mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-26 10:24:14 +08:00
215 lines
6.7 KiB
C++
215 lines
6.7 KiB
C++
#include "X11_Hook.h"
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#include "Renderer_Detector.h"
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#include "../dll/dll.h"
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#ifndef NO_OVERLAY
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#include <imgui.h>
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#include <impls/imgui_impl_x11.h>
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#include <dlfcn.h>
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#include <unistd.h>
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#include <fstream>
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extern int ImGui_ImplX11_EventHandler(XEvent &event);
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X11_Hook* X11_Hook::_inst = nullptr;
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bool X11_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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res = false;
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std::ifstream flibrary("/proc/self/maps");
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std::string line;
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while( std::getline(flibrary, line) )
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{
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if( strcasestr(line.c_str(), DLL_NAME) != nullptr )
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{
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_library = dlopen(line.substr(line.find('/')).c_str(), RTLD_NOW);
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if( _library != nullptr )
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{
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// Hook only this
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_XEventsQueued = (decltype(_XEventsQueued))dlsym(_library, "XEventsQueued");
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// Thoses are needed to ignore some events when overlay is on
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_XPeekEvent = (decltype(_XPeekEvent))dlsym(_library, "XPeekEvent");
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_XNextEvent = (decltype(_XNextEvent))dlsym(_library, "XNextEvent");
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_XKeysymToKeycode = (decltype(_XKeysymToKeycode))dlsym(_library, "XKeysymToKeycode");
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_XLookupKeysym = (decltype(_XLookupKeysym))dlsym(_library, "XLookupKeysym");
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if( _XEventsQueued != nullptr && _XPeekEvent != nullptr
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&& _XNextEvent != nullptr && _XKeysymToKeycode != nullptr
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&& _XLookupKeysym != nullptr )
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{
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PRINT_DEBUG("Hooked X11\n");
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hooked = true;
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(void*&)_XEventsQueued, (void*)&X11_Hook::MyXEventsQueued)
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);
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EndHook();
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break;
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}
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dlclose(_library);
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}
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}
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}
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}
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return res;
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}
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void X11_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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ImGui_ImplX11_Shutdown();
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}
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}
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void X11_Hook::prepareForOverlay(Display *display)
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{
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if (!initialized)
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{
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ImGui_ImplX11_Init(display);
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ImGuiIO &io = ImGui::GetIO();
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io.KeyMap[ImGuiKey_Tab] = _XKeysymToKeycode(display, XK_Tab);
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io.KeyMap[ImGuiKey_LeftArrow] = _XKeysymToKeycode(display, XK_Left);
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io.KeyMap[ImGuiKey_RightArrow] = _XKeysymToKeycode(display, XK_Right);
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io.KeyMap[ImGuiKey_UpArrow] = _XKeysymToKeycode(display, XK_Up);
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io.KeyMap[ImGuiKey_DownArrow] = _XKeysymToKeycode(display, XK_Down);
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io.KeyMap[ImGuiKey_PageUp] = _XKeysymToKeycode(display, XK_Prior);
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io.KeyMap[ImGuiKey_PageDown] = _XKeysymToKeycode(display, XK_Next);
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io.KeyMap[ImGuiKey_Home] = _XKeysymToKeycode(display, XK_Home);
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io.KeyMap[ImGuiKey_End] = _XKeysymToKeycode(display, XK_End);
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io.KeyMap[ImGuiKey_Insert] = _XKeysymToKeycode(display, XK_Insert);
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io.KeyMap[ImGuiKey_Delete] = _XKeysymToKeycode(display, XK_Delete);
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io.KeyMap[ImGuiKey_Backspace] = _XKeysymToKeycode(display, XK_BackSpace);
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io.KeyMap[ImGuiKey_Space] = _XKeysymToKeycode(display, XK_space);
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io.KeyMap[ImGuiKey_Enter] = _XKeysymToKeycode(display, XK_Return);
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io.KeyMap[ImGuiKey_Escape] = _XKeysymToKeycode(display, XK_Escape);
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io.KeyMap[ImGuiKey_A] = _XKeysymToKeycode(display, XK_A);
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io.KeyMap[ImGuiKey_C] = _XKeysymToKeycode(display, XK_C);
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io.KeyMap[ImGuiKey_V] = _XKeysymToKeycode(display, XK_V);
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io.KeyMap[ImGuiKey_X] = _XKeysymToKeycode(display, XK_X);
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io.KeyMap[ImGuiKey_Y] = _XKeysymToKeycode(display, XK_Y);
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io.KeyMap[ImGuiKey_Z] = _XKeysymToKeycode(display, XK_Z);
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initialized = true;
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}
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ImGui_ImplX11_NewFrame();
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// X11 window hooks
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bool IgnoreEvent(XEvent &event)
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{
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switch(event.type)
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{
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// Keyboard
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case KeyPress: case KeyRelease:
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// MouseButton
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case ButtonPress: case ButtonRelease:
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// Mouse move
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case MotionNotify:
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return true;
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}
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return false;
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}
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int X11_Hook::MyXEventsQueued(Display *display, int mode)
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{
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static Time prev_time = {};
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X11_Hook* inst = X11_Hook::Inst();
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XEvent event = {};
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int res = inst->_XEventsQueued(display, mode);
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if( res > 0 )
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{
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/// The XPeekEvent function returns the first event from the event queue,
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/// but it does not remove the event from the queue. If the queue is
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/// empty, XPeekEvent flushes the output buffer and blocks until an event
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/// is received.
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inst->_XPeekEvent(display, &event);
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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 (event.type == KeyPress)
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{
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// Tab is pressed and was not pressed before
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if (event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab) && event.xkey.state & ShiftMask)
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{
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// if key TAB is help, don't make the overlay flicker :p
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if( event.xkey.time != prev_time)
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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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else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(display, XK_Tab))
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{
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prev_time = event.xkey.time;
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}
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if (show)
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{
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ImGui_ImplX11_EventHandler(event);
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if (IgnoreEvent(event))
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{
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inst->_XNextEvent(display, &event);
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res = 0;
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}
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}
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}
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// XEventsQueued returns the num of events available.
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// Usually, games tend to read all events queued before calling again XEventsQueued
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// making us unavailable to intercept undesired events
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return res;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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X11_Hook::X11_Hook() :
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initialized(false),
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hooked(false)
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{
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//_library = dlopen(DLL_NAME, RTLD_NOW);
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}
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X11_Hook::~X11_Hook()
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{
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PRINT_DEBUG("X11 Hook removed\n");
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resetRenderState();
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//dlclose(_library);
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_inst = nullptr;
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}
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X11_Hook* X11_Hook::Inst()
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{
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if (_inst == nullptr)
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_inst = new X11_Hook;
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return _inst;
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}
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const char* X11_Hook::get_lib_name() const
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{
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return DLL_NAME;
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}
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#endif//NO_OVERLAY
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