mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-26 02:14:15 +08:00
db2a803cf7
NO_OVERLAY define becomes EMU_OVERLAY which enables the overlay instead of disabling it. disable_overlay.txt moved to steam_settings.
147 lines
3.0 KiB
C++
147 lines
3.0 KiB
C++
#include "OpenGL_Hook.h"
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#include "Windows_Hook.h"
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#include "../Renderer_Detector.h"
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#include "../../dll/dll.h"
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#ifdef EMU_OVERLAY
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#include <imgui.h>
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#include <impls/imgui_impl_opengl3.h>
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#include <GL/glew.h>
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#include "../steam_overlay.h"
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OpenGL_Hook* OpenGL_Hook::_inst = nullptr;
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bool OpenGL_Hook::start_hook()
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{
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bool res = true;
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if (!hooked)
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{
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if (!Windows_Hook::Inst()->start_hook())
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return false;
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GLenum err = glewInit();
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if (err == GLEW_OK)
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{
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PRINT_DEBUG("Hooked OpenGL\n");
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hooked = true;
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Renderer_Detector::Inst().renderer_found(this);
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UnhookAll();
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers)
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);
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EndHook();
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get_steam_client()->steam_overlay->HookReady();
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}
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else
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{
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PRINT_DEBUG("Failed to hook OpenGL\n");
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/* Problem: glewInit failed, something is seriously wrong. */
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PRINT_DEBUG("Error: %s\n", glewGetErrorString(err));
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res = false;
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}
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}
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return true;
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}
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void OpenGL_Hook::resetRenderState()
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{
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if (initialized)
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{
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ImGui_ImplOpenGL3_Shutdown();
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Windows_Hook::Inst()->resetRenderState();
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ImGui::DestroyContext();
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initialized = false;
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}
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}
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// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
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void OpenGL_Hook::prepareForOverlay(HDC hDC)
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{
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HWND hWnd = WindowFromDC(hDC);
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if (hWnd != Windows_Hook::Inst()->GetGameHwnd())
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resetRenderState();
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if (!initialized)
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{
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.IniFilename = NULL;
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ImGui_ImplOpenGL3_Init();
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get_steam_client()->steam_overlay->CreateFonts();
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initialized = true;
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}
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if (ImGui_ImplOpenGL3_NewFrame())
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{
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Windows_Hook::Inst()->prepareForOverlay(hWnd);
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ImGui::NewFrame();
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get_steam_client()->steam_overlay->OverlayProc();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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}
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BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC)
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{
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OpenGL_Hook::Inst()->prepareForOverlay(hDC);
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return OpenGL_Hook::Inst()->wglSwapBuffers(hDC);
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}
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OpenGL_Hook::OpenGL_Hook():
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initialized(false),
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hooked(false),
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wglSwapBuffers(nullptr)
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{
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_library = LoadLibrary(DLL_NAME);
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}
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OpenGL_Hook::~OpenGL_Hook()
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{
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PRINT_DEBUG("OpenGL Hook removed\n");
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if (initialized)
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{
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ImGui_ImplOpenGL3_Shutdown();
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ImGui::DestroyContext();
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}
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FreeLibrary(reinterpret_cast<HMODULE>(_library));
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_inst = nullptr;
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}
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OpenGL_Hook* OpenGL_Hook::Inst()
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{
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if (_inst == nullptr)
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_inst = new OpenGL_Hook;
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return _inst;
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}
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const char* OpenGL_Hook::get_lib_name() const
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{
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return DLL_NAME;
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}
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void OpenGL_Hook::loadFunctions(wglSwapBuffers_t pfnwglSwapBuffers)
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{
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wglSwapBuffers = pfnwglSwapBuffers;
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}
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#endif//EMU_OVERLAY
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