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https://github.com/Detanup01/gbe_fork.git
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dd530e80b1
Added Base_Hook::get_lib_name to track what renderer is hooked for overlay. Objects used to detect renderer type are now also used to hook the rendering functions. So we don't have to build another device. Updated VTables for DX12.
108 lines
3.7 KiB
C++
108 lines
3.7 KiB
C++
#ifndef __INCLUDED_HOOK_BASE_H__
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#define __INCLUDED_HOOK_BASE_H__
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#include "Base_Hook.h"
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#ifndef NO_OVERLAY
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#include <set>
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#include <thread>
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#if defined(_WIN32) || defined(WIN32)
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#include <Windows.h>
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struct IDXGISwapChain;
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struct IDirect3DDevice9;
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struct IDirect3DDevice9Ex;
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#endif
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/*
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*
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*/
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class Hook_Manager
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{
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friend class Base_Hook;
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public:
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using overlayProc_t = void(*)(int,int);
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using hookReady_t = void(*)(void*);
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protected:
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// TODO: If needed, create a second vector with only the renderers hook
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// Cause actually, a call to FoundRenderer will unhook everything registered except the renderer hook
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// If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ?
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std::set<Base_Hook*> _hooks;
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std::thread *_hook_thread;
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unsigned int _hook_retries;
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bool _renderer_found; // Is the renderer hooked ?
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bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl)
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Base_Hook* rendererdetect_hook;
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Base_Hook* game_renderer;
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class Steam_Overlay* overlay;
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Hook_Manager();
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virtual ~Hook_Manager();
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// Setup opengl device
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void hook_opengl();
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bool stop_retry();
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//void HookLoadLibrary();
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#if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64)
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bool _loadlibrary_hooked; // Are the LoadLibrary functions hooked ?
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bool _dx9_hooked; // DX9 Present and PresentEx Hooked ?
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bool _dxgi_hooked; // DXGI Present is hooked ? (DX10, DX11, DX12)
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// DXGIPresent will be used to detect if DX10, DX11 or DX12 should be used for overlay
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void HookDXGIPresent(IDXGISwapChain* pSwapChain);
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// DX9 Present and PresentEx will be used to detect if DX9 should be used for overlay
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void HookDX9Present(IDirect3DDevice9* pDevice, bool ex);
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// wglMakeCurrent will be used to detect if OpenGL3 should be used for overlay
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void HookwglMakeCurrent();
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// Setup DX9 Device and get vtable
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void hook_dx9();
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// Setup DX10 Device and get vtable
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void hook_dx10();
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// Setup DX11 Device and get vtable
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void hook_dx11();
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// Setup DX12 Device and get vtable
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void hook_dx12();
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void create_hook(const char* libname);
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//void create_hookW(const wchar_t* libname);
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static void find_renderer(Hook_Manager* _this);
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//static HMODULE WINAPI MyLoadLibraryA(LPCTSTR lpLibFileName);
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//static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName);
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//static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags);
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//static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags);
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// If this is called, then DX10, DX11 or DX12 will be used to render overlay
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static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags);
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// If any of theses is called, then DX9 will be used to render overlay
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static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion);
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static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags);
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// If this is called, then OpenGL 3 will be used to render overlay
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static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC);
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#elif defined(__linux__)
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#endif
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public:
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static Hook_Manager& Inst();
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void HookRenderer();
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// Set the found hook and free all other hooks
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void FoundRenderer(Base_Hook *hook);
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inline void AddHook(Base_Hook* hook) { _hooks.insert(hook); }
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inline Base_Hook* get_renderer() const { return game_renderer; }
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};
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#endif//NO_OVERLAY
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#endif//__INCLUDED_HOOK_BASE_H__
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