mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator
synced 2025-07-06 22:42:19 +08:00
Update Nemirtingas overlay to latest.
This commit is contained in:
@ -1,75 +1,152 @@
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#include "Windows_Hook.h"
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#include "../Renderer_Detector.h"
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#include "../../dll/dll.h"
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/*
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* Copyright (C) Nemirtingas
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* This file is part of the ingame overlay project
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*
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* The ingame overlay project is free software; you can redistribute it
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* and/or modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 3 of the License, or (at your option) any later version.
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*
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* The ingame overlay project is distributed in the hope that it will be
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* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with the ingame overlay project; if not, see
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* <http://www.gnu.org/licenses/>.
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*/
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#ifdef EMU_OVERLAY
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#include "Windows_Hook.h"
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#include <imgui.h>
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#include <impls/windows/imgui_impl_win32.h>
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#include <backends/imgui_impl_win32.h>
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#include <System/Library.h>
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extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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constexpr decltype(Windows_Hook::DLL_NAME) Windows_Hook::DLL_NAME;
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Windows_Hook* Windows_Hook::_inst = nullptr;
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bool Windows_Hook::start_hook()
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bool Windows_Hook::StartHook(std::function<bool(bool)>& _key_combination_callback)
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{
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bool res = true;
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if (!hooked)
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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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SetCursorPos = ::SetCursorPos;
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void* hUser32 = System::Library::GetLibraryHandle(DLL_NAME);
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if (hUser32 == nullptr)
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{
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SPDLOG_WARN("Failed to hook Windows: Cannot find {}", DLL_NAME);
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return false;
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}
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PRINT_DEBUG("Hooked Windows\n");
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System::Library::Library libUser32;
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LibraryName = System::Library::GetLibraryPath(hUser32);
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if (!libUser32.OpenLibrary(LibraryName, false))
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{
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SPDLOG_WARN("Failed to hook Windows: Cannot load {}", LibraryName);
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return false;
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}
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GetRawInputBuffer = libUser32.GetSymbol<decltype(::GetRawInputBuffer)>("GetRawInputBuffer");
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GetRawInputData = libUser32.GetSymbol<decltype(::GetRawInputData)>("GetRawInputData");
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GetKeyState = libUser32.GetSymbol<decltype(::GetKeyState)>("GetKeyState");
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GetAsyncKeyState = libUser32.GetSymbol<decltype(::GetAsyncKeyState)>("GetAsyncKeyState");
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GetKeyboardState = libUser32.GetSymbol<decltype(::GetKeyboardState)>("GetKeyboardState");
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GetCursorPos = libUser32.GetSymbol<decltype(::GetCursorPos)>("GetCursorPos");
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SetCursorPos = libUser32.GetSymbol<decltype(::SetCursorPos)>("SetCursorPos");
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if(GetRawInputBuffer == nullptr ||
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GetRawInputData == nullptr ||
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GetKeyState == nullptr ||
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GetAsyncKeyState == nullptr ||
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GetKeyboardState == nullptr ||
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GetCursorPos == nullptr ||
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SetCursorPos == nullptr)
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{
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SPDLOG_ERROR("Failed to hook Windows: Events functions missing.");
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return false;
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}
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SPDLOG_INFO("Hooked Windows");
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_KeyCombinationCallback = std::move(_key_combination_callback);
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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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std::make_pair<void**, void*>(&(PVOID&)SetCursorPos , &Windows_Hook::MySetCursorPos)
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std::make_pair<void**, void*>(&(PVOID&)GetKeyState , &Windows_Hook::MyGetKeyState),
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std::make_pair<void**, void*>(&(PVOID&)GetAsyncKeyState , &Windows_Hook::MyGetAsyncKeyState),
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std::make_pair<void**, void*>(&(PVOID&)GetKeyboardState , &Windows_Hook::MyGetKeyboardState),
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std::make_pair<void**, void*>(&(PVOID&)GetCursorPos , &Windows_Hook::MyGetCursorPos),
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std::make_pair<void**, void*>(&(PVOID&)SetCursorPos , &Windows_Hook::MySetCursorPos)
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);
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EndHook();
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hooked = true;
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_Hooked = true;
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}
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return res;
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return true;
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}
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void Windows_Hook::resetRenderState()
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void Windows_Hook::_ResetRenderState()
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{
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if (initialized)
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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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_Initialized = false;
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SetWindowLongPtr(_GameHwnd, GWLP_WNDPROC, (LONG_PTR)_GameWndProc);
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_GameHwnd = nullptr;
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_GameWndProc = 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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bool Windows_Hook::_PrepareForOverlay(HWND hWnd)
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{
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if (!initialized)
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if (_GameHwnd != hWnd)
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_ResetRenderState();
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if (!_Initialized)
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{
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ImGui_ImplWin32_Init(hWnd);
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_GameHwnd = hWnd;
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ImGui_ImplWin32_Init(_GameHwnd);
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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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_GameWndProc = (WNDPROC)SetWindowLongPtr(_GameHwnd, 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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if (_Initialized)
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{
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void* current_proc = (void*)GetWindowLongPtr(_GameHwnd, GWLP_WNDPROC);
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if (current_proc == nullptr)
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return false;
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ImGui_ImplWin32_NewFrame();
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// Read keyboard modifiers inputs
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auto& io = ImGui::GetIO();
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POINT pos;
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if (this->GetCursorPos(&pos) && ScreenToClient(hWnd, &pos))
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{
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io.MousePos = ImVec2((float)pos.x, (float)pos.y);
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}
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io.KeyCtrl = (this->GetKeyState(VK_CONTROL) & 0x8000) != 0;
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io.KeyShift = (this->GetKeyState(VK_SHIFT) & 0x8000) != 0;
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io.KeyAlt = (this->GetKeyState(VK_MENU) & 0x8000) != 0;
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return true;
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}
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return false;
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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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return _GameHwnd;
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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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return _GameWndProc;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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@ -97,112 +174,207 @@ bool IgnoreMsg(UINT uMsg)
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return false;
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}
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void RawMouseEvent(RAWINPUT& raw)
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void RawEvent(RAWINPUT& raw)
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{
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if (raw.header.dwType == RIM_TYPEMOUSE)
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HWND hWnd = Windows_Hook::Inst()->GetGameHwnd();
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switch(raw.header.dwType)
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{
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_DOWN)
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ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_LBUTTONDOWN, 0, 0);
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else if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_UP)
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ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_LBUTTONUP, 0, 0);
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else if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_DOWN)
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ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_MBUTTONDOWN, 0, 0);
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else if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_UP)
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ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_MBUTTONUP, 0, 0);
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else if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_DOWN)
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ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_RBUTTONDOWN, 0, 0);
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else if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_UP)
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ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_RBUTTONUP, 0, 0);
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case RIM_TYPEMOUSE:
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_DOWN)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_LBUTTONDOWN, 0, 0);
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_UP)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_LBUTTONUP, 0, 0);
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_DOWN)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_RBUTTONDOWN, 0, 0);
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_UP)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_RBUTTONUP, 0, 0);
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_DOWN)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_MBUTTONDOWN, 0, 0);
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_UP)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_MBUTTONUP, 0, 0);
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_WHEEL)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_MOUSEWHEEL, ((WPARAM)raw.data.mouse.usButtonData) << 16, 0);
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if (raw.data.mouse.usButtonFlags & RI_MOUSE_HWHEEL)
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ImGui_ImplWin32_WndProcHandler(hWnd, WM_MOUSEHWHEEL, ((WPARAM)raw.data.mouse.usButtonData) << 16, 0);
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break;
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//case RIM_TYPEKEYBOARD:
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//ImGui_ImplWin32_WndProcHandler(hWnd, raw.data.keyboard.Message, raw.data.keyboard.VKey, 0);
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//break;
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}
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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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Windows_Hook* inst = Windows_Hook::Inst();
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bool skip_input = inst->_KeyCombinationCallback(false);
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bool clean_keys = false;
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if (inst->_Initialized)
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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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// Is the event is a key press
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if (uMsg == WM_KEYDOWN)
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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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// 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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show = !overlay->ShowOverlay();
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overlay->ShowOverlay(show);
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// If Left Shift is pressed
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if (inst->GetAsyncKeyState(VK_LSHIFT) & (1 << 15))
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{
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if (inst->_KeyCombinationCallback(true))
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{
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skip_input = true;
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// Save the last known cursor pos when opening the overlay
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// so we can spoof the GetCursorPos return value.
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inst->GetCursorPos(&inst->_SavedCursorPos);
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}
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else
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{
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clean_keys = true;
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}
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}
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}
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}
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if (skip_input && IgnoreMsg(uMsg))
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{
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ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
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if (clean_keys)
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{
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auto& io = ImGui::GetIO();
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memset(io.KeysDown, 0, sizeof(io.KeysDown));
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}
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return 0;
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}
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}
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ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
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if (show)
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{
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if (IgnoreMsg(uMsg))
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return 0;
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}
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// Protect against recursive call of the WindowProc...
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if (inst->_RecurseCallCount > 16)
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return 0;
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++inst->_RecurseCallCount;
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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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auto res = CallWindowProc(Windows_Hook::Inst()->_GameWndProc, hWnd, uMsg, wParam, lParam);
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--inst->_RecurseCallCount;
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return res;
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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 (pData == nullptr || !get_steam_client()->steam_overlay->ShowOverlay())
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return Windows_Hook::Inst()->GetRawInputBuffer(pData, pcbSize, cbSizeHeader);
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Windows_Hook* inst = Windows_Hook::Inst();
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int res = inst->GetRawInputBuffer(pData, pcbSize, cbSizeHeader);
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if (!inst->_Initialized)
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return res;
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int num = Windows_Hook::Inst()->GetRawInputBuffer(pData, pcbSize, cbSizeHeader);
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for (int i = 0; i < num; ++i)
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RawMouseEvent(pData[i]);
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if (pData != nullptr)
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{
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for (int i = 0; i < res; ++i)
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RawEvent(pData[i]);
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}
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if (!inst->_KeyCombinationCallback(false))
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return res;
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return 0;
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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 (pData == nullptr || !get_steam_client()->steam_overlay->ShowOverlay())
|
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return Windows_Hook::Inst()->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader);
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Windows_Hook* inst = Windows_Hook::Inst();
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auto res = inst->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader);
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if (!inst->_Initialized || pData == nullptr)
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return res;
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Windows_Hook::Inst()->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader);
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if (uiCommand == RID_INPUT && res == sizeof(RAWINPUT))
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RawEvent(*reinterpret_cast<RAWINPUT*>(pData));
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||||
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||||
RawMouseEvent(*reinterpret_cast<RAWINPUT*>(pData));
|
||||
if (!inst->_KeyCombinationCallback(false))
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||||
return res;
|
||||
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||||
memset(pData, 0, *pcbSize);
|
||||
*pcbSize = 0;
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||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
BOOL WINAPI Windows_Hook::MySetCursorPos(int x, int y)
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||||
SHORT WINAPI Windows_Hook::MyGetKeyState(int nVirtKey)
|
||||
{
|
||||
if (get_steam_client()->steam_overlay->ShowOverlay()) {
|
||||
POINT p;
|
||||
GetCursorPos(&p);
|
||||
x = p.x;
|
||||
y = p.y;
|
||||
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 Windows_Hook::Inst()->SetCursorPos(x, y);
|
||||
return res;
|
||||
}
|
||||
|
||||
BOOL WINAPI Windows_Hook::MySetCursorPos(int X, int Y)
|
||||
{
|
||||
Windows_Hook* inst = Windows_Hook::Inst();
|
||||
|
||||
if (inst->_Initialized && inst->_KeyCombinationCallback(false))
|
||||
{// That way, it will fail only if the real API fails.
|
||||
// Hides error messages on some Unity debug builds.
|
||||
POINT pos;
|
||||
inst->GetCursorPos(&pos);
|
||||
X = pos.x;
|
||||
Y = pos.y;
|
||||
}
|
||||
|
||||
return inst->SetCursorPos(X, Y);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Windows_Hook::Windows_Hook() :
|
||||
initialized(false),
|
||||
hooked(false),
|
||||
_game_hwnd(nullptr),
|
||||
_game_wndproc(nullptr),
|
||||
_Initialized(false),
|
||||
_Hooked(false),
|
||||
_RecurseCallCount(0),
|
||||
_GameHwnd(nullptr),
|
||||
_GameWndProc(nullptr),
|
||||
GetRawInputBuffer(nullptr),
|
||||
GetRawInputData(nullptr)
|
||||
GetRawInputData(nullptr),
|
||||
GetKeyState(nullptr),
|
||||
GetAsyncKeyState(nullptr),
|
||||
GetKeyboardState(nullptr)
|
||||
{
|
||||
//_library = LoadLibrary(DLL_NAME);
|
||||
}
|
||||
|
||||
Windows_Hook::~Windows_Hook()
|
||||
{
|
||||
PRINT_DEBUG("Windows Hook removed\n");
|
||||
SPDLOG_INFO("Windows Hook removed");
|
||||
|
||||
resetRenderState();
|
||||
|
||||
//FreeLibrary(reinterpret_cast<HMODULE>(_library));
|
||||
_ResetRenderState();
|
||||
|
||||
_inst = nullptr;
|
||||
}
|
||||
@ -215,9 +387,7 @@ Windows_Hook* Windows_Hook::Inst()
|
||||
return _inst;
|
||||
}
|
||||
|
||||
const char* Windows_Hook::get_lib_name() const
|
||||
std::string Windows_Hook::GetLibraryName() const
|
||||
{
|
||||
return WINDOWS_DLL;
|
||||
}
|
||||
|
||||
#endif//EMU_OVERLAY
|
||||
return LibraryName;
|
||||
}
|
Reference in New Issue
Block a user