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https://github.com/Detanup01/gbe_fork.git
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40615d07a7
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.
42 lines
928 B
C++
42 lines
928 B
C++
#ifndef __INCLUDED_OPENGL_HOOK_H__
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#define __INCLUDED_OPENGL_HOOK_H__
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#include "Base_Hook.h"
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#ifndef NO_OVERLAY
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class OpenGL_Hook : public Base_Hook
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{
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public:
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static constexpr const char *DLL_NAME = "opengl32.dll";
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using wglSwapBuffers_t = BOOL(WINAPI*)(HDC);
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//using wglMakeCurrent_t = BOOL(WINAPI*)(HDC, HGLRC);
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private:
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// Variables
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bool initialized;
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// Functions
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OpenGL_Hook();
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virtual ~OpenGL_Hook();
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void start_hook();
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void resetRenderState();
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void prepareForOverlay(HDC hDC);
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// Hook to render functions
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static BOOL WINAPI MywglSwapBuffers(HDC hDC);
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wglSwapBuffers_t wglSwapBuffers;
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// Hook functions so we know we use OGL
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//static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC);
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//wglMakeCurrent_t wglMakeCurrent;
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public:
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static void Create(); // Initialize OGL Hook.
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};
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#endif//NO_OVERLAY
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#endif//__INCLUDED_OPENGL_HOOK_H__
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