HDT plugin: keep overlay raised in X so buttons get clicks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
rope 2026-10-08 10:58:46 +01:00
parent ab5468fc9e
commit 4d559ad7eb

View file

@ -17,6 +17,9 @@
// and guide tooltips came up as large black squares). Those get a 1/255 clear
// color on their render target as soon as they appear.
//
// Clicks: XWayland routes them by X stacking order, which Hyprland changes
// behind Wine's back; the poll in OnUpdate keeps the overlay raised in X.
//
// Both overlay fixes have to land before the overlay is first shown. HDT loads enabled
// plugins (plugins.xml) before it starts its overlay update loop, so OnLoad is
// early enough; enabling the plugin mid-session needs an HDT restart.
@ -46,7 +49,7 @@ namespace HdtWineOverlay
public string Description => "Transparent, correctly placed overlay under Wine/Proton (Wayland). Restart HDT after enabling.";
public string ButtonText => "";
public string Author => "fred";
public Version Version => new Version(0, 1, 0);
public Version Version => new Version(0, 2, 0);
public MenuItem MenuItem => null;
private static readonly Color AlmostTransparent = Color.FromArgb(1, 0, 0, 0);
@ -56,6 +59,14 @@ namespace HdtWineOverlay
private HwndSource _hookedSource;
private RECT _lastGameRect;
private DateTime _nextPoll = DateTime.MinValue;
private int _handBacks;
private static readonly IntPtr HwndTopmost = new IntPtr(-1);
private static readonly IntPtr HwndNoTopmost = new IntPtr(-2);
private const uint SwpNoSize = 0x0001;
private const uint SwpNoMove = 0x0002;
private const uint SwpNoActivate = 0x0010;
private const uint SwpNoOwnerZOrder = 0x0200;
public void OnLoad()
{
@ -141,10 +152,42 @@ namespace HdtWineOverlay
rect.Right += origin.X;
rect.Top += origin.Y;
rect.Bottom += origin.Y;
if(rect.Equals(_lastGameRect))
if(!rect.Equals(_lastGameRect))
{
_lastGameRect = rect;
overlay.UpdatePosition();
}
var hwnd = _hookedSource.Handle;
if(GetActiveWindow() == hwnd)
{
// A SetWindowPos now would make Wine hand the overlay to the
// compositor for good. Give activation back to the game instead,
// a bounded number of times so this can't become a focus fight.
if(_handBacks < 5)
{
_handBacks++;
Log.Warn("Overlay is the active window, handing focus back to Hearthstone");
SetForegroundWindow(game);
}
return;
_lastGameRect = rect;
overlay.UpdatePosition();
}
_handBacks = 0;
// XWayland gives a click to the topmost X window under the pointer, in
// X's stacking order, not the order things are drawn in. Hyprland
// restacks the game above the overlay in X whenever it focuses it, so
// the overlay still shows on top but its buttons' clicks land in the
// game. Re-raise it while the game has focus. Going non-topmost first
// makes the second call a real z-order change Wine passes on to X
// (a TOPMOST call on an already topmost window is a no-op). The game's
// own clicks are unaffected: the overlay's input shape (HDT's
// WS_EX_TRANSPARENT toggling) decides those, not the stacking.
if(GetForegroundWindow() != game)
return;
const uint flags = SwpNoSize | SwpNoMove | SwpNoActivate | SwpNoOwnerZOrder;
SetWindowPos(hwnd, HwndNoTopmost, 0, 0, 0, 0, flags);
SetWindowPos(hwnd, HwndTopmost, 0, 0, 0, 0, flags);
}
private void OnToolTipOpened(object sender, RoutedEventArgs e)
@ -272,6 +315,18 @@ namespace HdtWineOverlay
[DllImport("user32.dll", CharSet = CharSet.Unicode)]
private static extern IntPtr FindWindow(string lpClassName, string lpWindowName);
[DllImport("user32.dll")]
private static extern IntPtr GetActiveWindow();
[DllImport("user32.dll")]
private static extern IntPtr GetForegroundWindow();
[DllImport("user32.dll")]
private static extern bool SetForegroundWindow(IntPtr hWnd);
[DllImport("user32.dll")]
private static extern bool SetWindowPos(IntPtr hWnd, IntPtr hWndInsertAfter, int x, int y, int cx, int cy, uint uFlags);
[DllImport("user32.dll")]
private static extern bool GetWindowRect(IntPtr hWnd, out RECT lpRect);