Files
CoopAllTheThings/host/src/main.cpp
BlackMark edf2da69d8 Steam Input as the primary guest-input path (optional, SDK-gated)
Add SteamInputSource: initializes SteamAPI + Steam Input, loads a bundled action
manifest via SetInputActionManifestFilePath (no partner-backend config needed),
and reads the GameControls action set into CoopPadState -- falling back to XInput
per slot, and to pure XInput if Steam isn't available, so the host always runs.

Enabled automatically when the Steamworks SDK is vendored at
third_party/steamworks_sdk/ (auto-detected by CMake; gitignored and never
committed -- the build is XInput-only without it). Stages steam_api64.dll + the
manifest next to the host and builds coop_steam_input_probe (a console smoke test).

Verified: the probe initializes against the live Steam client and enumerates
controllers; the host degrades gracefully when launched standalone. All 5 tests
pass. Reading actual controller state needs a pad bound through Steam Input for
the running (donor) appid, which XInput otherwise covers.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-20 11:51:58 +02:00

196 lines
5.4 KiB
C++

// CoopAllTheThings host.
//
// Borderless window that Steam Remote Play Together captures, plus the overlay
// that drives the tool: it forwards controller input into an injected game
// (Injection panel), spoofs the game's focus, and mirrors the game's window into
// this window via Windows Graphics Capture (Video mirror panel).
#include <memory>
#include <windows.h>
#include <winrt/Windows.Foundation.h>
#include "imgui.h"
#include "audio_panel.hpp"
#include "capture_panel.hpp"
#include "controllers_panel.hpp"
#include "d3d11_window.hpp"
#include "imgui_layer.hpp"
#include "injection_panel.hpp"
#include "input/xinput_source.hpp"
#include "log_panel.hpp"
#include "ui/app_chrome.hpp"
#ifdef COOP_WITH_STEAM
#include <string>
#include "input/steam_input_source.hpp"
#endif
namespace
{
#ifdef COOP_WITH_STEAM
// Absolute path to the bundled Steam Input action manifest (next to the exe).
std::string steam_manifest_path()
{
char buffer[MAX_PATH] = {};
const DWORD len = GetModuleFileNameA(nullptr, buffer, MAX_PATH);
std::string path(buffer, len);
const std::size_t slash = path.find_last_of("\\/");
if (slash != std::string::npos)
{
path.resize(slash + 1);
}
return path + "steam_input_actions.vdf";
}
#endif
// When the overlay is hidden, briefly show a fading hint so the operator can find
// the way back. The window is borderless and non-interactive so it never steals a
// click or a frame from the mirror underneath.
void draw_overlay_hidden_hint(double seconds_hidden)
{
const float fade = 1.0f - static_cast<float>(seconds_hidden) / 4.0f;
if (fade <= 0.0f)
{
return; // fully faded -> truly clean window for RPT capture
}
ImGui::SetNextWindowPos(ImVec2(12.0f, 12.0f));
ImGui::SetNextWindowBgAlpha(0.35f * fade);
const ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
ImGui::Begin("##overlay_hint", nullptr, flags);
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, fade));
ImGui::TextUnformatted("F1: show overlay");
ImGui::PopStyleColor();
ImGui::End();
}
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;
}
// Steam Input is the plan's primary guest-input path (it falls back to XInput
// per slot, and to pure XInput if Steam isn't available). When the host is built
// without the Steamworks SDK, use XInput directly.
#ifdef COOP_WITH_STEAM
std::unique_ptr<coop::InputSource> input = [] {
auto steam = std::make_unique<coop::SteamInputSource>();
steam->init(steam_manifest_path());
return steam;
}();
#else
std::unique_ptr<coop::InputSource> input = std::make_unique<coop::XInputSource>();
#endif
coop::ControllersPanel controllers;
coop::InjectionPanel injection;
coop::AudioPanel audio;
coop::CapturePanel capture;
coop::LogPanel log;
if (!capture.init(window.device()))
{
MessageBoxW(nullptr, L"Failed to initialize the video mirror.", L"CoopAllTheThings", MB_ICONERROR);
return 1;
}
capture.set_injection(&injection); // for the Present-hook (Hooked) video source
// The overlay can be hidden (F1) so the window is a clean mirror for Remote
// Play Together; the pipelines keep running underneath either way.
bool show_overlay = true;
double overlay_hidden_at = 0.0;
coop::UiState ui;
coop::FrameStats stats;
while (window.pump_messages())
{
input->poll();
injection.publish(input->pads());
const HWND game = injection.game_hwnd();
capture.set_target(game);
audio.set_target(game);
imgui.begin_frame();
stats.tick(ImGui::GetIO().DeltaTime * 1000.0f);
log.pull(injection); // drain hook log lines even while the Log window is hidden
if (ImGui::IsKeyPressed(ImGuiKey_F1, false))
{
show_overlay = !show_overlay;
if (!show_overlay)
{
overlay_hidden_at = ImGui::GetTime();
}
}
if (show_overlay)
{
coop::draw_main_menu_bar(ui, stats);
if (ui.show_controllers)
{
controllers.draw(*input, injection.hook_status(), ui.debug_details);
}
if (ui.show_injection)
{
injection.draw(ui.debug_details);
}
if (ui.show_audio)
{
audio.draw_ui(injection.hook_status(), ui.debug_details);
}
if (ui.show_video)
{
capture.draw_ui(stats);
}
if (ui.show_log)
{
log.draw();
}
}
else
{
draw_overlay_hidden_hint(ImGui::GetTime() - overlay_hidden_at);
}
RECT client = {};
GetClientRect(window.hwnd(), &client);
const auto dst_w = static_cast<std::uint32_t>(client.right - client.left);
const auto dst_h = static_cast<std::uint32_t>(client.bottom - client.top);
// Mirrored frame first (the window background), ImGui overlay on top.
window.render_frame([&]() {
capture.render(window.context(), dst_w, dst_h);
imgui.end_frame();
});
}
return 0;
}
} // namespace
int WINAPI wWinMain(HINSTANCE, HINSTANCE, LPWSTR, int)
{
// WGC requires an initialized apartment; multi-threaded suits the
// free-threaded frame pool.
winrt::init_apartment(winrt::apartment_type::multi_threaded);
const int result = run();
winrt::uninit_apartment();
return result;
}