mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-27 02:44:16 +08:00
210 lines
5.3 KiB
C++
210 lines
5.3 KiB
C++
#include "Windows_Hook.h"
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#include <imgui.h>
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#include <impls/imgui_impl_win32.h>
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extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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#include "../dll/dll.h"
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#include <psapi.h>
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struct enum_wnd_param
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{
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//HMODULE hModules[512];
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//DWORD num_mods;
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DWORD pid;
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HWND window;
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};
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static BOOL __stdcall EnumWindowsProc(HWND hWnd, enum_wnd_param* param)
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{
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DWORD pid;
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GetWindowThreadProcessId(hWnd, &pid);
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if (pid == param->pid && GetWindow(hWnd, GW_OWNER) == nullptr && IsWindowVisible(hWnd))
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{
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param->window = hWnd;
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return FALSE;
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}
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return TRUE;
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}
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HWND GetGameWindow()
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{
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enum_wnd_param param;
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param.window = nullptr;
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param.pid = GetCurrentProcessId();
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EnumWindows(reinterpret_cast<WNDENUMPROC>(EnumWindowsProc), reinterpret_cast<LPARAM>(¶m));
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if (param.window != nullptr) {
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PRINT_DEBUG("Failed to get game window HWND\n");
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}
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else {
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char wnd_name[1024];
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GetWindowText(param.window, wnd_name, 1023);
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PRINT_DEBUG("Found window %s\n", wnd_name);
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}
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return param.window;
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}
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bool Windows_Hook::start_hook()
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{
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bool res = true;
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if (!_hooked)
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{
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GetRawInputBuffer = ::GetRawInputBuffer;
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GetRawInputData = ::GetRawInputData;
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer),
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std::make_pair<void**, void*>(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData)
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);
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EndHook();
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_hooked = true;
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}
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return res;
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}
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void Windows_Hook::resetRenderState()
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{
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if (initialized)
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{
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initialized = false;
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SetWindowLongPtr(_game_hwnd, GWLP_WNDPROC, (LONG_PTR)_game_wndproc);
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_game_hwnd = nullptr;
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_game_wndproc = nullptr;
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ImGui_ImplWin32_Shutdown();
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}
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}
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void Windows_Hook::prepareForOverlay(HWND hWnd)
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{
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if (!initialized)
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{
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ImGui_ImplWin32_Init(hWnd);
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_game_hwnd = hWnd;
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_game_wndproc = (WNDPROC)SetWindowLongPtr(hWnd, GWLP_WNDPROC, (LONG_PTR)&Windows_Hook::HookWndProc);
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initialized = true;
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}
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ImGui_ImplWin32_NewFrame();
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}
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HWND Windows_Hook::GetGameHwnd() const
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{
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return _game_hwnd;
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}
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WNDPROC Windows_Hook::GetGameWndProc() const
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{
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return _game_wndproc;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// Windows window hooks
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bool IgnoreMsg(UINT uMsg)
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{
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switch (uMsg)
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{
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// Mouse Events
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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_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE:
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// Keyboard Events
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case WM_KEYDOWN: case WM_KEYUP:
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case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR:
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case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR:
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// Raw Input Events
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case WM_INPUT:
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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 CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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Steam_Overlay* overlay = get_steam_client()->steam_overlay;
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bool show = overlay->ShowOverlay();
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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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// Tab is pressed and was not pressed before
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if (wParam == VK_TAB && !(lParam & (1 << 30)))
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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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{
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overlay->ShowOverlay(!overlay->ShowOverlay());
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if (overlay->ShowOverlay())
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show = true;
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}
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}
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}
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if (show)
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{
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ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
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if (IgnoreMsg(uMsg))
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return 0;
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}
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// Call the overlay window procedure
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return CallWindowProc(Windows_Hook::Inst()._game_wndproc, hWnd, uMsg, wParam, lParam);
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}
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UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader)
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{
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if (!get_steam_client()->steam_overlay->ShowOverlay())
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return Windows_Hook::Inst().GetRawInputBuffer(pData, pcbSize, cbSizeHeader);
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return -1;
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}
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UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader)
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{
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if (!get_steam_client()->steam_overlay->ShowOverlay())
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return Windows_Hook::Inst().GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader);
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return -1;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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Windows_Hook::Windows_Hook() :
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initialized(false),
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_game_hwnd(nullptr),
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_game_wndproc(nullptr),
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GetRawInputBuffer(nullptr),
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GetRawInputData(nullptr)
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{
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//_library = LoadLibrary(DLL_NAME);
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}
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Windows_Hook::~Windows_Hook()
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{
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PRINT_DEBUG("Windows Hook removed\n");
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resetRenderState();
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//FreeLibrary(reinterpret_cast<HMODULE>(_library));
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}
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Windows_Hook& Windows_Hook::Inst()
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{
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static Windows_Hook _inst;
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return _inst;
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}
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const char* Windows_Hook::get_lib_name() const
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{
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return DLL_NAME;
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} |