Gaming: raise HDT overlay in X so its buttons get clicks
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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2 changed files with 83 additions and 53 deletions
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@ -17,8 +17,9 @@
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// and guide tooltips came up as large black squares). Those get a 1/255 clear
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// color on their render target as soon as they appear.
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//
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// Clicks: XWayland routes them by X stacking order, which Hyprland changes
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// behind Wine's back; the poll in OnUpdate keeps the overlay raised in X.
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// Clicks on overlay buttons need the overlay above the game in X stacking,
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// which Wine never syncs for this window; the hdt-overlay-raise user service
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// in hosts/FredOS-Gaming.nix does that from outside.
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//
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// Both overlay fixes have to land before the overlay is first shown. HDT loads enabled
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// plugins (plugins.xml) before it starts its overlay update loop, so OnLoad is
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@ -49,7 +50,7 @@ namespace HdtWineOverlay
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public string Description => "Transparent, correctly placed overlay under Wine/Proton (Wayland). Restart HDT after enabling.";
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public string ButtonText => "";
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public string Author => "fred";
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public Version Version => new Version(0, 2, 0);
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public Version Version => new Version(0, 4, 0);
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public MenuItem MenuItem => null;
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private static readonly Color AlmostTransparent = Color.FromArgb(1, 0, 0, 0);
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@ -61,13 +62,6 @@ namespace HdtWineOverlay
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private DateTime _nextPoll = DateTime.MinValue;
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private int _handBacks;
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private static readonly IntPtr HwndTopmost = new IntPtr(-1);
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private static readonly IntPtr HwndNoTopmost = new IntPtr(-2);
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private const uint SwpNoSize = 0x0001;
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private const uint SwpNoMove = 0x0002;
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private const uint SwpNoActivate = 0x0010;
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private const uint SwpNoOwnerZOrder = 0x0200;
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public void OnLoad()
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{
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if(!IsWine())
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@ -136,14 +130,30 @@ namespace HdtWineOverlay
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return;
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_nextPoll = DateTime.UtcNow.AddMilliseconds(250);
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var overlay = Core.Overlay;
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var game = FindWindow("UnityWndClass", "Hearthstone");
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if(!overlay.IsContentVisible || game == IntPtr.Zero)
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return;
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if(GetActiveWindow() == _hookedSource.Handle)
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{
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// Moving the overlay now would make Wine hand it to the compositor
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// for good. Give activation back to the game first, a bounded
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// number of times so this can't become a focus fight.
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if(_handBacks < 5)
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{
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_handBacks++;
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Log.Warn("Overlay is the active window, handing focus back to Hearthstone");
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SetForegroundWindow(game);
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}
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return;
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}
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_handBacks = 0;
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// HDT follows the game window through an out-of-context WinEvent hook
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// (EVENT_OBJECT_LOCATIONCHANGE), which Wine doesn't deliver for
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// compositor-driven moves. Poll the game's client rect instead.
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var overlay = Core.Overlay;
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if(!overlay.IsContentVisible)
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return;
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var game = FindWindow("UnityWndClass", "Hearthstone");
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if(game == IntPtr.Zero || !GetClientRect(game, out var rect))
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if(!GetClientRect(game, out var rect))
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return;
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var origin = new POINT();
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if(!ClientToScreen(game, ref origin))
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@ -157,37 +167,6 @@ namespace HdtWineOverlay
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_lastGameRect = rect;
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overlay.UpdatePosition();
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}
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var hwnd = _hookedSource.Handle;
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if(GetActiveWindow() == hwnd)
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{
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// A SetWindowPos now would make Wine hand the overlay to the
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// compositor for good. Give activation back to the game instead,
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// a bounded number of times so this can't become a focus fight.
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if(_handBacks < 5)
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{
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_handBacks++;
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Log.Warn("Overlay is the active window, handing focus back to Hearthstone");
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SetForegroundWindow(game);
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}
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return;
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}
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_handBacks = 0;
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// XWayland gives a click to the topmost X window under the pointer, in
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// X's stacking order, not the order things are drawn in. Hyprland
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// restacks the game above the overlay in X whenever it focuses it, so
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// the overlay still shows on top but its buttons' clicks land in the
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// game. Re-raise it while the game has focus. Going non-topmost first
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// makes the second call a real z-order change Wine passes on to X
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// (a TOPMOST call on an already topmost window is a no-op). The game's
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// own clicks are unaffected: the overlay's input shape (HDT's
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// WS_EX_TRANSPARENT toggling) decides those, not the stacking.
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if(GetForegroundWindow() != game)
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return;
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const uint flags = SwpNoSize | SwpNoMove | SwpNoActivate | SwpNoOwnerZOrder;
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SetWindowPos(hwnd, HwndNoTopmost, 0, 0, 0, 0, flags);
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SetWindowPos(hwnd, HwndTopmost, 0, 0, 0, 0, flags);
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}
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private void OnToolTipOpened(object sender, RoutedEventArgs e)
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@ -207,7 +186,7 @@ namespace HdtWineOverlay
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if(_patched.TryGetValue(source, out _))
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return;
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_patched.Add(source, null);
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// Diagnostics while the black-square report is open: every window HDT opens.
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// Every window HDT opens, to identify the odd black square if it recurs.
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GetWindowRect(source.Handle, out var r);
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Log.Info($"New window: {source.RootVisual?.GetType().Name} \"{(source.RootVisual as Window)?.Title}\" layered={source.UsesPerPixelOpacity} {r.Right - r.Left}x{r.Bottom - r.Top} at {r.Left},{r.Top}");
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if(!source.UsesPerPixelOpacity)
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@ -318,15 +297,9 @@ namespace HdtWineOverlay
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[DllImport("user32.dll")]
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private static extern IntPtr GetActiveWindow();
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[DllImport("user32.dll")]
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private static extern IntPtr GetForegroundWindow();
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[DllImport("user32.dll")]
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private static extern bool SetForegroundWindow(IntPtr hWnd);
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[DllImport("user32.dll")]
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private static extern bool SetWindowPos(IntPtr hWnd, IntPtr hWndInsertAfter, int x, int y, int cx, int cy, uint uFlags);
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[DllImport("user32.dll")]
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private static extern bool GetWindowRect(IntPtr hWnd, out RECT lpRect);
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