Try to Disable all inputs when overlay is on

This commit is contained in:
Nemirtingas 2019-08-18 14:29:08 +02:00
parent 7daf605511
commit fdeb5912d3
2 changed files with 37 additions and 9 deletions

View file

@ -16,6 +16,9 @@
#include "notification.h" #include "notification.h"
static decltype(GetRawInputBuffer)* _GetRawInputBuffer = GetRawInputBuffer;
static decltype(GetRawInputData)* _GetRawInputData = GetRawInputData;
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
bool Steam_Overlay::IgnoreMsg(UINT uMsg) bool Steam_Overlay::IgnoreMsg(UINT uMsg)
@ -134,20 +137,43 @@ void Steam_Overlay::SetupOverlay()
Hook_Manager::Inst().HookRenderer(this); Hook_Manager::Inst().HookRenderer(this);
} }
UINT WINAPI Steam_Overlay::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader)
{
Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
if( !_this->show_overlay )
return _GetRawInputBuffer(pData, pcbSize, cbSizeHeader);
return -1;
}
UINT WINAPI Steam_Overlay::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader)
{
Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
if (!_this->show_overlay)
return _GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader);
return -1;
}
void Steam_Overlay::HookReady(void* hWnd) void Steam_Overlay::HookReady(void* hWnd)
{ {
if (game_hwnd != hWnd) if (game_hwnd != hWnd)
{ {
if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse. if (!is_ready) // If this is the first time we are ready, hook directinput and xinput, so we can intercept em and disable mouse.
{ {
//window_hooks.BeginHook(); window_hooks.BeginHook();
//
//window_hooks.HookFuncs(std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA), window_hooks.HookFuncs(std::make_pair<void**, void*>(&(PVOID&)_GetRawInputBuffer, &MyGetRawInputBuffer),
// std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW) std::make_pair<void**, void*>(&(PVOID&)_GetRawInputData, &MyGetRawInputData)
// // Add XInput and DirectInput hooks to catch all mouse & controllers input when overlay is on );
// );
// window_hooks.EndHook();
//window_hooks.EndHook();
// TODO: Uncomment this and draw our own cursor (cosmetics)
//ImGuiIO &io = ImGui::GetIO();
//io.WantSetMousePos = false;
//io.MouseDrawCursor = false;
//io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange;
is_ready = true; is_ready = true;
} }

View file

@ -73,6 +73,8 @@ class Steam_Overlay
bool IgnoreMsg(UINT uMsg); bool IgnoreMsg(UINT uMsg);
static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader);
static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader);
static void steam_overlay_run_every_runcb(void* object); static void steam_overlay_run_every_runcb(void* object);
static void steam_overlay_callback(void* object, Common_Message* msg); static void steam_overlay_callback(void* object, Common_Message* msg);