Reworked booleans
parent
8abd24ca54
commit
2fe5e90294
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@ -7,6 +7,10 @@
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#include "../detours/detours.h"
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Base_Hook::Base_Hook():
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_hooked(false)
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{}
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Base_Hook::~Base_Hook()
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{
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UnhookAll();
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@ -26,7 +26,7 @@ protected:
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Base_Hook& operator =(Base_Hook&&) = delete;
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public:
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Base_Hook() {}
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Base_Hook();
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virtual ~Base_Hook();
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void BeginHook();
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@ -16,7 +16,7 @@ void DX10_Hook::hook_dx10(UINT SDKVersion)
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{
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if (!_hooked)
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{
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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Hook_Manager::Inst().FoundHook(this);
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IDXGISwapChain* pSwapChain;
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@ -38,6 +38,7 @@ void DX10_Hook::hook_dx10(UINT SDKVersion)
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if (pDevice != nullptr && pSwapChain != nullptr)
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{
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_hooked = true;
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PRINT_DEBUG("Hooked DirectX 10\n");
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loadFunctions(pDevice, pSwapChain);
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@ -53,7 +54,6 @@ void DX10_Hook::hook_dx10(UINT SDKVersion)
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else
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{
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PRINT_DEBUG("Failed to hook DirectX 10\n");
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_hooked = false;
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}
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if(pDevice)pDevice->Release();
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if(pSwapChain)pSwapChain->Release();
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@ -164,7 +164,7 @@ DX10_Hook::DX10_Hook():
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mainRenderTargetView(nullptr)
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{
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_dll = GetModuleHandle(DLL_NAME);
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_hooked = false;
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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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@ -26,7 +26,7 @@ void DX11_Hook::hook_dx11(UINT SDKVersion)
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{
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if (!_hooked)
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{
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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Hook_Manager::Inst().FoundHook(this);
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IDXGISwapChain* pSwapChain;
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@ -48,6 +48,7 @@ void DX11_Hook::hook_dx11(UINT SDKVersion)
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if (pDevice != nullptr && pSwapChain != nullptr)
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{
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_hooked = true;
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PRINT_DEBUG("Hooked DirectX 11\n");
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loadFunctions(pDevice, pSwapChain);
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@ -63,7 +64,6 @@ void DX11_Hook::hook_dx11(UINT SDKVersion)
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else
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{
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PRINT_DEBUG("Failed to hook DirectX 11\n");
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_hooked = false;
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}
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if(pDevice) pDevice->Release();
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@ -182,7 +182,7 @@ DX11_Hook::DX11_Hook():
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mainRenderTargetView(nullptr)
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{
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_dll = GetModuleHandle(DLL_NAME);
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_hooked = false;
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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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@ -137,7 +137,6 @@ DX12_Hook::DX12_Hook():
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pDescriptorHeap(nullptr)
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{
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_dll = GetModuleHandle(DLL_NAME);
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_hooked = false;
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PRINT_DEBUG("Trying to hook DX12 but DX12_Hook is not implemented yet, please report to DEV with the game name.");
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@ -22,7 +22,7 @@ void DX9_Hook::hook_dx9(UINT SDKVersion)
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{
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if (!_hooked)
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{
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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Hook_Manager::Inst().FoundHook(this);
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IDirect3D9Ex* pD3D;
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@ -39,6 +39,7 @@ void DX9_Hook::hook_dx9(UINT SDKVersion)
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if (pDeviceEx != nullptr)
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{
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_hooked = true;
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PRINT_DEBUG("Hooked DirectX 9\n");
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loadFunctions(pDeviceEx);
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@ -55,7 +56,6 @@ void DX9_Hook::hook_dx9(UINT SDKVersion)
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else
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{
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PRINT_DEBUG("Failed to DirectX 9\n");
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_hooked = false;
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}
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if(pDeviceEx)pDeviceEx->Release();
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@ -175,7 +175,6 @@ DX9_Hook::DX9_Hook():
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Reset(nullptr)
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{
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_dll = GetModuleHandle(DLL_NAME);
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_hooked = false;
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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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@ -11,9 +11,7 @@
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#include <GL/glew.h>
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#pragma comment(lib, "opengl32")
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#pragma comment(lib, "glew32s")
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#include "steam_overlay.h"
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// This is created by OpenGL_Hook::Create, and deleted by the Hook_Manager if not used
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static OpenGL_Hook* hook;
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@ -22,13 +20,14 @@ void OpenGL_Hook::hook_ogl()
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{
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if (!_hooked)
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{
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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Hook_Manager::Inst().FoundHook(this);
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GLenum err = glewInit();
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if (err == GLEW_OK)
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{
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_hooked = true;
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PRINT_DEBUG("Hooked OpenGL\n");
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UnhookAll();
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BeginHook();
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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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_hooked = false;
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}
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}
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}
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@ -115,7 +113,6 @@ OpenGL_Hook::OpenGL_Hook():
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wglSwapBuffers(nullptr)
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{
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_dll = GetModuleHandle(DLL_NAME);
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_hooked = false;
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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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