gbe_fork/overlay_experimental/Windows_Hook.cpp
Nemirtingas 3c83e08d34 Fix the last frame before not showing overlay
The last frame was sending inputs to the game window, making the game receive a <TAB>.
2019-08-18 17:49:47 +02:00

160 lines
4.2 KiB
C++

#include "Windows_Hook.h"
#include <imgui.h>
#include <impls/imgui_impl_win32.h>
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#include "../dll/dll.h"
bool Windows_Hook::start_hook()
{
if (!_hooked)
{
GetRawInputBuffer = ::GetRawInputBuffer;
GetRawInputData = ::GetRawInputData;
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer),
std::make_pair<void**, void*>(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData)
);
EndHook();
_hooked = true;
}
return true;
}
void Windows_Hook::resetRenderState()
{
if (initialized)
{
initialized = false;
SetWindowLongPtr(_game_hwnd, GWLP_WNDPROC, (LONG_PTR)_game_wndproc);
_game_hwnd = nullptr;
_game_wndproc = nullptr;
ImGui_ImplWin32_Shutdown();
}
}
void Windows_Hook::prepareForOverlay(HWND hWnd)
{
if (!initialized)
{
ImGui_ImplWin32_Init(hWnd);
_game_hwnd = hWnd;
_game_wndproc = (WNDPROC)SetWindowLongPtr(hWnd, GWLP_WNDPROC, (LONG_PTR)&Windows_Hook::HookWndProc);
initialized = true;
}
ImGui_ImplWin32_NewFrame();
}
HWND Windows_Hook::GetGameHwnd() const
{
return _game_hwnd;
}
WNDPROC Windows_Hook::GetGameWndProc() const
{
return _game_wndproc;
}
/////////////////////////////////////////////////////////////////////////////////////
// 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;
}
LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
Steam_Overlay* overlay = get_steam_client()->steam_overlay;
bool show = overlay->ShowOverlay();
// 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 (GetAsyncKeyState(VK_LSHIFT) & (1 << 15))
{
overlay->ShowOverlay(!overlay->ShowOverlay());
if (overlay->ShowOverlay())
show = true;
}
}
}
if (show)
{
ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
if (IgnoreMsg(uMsg))
return 0;
}
// Call the overlay window procedure
return CallWindowProc(Windows_Hook::Inst()._game_wndproc, hWnd, uMsg, wParam, lParam);
}
UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader)
{
if (!get_steam_client()->steam_overlay->ShowOverlay())
return Windows_Hook::Inst().GetRawInputBuffer(pData, pcbSize, cbSizeHeader);
return -1;
}
UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader)
{
if (!get_steam_client()->steam_overlay->ShowOverlay())
return Windows_Hook::Inst().GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader);
return -1;
}
/////////////////////////////////////////////////////////////////////////////////////
Windows_Hook::Windows_Hook() :
initialized(false),
_game_hwnd(nullptr),
_game_wndproc(nullptr),
GetRawInputBuffer(nullptr),
GetRawInputData(nullptr)
{
}
Windows_Hook::~Windows_Hook()
{
PRINT_DEBUG("Windows Hook removed\n");
resetRenderState();
}
Windows_Hook& Windows_Hook::Inst()
{
static Windows_Hook _inst;
return _inst;
}