Overlay & Hook cleanup.

merge-requests/28/head
Nemirtingas 2019-08-27 15:45:53 +02:00
parent 44d583ee7d
commit 04847abeb7
6 changed files with 3 additions and 170 deletions

View File

@ -93,30 +93,6 @@ void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
} }
/////////////////////////////////////////////////////////////////////////////////////
// DirectX 10 Initialization functions
//HRESULT WINAPI DX10_Hook::MyD3D10CreateDevice(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, ID3D10Device** ppDevice)
//{
// auto res = _D3D10CreateDevice(pAdapter, DriverType, Software, Flags, SDKVersion, ppDevice);
//
// if (SUCCEEDED(res))
// hook->hook_dx10(SDKVersion);
//
// return res;
//}
//HRESULT WINAPI DX10_Hook::MyD3D10CreateDeviceAndSwapChain(IDXGIAdapter* pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion,
// DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, IDXGISwapChain** ppSwapChain, ID3D10Device** ppDevice)
//{
// auto res = hook->D3D10CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice);
//
// if (SUCCEEDED(res))
// hook->hook_dx10(SDKVersion);
//
// return res;
//}
/////////////////////////////////////////////////////////////////////////////////////
HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
{ {
DX10_Hook::Inst()->prepareForOverlay(_this); DX10_Hook::Inst()->prepareForOverlay(_this);
@ -145,18 +121,6 @@ DX10_Hook::DX10_Hook():
ResizeTarget(nullptr) ResizeTarget(nullptr)
{ {
_library = LoadLibrary(DLL_NAME); _library = LoadLibrary(DLL_NAME);
// Hook to D3D10CreateDevice and D3D10CreateDeviceAndSwapChain so we know when it gets called.
// If its called, then DX10 will be used to render the overlay.
//_D3D10CreateDevice = (decltype(_D3D10CreateDevice))GetProcAddress(_dll, "D3D10CreateDevice");
//D3D10CreateDeviceAndSwapChain = (decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D10CreateDeviceAndSwapChain");
//
//BeginHook();
//HookFuncs(
// //std::make_pair<void**, void*>(&(PVOID&)_D3D10CreateDevice, &DX10_Hook::MyD3D10CreateDevice),
// std::make_pair<void**, void*>(&(PVOID&)D3D10CreateDeviceAndSwapChain, &DX10_Hook::MyD3D10CreateDeviceAndSwapChain)
//);
//EndHook();
} }
DX10_Hook::~DX10_Hook() DX10_Hook::~DX10_Hook()
@ -167,7 +131,6 @@ DX10_Hook::~DX10_Hook()
{ {
mainRenderTargetView->Release(); mainRenderTargetView->Release();
//ImGui_ImplDX10_Shutdown();
ImGui_ImplDX10_InvalidateDeviceObjects(); ImGui_ImplDX10_InvalidateDeviceObjects();
ImGui::DestroyContext(); ImGui::DestroyContext();

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@ -105,34 +105,6 @@ void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
} }
/////////////////////////////////////////////////////////////////////////////////////
// DirectX 11 Initialization functions
//HRESULT WINAPI DX11_Hook::MyD3D11CreateDevice(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags,
// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, __out_opt ID3D11Device** ppDevice,
// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext)
//{
// auto res = D3D11CreateDevice(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext);
//
// if (SUCCEEDED(res))
// hook->hook_dx11(SDKVersion);
//
// return res;
//}
//HRESULT WINAPI DX11_Hook::MyD3D11CreateDeviceAndSwapChain(__in_opt IDXGIAdapter* pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags,
// __in_ecount_opt(FeatureLevels) CONST D3D_FEATURE_LEVEL* pFeatureLevels, UINT FeatureLevels, UINT SDKVersion,
// __in_opt CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc, __out_opt IDXGISwapChain** ppSwapChain, __out_opt ID3D11Device** ppDevice,
// __out_opt D3D_FEATURE_LEVEL* pFeatureLevel, __out_opt ID3D11DeviceContext** ppImmediateContext)
//{
// auto res = hook->D3D11CreateDeviceAndSwapChain(pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, pSwapChainDesc, ppSwapChain, ppDevice, pFeatureLevel, ppImmediateContext);
//
// if (SUCCEEDED(res))
// hook->hook_dx11(SDKVersion);
//
// return res;
//}
/////////////////////////////////////////////////////////////////////////////////////
HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
{ {
DX11_Hook::Inst()->prepareForOverlay(_this); DX11_Hook::Inst()->prepareForOverlay(_this);
@ -162,18 +134,6 @@ DX11_Hook::DX11_Hook():
ResizeTarget(nullptr) ResizeTarget(nullptr)
{ {
_library = LoadLibrary(DLL_NAME); _library = LoadLibrary(DLL_NAME);
// Hook to D3D11CreateDevice and D3D11CreateDeviceAndSwapChain so we know when it gets called.
// If its called, then DX11 will be used to render the overlay.
//D3D11CreateDevice = (decltype(D3D11CreateDevice))GetProcAddress(_dll, "D3D11CreateDevice");
//D3D11CreateDeviceAndSwapChain = (decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(_dll, "D3D11CreateDeviceAndSwapChain");
//
//BeginHook();
//HookFuncs(
// //std::make_pair<void**, void*>(&(PVOID&)D3D11CreateDevice, &DX11_Hook::MyD3D11CreateDevice),
// std::make_pair<void**, void*>(&(PVOID&)D3D11CreateDeviceAndSwapChain, &DX11_Hook::MyD3D11CreateDeviceAndSwapChain)
//);
//EndHook();
} }
DX11_Hook::~DX11_Hook() DX11_Hook::~DX11_Hook()
@ -185,7 +145,6 @@ DX11_Hook::~DX11_Hook()
mainRenderTargetView->Release(); mainRenderTargetView->Release();
pContext->Release(); pContext->Release();
//ImGui_ImplDX11_Shutdown();
ImGui_ImplDX11_InvalidateDeviceObjects(); ImGui_ImplDX11_InvalidateDeviceObjects();
ImGui::DestroyContext(); ImGui::DestroyContext();

View File

@ -94,23 +94,6 @@ void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
} }
} }
/////////////////////////////////////////////////////////////////////////////////////
// DirectX 12 Initialization functions
//HRESULT WINAPI DX12_Hook::MyD3D12CreateDevice(
// _In_opt_ IUnknown* pAdapter,
// D3D_FEATURE_LEVEL MinimumFeatureLevel,
// _In_ REFIID riid, // Expected: ID3D12Device
// _COM_Outptr_opt_ void** ppDevice)
//{
// auto res = hook->D3D12CreateDevice(pAdapter, MinimumFeatureLevel, riid, ppDevice);
//
// if (SUCCEEDED(res))
// hook->hook_dx12(MinimumFeatureLevel);
//
// return res;
//}
/////////////////////////////////////////////////////////////////////////////////////
HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags) HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
{ {
DX12_Hook::Inst()->prepareForOverlay(_this); DX12_Hook::Inst()->prepareForOverlay(_this);
@ -185,16 +168,6 @@ DX12_Hook::DX12_Hook():
_library = LoadLibrary(DLL_NAME); _library = LoadLibrary(DLL_NAME);
PRINT_DEBUG("DX12 support is experimental, don't complain if it doesn't work as expected.\n"); PRINT_DEBUG("DX12 support is experimental, don't complain if it doesn't work as expected.\n");
// Hook to D3D12CreateDevice and D3D12CreateDeviceAndSwapChain so we know when it gets called.
// If its called, then DX12 will be used to render the overlay.
//D3D12CreateDevice = (decltype(D3D12CreateDevice))GetProcAddress(_dll, "D3D12CreateDevice");
//
//BeginHook();
//HookFuncs(
// std::make_pair<void**, void*>(&(PVOID&)D3D12CreateDevice, &DX12_Hook::MyD3D12CreateDevice)
//);
//EndHook();
} }
DX12_Hook::~DX12_Hook() DX12_Hook::~DX12_Hook()
@ -203,7 +176,6 @@ DX12_Hook::~DX12_Hook()
if (initialized) if (initialized)
{ {
//ImGui_ImplDX12_Shutdown();
ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui_ImplDX12_InvalidateDeviceObjects();
ImGui::DestroyContext(); ImGui::DestroyContext();

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@ -94,29 +94,6 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
} }
/////////////////////////////////////////////////////////////////////////////////////
// DirectX 9 Initialization functions
//IDirect3D9* DX9_Hook::MyDirect3DCreate9(UINT SDKVersion)
//{
// auto res = hook->Direct3DCreate9(SDKVersion);
//
// if( res != nullptr )
// hook->hook_dx9(SDKVersion);
//
// return res;
//}
//
//HRESULT DX9_Hook::MyDirect3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppDevice)
//{
// auto res = hook->Direct3DCreate9Ex(SDKVersion, ppDevice);
//
// if (SUCCEEDED(res))
// hook->hook_dx9(SDKVersion);
//
// return res;
//}
/////////////////////////////////////////////////////////////////////////////////////
HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters) HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters)
{ {
DX9_Hook::Inst()->resetRenderState(); DX9_Hook::Inst()->resetRenderState();
@ -154,28 +131,14 @@ DX9_Hook::DX9_Hook():
Reset(nullptr) Reset(nullptr)
{ {
_library = LoadLibrary(DLL_NAME); _library = LoadLibrary(DLL_NAME);
// Hook to Direct3DCreate9 and Direct3DCreate9Ex so we know when it gets called.
// If its called, then DX9 will be used to render the overlay.
//Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(_dll, "Direct3DCreate9");
//Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(_dll, "Direct3DCreate9Ex");
//
//BeginHook();
//HookFuncs(
// std::make_pair<void**, void*>(&(PVOID&)Direct3DCreate9, &DX9_Hook::MyDirect3DCreate9),
// std::make_pair<void**, void*>(&(PVOID&)Direct3DCreate9Ex, &DX9_Hook::MyDirect3DCreate9Ex)
//);
//EndHook();
} }
DX9_Hook::~DX9_Hook() DX9_Hook::~DX9_Hook()
{ {
PRINT_DEBUG("DX9 Hook removed\n"); PRINT_DEBUG("DX9 Hook removed\n");
//resetRenderState();
if (initialized) if (initialized)
{ {
//ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release())
// maybe because D3D is already shut down when we try to free the device?
ImGui_ImplDX9_InvalidateDeviceObjects(); ImGui_ImplDX9_InvalidateDeviceObjects();
ImGui::DestroyContext(); ImGui::DestroyContext();
} }

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@ -98,16 +98,6 @@ void OpenGL_Hook::prepareForOverlay(HDC hDC)
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); 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) BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC)
{ {
OpenGL_Hook::Inst()->prepareForOverlay(hDC); OpenGL_Hook::Inst()->prepareForOverlay(hDC);
@ -120,16 +110,6 @@ OpenGL_Hook::OpenGL_Hook():
wglSwapBuffers(nullptr) wglSwapBuffers(nullptr)
{ {
_library = LoadLibrary(DLL_NAME); _library = LoadLibrary(DLL_NAME);
// 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() OpenGL_Hook::~OpenGL_Hook()

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@ -182,7 +182,7 @@ void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId)
if (!(frd.window_state & window_state_show)) if (!(frd.window_state & window_state_show))
{ {
frd.window_state |= window_state_need_attention; frd.window_state |= window_state_need_attention;
PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); // TODO: Push a notification
} }
} }
} }
@ -205,7 +205,7 @@ void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str)
if (!(frd.window_state & window_state_show)) if (!(frd.window_state & window_state_show))
{ {
frd.window_state |= window_state_need_attention; frd.window_state |= window_state_need_attention;
PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY); // TODO: Push a notification
} }
} }
} }
@ -298,6 +298,7 @@ void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& st
{ {
if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused()) if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused())
{ {
PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
state.window_state &= ~window_state_need_attention; state.window_state &= ~window_state_need_attention;
} }
@ -421,10 +422,6 @@ void Steam_Overlay::OverlayProc( int width, int height )
{ {
ImGui::PushID(i.first.id()); ImGui::PushID(i.first.id());
/* TODO: Do something with this to notify the user something happened with this friend (invite or chat)
* i.second.window_state & window_state_need_attention
*/
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);
} }
} }
} }