mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-27 13:14:01 +08:00
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.
196 lines
5.1 KiB
C++
196 lines
5.1 KiB
C++
#include "Windows_Hook.h"
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#include <imgui.h>
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#include <impls/imgui_impl_win32.h>
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extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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#include "../dll/dll.h"
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#include <psapi.h>
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HWND GetGameWindow()
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{
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HWND hWnd = FindWindow(nullptr, nullptr);
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HMODULE hModules[512];
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DWORD needed;
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if (EnumProcessModules(GetCurrentProcess(), hModules, 512, &needed) != 0)
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{
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int numMods = needed/sizeof(HMODULE);
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while (hWnd)
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{
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HMODULE wndInst = (HMODULE)GetWindowLongPtr(hWnd, GWLP_HINSTANCE);
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if (wndInst != nullptr)
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{
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for (int i = 0; i < numMods; ++i)
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{
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if (!GetParent(hWnd) && hModules[i] == wndInst)
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return hWnd;
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}
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}
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hWnd = GetWindow(hWnd, GW_HWNDNEXT);
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}
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}
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PRINT_DEBUG("Failed to get game window HWND\n");
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return hWnd;
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}
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bool Windows_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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GetRawInputBuffer = ::GetRawInputBuffer;
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GetRawInputData = ::GetRawInputData;
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer),
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std::make_pair<void**, void*>(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData)
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);
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EndHook();
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_hooked = true;
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}
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return res;
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}
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void Windows_Hook::resetRenderState()
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{
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if (initialized)
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{
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initialized = false;
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SetWindowLongPtr(_game_hwnd, GWLP_WNDPROC, (LONG_PTR)_game_wndproc);
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_game_hwnd = nullptr;
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_game_wndproc = nullptr;
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ImGui_ImplWin32_Shutdown();
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}
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}
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void Windows_Hook::prepareForOverlay(HWND hWnd)
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{
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if (!initialized)
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{
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ImGui_ImplWin32_Init(hWnd);
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_game_hwnd = hWnd;
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_game_wndproc = (WNDPROC)SetWindowLongPtr(hWnd, GWLP_WNDPROC, (LONG_PTR)&Windows_Hook::HookWndProc);
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initialized = true;
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}
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ImGui_ImplWin32_NewFrame();
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}
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HWND Windows_Hook::GetGameHwnd() const
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{
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return _game_hwnd;
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}
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WNDPROC Windows_Hook::GetGameWndProc() const
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{
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return _game_wndproc;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// Windows window hooks
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bool IgnoreMsg(UINT uMsg)
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{
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switch (uMsg)
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{
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// Mouse Events
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case WM_MOUSEMOVE:
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case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL:
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case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
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case WM_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE:
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// Keyboard Events
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case WM_KEYDOWN: case WM_KEYUP:
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case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR:
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case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR:
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// Raw Input Events
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case WM_INPUT:
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return true;
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}
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return false;
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}
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LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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Steam_Overlay* overlay = get_steam_client()->steam_overlay;
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bool show = overlay->ShowOverlay();
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// Is the event is a key press
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if (uMsg == WM_KEYDOWN)
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{
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// Tab is pressed and was not pressed before
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if (wParam == VK_TAB && !(lParam & (1 << 30)))
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{
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// If Left Shift is pressed
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if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15))
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{
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overlay->ShowOverlay(!overlay->ShowOverlay());
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if (overlay->ShowOverlay())
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show = true;
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}
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}
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}
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if (show)
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{
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ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
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if (IgnoreMsg(uMsg))
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return 0;
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}
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// Call the overlay window procedure
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return CallWindowProc(Windows_Hook::Inst()._game_wndproc, hWnd, uMsg, wParam, lParam);
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}
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UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader)
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{
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if (!get_steam_client()->steam_overlay->ShowOverlay())
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return Windows_Hook::Inst().GetRawInputBuffer(pData, pcbSize, cbSizeHeader);
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return -1;
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}
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UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader)
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{
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if (!get_steam_client()->steam_overlay->ShowOverlay())
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return Windows_Hook::Inst().GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader);
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return -1;
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}
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/////////////////////////////////////////////////////////////////////////////////////
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Windows_Hook::Windows_Hook() :
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initialized(false),
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_game_hwnd(nullptr),
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_game_wndproc(nullptr),
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GetRawInputBuffer(nullptr),
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GetRawInputData(nullptr)
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{
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//_library = LoadLibrary(DLL_NAME);
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}
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Windows_Hook::~Windows_Hook()
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{
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PRINT_DEBUG("Windows Hook removed\n");
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resetRenderState();
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//FreeLibrary(reinterpret_cast<HMODULE>(_library));
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}
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Windows_Hook& Windows_Hook::Inst()
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{
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static Windows_Hook _inst;
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return _inst;
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}
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const char* Windows_Hook::get_lib_name() const
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{
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return DLL_NAME;
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} |