gbe_fork/overlay_experimental/OpenGL_Hook.cpp
Nemirtingas 7137fae413 Added error checks for renderer hooks
Added errors checks but there are no error correction, If it fails your won't have any overlay at all.
2019-08-02 09:07:53 +02:00

149 lines
3.4 KiB
C++

#include "../dll/base.h"
#include "OpenGL_Hook.h"
#include "Hook_Manager.h"
#include <imgui.h>
#include <impls/imgui_impl_win32.h>
#include <impls/imgui_impl_opengl3.h>
#include <GL/glew.h>
#pragma comment(lib, "opengl32")
#pragma comment(lib, "glew32s")
// This is created by OpenGL_Hook::Create, and deleted by the Hook_Manager if not used
static OpenGL_Hook* hook;
void OpenGL_Hook::hook_ogl()
{
if (!_hooked)
{
_hooked = true;
Hook_Manager::Inst().FoundHook(this);
GLenum err = glewInit();
if (err == GLEW_OK)
{
PRINT_DEBUG("Hooked OpenGL\n");
UnhookAll();
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers)
);
EndHook();
}
else
{
PRINT_DEBUG("Failed to hook OpenGL\n");
/* Problem: glewInit failed, something is seriously wrong. */
PRINT_DEBUG("Error: %s\n", glewGetErrorString(err));
_hooked = false;
}
}
}
void OpenGL_Hook::resetRenderState()
{
if (initialized)
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
initialized = false;
}
}
void OpenGL_Hook::prepareForOverlay(HDC hDC)
{
HWND hWnd = WindowFromDC(hDC);
RECT rect;
GetClientRect(hWnd, &rect);
if (!initialized)
{
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = NULL;
Hook_Manager::Inst().ChangeGameWindow(hWnd);
ImGui_ImplWin32_Init(hWnd);
ImGui_ImplOpenGL3_Init();
initialized = true;
}
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
Hook_Manager::Inst().CallOverlayProc(rect.right, rect.bottom);
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
/////////////////////////////////////////////////////////////////////////////////////
// OpenGL Initialization functions
BOOL WINAPI OpenGL_Hook::MywglMakeCurrent(HDC hDC, HGLRC hGLRC)
{
auto res = hook->wglMakeCurrent(hDC, hGLRC);
hook->hook_ogl();
return res;
}
/////////////////////////////////////////////////////////////////////////////////////
BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC)
{
hook->prepareForOverlay(hDC);
return hook->wglSwapBuffers(hDC);
}
OpenGL_Hook::OpenGL_Hook():
initialized(false),
wglSwapBuffers(nullptr)
{
_dll = GetModuleHandle(DLL_NAME);
_hooked = false;
// Hook to wglMakeCurrent so we know when it gets called.
// If its called, then OpenGL will be used to render the overlay.
wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent");
wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(_dll, "wglSwapBuffers");
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)wglMakeCurrent, &OpenGL_Hook::MywglMakeCurrent)
);
EndHook();
}
OpenGL_Hook::~OpenGL_Hook()
{
PRINT_DEBUG("OpenGL Hook removed\n");
if (_hooked)
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
}
hook = nullptr;
}
void OpenGL_Hook::Create()
{
if (hook == nullptr)
{
hook = new OpenGL_Hook;
// Register the hook to the Hook Manager
Hook_Manager::Inst().AddHook(hook);
}
}