Phase 0: donor-launch spike foundation

Scaffold CoopAllTheThings: Remote Play Together for any XInput game via a
mirror app under a donor appid (real game keeps its own appid, so DRM,
achievements, and playtime stay intact).

- Build: CMake skeleton, ImGui + SafetyHook submodules (no vcpkg)
- common/: host<->hook IPC contract (seqlock pad state, shared-memory RAII)
- host/: borderless D3D11 window + ImGui overlay listing visible XInput pads,
  behind an InputSource interface (Steam Input slots in later)
- README documents the Phase 0 donor-launch validation procedure, anti-cheat
  limitation, and XInput/bitness constraints

Phase 0 validates the riskiest assumption (Steam RPT streams an arbitrary
window under a donor appid and routes guest input to it) before capture and
injection are built.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-18 22:48:31 +02:00
commit cf058aecfa
23 changed files with 1129 additions and 0 deletions

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host/src/imgui_layer.hpp Normal file
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// Owns ImGui setup/teardown for the Win32 + DX11 backends.
#pragma once
#include <d3d11.h>
#include <windows.h>
namespace coop
{
class ImGuiLayer
{
public:
ImGuiLayer() = default;
~ImGuiLayer();
ImGuiLayer(const ImGuiLayer&) = delete;
ImGuiLayer& operator=(const ImGuiLayer&) = delete;
bool init(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* context);
void begin_frame();
void end_frame();
private:
bool initialized_ = false;
};
} // namespace coop