VRDash/VDash/Overlay/WindowOverlay.cs

370 lines
14 KiB
C#

using SharpDX;
using SharpDX.Direct3D11;
using SharpDX.DXGI;
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Valve.VR;
using VDash.WindowSelectors;
namespace VDash.Overlay
{
public class WindowOverlay : IOverlay
{
public event EventHandler OverlayShown;
public event EventHandler OverlayHidden;
public CVRSystem VRSystem { get; private set; }
private Task m_EventPumpTask = null;
bool m_Created = false;
bool m_Running = true;
public bool UpdateDashboardName { get; set; } = false;
internal ulong m_Handle;
public ulong Handle
{
get
{
return m_Handle;
}
}
internal string m_Key;
public string Key { get { return m_Key; } }
internal string m_Name;
public string Name { get { return m_Name; } }
IWindowSelector m_Selector = null;
public WindowOverlay(string key, string name, IWindowSelector selector, bool updateDashboardName)
{
m_Key = key;
m_Name = name;
m_Selector = selector;
UpdateDashboardName = updateDashboardName;
}
public void Create()
{
if (m_Created) { throw new Exception("This overlay has already been created."); }
ConsoleManager.Show();
ulong thumbHandle = OpenVR.k_ulOverlayHandleInvalid;
//Actually create the overlay
var overlay = OpenVR.Overlay;
EVROverlayError err = overlay.CreateDashboardOverlay(m_Key, m_Name, ref m_Handle, ref thumbHandle);
if (err != EVROverlayError.None)
{
throw new Exception($"Error creating overlay: {err}");
}
overlay.SetOverlayWidthInMeters(m_Handle, 2.5f);
overlay.SetOverlayInputMethod(m_Handle, VROverlayInputMethod.Mouse);
m_Running = true;
m_EventPumpTask = Task.Factory.StartNew(() => { EventPump(); });
m_Created = true;
}
public void Destroy()
{
if (!m_Created) { throw new Exception("This object is not created."); }
m_Created = false;
//Signal render thread to exit
m_Running = false;
//Wait for render thread to exit
m_EventPumpTask.Wait();
var err = OpenVR.Overlay.DestroyOverlay(m_Handle);
if( err != EVROverlayError.None)
{
throw new Exception($"Error destroying overlay: {err}");
}
}
private void EventPump()
{
#region Rendering setup
var overlay = OpenVR.Overlay;
//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)
{
//Update the SteamVR dash name if necessary, only once a second.
if (UpdateDashboardName && DateTime.Now.Subtract(lastNameCheck).TotalMilliseconds >= 1000)
{
var window = m_Selector.GetWindowInfo();
if(GetOverlayName() != window.Title)
{
SetOverlayName(window.Title);
}
lastNameCheck = DateTime.Now;
}
//Skip rendering if overlay isn't visible
//if ((m_Handle == OpenVR.k_ulOverlayHandleInvalid) || overlay == null || (!overlay.IsOverlayVisible(m_Handle)))
//{
// Thread.Sleep(100);
// continue;
//}
#region VR Events
VREvent_t vrEvent = new VREvent_t();
while (OpenVR.Overlay.PollNextOverlayEvent(m_Handle, ref vrEvent, (uint)Marshal.SizeOf(vrEvent)))
{
switch ((EVREventType)vrEvent.eventType)
{
case EVREventType.VREvent_MouseMove:
{
var x = vrEvent.data.mouse.x;
var y = vrEvent.data.mouse.y;
break;
}
case EVREventType.VREvent_MouseButtonDown:
{
var clickType = (EVRMouseButton)vrEvent.data.mouse.button;
break;
}
case EVREventType.VREvent_MouseButtonUp:
{
var clickType = (EVRMouseButton)vrEvent.data.mouse.button;
break;
}
case EVREventType.VREvent_OverlayShown:
{
OverlayShown?.Invoke(this, new EventArgs());
break;
}
case EVREventType.VREvent_OverlayHidden:
{
OverlayHidden?.Invoke(this, new EventArgs());
break;
}
}
}
#endregion
#region Acutally Render
IntPtr windowHandle = IntPtr.Zero;
try
{
windowHandle = m_Selector.GetWindowHandle();
}
catch (WindowNotFoundException)
{
//Console.WriteLine($"[{m_Key}] {m_Name}: Window not found.");
}
if (windowHandle != IntPtr.Zero)
{
var rect = new User32.Rect();
User32.GetWindowRect(windowHandle, ref rect);
int width = rect.right - rect.left;
int height = rect.bottom - rect.top;
using (var bmp = new Bitmap(width, height, PixelFormat.Format32bppArgb))
{
using (Graphics graphics = Graphics.FromImage(bmp))
{
graphics.CopyFromScreen(rect.left, rect.top, 0, 0, new Size(width, height), CopyPixelOperation.SourceCopy);
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);
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);
}
}
}
var texture = new Texture_t();
texture.handle = screenTexture.NativePointer;
texture.eType = ETextureType.DirectX;
texture.eColorSpace = EColorSpace.Auto;
EVROverlayError result = overlay.SetOverlayTexture(m_Handle, 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.");
frames = 0;
lastFps = DateTime.Now;
}
}
//Clean up after we exit while loop.
device.Dispose();
adapter.Dispose();
factory.Dispose();
}
private class User32
{
[StructLayout(LayoutKind.Sequential)]
public struct Rect
{
public int left;
public int top;
public int right;
public int bottom;
}
[DllImport("user32.dll")]
public static extern IntPtr GetWindowRect(IntPtr hWnd, ref Rect rect);
}
public void Dispose()
{
Destroy();
}
public string GetOverlayName()
{
EVROverlayError err = EVROverlayError.None;
StringBuilder sb = new StringBuilder(255);
uint res = OpenVR.Overlay.GetOverlayName(m_Handle, sb, 255, ref err);
return sb.ToString();
}
public void SetOverlayName(string newName)
{
OpenVR.Overlay.SetOverlayName(m_Handle, newName);
m_Name = newName;
}
}
}