Nemirtingas 40615d07a7 Reworked how renderers are hooked.
Some games doesn't initialise Steam before initalizing their Renderer (even if the doc says to) . So instead of waiting for the game to initialize it, hook to the rendering functions and deduce which implementation should be used.
2019-08-16 10:36:44 +02:00

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C++

#ifndef __INCLUDED_OPENGL_HOOK_H__
#define __INCLUDED_OPENGL_HOOK_H__
#include "Base_Hook.h"
#ifndef NO_OVERLAY
class OpenGL_Hook : public Base_Hook
{
public:
static constexpr const char *DLL_NAME = "opengl32.dll";
using wglSwapBuffers_t = BOOL(WINAPI*)(HDC);
//using wglMakeCurrent_t = BOOL(WINAPI*)(HDC, HGLRC);
private:
// Variables
bool initialized;
// Functions
OpenGL_Hook();
virtual ~OpenGL_Hook();
void start_hook();
void resetRenderState();
void prepareForOverlay(HDC hDC);
// Hook to render functions
static BOOL WINAPI MywglSwapBuffers(HDC hDC);
wglSwapBuffers_t wglSwapBuffers;
// Hook functions so we know we use OGL
//static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC);
//wglMakeCurrent_t wglMakeCurrent;
public:
static void Create(); // Initialize OGL Hook.
};
#endif//NO_OVERLAY
#endif//__INCLUDED_OPENGL_HOOK_H__