|
{ ingame_overlay::ToggleKey::F3 , VK_F3 },
|
|
{ ingame_overlay::ToggleKey::F4 , VK_F4 },
|
|
{ ingame_overlay::ToggleKey::F5 , VK_F5 },
|
|
{ ingame_overlay::ToggleKey::F6 , VK_F6 },
|
|
{ ingame_overlay::ToggleKey::F7 , VK_F7 },
|
|
{ ingame_overlay::ToggleKey::F8 , VK_F8 },
|
|
{ ingame_overlay::ToggleKey::F9 , VK_F9 },
|
|
{ ingame_overlay::ToggleKey::F10 , VK_F10 },
|
|
{ ingame_overlay::ToggleKey::F11 , VK_F11 },
|
|
{ ingame_overlay::ToggleKey::F12 , VK_F12 },
|
|
};
|
|
|
|
for (auto const& item : mapping)
|
|
{
|
|
if (item.lib_key == k)
|
|
return item.native_key;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool Windows_Hook::StartHook(std::function<bool(bool)>& _key_combination_callback, std::set<ingame_overlay::ToggleKey> const& toggle_keys)
|
|
{
|
|
if (!_Hooked)
|
|
{
|
|
if (!_key_combination_callback)
|
|
{
|
|
SPDLOG_ERROR("Failed to hook Windows: No key combination callback.");
|
|
return false;
|
|
}
|
|
|
|
if (toggle_keys.empty())
|
|
{
|
|
SPDLOG_ERROR("Failed to hook Windows: No key combination.");
|
|
return false;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
struct {
|
|
void** func_ptr;
|
|
void* hook_ptr;
|
|
const char* func_name;
|
|
} hook_array[] = {
|
|
{ (void**)&GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer, "GetRawInputBuffer" },
|
|
{ (void**)&GetRawInputData , &Windows_Hook::MyGetRawInputData , "GetRawInputData" },
|
|
{ (void**)&GetKeyState , &Windows_Hook::MyGetKeyState , "GetKeyState" },
|
|
{ (void**)&GetAsyncKeyState , &Windows_Hook::MyGetAsyncKeyState , "GetAsyncKeyState" },
|
|
{ (void**)&GetKeyboardState , &Windows_Hook::MyGetKeyboardState , "GetKeyboardState" },
|
|
{ (void**)&GetCursorPos , &Windows_Hook::MyGetCursorPos , "GetCursorPos" },
|
|
{ (void**)&SetCursorPos , &Windows_Hook::MySetCursorPos , "SetCursorPos" },
|
|
{ (void**)&GetClipCursor , &Windows_Hook::MyGetClipCursor , "GetClipCursor" },
|
|
{ (void**)&ClipCursor , &Windows_Hook::MyClipCursor , "ClipCursor" },
|
|
};
|
|
|
|
for (auto& entry : hook_array)
|
|
{
|
|
*entry.func_ptr = libUser32.GetSymbol<void*>(entry.func_name);
|
|
if (entry.func_ptr == nullptr)
|
|
{
|
|
SPDLOG_ERROR("Failed to hook Windows: Events function {} missing.", entry.func_name);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
SPDLOG_INFO("Hooked Windows");
|
|
_KeyCombinationCallback = std::move(_key_combination_callback);
|
|
|
|
for (auto& key : toggle_keys)
|
|
{
|
|
uint32_t k = ToggleKeyToNativeKey(key);
|
|
if (k != 0)
|
|
{
|
|
_NativeKeyCombination.insert(k);
|
|
}
|
|
}
|
|
|
|
BeginHook();
|
|
|
|
for (auto& entry : hook_array)
|
|
{
|
|
HookFunc(std::make_pair(entry.func_ptr, entry.hook_ptr));
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
|
|
void Windows_Hook::SetInitialWindowSize(HWND hWnd)
|
|
{
|
|
RECT rect = { 0, 0, 0, 0 };
|
|
::GetClientRect(hWnd, &rect);
|
|
ImGui::GetIO().DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
|
}
|
|
|
|
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.AddMousePosEvent((float)pos.x, (float)pos.y);
|
|
}
|
|
|
|
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 || uMsg == WM_SYSKEYDOWN || uMsg == WM_KEYUP || uMsg == WM_SYSKEYUP)
|
|
{
|
|
int key_count = 0;
|
|
for (auto const& key : inst->_NativeKeyCombination)
|
|
{
|
|
if (inst->GetAsyncKeyState(key) & (1 << 15))
|
|
++key_count;
|
|
}
|
|
|
|
if (key_count == inst->_NativeKeyCombination.size())
|
|
{// All shortcut keys are pressed
|
|
if (!inst->_KeyCombinationPushed)
|
|
{
|
|
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);
|
|
inst->GetClipCursor(&inst->_SavedClipCursor);
|
|
}
|
|
else
|
|
{
|
|
inst->ClipCursor(&inst->_SavedClipCursor);
|
|
}
|
|
inst->_KeyCombinationPushed = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
inst->_KeyCombinationPushed = false;
|
|
}
|
|
}
|
|
|
|
if (skip_input && IgnoreMsg(uMsg))
|
|
{
|
|
ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
|
|
if (clean_keys)
|
|
{
|
|
auto& io = ImGui::GetIO();
|
|
io.ClearInputKeys();
|
|
io.ClearInputCharacters();
|
|
}
|
|
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))
|
|
return inst->SetCursorPos(X, Y);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
BOOL WINAPI Windows_Hook::MyGetClipCursor(RECT* lpRect)
|
|
{
|
|
Windows_Hook* inst = Windows_Hook::Inst();
|
|
if (lpRect == nullptr || !inst->_Initialized || !inst->_KeyCombinationCallback(false))
|
|
return inst->GetClipCursor(lpRect);
|
|
|
|
*lpRect = inst->_SavedClipCursor;
|
|
return TRUE;
|
|
}
|
|
|
|
BOOL WINAPI Windows_Hook::MyClipCursor(CONST RECT* lpRect)
|
|
{
|
|
Windows_Hook* inst = Windows_Hook::Inst();
|
|
CONST RECT* v = lpRect == nullptr ? &inst->_DefaultClipCursor : lpRect;
|
|
|
|
inst->_SavedClipCursor = *v;
|
|
|
|
if (!inst->_Initialized || !inst->_KeyCombinationCallback(false))
|
|
return inst->ClipCursor(v);
|
|
|
|
return inst->ClipCursor(&inst->_DefaultClipCursor);
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
Windows_Hook::Windows_Hook() :
|
|
_Initialized(false),
|
|
_Hooked(false),
|
|
_RecurseCallCount(0),
|
|
_GameHwnd(nullptr),
|
|
_GameWndProc(nullptr),
|
|
_DefaultClipCursor{ LONG(0xFFFF8000), LONG(0xFFFF8000), LONG(0x00007FFF), LONG(0x00007FFF) },
|
|
_KeyCombinationPushed(false)
|
|
{
|
|
}
|
|
|
|
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;
|
|
} |