using SharpDX; using SharpDX.Direct3D11; using SharpDX.DXGI; using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Drawing.Imaging; using System.Runtime.InteropServices; using System.Text; using System.Threading; using System.Threading.Tasks; using System.Windows.Forms; using Valve.VR; using VDash.Overlay.Actions; using VDash.Utilities; using VDash.WindowSelectors; using System.Linq; namespace VDash.Overlay { public class WindowOverlay : IOverlay { public event EventHandler OverlayShown; public event EventHandler OverlayHidden; public bool UpdateDashboardName { get; set; } = false; public bool DestroyOnNoWindowFound { get; set; } = false; public int CurrentFPS { get; private set; } private Task m_EventPumpTask = null; /// /// Tracks whether or not this overlay is actually created. /// bool m_Created = false; bool m_Running = true; internal ulong m_OverlayHandle; public ulong OverlayHandle { get { return m_OverlayHandle; } } internal ulong m_ThumbnailIcon; public ulong ThumbnailIcon { get { return m_ThumbnailIcon; } } internal string m_Key; public string Key { get { return m_Key; } } internal string m_Name; public string Name { get { return m_Name; } } public IWindowSelector Selector { get; private set; } = null; public List OverlayShownActions { get; private set; } = new List(); public List OverlayHiddenActions { get; private set; } = new List(); char[] specialKeys = { '+', '^', '%', '~', '(', ')', '{', '}', '[', ']' }; public WindowOverlay(string key, string name, IWindowSelector selector, bool updateDashboardName) { m_Key = key; m_Name = name; Selector = selector; UpdateDashboardName = updateDashboardName; } /// /// Represents whether or not an external caller wants this to stay destroyed, really. /// To keep the DestroyOnNoWindowFound stuff in check. Don't want it creating when it shouldn't. /// bool m_Destroyed = true; public void Create() { m_Destroyed = false; createInternal(); } private void createInternal() { if (m_Created) { throw new Exception("This overlay has already been created."); } //Actually create the overlay var overlay = OpenVR.Overlay; EVROverlayError err = overlay.CreateDashboardOverlay(m_Key, m_Name, ref m_OverlayHandle, ref m_ThumbnailIcon); if (err != EVROverlayError.None) { throw new Exception($"Error creating overlay: {err}"); } overlay.SetOverlayInputMethod(m_OverlayHandle, VROverlayInputMethod.Mouse); m_Running = true; m_EventPumpTask = Task.Factory.StartNew(() => { EventPump(); }); m_Created = true; } public bool IsCreated() { return m_Created; } public void Destroy() { m_Destroyed = true; destroyInternal(); } private void destroyInternal() { if (!m_Created) { throw new Exception("This object is not created."); } m_Created = false; //Signal render thread to exit m_Running = false; //Wait for render thread to exit m_EventPumpTask.Wait(); var err = OpenVR.Overlay.DestroyOverlay(m_OverlayHandle); if( err != EVROverlayError.None) { throw new Exception($"Error destroying overlay: {err}"); } m_OverlayHandle = OpenVR.k_ulOverlayHandleInvalid; m_ThumbnailIcon = OpenVR.k_ulOverlayHandleInvalid; } private void EventPump() { var overlay = OpenVR.Overlay; DateTime lastClick = DateTime.MinValue; #region Rendering setup //Partially taken from here: https://stackoverflow.com/questions/6812068/c-sharp-which-is-the-fastest-way-to-take-a-screen-shot //Desktop Duplication didn't work well, hence is why we're sticking with GDI. Still this is faster than using SetTextureRaw. var factory = new Factory1(); //Get first adapter var adapter = factory.GetAdapter1(0); //Get device from adapter var device = new SharpDX.Direct3D11.Device(adapter); int lastWidth = 0; int lastHeight = 0; // Create Staging texture CPU-accessible //Actual screen texture. //var screenTexture = new Texture2D(device, textureDesc); Texture2D screenTexture = null; DataStream stream = null; #endregion //For FPS counter. int frames = 0; DateTime lastFps = DateTime.MinValue; DateTime lastNameCheck = DateTime.MinValue; while (m_Running) { if (DestroyOnNoWindowFound) { //Check to see if the window actually exists. Act accordingly. if (!Selector.WindowExists()) { if (IsCreated()) { destroyInternal(); Console.WriteLine($"Destroyed {m_Key} because it's window does not exist."); } Thread.Sleep(100); continue; } else if(Selector.WindowExists() && !m_Created && !m_Destroyed) { createInternal(); } } //This technically should never happen, buuuut... IntPtr windowHandle = IntPtr.Zero; try { windowHandle = Selector.GetWindowHandle(); } catch (WindowNotFoundException) { } //Update the SteamVR dash name if necessary, only once a second. if (Selector.WindowExists() && UpdateDashboardName && DateTime.Now.Subtract(lastNameCheck).TotalMilliseconds >= 1000) { var window = Selector.GetWindowInfo(); if(GetOverlayName() != window.Title) { SetOverlayName(window.Title); } lastNameCheck = DateTime.Now; #region Thumbnail rendering using (var icon = User32.GetAppIcon(windowHandle)) { using (var iconBmp = icon.ToBitmap()) { var data = iconBmp.LockBits(new Rectangle(0, 0, iconBmp.Width, iconBmp.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); overlay.SetOverlayRaw(m_ThumbnailIcon, data.Scan0, (uint)data.Width, (uint)data.Height, 4); iconBmp.UnlockBits(data); } } #endregion } //Skip rendering if overlay isn't visible #if !DEBUG if ((m_OverlayHandle == OpenVR.k_ulOverlayHandleInvalid) || overlay == null || (!overlay.IsOverlayVisible(m_OverlayHandle))) { Thread.Sleep(100); continue; } #endif #region VR Events VREvent_t vrEvent = new VREvent_t(); while (OpenVR.Overlay.PollNextOverlayEvent(m_OverlayHandle, ref vrEvent, (uint)Marshal.SizeOf(vrEvent))) { switch ((EVREventType)vrEvent.eventType) { case EVREventType.VREvent_MouseMove: { //Prevent the cursor from moving while we click. Super fkn annoying. if(DateTime.Now.Subtract(lastClick).TotalMilliseconds < 400) { break; } //Make sure the window still exists if (windowHandle != IntPtr.Zero) { var vrX = vrEvent.data.mouse.x; var vrY = vrEvent.data.mouse.y; var rect = new User32.Rect(); User32.GetClientRect(windowHandle, ref rect); int width = rect.right - rect.left; int height = rect.bottom - rect.top; var point = new System.Drawing.Point() { X = (int)vrX, Y = height - (int)vrY }; var succ = User32.ClientToScreen(windowHandle, ref point); if (!succ) { Console.WriteLine("ClientToScreen failed."); } succ = User32.SetCursorPos((int)point.X, (int)point.Y); if (!succ) { Console.WriteLine("SetCursorPos failed."); } } break; } case EVREventType.VREvent_MouseButtonDown: { var clickType = (EVRMouseButton)vrEvent.data.mouse.button; var winClickType = User32.MouseEventFlags.MOUSEEVENTF_LEFTDOWN; switch (clickType) { case EVRMouseButton.Left: { winClickType = User32.MouseEventFlags.MOUSEEVENTF_LEFTDOWN; break; } case EVRMouseButton.Middle: { winClickType = User32.MouseEventFlags.MOUSEEVENTF_MIDDLEDOWN; break; } case EVRMouseButton.Right: { winClickType = User32.MouseEventFlags.MOUSEEVENTF_RIGHTDOWN; break; } } User32.mouse_event(winClickType, 0, 0, 0, UIntPtr.Zero); lastClick = DateTime.Now; break; } case EVREventType.VREvent_MouseButtonUp: { var clickType = (EVRMouseButton)vrEvent.data.mouse.button; var winClickType = User32.MouseEventFlags.MOUSEEVENTF_LEFTUP; switch (clickType) { case EVRMouseButton.Left: { winClickType = User32.MouseEventFlags.MOUSEEVENTF_LEFTUP; break; } case EVRMouseButton.Middle: { winClickType = User32.MouseEventFlags.MOUSEEVENTF_MIDDLEUP; break; } case EVRMouseButton.Right: { winClickType = User32.MouseEventFlags.MOUSEEVENTF_RIGHTUP; break; } } User32.mouse_event(winClickType, 0, 0, 0, UIntPtr.Zero); lastClick = DateTime.MinValue; break; } case EVREventType.VREvent_OverlayShown: { OverlayShown?.Invoke(this, new EventArgs()); if (Selector.WindowExists()) { foreach (var action in OverlayShownActions) { action.PreformAction(this); } } break; } case EVREventType.VREvent_OverlayHidden: { OverlayHidden?.Invoke(this, new EventArgs()); if (Selector.WindowExists()) { foreach (var action in OverlayHiddenActions) { action.PreformAction(this); } } break; } case EVREventType.VREvent_KeyboardCharInput: { //Console.WriteLine($"Got char input: {vrEvent.data.keyboard.cNewInput}"); var input = vrEvent.data.keyboard.cNewInput; //We should only be getting one keypress at a time. switch (input) { case "\b": { SendKeys.SendWait("{BACKSPACE}"); break; } case "\n": { SendKeys.SendWait("{ENTER}"); break; } default: { if (specialKeys.Contains(input[0])) { SendKeys.SendWait("{" + input + "}"); } else { SendKeys.SendWait(input); } break; } } break; } case EVREventType.VREvent_ButtonPress: { EVRButtonId button = (EVRButtonId)vrEvent.data.controller.button; //Console.WriteLine($"Button pressed: {button}"); switch (button) { case EVRButtonId.k_EButton_Knuckles_A: { overlay.ShowKeyboardForOverlay(m_OverlayHandle, (int)EGamepadTextInputMode.k_EGamepadTextInputModeNormal, (int)EGamepadTextInputLineMode.k_EGamepadTextInputLineModeSingleLine, "desc?", 1024, "", true, 0); break; } } break; } } } #endregion #region Acutally Render //Redundant check, but w/e if (Selector.WindowExists() && windowHandle != IntPtr.Zero) { var rect = new User32.Rect(); User32.GetClientRect(windowHandle, ref rect); System.Drawing.Point pnt = new Point { X = 0, Y = 0 }; User32.ClientToScreen(windowHandle, ref pnt); int width = rect.right - rect.left; int height = rect.bottom - rect.top; //Make sure the coords are actually valid. Could be minimized or something. if (width > 0 && height > 0) { using (var bmp = new Bitmap(width, height, PixelFormat.Format32bppArgb)) { using (Graphics graphics = Graphics.FromImage(bmp)) { graphics.CopyFromScreen((int)pnt.X, (int)pnt.Y, 0, 0, new Size(width, height), CopyPixelOperation.SourceCopy); #region Cursor drawing User32.CURSORINFO pci; pci.cbSize = System.Runtime.InteropServices.Marshal.SizeOf(typeof(User32.CURSORINFO)); if (User32.GetCursorInfo(out pci)) { System.Drawing.Point cursorPoint = new System.Drawing.Point() { X = pci.ptScreenPos.X, Y = pci.ptScreenPos.Y }; if (User32.ScreenToClient(windowHandle, ref cursorPoint)) { if (pci.flags == User32.CURSOR_SHOWING) { User32.DrawIcon(graphics.GetHdc(), (int)cursorPoint.X, (int)cursorPoint.Y, pci.hCursor); graphics.ReleaseHdc(); } } else { Console.WriteLine("Error getting coords to draw cursor."); } } else { string errorMessage = new Win32Exception(Marshal.GetLastWin32Error()).Message; Console.WriteLine($"Error getting cursor info: {errorMessage}"); } #endregion var data = bmp.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); if (screenTexture == null || (lastWidth != data.Width || lastHeight != data.Height)) { lastWidth = data.Width; lastHeight = data.Height; if (screenTexture != null) { screenTexture.Dispose(); //Dispose not freeing screenTexture: https://gamedev.stackexchange.com/questions/93311/freeing-texture-memory-in-sharpdx-what-am-i-missing device.ImmediateContext.ClearState(); device.ImmediateContext.Flush(); } var textureDesc = new Texture2DDescription { CpuAccessFlags = CpuAccessFlags.Write, BindFlags = BindFlags.ShaderResource, Format = Format.B8G8R8A8_UNorm, //Format = Format.B8G8R8A8_UNorm_SRgb, Width = data.Width, Height = data.Height, OptionFlags = ResourceOptionFlags.None, MipLevels = 1, ArraySize = 1, SampleDescription = { Count = 1, Quality = 0 }, Usage = ResourceUsage.Dynamic }; screenTexture = new Texture2D(device, textureDesc); stream = new DataStream(4 * width * height, true, true); overlay.SetOverlayWidthInMeters(m_OverlayHandle, 2.5f); HmdVector2_t vecWindowSize = new HmdVector2_t() { v0 = data.Width, v1 = data.Height }; OpenVR.Overlay.SetOverlayMouseScale(m_OverlayHandle, ref vecWindowSize); Console.WriteLine("Updated!"); } //Render using graphics card, in DirectX context. //using () { var screenView = new ShaderResourceView(device, screenTexture); device.ImmediateContext.PixelShader.SetShaderResource(0, screenView); var dr = new SharpDX.DataRectangle(data.Scan0, data.Stride); DataBox databox = device.ImmediateContext.MapSubresource(screenTexture, 0, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out stream); if (!databox.IsEmpty) { int count = 4 * data.Width * data.Height; //Stride compensation. Sometimes the BMP and DX texture strides are different. This fixes it. if (databox.RowPitch == data.Stride) { stream.Write(data.Scan0, 0, count); } //Truncate the extra BMP bytes. else if (databox.RowPitch < data.Stride) { for (int i = 0; i < data.Height; i++) { stream.Write(data.Scan0, (data.Stride * i), databox.RowPitch); } } //Add some junk on empty bytes on the end to make everyone happy. else if (databox.RowPitch > data.Stride) { int difference = databox.RowPitch - data.Stride; byte[] junk = new byte[difference]; for (int i = 0; i < data.Height; i++) { stream.Write(data.Scan0, (data.Stride * i), data.Stride); stream.Write(junk, 0, difference); } } } VRTextureBounds_t bounds = new VRTextureBounds_t(); OpenVR.Overlay.GetOverlayTextureBounds(m_OverlayHandle, ref bounds); var texture = new Texture_t(); texture.handle = screenTexture.NativePointer; texture.eType = ETextureType.DirectX; texture.eColorSpace = EColorSpace.Auto; EVROverlayError result = overlay.SetOverlayTexture(m_OverlayHandle, ref texture); if (result != EVROverlayError.None) { Console.WriteLine($"Error rendering: {result}"); } device.ImmediateContext.UnmapSubresource(screenTexture, 0); frames++; bmp.UnlockBits(data); } } } } } #endregion Thread.Sleep(20); if (DateTime.Now.Subtract(lastFps).TotalMilliseconds > 1000) { //Console.WriteLine($"{frames} fps."); CurrentFPS = frames; frames = 0; lastFps = DateTime.Now; } } //Clean up after we exit while loop. screenTexture.Dispose(); device.ImmediateContext.ClearState(); device.ImmediateContext.Flush(); CurrentFPS = 0; device.Dispose(); adapter.Dispose(); factory.Dispose(); } public void Dispose() { Destroy(); } public string GetOverlayName() { EVROverlayError err = EVROverlayError.None; StringBuilder sb = new StringBuilder(255); uint res = OpenVR.Overlay.GetOverlayName(m_OverlayHandle, sb, 255, ref err); return sb.ToString(); } public void SetOverlayName(string newName) { OpenVR.Overlay.SetOverlayName(m_OverlayHandle, newName); m_Name = newName; } public float GetOverlayWidth() { float width = 0f; OpenVR.Overlay.GetOverlayWidthInMeters(m_OverlayHandle, ref width); return width; } public void SetOverlayWidth(float width) { OpenVR.Overlay.SetOverlayWidthInMeters(m_OverlayHandle, width); } } }