gbe_fork/overlay_experimental/DX9_Hook.cpp
2019-08-27 15:45:53 +02:00

177 lines
4.6 KiB
C++

#include "DX9_Hook.h"
#include "Windows_Hook.h"
#include "Renderer_Detector.h"
#include "../dll/dll.h"
#ifndef NO_OVERLAY
#include <imgui.h>
#include <impls/imgui_impl_dx9.h>
#include "steam_overlay.h"
DX9_Hook* DX9_Hook::_inst = nullptr;
bool DX9_Hook::start_hook()
{
if (!hooked)
{
if (!Windows_Hook::Inst()->start_hook())
return false;
PRINT_DEBUG("Hooked DirectX 9\n");
hooked = true;
Renderer_Detector::Inst().renderer_found(this);
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)Reset, &DX9_Hook::MyReset),
std::make_pair<void**, void*>(&(PVOID&)Present, &DX9_Hook::MyPresent)
);
if (PresentEx != nullptr)
{
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx)
//std::make_pair<void**, void*>(&(PVOID&)EndScene, &DX9_Hook::MyEndScene)
);
}
EndHook();
get_steam_client()->steam_overlay->HookReady();
}
return true;
}
void DX9_Hook::resetRenderState()
{
if (initialized)
{
initialized = false;
ImGui_ImplDX9_Shutdown();
Windows_Hook::Inst()->resetRenderState();
ImGui::DestroyContext();
}
}
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
{
IDirect3DSwapChain9* pSwapChain;
pDevice->GetSwapChain(0, &pSwapChain);
D3DPRESENT_PARAMETERS PresentParameters;
pSwapChain->GetPresentParameters(&PresentParameters);
pSwapChain->Release();
D3DDEVICE_CREATION_PARAMETERS param;
pDevice->GetCreationParameters(&param);
// Workaround to detect if we changed window.
if (param.hFocusWindow != Windows_Hook::Inst()->GetGameHwnd())
resetRenderState();
if (!initialized)
{
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = NULL;
ImGui_ImplDX9_Init(pDevice);
initialized = true;
}
ImGui_ImplDX9_NewFrame();
Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow);
ImGui::NewFrame();
get_steam_client()->steam_overlay->OverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight);
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
}
HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters)
{
DX9_Hook::Inst()->resetRenderState();
return (_this->*DX9_Hook::Inst()->Reset)(pPresentationParameters);
}
HRESULT STDMETHODCALLTYPE DX9_Hook::MyEndScene(IDirect3DDevice9* _this)
{
if( !DX9_Hook::Inst()->uses_present )
DX9_Hook::Inst()->prepareForOverlay(_this);
return (_this->*DX9_Hook::Inst()->EndScene)();
}
HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion)
{
DX9_Hook::Inst()->uses_present = true;
DX9_Hook::Inst()->prepareForOverlay(_this);
return (_this->*DX9_Hook::Inst()->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}
HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags)
{
DX9_Hook::Inst()->uses_present = true;
DX9_Hook::Inst()->prepareForOverlay(_this);
return (_this->*DX9_Hook::Inst()->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags);
}
DX9_Hook::DX9_Hook():
initialized(false),
hooked(false),
uses_present(false),
EndScene(nullptr),
Present(nullptr),
PresentEx(nullptr),
Reset(nullptr)
{
_library = LoadLibrary(DLL_NAME);
}
DX9_Hook::~DX9_Hook()
{
PRINT_DEBUG("DX9 Hook removed\n");
if (initialized)
{
ImGui_ImplDX9_InvalidateDeviceObjects();
ImGui::DestroyContext();
}
FreeLibrary(reinterpret_cast<HMODULE>(_library));
_inst = nullptr;
}
DX9_Hook* DX9_Hook::Inst()
{
if( _inst == nullptr )
_inst = new DX9_Hook;
return _inst;
}
const char* DX9_Hook::get_lib_name() const
{
return DLL_NAME;
}
void DX9_Hook::loadFunctions(IDirect3DDevice9* pDevice, bool ex)
{
void** vTable = *reinterpret_cast<void***>(pDevice);
#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDirect3DDevice9VTable::X]
LOAD_FUNC(Reset);
LOAD_FUNC(EndScene);
LOAD_FUNC(Present);
if (ex)
LOAD_FUNC(PresentEx);
#undef LOAD_FUNC
}
#endif//NO_OVERLAY