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>
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host/src/imgui_layer.hpp
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27
host/src/imgui_layer.hpp
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// Owns ImGui setup/teardown for the Win32 + DX11 backends.
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#pragma once
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#include <d3d11.h>
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#include <windows.h>
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namespace coop
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{
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class ImGuiLayer
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{
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public:
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ImGuiLayer() = default;
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~ImGuiLayer();
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ImGuiLayer(const ImGuiLayer&) = delete;
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ImGuiLayer& operator=(const ImGuiLayer&) = delete;
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bool init(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* context);
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void begin_frame();
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void end_frame();
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private:
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bool initialized_ = false;
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};
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} // namespace coop
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