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https://github.com/Detanup01/gbe_fork.git
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ca0ef4380a
With that change, I no longer re-hook rendering functions as Hook_Manager::FoundRenderer removes all hooks and then we hook the true functions in the renderer specialization. Added a retry count.
46 lines
1.1 KiB
C++
46 lines
1.1 KiB
C++
#ifndef __INCLUDED_WINDOWS_HOOK_H__
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#define __INCLUDED_WINDOWS_HOOK_H__
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#include "Base_Hook.h"
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#ifndef NO_OVERLAY
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#define WIN32_LEAN_AND_MEAN
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#define VC_EXTRALEAN
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#include <Windows.h>
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class Windows_Hook : public Base_Hook
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{
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public:
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static constexpr const char* DLL_NAME = "user32.dll";
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private:
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// Variables
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bool initialized;
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HWND _game_hwnd;
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WNDPROC _game_wndproc;
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// Functions
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Windows_Hook();
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virtual ~Windows_Hook();
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// Hook to Windows window messages
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decltype(GetRawInputBuffer)* GetRawInputBuffer;
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decltype(GetRawInputData)* GetRawInputData;
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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);
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static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader);
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public:
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bool start_hook();
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void resetRenderState();
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void prepareForOverlay(HWND);
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HWND GetGameHwnd() const;
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WNDPROC GetGameWndProc() const;
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static Windows_Hook& Inst();
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};
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#endif//NO_OVERLAY
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#endif//__INCLUDED_WINDOWS_HOOK_H__
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