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https://github.com/Detanup01/gbe_fork.git
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44d583ee7d
Hook_Manager now only manages hooks. Renderer_Detector is used to detect the game's renderer. There will be 2 version of it. 1 for windows and 1 for Linux.
48 lines
1.0 KiB
C++
48 lines
1.0 KiB
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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static OpenGL_Hook* _inst;
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// Variables
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bool hooked;
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bool initialized;
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// Functions
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OpenGL_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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virtual ~OpenGL_Hook();
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bool start_hook();
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static OpenGL_Hook* Inst();
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virtual const char* get_lib_name() const;
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void loadFunctions(wglSwapBuffers_t pfnwglSwapBuffers);
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};
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#endif//NO_OVERLAY
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#endif//__INCLUDED_OPENGL_HOOK_H__
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