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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root = true
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charset = utf-8
end_of_line = lf
insert_final_newline = true
trim_trailing_whitespace = true
[*.{c,cpp,h,hpp,inc}]
indent_style = tab
indent_size = 4
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.vs
*.vcxproj.user
*.args.json
/bin
/build
CMakeUserPresets.json
x64
Debug
Release

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[submodule "third_party/imgui"]
path = third_party/imgui
url = https://github.com/ocornut/imgui.git
[submodule "third_party/safetyhook"]
path = third_party/safetyhook
url = https://github.com/cursey/safetyhook.git

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cmake_minimum_required(VERSION 3.21)
project(CoopAllTheThings
VERSION 0.0.1
DESCRIPTION "Steam Remote Play Together for any XInput game"
LANGUAGES CXX)
if(NOT WIN32)
message(FATAL_ERROR "CoopAllTheThings targets Windows only.")
endif()
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
# Single output dir keeps the donor-launch / inject workflow simple: host exe and
# hook dll land next to each other under /bin (already in .gitignore).
set(COOP_OUTPUT_DIR "${CMAKE_SOURCE_DIR}/bin/$<CONFIG>")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${COOP_OUTPUT_DIR}")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${COOP_OUTPUT_DIR}")
if(MSVC)
add_compile_options(/W4 /permissive- /Zc:__cplusplus /utf-8 /MP)
add_compile_definitions(UNICODE _UNICODE WIN32_LEAN_AND_MEAN NOMINMAX)
endif()
add_subdirectory(third_party)
add_subdirectory(common)
add_subdirectory(host)
# The injected hook DLL pulls in SafetyHook (+ Zydis). It is built in Phase 1;
# enable once the dependency is wired so Phase 0 stays minimal.
option(COOP_BUILD_HOOK "Build the injected game-side hook DLL" OFF)
if(COOP_BUILD_HOOK)
add_subdirectory(hook)
endif()

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# CoopAllTheThings
Steam **Remote Play Together (RPT)** for any XInput game — without breaking DRM,
achievements, or playtime.
Existing "donor game" tools (e.g. RemotePlayWhatever) copy a target game's files
into a donor game's folder and rename the executable so Steam streams the target
under the donor's appid. That breaks DRM-protected games, breaks achievements,
and credits playtime to the donor.
CoopAllTheThings takes a different approach: the **real game runs normally under
its own appid** (so DRM, achievements, and playtime all work), while a lightweight
**mirror app runs under the donor appid**. The mirror presents a borderless
window that is a live copy of the game's video + audio, and forwards the guests'
input back into the real game. Steam's RPT captures the mirror window — so any
XInput game becomes Remote-Play-Together-able.
See [`docs`](docs) and the in-repo plan for the full design.
## Architecture (target)
| Concern | Mechanism | Where |
| --- | --- | --- |
| Receive guest input | Steam Input / XInput (RPT delivers guests to the focused window) | `coop_host.exe` |
| Forward input to game | DLL injection + XInput hook (SafetyHook) — game sees *only* our pad | `coop_hook.dll` |
| Mirror video | Windows Graphics Capture first; `IDXGISwapChain::Present` hook as the low-latency upgrade | host (+ hook) |
| Mirror audio | WASAPI process-loopback capture of the game, re-rendered | `coop_host.exe` |
| Host ↔ hook IPC | Named shared memory (seqlock for input, shared D3D11 texture for video) | `common/` |
## Limitations
- **Anti-cheat:** the input path injects `coop_hook.dll` into the target game.
Games protected by kernel-level anti-cheat (Easy Anti-Cheat, BattlEye,
Vanguard, etc.) will detect the injected module and may **kick the player or
issue a ban**. Such games are explicitly **out of scope and unsupported** — do
not use CoopAllTheThings with them. The tool targets single-player and
co-op/local-multiplayer titles without active anti-cheat.
- **XInput only:** the game must read controllers via XInput (the common case).
DirectInput-only / RawInput-only games are not handled.
- **Architecture match:** the host and hook DLL must match the game's bitness.
x64 is supported first; x86 support is a later phase (see the plan).
## Status
**Phase 0 — donor spike (current).** `coop_host.exe` is a borderless D3D11 window
with an ImGui overlay that lists every controller it can see. It exists to
validate the riskiest assumption before anything else is built: *can Steam RPT
stream an arbitrary window launched under a donor appid, and route a guest's
gamepad into it?*
Later phases (capture, injection, audio) are scoped in the plan and gated on
Phase 0 passing.
## Building
Requirements: Windows 10/11, Visual Studio 2022 (MSVC + C++ workload), CMake ≥ 3.21.
```sh
git clone --recurse-submodules <repo-url>
# or, if already cloned:
git submodule update --init --recursive
cmake -S . -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Debug
# output: bin/Debug/coop_host.exe
```
Third-party dependencies (Dear ImGui, SafetyHook) are git submodules under
`third_party/`; the Steamworks SDK is vendored manually there when wired. No
vcpkg / package manager is used.
## Phase 0: validating the donor-launch assumption
This is a manual test — it needs Steam, a second person (or second account), and
a donor game that supports Remote Play Together.
1. **Pick a donor game** you own that supports Remote Play Together (check the
"Remote Play Together" tag on its store page). The donor only needs RPT
support; it is never actually played.
2. **Launch the host under the donor's appid.** Find the donor's appid (the
number in its store URL), then run:
```text
"C:\Program Files (x86)\Steam\steam.exe" -applaunch <donorAppId> "D:\dev\CoopAllTheThings\bin\Debug\coop_host.exe"
```
The borderless overlay window should appear and Steam should consider the
donor "running" (green status / "Stop" button in the library).
> If the donor ignores the trailing path, set the host as the donor's
> **Launch Options** instead (`"D:\...\coop_host.exe" %command%` variants),
> or use a launcher such as RemotePlayDetached. Recording which method makes
> Steam attribute our window to the donor is the main deliverable of Phase 0.
3. **Start Remote Play Together** from the Steam friends list / overlay and invite
a friend (or a second machine/account).
4. **Verify on the guest side:**
- The guest sees the borderless overlay window streamed (not a black screen).
- The guest presses buttons on their controller and the corresponding slot in
the overlay lights up. This proves RPT routes guest input into our window
as XInput — the foundation the whole tool relies on.
5. Press **Esc** in the host window to quit.
**If steps 2 and 4 both work, the core premise holds** and we proceed to Phase 1
(window capture + input injection). If not, we revisit the donor-attribution
approach before building further.

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# Header-only IPC contract shared by the host and the injected hook DLL.
add_library(coop_common INTERFACE)
target_include_directories(coop_common INTERFACE include)
target_compile_features(coop_common INTERFACE cxx_std_20)

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// IPC contract shared between the host (coop_host.exe) and the injected hook
// DLL (coop_hook.dll). Both sides compile this identical header, so the memory
// layout must stay POD and version-locked.
#pragma once
#include <atomic>
#include <cstdint>
namespace coop
{
// Bump whenever the layout of SharedBlock or CoopPadState changes. The hook
// refuses to attach to a host with a mismatched version.
inline constexpr std::uint32_t kProtocolVersion = 1;
// 'COOP' little-endian, used to sanity-check the mapping before trusting it.
inline constexpr std::uint32_t kProtocolMagic = 0x504F4F43u;
// XInput exposes four controller slots; we mirror that fixed count.
inline constexpr std::uint32_t kMaxPads = 4;
// The shared-memory section is named per host process id so multiple sessions
// can coexist. Format with the target game's pid: coop_ipc_<pid>.
inline constexpr wchar_t kSharedMemoryPrefix[] = L"Local\\coop_ipc_";
// One controller's state, laid out to map 1:1 onto XINPUT_GAMEPAD plus the
// metadata the hook needs. Field names/types match XINPUT_GAMEPAD so the hook
// can memcpy the trailing region straight into an XINPUT_STATE.
struct CoopPadState
{
std::uint8_t connected; // 1 if a guest/host pad is mapped to this slot
std::uint8_t reserved[3];
std::uint32_t packet; // bumps on change -> XINPUT_STATE::dwPacketNumber
std::uint16_t buttons; // XINPUT_GAMEPAD_* bitmask
std::uint8_t left_trigger;
std::uint8_t right_trigger;
std::int16_t thumb_lx;
std::int16_t thumb_ly;
std::int16_t thumb_rx;
std::int16_t thumb_ry;
};
static_assert(sizeof(CoopPadState) == 20, "CoopPadState layout must stay stable across both modules");
// Top-level shared block. The host is the sole writer of pad state; the hook is
// the sole reader. A seqlock (even = stable, odd = write in progress) lets the
// reader grab a torn-free snapshot without a kernel lock on the hot path.
struct SharedBlock
{
std::uint32_t magic;
std::uint32_t version;
std::uint32_t pad_count; // number of populated slots, <= kMaxPads
std::atomic<std::uint32_t> sequence;
CoopPadState pads[kMaxPads];
// Phase 2 appends the shared-texture handle/dimensions control fields here;
// keep new members at the end so existing offsets never shift.
};
static_assert(std::atomic<std::uint32_t>::is_always_lock_free,
"seqlock requires a lock-free 32-bit atomic for cross-process use");
// --- Seqlock helpers -------------------------------------------------------
// Writer side: publish a fresh set of pad states. Called from the host.
inline void publish_pads(SharedBlock& block, const CoopPadState* pads, std::uint32_t count)
{
if (count > kMaxPads)
{
count = kMaxPads;
}
const std::uint32_t seq = block.sequence.load(std::memory_order_relaxed);
block.sequence.store(seq + 1, std::memory_order_release); // -> odd: write begins
std::atomic_thread_fence(std::memory_order_release);
block.pad_count = count;
for (std::uint32_t i = 0; i < count; ++i)
{
block.pads[i] = pads[i];
}
for (std::uint32_t i = count; i < kMaxPads; ++i)
{
block.pads[i] = CoopPadState{};
}
block.sequence.store(seq + 2, std::memory_order_release); // -> even: write done
}
// Reader side: copy a consistent snapshot. Called from the hook. Spins briefly
// if a write is in flight; bounded so a crashed writer can't hang the game.
inline bool read_pads(const SharedBlock& block, CoopPadState (&out)[kMaxPads], std::uint32_t& out_count)
{
for (int attempt = 0; attempt < 64; ++attempt)
{
const std::uint32_t before = block.sequence.load(std::memory_order_acquire);
if (before & 1u)
{
continue; // writer mid-update, retry
}
std::uint32_t count = block.pad_count;
if (count > kMaxPads)
{
count = kMaxPads;
}
for (std::uint32_t i = 0; i < kMaxPads; ++i)
{
out[i] = block.pads[i];
}
std::atomic_thread_fence(std::memory_order_acquire);
const std::uint32_t after = block.sequence.load(std::memory_order_acquire);
if (before == after)
{
out_count = count;
return true;
}
}
return false;
}
} // namespace coop

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// Thin RAII wrapper over a Win32 file-mapping section used as the host<->hook
// IPC transport. Header-only so both modules share one implementation.
#pragma once
#include <string>
#include <utility>
#include <windows.h>
#include "coop/protocol.hpp"
namespace coop
{
class SharedMemory
{
public:
SharedMemory() = default;
SharedMemory(const SharedMemory&) = delete;
SharedMemory& operator=(const SharedMemory&) = delete;
SharedMemory(SharedMemory&& other) noexcept
{
*this = std::move(other);
}
SharedMemory& operator=(SharedMemory&& other) noexcept
{
if (this != &other)
{
reset();
mapping_ = std::exchange(other.mapping_, nullptr);
view_ = std::exchange(other.view_, nullptr);
size_ = std::exchange(other.size_, 0);
}
return *this;
}
~SharedMemory()
{
reset();
}
// Host side: create (or open if it already exists) the named section.
bool create(const std::wstring& name, std::size_t size)
{
reset();
mapping_ = CreateFileMappingW(INVALID_HANDLE_VALUE, nullptr, PAGE_READWRITE, 0,
static_cast<DWORD>(size), name.c_str());
if (mapping_ == nullptr)
{
return false;
}
return map(size);
}
// Hook side: open an existing section created by the host.
bool open(const std::wstring& name, std::size_t size)
{
reset();
mapping_ = OpenFileMappingW(FILE_MAP_ALL_ACCESS, FALSE, name.c_str());
if (mapping_ == nullptr)
{
return false;
}
return map(size);
}
void reset()
{
if (view_ != nullptr)
{
UnmapViewOfFile(view_);
view_ = nullptr;
}
if (mapping_ != nullptr)
{
CloseHandle(mapping_);
mapping_ = nullptr;
}
size_ = 0;
}
[[nodiscard]] bool valid() const
{
return view_ != nullptr;
}
template <typename T>
[[nodiscard]] T* as() const
{
return static_cast<T*>(view_);
}
[[nodiscard]] void* data() const
{
return view_;
}
[[nodiscard]] std::size_t size() const
{
return size_;
}
private:
bool map(std::size_t size)
{
view_ = MapViewOfFile(mapping_, FILE_MAP_ALL_ACCESS, 0, 0, size);
if (view_ == nullptr)
{
CloseHandle(mapping_);
mapping_ = nullptr;
return false;
}
size_ = size;
return true;
}
HANDLE mapping_ = nullptr;
void* view_ = nullptr;
std::size_t size_ = 0;
};
// Build the per-pid section name both sides agree on.
inline std::wstring shared_memory_name(unsigned long target_pid)
{
return std::wstring(kSharedMemoryPrefix) + std::to_wstring(target_pid);
}
} // namespace coop

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add_executable(coop_host WIN32
src/main.cpp
src/d3d11_window.cpp
src/imgui_layer.cpp
src/debug_overlay.cpp
src/input/xinput_source.cpp)
target_include_directories(coop_host PRIVATE src)
target_link_libraries(coop_host PRIVATE
coop_common
imgui
d3d11
dxgi
dwmapi
xinput)
set_target_properties(coop_host PROPERTIES OUTPUT_NAME "coop_host")

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#include "d3d11_window.hpp"
#include <imgui_impl_win32.h>
// Forward declared in the ImGui Win32 backend; lets ImGui consume input first.
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam);
using Microsoft::WRL::ComPtr;
namespace coop
{
namespace
{
constexpr wchar_t kWindowClass[] = L"CoopAllTheThingsWindow";
}
D3D11Window::~D3D11Window()
{
release_render_target();
if (hwnd_ != nullptr)
{
DestroyWindow(hwnd_);
hwnd_ = nullptr;
}
UnregisterClassW(kWindowClass, GetModuleHandleW(nullptr));
}
bool D3D11Window::create(const wchar_t* title)
{
const HINSTANCE instance = GetModuleHandleW(nullptr);
WNDCLASSEXW wc = {};
wc.cbSize = sizeof(wc);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = &D3D11Window::wnd_proc;
wc.hInstance = instance;
wc.hCursor = LoadCursorW(nullptr, IDC_ARROW);
wc.lpszClassName = kWindowClass;
if (RegisterClassExW(&wc) == 0)
{
return false;
}
// Borderless popup covering the primary monitor. Steam RPT only streams the
// focused window, and exclusive-fullscreen swap chains can't be captured, so
// a plain WS_POPUP is exactly what we want.
const int width = GetSystemMetrics(SM_CXSCREEN);
const int height = GetSystemMetrics(SM_CYSCREEN);
hwnd_ = CreateWindowExW(0, kWindowClass, title, WS_POPUP, 0, 0, width, height, nullptr, nullptr, instance, this);
if (hwnd_ == nullptr)
{
return false;
}
if (!create_device())
{
return false;
}
ShowWindow(hwnd_, SW_SHOW);
UpdateWindow(hwnd_);
SetForegroundWindow(hwnd_);
return true;
}
bool D3D11Window::create_device()
{
DXGI_SWAP_CHAIN_DESC1 desc = {};
desc.Width = 0; // derive from the window client area
desc.Height = 0;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferCount = 2;
desc.Scaling = DXGI_SCALING_STRETCH;
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
desc.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
UINT flags = 0;
#ifdef _DEBUG
flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
const D3D_FEATURE_LEVEL levels[] = {D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0};
if (FAILED(D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, flags, levels, _countof(levels),
D3D11_SDK_VERSION, device_.GetAddressOf(), nullptr, context_.GetAddressOf())))
{
return false;
}
ComPtr<IDXGIDevice> dxgi_device;
if (FAILED(device_.As(&dxgi_device)))
{
return false;
}
ComPtr<IDXGIAdapter> adapter;
if (FAILED(dxgi_device->GetAdapter(adapter.GetAddressOf())))
{
return false;
}
ComPtr<IDXGIFactory2> factory;
if (FAILED(adapter->GetParent(IID_PPV_ARGS(factory.GetAddressOf()))))
{
return false;
}
if (FAILED(factory->CreateSwapChainForHwnd(device_.Get(), hwnd_, &desc, nullptr, nullptr,
swap_chain_.GetAddressOf())))
{
return false;
}
// Don't let DXGI swallow Alt+Enter into an exclusive-fullscreen transition.
factory->MakeWindowAssociation(hwnd_, DXGI_MWA_NO_ALT_ENTER);
create_render_target();
return true;
}
void D3D11Window::create_render_target()
{
ComPtr<ID3D11Texture2D> back_buffer;
if (SUCCEEDED(swap_chain_->GetBuffer(0, IID_PPV_ARGS(back_buffer.GetAddressOf()))))
{
device_->CreateRenderTargetView(back_buffer.Get(), nullptr, rtv_.ReleaseAndGetAddressOf());
}
}
void D3D11Window::release_render_target()
{
rtv_.Reset();
}
void D3D11Window::handle_resize(UINT width, UINT height)
{
if (swap_chain_ == nullptr || width == 0 || height == 0)
{
return;
}
release_render_target();
swap_chain_->ResizeBuffers(0, width, height, DXGI_FORMAT_UNKNOWN, 0);
create_render_target();
}
bool D3D11Window::pump_messages()
{
MSG msg;
while (PeekMessageW(&msg, nullptr, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
{
return false;
}
TranslateMessage(&msg);
DispatchMessageW(&msg);
}
if (resize_pending_)
{
handle_resize(resize_width_, resize_height_);
resize_pending_ = false;
}
return true;
}
void D3D11Window::render_frame(const RenderCallback& render)
{
const float clear[4] = {0.06f, 0.06f, 0.08f, 1.0f};
context_->OMSetRenderTargets(1, rtv_.GetAddressOf(), nullptr);
context_->ClearRenderTargetView(rtv_.Get(), clear);
if (render)
{
render();
}
// vsync on: matches the captured stream cadence and avoids a busy spin.
swap_chain_->Present(1, 0);
}
LRESULT CALLBACK D3D11Window::wnd_proc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
if (msg == WM_NCCREATE)
{
auto* create = reinterpret_cast<CREATESTRUCTW*>(lparam);
SetWindowLongPtrW(hwnd, GWLP_USERDATA, reinterpret_cast<LONG_PTR>(create->lpCreateParams));
}
if (ImGui_ImplWin32_WndProcHandler(hwnd, msg, wparam, lparam))
{
return true;
}
auto* self = reinterpret_cast<D3D11Window*>(GetWindowLongPtrW(hwnd, GWLP_USERDATA));
switch (msg)
{
case WM_SIZE:
if (self != nullptr && wparam != SIZE_MINIMIZED)
{
self->resize_pending_ = true;
self->resize_width_ = LOWORD(lparam);
self->resize_height_ = HIWORD(lparam);
}
return 0;
case WM_KEYDOWN:
// Spike convenience: Esc quits so we aren't stuck in a borderless window.
if (wparam == VK_ESCAPE)
{
PostQuitMessage(0);
}
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
default:
break;
}
return DefWindowProcW(hwnd, msg, wparam, lparam);
}
} // namespace coop

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// Borderless full-screen D3D11 window. This is the surface Steam Remote Play
// Together captures, so it must be a normal (non-exclusive) top-level window
// that owns a flip-model swap chain.
#pragma once
#include <d3d11.h>
#include <dxgi1_2.h>
#include <wrl/client.h>
#include <functional>
namespace coop
{
class D3D11Window
{
public:
using RenderCallback = std::function<void()>;
D3D11Window() = default;
~D3D11Window();
D3D11Window(const D3D11Window&) = delete;
D3D11Window& operator=(const D3D11Window&) = delete;
// Creates the borderless window sized to the primary monitor and brings up
// the D3D11 device + swap chain. Returns false on any failure.
bool create(const wchar_t* title);
// Pumps the message queue once. Returns false when the window is closing.
bool pump_messages();
// Clears the back buffer, invokes render (where ImGui draws), and presents.
void render_frame(const RenderCallback& render);
[[nodiscard]] HWND hwnd() const
{
return hwnd_;
}
[[nodiscard]] ID3D11Device* device() const
{
return device_.Get();
}
[[nodiscard]] ID3D11DeviceContext* context() const
{
return context_.Get();
}
private:
static LRESULT CALLBACK wnd_proc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam);
bool create_device();
void create_render_target();
void release_render_target();
void handle_resize(UINT width, UINT height);
HWND hwnd_ = nullptr;
bool resize_pending_ = false;
UINT resize_width_ = 0;
UINT resize_height_ = 0;
Microsoft::WRL::ComPtr<ID3D11Device> device_;
Microsoft::WRL::ComPtr<ID3D11DeviceContext> context_;
Microsoft::WRL::ComPtr<IDXGISwapChain1> swap_chain_;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> rtv_;
};
} // namespace coop

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#include "debug_overlay.hpp"
#include <imgui.h>
namespace coop
{
namespace
{
struct ButtonBit
{
std::uint16_t mask;
const char* label;
};
// XINPUT_GAMEPAD_* bit values (kept local so this file needn't include Xinput.h).
constexpr ButtonBit kButtons[] = {
{0x0001, "Up"}, {0x0002, "Down"}, {0x0004, "Left"}, {0x0008, "Right"}, {0x0010, "Start"},
{0x0020, "Back"}, {0x0040, "LS"}, {0x0080, "RS"}, {0x0100, "LB"}, {0x0200, "RB"},
{0x1000, "A"}, {0x2000, "B"}, {0x4000, "X"}, {0x8000, "Y"},
};
void draw_pad(int index, const PadInfo& pad)
{
ImGui::PushID(index);
if (!pad.connected)
{
ImGui::TextDisabled("Slot %d: disconnected", index);
ImGui::PopID();
return;
}
ImGui::Text("Slot %d [%s]", index, pad.source.c_str());
ImGui::Text("LT %3u RT %3u", pad.state.left_trigger, pad.state.right_trigger);
ImGui::Text("L (%6d, %6d) R (%6d, %6d)", pad.state.thumb_lx, pad.state.thumb_ly, pad.state.thumb_rx,
pad.state.thumb_ry);
bool first = true;
ImGui::TextUnformatted("Buttons: ");
for (const ButtonBit& b : kButtons)
{
if ((pad.state.buttons & b.mask) != 0)
{
ImGui::SameLine();
ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.4f, 1.0f), "%s%s", first ? "" : ", ", b.label);
first = false;
}
}
if (first)
{
ImGui::SameLine();
ImGui::TextDisabled("(none)");
}
ImGui::Separator();
ImGui::PopID();
}
} // namespace
void draw_debug_overlay(const InputSource& input)
{
ImGui::SetNextWindowPos(ImVec2(24, 24), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(420, 0), ImGuiCond_FirstUseEver);
ImGui::Begin("CoopAllTheThings - Phase 0 spike");
ImGui::Text("Input backend: %s", input.name());
ImGui::Text("%.1f FPS (%.2f ms)", ImGui::GetIO().Framerate, 1000.0f / ImGui::GetIO().Framerate);
ImGui::TextDisabled("This window is what Remote Play Together captures.");
ImGui::TextDisabled("Press Esc to quit.");
ImGui::Separator();
const auto& pads = input.pads();
for (int i = 0; i < static_cast<int>(pads.size()); ++i)
{
draw_pad(i, pads[i]);
}
ImGui::End();
}
} // namespace coop

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#pragma once
#include "input/input_source.hpp"
namespace coop
{
// Phase 0 overlay: confirms the host is alive and, crucially, shows which
// controllers are visible -- this is how we verify Remote Play Together is
// routing a guest's gamepad into our window.
void draw_debug_overlay(const InputSource& input);
} // namespace coop

54
host/src/imgui_layer.cpp Normal file
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#include "imgui_layer.hpp"
#include <imgui.h>
#include <imgui_impl_dx11.h>
#include <imgui_impl_win32.h>
namespace coop
{
ImGuiLayer::~ImGuiLayer()
{
if (initialized_)
{
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
initialized_ = false;
}
}
bool ImGuiLayer::init(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* context)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = nullptr; // don't litter the cwd with imgui.ini during the spike
ImGui::StyleColorsDark();
if (!ImGui_ImplWin32_Init(hwnd))
{
return false;
}
if (!ImGui_ImplDX11_Init(device, context))
{
return false;
}
initialized_ = true;
return true;
}
void ImGuiLayer::begin_frame()
{
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
}
void ImGuiLayer::end_frame()
{
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
}
} // namespace coop

27
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

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// Abstraction over "where controller input comes from" on the host side.
//
// Phase 0/1 use XInputSource: Remote Play Together delivers each guest's gamepad
// to the focused window (our host) as a virtual XInput controller, so reading
// XInput is enough to see guests. A future SteamInputSource can implement this
// same interface for cleaner per-guest handles once the Steamworks SDK is wired.
#pragma once
#include <array>
#include <string>
#include "coop/protocol.hpp"
namespace coop
{
struct PadInfo
{
bool connected = false;
CoopPadState state = {};
std::string source; // human-readable label for the debug overlay
};
class InputSource
{
public:
virtual ~InputSource() = default;
// Name of the backend, shown in the overlay.
[[nodiscard]] virtual const char* name() const = 0;
// Refresh all pad slots; call once per frame.
virtual void poll() = 0;
// Latest snapshot of every slot (indexed 0..kMaxPads-1).
[[nodiscard]] virtual const std::array<PadInfo, kMaxPads>& pads() const = 0;
};
} // namespace coop

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#include "input/xinput_source.hpp"
#include <windows.h>
#include <xinput.h>
namespace coop
{
void XInputSource::poll()
{
for (DWORD i = 0; i < kMaxPads; ++i)
{
XINPUT_STATE state = {};
const DWORD result = XInputGetState(i, &state);
PadInfo& info = pads_[i];
if (result == ERROR_SUCCESS)
{
info.connected = true;
info.source = "XInput #" + std::to_string(i);
// XINPUT_GAMEPAD is laid out identically to the tail of CoopPadState,
// so copy field by field to keep the mapping explicit and safe.
const XINPUT_GAMEPAD& g = state.Gamepad;
info.state.connected = 1;
info.state.packet = state.dwPacketNumber;
info.state.buttons = g.wButtons;
info.state.left_trigger = g.bLeftTrigger;
info.state.right_trigger = g.bRightTrigger;
info.state.thumb_lx = g.sThumbLX;
info.state.thumb_ly = g.sThumbLY;
info.state.thumb_rx = g.sThumbRX;
info.state.thumb_ry = g.sThumbRY;
}
else
{
info = PadInfo{};
}
}
}
} // namespace coop

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#pragma once
#include "input/input_source.hpp"
namespace coop
{
// Reads the four XInput slots. Remote Play Together exposes guest controllers
// here, alongside any controllers physically attached to the host.
class XInputSource final : public InputSource
{
public:
[[nodiscard]] const char* name() const override
{
return "XInput";
}
void poll() override;
[[nodiscard]] const std::array<PadInfo, kMaxPads>& pads() const override
{
return pads_;
}
private:
std::array<PadInfo, kMaxPads> pads_;
};
} // namespace coop

58
host/src/main.cpp Normal file
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// CoopAllTheThings host -- Phase 0 spike.
//
// Brings up the borderless window Steam Remote Play Together will capture and an
// ImGui overlay that lists every controller it can see. The goal of this build
// is to validate the riskiest assumption end-to-end: launch this exe under a
// donor appid (steam -applaunch <donorAppId> <path-to-host.exe>), invite a
// friend, and confirm (a) the window streams and (b) the guest's gamepad shows
// up in the overlay. Capture/injection are built on top of this once it holds.
#include <memory>
#include <windows.h>
#include "d3d11_window.hpp"
#include "debug_overlay.hpp"
#include "imgui_layer.hpp"
#include "input/xinput_source.hpp"
namespace
{
int run()
{
coop::D3D11Window window;
if (!window.create(L"CoopAllTheThings"))
{
MessageBoxW(nullptr, L"Failed to create the D3D11 window.", L"CoopAllTheThings", MB_ICONERROR);
return 1;
}
coop::ImGuiLayer imgui;
if (!imgui.init(window.hwnd(), window.device(), window.context()))
{
MessageBoxW(nullptr, L"Failed to initialize ImGui.", L"CoopAllTheThings", MB_ICONERROR);
return 1;
}
auto input = std::make_unique<coop::XInputSource>();
while (window.pump_messages())
{
input->poll();
imgui.begin_frame();
coop::draw_debug_overlay(*input);
window.render_frame([&imgui]() { imgui.end_frame(); });
}
return 0;
}
} // namespace
int WINAPI wWinMain(HINSTANCE, HINSTANCE, LPWSTR, int)
{
return run();
}

20
third_party/CMakeLists.txt vendored Normal file
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# Dear ImGui built as a static lib with the Win32 + DX11 backends the host uses.
add_library(imgui STATIC
imgui/imgui.cpp
imgui/imgui_draw.cpp
imgui/imgui_tables.cpp
imgui/imgui_widgets.cpp
imgui/imgui_demo.cpp
imgui/backends/imgui_impl_win32.cpp
imgui/backends/imgui_impl_dx11.cpp)
target_include_directories(imgui PUBLIC
imgui
imgui/backends)
# ImGui's own sources are third-party; don't subject them to /W4.
if(MSVC)
target_compile_options(imgui PRIVATE /W0)
endif()
target_link_libraries(imgui PUBLIC d3d11 dxgi dwmapi)

1
third_party/imgui vendored Submodule

Submodule third_party/imgui added at d15966ff6c

1
third_party/safetyhook vendored Submodule

Submodule third_party/safetyhook added at 2f28386618