gbe_fork/overlay_experimental/windows/Windows_Hook.h

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/*
* Copyright (C) Nemirtingas
* This file is part of the ingame overlay project
*
* The ingame overlay project is free software; you can redistribute it
* and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 3 of the License, or (at your option) any later version.
*
* The ingame overlay project is distributed in the hope that it will be
* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with the ingame overlay project; if not, see
* <http://www.gnu.org/licenses/>.
*/
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#pragma once
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#include "../internal_includes.h"
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class Windows_Hook :
public Base_Hook
{
public:
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static constexpr const char* DLL_NAME = "user32.dll";
private:
static Windows_Hook* _inst;
// Variables
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bool _Hooked;
bool _Initialized;
int _RecurseCallCount;
HWND _GameHwnd;
WNDPROC _GameWndProc;
POINT _SavedCursorPos;
RECT _SavedClipCursor;
CONST RECT _DefaultClipCursor;
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// In (bool): Is toggle wanted
// Out(bool): Is the overlay visible, if true, inputs will be disabled
std::function<bool(bool)> _KeyCombinationCallback;
std::set<int> _NativeKeyCombination;
bool _KeyCombinationPushed;
// Functions
Windows_Hook();
// Hook to Windows window messages
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decltype(::GetRawInputBuffer) *GetRawInputBuffer;
decltype(::GetRawInputData) *GetRawInputData;
decltype(::GetKeyState) *GetKeyState;
decltype(::GetAsyncKeyState) *GetAsyncKeyState;
decltype(::GetKeyboardState) *GetKeyboardState;
decltype(::GetCursorPos) *GetCursorPos;
decltype(::SetCursorPos) *SetCursorPos;
decltype(::GetClipCursor) *GetClipCursor;
decltype(::ClipCursor) *ClipCursor;
static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader);
static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader);
static SHORT WINAPI MyGetKeyState(int nVirtKey);
static SHORT WINAPI MyGetAsyncKeyState(int vKey);
static BOOL WINAPI MyGetKeyboardState(PBYTE lpKeyState);
static BOOL WINAPI MyGetCursorPos(LPPOINT lpPoint);
static BOOL WINAPI MySetCursorPos(int X, int Y);
static BOOL WINAPI MyGetClipCursor(RECT* lpRect);
static BOOL WINAPI MyClipCursor(CONST RECT* lpRect);
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public:
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std::string LibraryName;
virtual ~Windows_Hook();
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void ResetRenderState();
void SetInitialWindowSize(HWND hWnd);
bool PrepareForOverlay(HWND hWnd);
HWND GetGameHwnd() const;
WNDPROC GetGameWndProc() const;
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bool StartHook(std::function<bool(bool)>& key_combination_callback, std::set<ingame_overlay::ToggleKey> const& toggle_keys);
static Windows_Hook* Inst();
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virtual std::string GetLibraryName() const;
};