iw4x-client/src/Components/Modules/Window.cpp
2022-07-02 19:52:57 +02:00

218 lines
5.3 KiB
C++

#include <STDInclude.hpp>
namespace Components
{
Dvar::Var Window::NoBorder;
Dvar::Var Window::NativeCursor;
HWND Window::MainWindow = nullptr;
BOOL Window::CursorVisible = TRUE;
std::unordered_map<UINT, Utils::Slot<Window::WndProcCallback>> Window::WndMessageCallbacks;
Utils::Signal<Window::CreateCallback> Window::CreateSignals;
int Window::Width()
{
return Window::Width(Window::MainWindow);
}
int Window::Height()
{
return Window::Height(Window::MainWindow);
}
int Window::Width(HWND window)
{
RECT rect;
Window::Dimension(window, &rect);
return (rect.right - rect.left);
}
int Window::Height(HWND window)
{
RECT rect;
Window::Dimension(window, &rect);
return (rect.bottom - rect.top);
}
void Window::Dimension(RECT* rect)
{
Window::Dimension(Window::MainWindow, rect);
}
void Window::Dimension(HWND window, RECT* rect)
{
if (rect)
{
ZeroMemory(rect, sizeof(RECT));
if (window && IsWindow(window))
{
GetWindowRect(window, rect);
}
}
}
bool Window::IsCursorWithin(HWND window)
{
RECT rect;
POINT point;
Window::Dimension(window, &rect);
GetCursorPos(&point);
return ((point.x - rect.left) > 0 && (point.y - rect.top) > 0 && (rect.right - point.x) > 0 && (rect.bottom - point.y) > 0);
}
HWND Window::GetWindow()
{
return Window::MainWindow;
}
void Window::OnWndMessage(UINT Msg, Utils::Slot<Window::WndProcCallback> callback)
{
WndMessageCallbacks.emplace(Msg, callback);
}
void Window::OnCreate(Utils::Slot<CreateCallback> callback)
{
CreateSignals.connect(callback);
}
int Window::IsNoBorder()
{
return Window::NoBorder.get<bool>();
}
__declspec(naked) void Window::StyleHookStub()
{
__asm
{
call Window::IsNoBorder
test al, al
jz setBorder
mov ebp, WS_VISIBLE | WS_POPUP
retn
setBorder:
mov ebp, WS_VISIBLE | WS_SYSMENU | WS_CAPTION | WS_MINIMIZEBOX
retn
}
}
void Window::DrawCursorStub(Game::ScreenPlacement* scrPlace, float x, float y, float w, float h, int horzAlign, int vertAlign, const float* color, Game::Material* material)
{
if (Window::NativeCursor.get<bool>())
{
Window::CursorVisible = TRUE;
}
else
{
Game::UI_DrawHandlePic(scrPlace, x, y, w, h, horzAlign, vertAlign, color, material);
}
}
int WINAPI Window::ShowCursorHook(BOOL show)
{
if (Window::NativeCursor.get<bool>() && IsWindow(Window::MainWindow) && GetForegroundWindow() == Window::MainWindow && Window::IsCursorWithin(Window::MainWindow))
{
static int count = 0;
(show ? ++count : --count);
if (count >= 0)
{
Window::CursorVisible = TRUE;
}
return count;
}
return ShowCursor(show);
}
HWND WINAPI Window::CreateMainWindow(DWORD dwExStyle, LPCSTR lpClassName, LPCSTR lpWindowName, DWORD dwStyle, int X, int Y, int nWidth, int nHeight, HWND hWndParent, HMENU hMenu, HINSTANCE hInstance, LPVOID lpParam)
{
Window::MainWindow = CreateWindowExA(dwExStyle, lpClassName, lpWindowName, dwStyle, X, Y, nWidth, nHeight, hWndParent, hMenu, hInstance, lpParam);
CreateSignals();
return Window::MainWindow;
}
void Window::ApplyCursor()
{
bool isLoading = !FastFiles::Ready();
SetCursor(LoadCursor(nullptr, isLoading ? IDC_APPSTARTING : IDC_ARROW));
}
BOOL WINAPI Window::MessageHandler(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam)
{
if (const auto cb = WndMessageCallbacks.find(Msg); cb != WndMessageCallbacks.end())
{
return cb->second(lParam, wParam);
}
return Utils::Hook::Call<BOOL(__stdcall)(HWND, UINT, WPARAM, LPARAM)>(0x4731F0)(hWnd, Msg, wParam, lParam);
}
void Window::EnableDpiAwareness()
{
const Utils::Library user32{"user32.dll"};
user32.invokePascal<void>("SetProcessDpiAwarenessContext", DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
}
Window::Window()
{
// Borderless window
Window::NoBorder = Dvar::Register<bool>("r_noborder", true, Game::DVAR_ARCHIVE, "Do not use a border in windowed mode");
Window::NativeCursor = Dvar::Register<bool>("ui_nativeCursor", false, Game::DVAR_ARCHIVE, "Display native cursor");
Utils::Hook(0x507643, Window::StyleHookStub, HOOK_CALL).install()->quick();
// Main window creation
Utils::Hook::Nop(0x5076AA, 1);
Utils::Hook(0x5076AB, Window::CreateMainWindow, HOOK_CALL).install()->quick();
// Mark the cursor as visible
Utils::Hook(0x48E5D3, Window::DrawCursorStub, HOOK_CALL).install()->quick();
// Draw the cursor if necessary
Scheduler::Loop([]
{
if (Window::NativeCursor.get<bool>() && IsWindow(Window::MainWindow) && GetForegroundWindow() == Window::MainWindow && Window::IsCursorWithin(Window::MainWindow))
{
int value = 0;
Window::ApplyCursor();
if (Window::CursorVisible)
{
while ((value = ShowCursor(TRUE)) < 0) {};
while (value > 0) { value = ShowCursor(FALSE); } // Set display counter to 0
}
else
{
while ((value = ShowCursor(FALSE)) >= 0) {};
while (value < -1) { value = ShowCursor(TRUE); } // Set display counter to -1
}
Window::CursorVisible = FALSE;
}
}, Scheduler::Pipeline::RENDERER);
// Don't let the game interact with the native cursor
Utils::Hook::Set(0x6D7348, Window::ShowCursorHook);
// Use custom message handler
Utils::Hook::Set(0x64D298, Window::MessageHandler);
Window::OnWndMessage(WM_SETCURSOR, [](WPARAM, LPARAM)
{
Window::ApplyCursor();
return TRUE;
});
Window::EnableDpiAwareness();
}
}