Overlay & Hook cleanup.
parent
44d583ee7d
commit
04847abeb7
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@ -93,30 +93,6 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// DirectX 10 Initialization functions
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//HRESULT WINAPI DX10_Hook::MyD3D10CreateDevice(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, ID3D10Device** ppDevice)
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//{
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// auto res = _D3D10CreateDevice(pAdapter, DriverType, Software, Flags, SDKVersion, ppDevice);
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//
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// if (SUCCEEDED(res))
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// hook->hook_dx10(SDKVersion);
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//
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// return res;
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//}
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//HRESULT WINAPI DX10_Hook::MyD3D10CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion,
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// DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D10Device** ppDevice)
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//{
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// auto res = hook->D3D10CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice);
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//
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// if (SUCCEEDED(res))
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// hook->hook_dx10(SDKVersion);
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//
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// return res;
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//}
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/////////////////////////////////////////////////////////////////////////////////////
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HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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{
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{
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DX10_Hook::Inst()->prepareForOverlay(_this);
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DX10_Hook::Inst()->prepareForOverlay(_this);
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@ -145,18 +121,6 @@ DX10_Hook::DX10_Hook():
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ResizeTarget(nullptr)
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ResizeTarget(nullptr)
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{
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{
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_library = LoadLibrary(DLL_NAME);
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_library = LoadLibrary(DLL_NAME);
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// Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called.
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// If its called, then DX10 will be used to render the overlay.
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//_D3D10CreateDevice = (decltype(_D3D10CreateDevice))GetProcAddress(_dll, "D3D10CreateDevice");
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//D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain");
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//
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//BeginHook();
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//HookFuncs(
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// //std::make_pair<void**, void*>(&(PVOID&)_D3D10CreateDevice, &DX10_Hook::MyD3D10CreateDevice),
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// std::make_pair<void**, void*>(&(PVOID&)D3D10CreateDeviceAndSwapChain, &DX10_Hook::MyD3D10CreateDeviceAndSwapChain)
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//);
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//EndHook();
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}
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}
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DX10_Hook::~DX10_Hook()
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DX10_Hook::~DX10_Hook()
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@ -167,7 +131,6 @@ DX10_Hook::~DX10_Hook()
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{
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{
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mainRenderTargetView->Release();
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mainRenderTargetView->Release();
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//ImGui_ImplDX10_Shutdown();
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ImGui_ImplDX10_InvalidateDeviceObjects();
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ImGui_ImplDX10_InvalidateDeviceObjects();
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ImGui::DestroyContext();
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ImGui::DestroyContext();
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@ -105,34 +105,6 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// DirectX 11 Initialization functions
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//HRESULT WINAPI DX11_Hook::MyD3D11CreateDevice(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags,
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// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, __out_opt ID3D11Device** ppDevice,
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// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext)
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//{
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// auto res = D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext);
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//
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// if (SUCCEEDED(res))
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// hook->hook_dx11(SDKVersion);
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//
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// return res;
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//}
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//HRESULT WINAPI DX11_Hook::MyD3D11CreateDeviceAndSwapChain(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags,
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// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion,
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// __in_opt CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, __out_opt IDXGISwapChain** ppSwapChain, __out_opt ID3D11Device** ppDevice,
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// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext)
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//{
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// auto res = hook->D3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext);
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//
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// if (SUCCEEDED(res))
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// hook->hook_dx11(SDKVersion);
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//
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// return res;
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//}
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/////////////////////////////////////////////////////////////////////////////////////
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HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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{
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{
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DX11_Hook::Inst()->prepareForOverlay(_this);
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DX11_Hook::Inst()->prepareForOverlay(_this);
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@ -162,18 +134,6 @@ DX11_Hook::DX11_Hook():
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ResizeTarget(nullptr)
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ResizeTarget(nullptr)
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{
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{
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_library = LoadLibrary(DLL_NAME);
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_library = LoadLibrary(DLL_NAME);
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// Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called.
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// If its called, then DX11 will be used to render the overlay.
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//D3D11CreateDevice = (decltype(D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice");
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//D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain");
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//
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//BeginHook();
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//HookFuncs(
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// //std::make_pair<void**, void*>(&(PVOID&)D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice),
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// std::make_pair<void**, void*>(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain)
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//);
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//EndHook();
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}
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}
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DX11_Hook::~DX11_Hook()
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DX11_Hook::~DX11_Hook()
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@ -185,7 +145,6 @@ DX11_Hook::~DX11_Hook()
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mainRenderTargetView->Release();
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mainRenderTargetView->Release();
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pContext->Release();
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pContext->Release();
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//ImGui_ImplDX11_Shutdown();
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ImGui_ImplDX11_InvalidateDeviceObjects();
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ImGui_ImplDX11_InvalidateDeviceObjects();
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ImGui::DestroyContext();
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ImGui::DestroyContext();
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@ -94,23 +94,6 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
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}
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// DirectX 12 Initialization functions
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//HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice(
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// _In_opt_ IUnknown* pAdapter,
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// D3D_FEATURE_LEVEL MinimumFeatureLevel,
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// _In_ REFIID riid, // Expected: ID3D12Device
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// _COM_Outptr_opt_ void** ppDevice)
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//{
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// auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice);
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//
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// if (SUCCEEDED(res))
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// hook->hook_dx12(MinimumFeatureLevel);
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//
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// return res;
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//}
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/////////////////////////////////////////////////////////////////////////////////////
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
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{
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{
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DX12_Hook::Inst()->prepareForOverlay(_this);
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DX12_Hook::Inst()->prepareForOverlay(_this);
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@ -185,16 +168,6 @@ DX12_Hook::DX12_Hook():
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_library = LoadLibrary(DLL_NAME);
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_library = LoadLibrary(DLL_NAME);
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PRINT_DEBUG("DX12 support is experimental, don't complain if it doesn't work as expected.\n");
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PRINT_DEBUG("DX12 support is experimental, don't complain if it doesn't work as expected.\n");
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// Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called.
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// If its called, then DX12 will be used to render the overlay.
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//D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice");
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//
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//BeginHook();
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//HookFuncs(
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// std::make_pair<void**, void*>(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice)
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//);
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//EndHook();
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}
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}
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DX12_Hook::~DX12_Hook()
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DX12_Hook::~DX12_Hook()
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@ -203,7 +176,6 @@ DX12_Hook::~DX12_Hook()
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if (initialized)
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if (initialized)
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{
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{
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//ImGui_ImplDX12_Shutdown();
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ImGui_ImplDX12_InvalidateDeviceObjects();
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ImGui_ImplDX12_InvalidateDeviceObjects();
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ImGui::DestroyContext();
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ImGui::DestroyContext();
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@ -94,29 +94,6 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
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ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// DirectX 9 Initialization functions
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//IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion)
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//{
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// auto res = hook->Direct3DCreate9(SDKVersion);
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//
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// if( res != nullptr )
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// hook->hook_dx9(SDKVersion);
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//
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// return res;
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//}
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//
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//HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice)
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//{
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// auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice);
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//
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// if (SUCCEEDED(res))
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// hook->hook_dx9(SDKVersion);
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//
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// return res;
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//}
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/////////////////////////////////////////////////////////////////////////////////////
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HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters)
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HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters)
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{
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{
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DX9_Hook::Inst()->resetRenderState();
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DX9_Hook::Inst()->resetRenderState();
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@ -154,28 +131,14 @@ DX9_Hook::DX9_Hook():
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Reset(nullptr)
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Reset(nullptr)
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{
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{
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_library = LoadLibrary(DLL_NAME);
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_library = LoadLibrary(DLL_NAME);
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// Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called.
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// If its called, then DX9 will be used to render the overlay.
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//Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9");
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//Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex");
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//
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//BeginHook();
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//HookFuncs(
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// std::make_pair<void**, void*>(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9),
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// std::make_pair<void**, void*>(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex)
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//);
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//EndHook();
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}
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}
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DX9_Hook::~DX9_Hook()
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DX9_Hook::~DX9_Hook()
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{
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{
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PRINT_DEBUG("DX9 Hook removed\n");
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PRINT_DEBUG("DX9 Hook removed\n");
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//resetRenderState();
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if (initialized)
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if (initialized)
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{
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{
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//ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release())
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// maybe because D3D is already shut down when we try to free the device?
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ImGui_ImplDX9_InvalidateDeviceObjects();
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ImGui_ImplDX9_InvalidateDeviceObjects();
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ImGui::DestroyContext();
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ImGui::DestroyContext();
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}
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}
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@ -98,16 +98,6 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC)
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Initialization functions
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//BOOL WINAPI OpenGL_Hook::MywglMakeCurrent(HDC hDC, HGLRC hGLRC)
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//{
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// auto res = hook->wglMakeCurrent(hDC, hGLRC);
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// hook->hook_ogl();
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// return res;
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//}
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/////////////////////////////////////////////////////////////////////////////////////
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BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC)
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BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC)
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{
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{
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OpenGL_Hook::Inst()->prepareForOverlay(hDC);
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OpenGL_Hook::Inst()->prepareForOverlay(hDC);
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wglSwapBuffers(nullptr)
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wglSwapBuffers(nullptr)
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{
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{
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_library = LoadLibrary(DLL_NAME);
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_library = LoadLibrary(DLL_NAME);
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// Hook to wglMakeCurrent so we know when it gets called.
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// If its called, then OpenGL will be used to render the overlay.
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//wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent");
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//wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(_dll, "wglSwapBuffers");
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//
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//BeginHook();
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//HookFuncs(
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// std::make_pair<void**, void*>(&(PVOID&)wglMakeCurrent, &OpenGL_Hook::MywglMakeCurrent)
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//);
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//EndHook();
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}
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}
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OpenGL_Hook::~OpenGL_Hook()
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OpenGL_Hook::~OpenGL_Hook()
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@ -182,7 +182,7 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId)
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if (!(frd.window_state & window_state_show))
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if (!(frd.window_state & window_state_show))
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{
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{
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frd.window_state |= window_state_need_attention;
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frd.window_state |= window_state_need_attention;
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PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
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// TODO: Push a notification
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}
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}
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}
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}
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}
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}
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if (!(frd.window_state & window_state_show))
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if (!(frd.window_state & window_state_show))
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{
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{
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frd.window_state |= window_state_need_attention;
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frd.window_state |= window_state_need_attention;
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PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
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// TODO: Push a notification
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}
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}
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}
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}
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}
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}
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{
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{
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if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused())
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if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused())
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{
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{
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PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
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state.window_state &= ~window_state_need_attention;
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state.window_state &= ~window_state_need_attention;
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}
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}
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{
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{
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ImGui::PushID(i.first.id());
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ImGui::PushID(i.first.id());
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/* TODO: Do something with this to notify the user something happened with this friend (invite or chat)
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* i.second.window_state & window_state_need_attention
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*/
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|
||||||
|
|
||||||
ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick);
|
ImGui::Selectable(i.first.name().c_str(), false, ImGuiSelectableFlags_AllowDoubleClick);
|
||||||
BuildContextMenu(i.first, i.second);
|
BuildContextMenu(i.first, i.second);
|
||||||
if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0))
|
if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0))
|
||||||
|
@ -459,7 +456,6 @@ void Steam_Overlay::Callback(Common_Message *msg)
|
||||||
if (!(friend_info->second.window_state & window_state_show))
|
if (!(friend_info->second.window_state & window_state_show))
|
||||||
{
|
{
|
||||||
friend_info->second.window_state |= window_state_need_attention;
|
friend_info->second.window_state |= window_state_need_attention;
|
||||||
PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue