Merge branch 'overlay_h' of https://gitlab.com/Nemirtingas/goldberg_emulator
# Conflicts: # build_steamos.sh # dll/dll.cppmerge-requests/28/head
commit
ffdaf72597
|
@ -15,3 +15,4 @@ rtlgenrandom*
|
|||
steamclient.exp
|
||||
steamclient.lib
|
||||
out/*
|
||||
glew
|
||||
|
|
|
@ -59,7 +59,8 @@ build_windows:
|
|||
image: fedora:29
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||||
|
||||
script:
|
||||
- dnf -y install wine wget p7zip sed dos2unix
|
||||
- dnf -y install wine wget p7zip sed dos2unix unzip
|
||||
- ./download_glew.sh
|
||||
- unix2dos *.txt
|
||||
- unix2dos files_example/*.txt files_example/*/*.txt
|
||||
- sed -i 's/..\\vcpkg\\packages\\/.\\/g' build_set_protobuf_directories.bat
|
||||
|
@ -71,6 +72,11 @@ build_windows:
|
|||
- 7za x sdk_standalone.7z -osdk_standalone
|
||||
- DLL_FILES="$(ls dll/*.cpp | tr "\n" " ")"; sed "s|dll/\*.cpp|$DLL_FILES|g" -i *.bat
|
||||
- DLL_FILES="$(ls detours/*.cpp | tr "\n" " ")"; sed "s|detours/\*.cpp|$DLL_FILES|g" -i *.bat
|
||||
- DLL_FILES="$(ls overlay_experimental/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/\*.cpp|$DLL_FILES|g" -i *.bat
|
||||
- DLL_FILES="$(ls overlay_experimental/windows/*.cpp | tr "\n" " ")"; sed "s|overlay_experimental/windows/\*.cpp|$DLL_FILES|g" -i *.bat
|
||||
- DLL_FILES="$(ls ImGui/*.cpp | tr "\n" " ")"; sed "s|ImGui/\*.cpp|$DLL_FILES|g" -i *.bat
|
||||
- DLL_FILES="$(ls ImGui/impls/*.cpp | tr "\n" " ")"; sed "s|ImGui/impls/\*.cpp|$DLL_FILES|g" -i *.bat
|
||||
- DLL_FILES="$(ls ImGui/impls/windows/*.cpp | tr "\n" " ")"; sed "s|ImGui/impls/windows/\*.cpp|$DLL_FILES|g" -i *.bat
|
||||
- DLL_FILES="$(ls dll/*.proto | tr "\n" " " | sed "s/.proto/.pb.cc/g")"; sed "s|dll/\*.cc|$DLL_FILES|g" -i *.bat
|
||||
- DLL_FILES="$(ls steamclient_loader/*.cpp | tr "\n" " ")"; sed "s|steamclient_loader/\*.cpp|$DLL_FILES|g" -i *.bat
|
||||
- export WINEDEBUG=-all
|
||||
|
@ -98,7 +104,7 @@ build_cmake_linux:
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|||
script:
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||||
- mkdir cmake-builds && cd cmake-builds
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||||
- mkdir x64-release && cd x64-release
|
||||
- cmake ../../ -G "Ninja" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" && ninja
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||||
- cmake ../../ -G "Ninja" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DNO_OVERLAY=ON && ninja
|
||||
- cd ..
|
||||
# - mkdir x64-experimental-release && cd x64-experimental-release
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||||
# - cmake ../../ -G "Ninja" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DEMU_EXPERIMENTAL_BUILD:BOOL=ON && ninja
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||||
|
@ -114,13 +120,14 @@ build_cmake_windows:
|
|||
image: fedora:29
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||||
|
||||
before_script:
|
||||
- dnf -y install wine wget p7zip sed dos2unix
|
||||
- dnf -y install wine wget p7zip sed dos2unix unzip
|
||||
- wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/48db8f434a193aae872279dc4f5dde6a/sdk_standalone.7z'
|
||||
- 7za x sdk_standalone.7z -osdk_standalone
|
||||
- wget 'https://github.com/Kitware/CMake/releases/download/v3.15.0-rc1/cmake-3.15.0-rc1-win64-x64.zip'
|
||||
- 7za x cmake-3.15.0-rc1-win64-x64.zip
|
||||
- wget 'https://gitlab.com/Mr_Goldberg/goldberg_emulator/uploads/0119304e030098b4821d73170fe52084/protobuf_x64-windows-static.7z'
|
||||
- 7za x protobuf_x64-windows-static.7z -oprotobuf_x64-windows-static
|
||||
- ./download_glew.sh
|
||||
|
||||
script:
|
||||
- export WINEDEBUG=-all
|
||||
|
@ -128,13 +135,13 @@ build_cmake_windows:
|
|||
- mkdir cmake-builds && cd cmake-builds
|
||||
- mkdir x64-release && cd x64-release
|
||||
- echo call .\\..\\..\\sdk_standalone\\set_vars64.bat >> cmake-build.bat
|
||||
- echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat
|
||||
- echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DNO_OVERLAY=ON -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat
|
||||
- echo nmake.exe >> cmake-build.bat
|
||||
- wine cmd /c cmake-build.bat
|
||||
- cd ..
|
||||
- mkdir x64-experimental-release && cd x64-experimental-release
|
||||
- echo call .\\..\\..\\sdk_standalone\\set_vars64.bat >> cmake-build.bat
|
||||
- echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat
|
||||
- echo .\\..\\..\\cmake-3.15.0-rc1-win64-x64\\bin\\cmake.exe ..\\.. -G \"NMake Makefiles\" -DCMAKE_BUILD_TYPE:STRING="RelWithDebInfo" -DEMU_EXPERIMENTAL_BUILD=ON -DCMAKE_PREFIX_PATH="protobuf_x64-windows-static" -DProtobuf_PROTOC_EXECUTABLE:STRING="./../../protobuf_x64-windows-static/tools/protobuf/protoc.exe" >> cmake-build.bat
|
||||
- echo nmake.exe >> cmake-build.bat
|
||||
- wine cmd /c cmake-build.bat
|
||||
- cd ..
|
||||
|
|
|
@ -50,12 +50,14 @@ if(WIN32)
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|||
set(LIB_STEAMNETWORKINGSOCKETS steamnetworkingsockets64)
|
||||
set(BIN_LOBBY_CONNECT lobby_connect64)
|
||||
set(BIN_GENERATE_INTERFACES_FILE generate_interfaces_file64)
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||||
link_directories(glew/lib/Release/x64)
|
||||
else()
|
||||
set(LIB_STEAM_API steam_api)
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||||
set(LIB_STEAMCLIENT steamclient)
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||||
set(LIB_STEAMNETWORKINGSOCKETS steamnetworkingsockets)
|
||||
set(BIN_LOBBY_CONNECT lobby_connect)
|
||||
set(BIN_GENERATE_INTERFACES_FILE generate_interfaces_file)
|
||||
link_directories(glew/lib/Release/Win32)
|
||||
endif()
|
||||
elseif(UNIX AND NOT APPLE)
|
||||
set(LIB_STEAM_API steam_api)
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||||
|
@ -77,6 +79,24 @@ file(GLOB DETOURS_SRC_SHARED
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detours/*.cpp
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||||
)
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||||
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||||
if(WIN32)
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||||
file(GLOB OVERLAY_EXPERIMENTAL_SRC_SHARED
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||||
overlay_experimental/*.cpp
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||||
overlay_experimental/windows/*.cpp
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||||
ImGui/*.cpp
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||||
ImGui/impls/*.cpp
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||||
ImGui/impls/windows/*.cpp
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||||
)
|
||||
elseif(UNIX)
|
||||
file(GLOB OVERLAY_EXPERIMENTAL_SRC_SHARED
|
||||
overlay_experimental/*.cpp
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||||
overlay_experimental/linux/*.cpp
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||||
ImGui/*.cpp
|
||||
ImGui/impls/*.cpp
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||||
ImGui/impls/linux/*.cpp
|
||||
)
|
||||
endif()
|
||||
|
||||
###################################################
|
||||
# Setup for the steam_api(64).dll / libsteam_api.so
|
||||
###################################################
|
||||
|
@ -85,6 +105,7 @@ file(GLOB DETOURS_SRC_SHARED
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|||
add_library(${LIB_STEAM_API}
|
||||
SHARED
|
||||
$<$<BOOL:${EMU_EXPERIMENTAL_BUILD}>:${DETOURS_SRC_SHARED}>
|
||||
$<$<AND:$<BOOL:${EMU_EXPERIMENTAL_BUILD}>,$<NOT:$<BOOL:${NO_OVERLAY}>>>:${OVERLAY_EXPERIMENTAL_SRC_SHARED}>
|
||||
${DLL_SRC_SHARED}
|
||||
${PROTO_SRCS}
|
||||
${PROTO_HDRS}
|
||||
|
@ -95,6 +116,8 @@ target_include_directories(${LIB_STEAM_API}
|
|||
PRIVATE
|
||||
${PROTOBUF_INCLUDE_DIRS}
|
||||
${CMAKE_CURRENT_BINARY_DIR}
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ImGui
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/glew/include
|
||||
)
|
||||
|
||||
# Link the required libraries
|
||||
|
@ -103,6 +126,9 @@ target_link_libraries(${LIB_STEAM_API}
|
|||
protobuf::libprotobuf
|
||||
$<$<BOOL:${WIN32}>:ws2_32>
|
||||
$<$<BOOL:${WIN32}>:iphlpapi>
|
||||
$<$<AND:$<BOOL:${WIN32}>,$<BOOL:${EMU_EXPERIMENTAL_BUILD}>,$<NOT:$<BOOL:${NO_OVERLAY}>>>:glew32s.lib>
|
||||
$<$<AND:$<BOOL:${WIN32}>,$<BOOL:${EMU_EXPERIMENTAL_BUILD}>,$<NOT:$<BOOL:${NO_OVERLAY}>>>:opengl32.lib>
|
||||
$<$<AND:$<BOOL:${WIN32}>,$<BOOL:${EMU_EXPERIMENTAL_BUILD}>,$<NOT:$<BOOL:${NO_OVERLAY}>>>:Winmm.lib>
|
||||
)
|
||||
|
||||
# Add target compile definitions
|
||||
|
@ -113,6 +139,8 @@ target_compile_definitions(${LIB_STEAM_API}
|
|||
$<$<CONFIG:RelWithDebInfo>:EMU_RELEASE_BUILD>
|
||||
$<$<CONFIG:MinSizeRel>:EMU_RELEASE_BUILD>
|
||||
$<$<BOOL:${EMU_EXPERIMENTAL_BUILD}>:EMU_EXPERIMENTAL_BUILD>
|
||||
$<$<BOOL:${NO_OVERLAY}>:NO_OVERLAY>
|
||||
$<$<AND:$<BOOL:${WIN32}>,$<BOOL:${EMU_EXPERIMENTAL_BUILD}>,$<NOT:$<BOOL:${NO_OVERLAY}>>>:GLEW_STATIC>
|
||||
)
|
||||
|
||||
# Install the target
|
||||
|
@ -237,6 +265,7 @@ target_link_libraries(${BIN_LOBBY_CONNECT}
|
|||
target_compile_definitions(${BIN_LOBBY_CONNECT}
|
||||
PRIVATE
|
||||
NO_DISK_WRITES
|
||||
NO_OVERLAY
|
||||
LOBBY_CONNECT
|
||||
$<$<CONFIG:>:EMU_RELEASE_BUILD>
|
||||
$<$<CONFIG:Release>:EMU_RELEASE_BUILD>
|
||||
|
|
|
@ -0,0 +1,97 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// COMPILE-TIME OPTIONS FOR DEAR IMGUI
|
||||
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
|
||||
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
|
||||
//-----------------------------------------------------------------------------
|
||||
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h)
|
||||
// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
|
||||
// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include
|
||||
// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
|
||||
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
|
||||
// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#pragma once
|
||||
|
||||
//---- Define assertion handler. Defaults to calling assert().
|
||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||||
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
|
||||
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
|
||||
// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
|
||||
//#define IMGUI_API __declspec( dllexport )
|
||||
//#define IMGUI_API __declspec( dllimport )
|
||||
|
||||
//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
|
||||
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
|
||||
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
|
||||
// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
|
||||
#define IMGUI_DISABLE_DEMO_WINDOWS
|
||||
#define IMGUI_DISABLE_METRICS_WINDOW
|
||||
|
||||
//---- Don't implement some functions to reduce linkage requirements.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
|
||||
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
|
||||
//#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard).
|
||||
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
|
||||
//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
|
||||
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
|
||||
//#define IMGUI_USE_BGRA_PACKED_COLOR
|
||||
|
||||
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
|
||||
// By default the embedded implementations are declared static and not available outside of imgui cpp files.
|
||||
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
|
||||
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
|
||||
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
|
||||
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
|
||||
|
||||
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
|
||||
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
|
||||
/*
|
||||
#define IM_VEC2_CLASS_EXTRA \
|
||||
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
|
||||
operator MyVec2() const { return MyVec2(x,y); }
|
||||
|
||||
#define IM_VEC4_CLASS_EXTRA \
|
||||
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
|
||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||||
*/
|
||||
|
||||
//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
|
||||
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
|
||||
// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
|
||||
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
||||
//#define ImDrawIdx unsigned int
|
||||
|
||||
//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly)
|
||||
//struct ImDrawList;
|
||||
//struct ImDrawCmd;
|
||||
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
||||
//#define ImDrawCallback MyImDrawCallback
|
||||
|
||||
//---- Debug Tools
|
||||
// Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.
|
||||
//#define IM_DEBUG_BREAK IM_ASSERT(0)
|
||||
//#define IM_DEBUG_BREAK __debugbreak()
|
||||
// Have the Item Picker break in the ItemAdd() function instead of ItemHoverable() - which is earlier in the code, will catch a few extra items, allow picking items other than Hovered one.
|
||||
// This adds a small runtime cost which is why it is not enabled by default.
|
||||
//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
|
||||
|
||||
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
|
||||
/*
|
||||
namespace ImGui
|
||||
{
|
||||
void MyFunction(const char* name, const MyMatrix44& v);
|
||||
}
|
||||
*/
|
||||
|
||||
#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
|
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Load Diff
|
@ -0,0 +1,5 @@
|
|||
namespace ImGui
|
||||
{
|
||||
IMGUI_API bool ColoredInputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool ColoredInputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
}
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,634 @@
|
|||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
|
||||
// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
|
||||
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
|
||||
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
|
||||
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
|
||||
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
|
||||
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
|
||||
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
|
||||
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
|
||||
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
|
||||
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
|
||||
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
|
||||
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
|
||||
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
|
||||
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
|
||||
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
|
||||
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
|
||||
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
|
||||
|
||||
//----------------------------------------
|
||||
// OpenGL GLSL GLSL
|
||||
// version version string
|
||||
//----------------------------------------
|
||||
// 2.0 110 "#version 110"
|
||||
// 2.1 120 "#version 120"
|
||||
// 3.0 130 "#version 130"
|
||||
// 3.1 140 "#version 140"
|
||||
// 3.2 150 "#version 150"
|
||||
// 3.3 330 "#version 330 core"
|
||||
// 4.0 400 "#version 400 core"
|
||||
// 4.1 410 "#version 410 core"
|
||||
// 4.2 420 "#version 410 core"
|
||||
// 4.3 430 "#version 430 core"
|
||||
// ES 2.0 100 "#version 100" = WebGL 1.0
|
||||
// ES 3.0 300 "#version 300 es" = WebGL 2.0
|
||||
//----------------------------------------
|
||||
|
||||
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#endif
|
||||
|
||||
#include "../imgui.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
|
||||
#include <stddef.h> // intptr_t
|
||||
#else
|
||||
#include <stdint.h> // intptr_t
|
||||
#endif
|
||||
#if defined(__APPLE__)
|
||||
#include "TargetConditionals.h"
|
||||
#endif
|
||||
|
||||
// Auto-detect GL version
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
|
||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
||||
#elif defined(__EMSCRIPTEN__)
|
||||
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
|
||||
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
|
||||
#else
|
||||
#include <GLES3/gl3.h> // Use GL ES 3
|
||||
#endif
|
||||
#else
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
|
||||
#else
|
||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
|
||||
#else
|
||||
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
|
||||
#endif
|
||||
|
||||
// OpenGL Data
|
||||
static char g_GlslVersionString[32] = "";
|
||||
static GLuint g_FontTexture = 0;
|
||||
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
|
||||
static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
|
||||
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#endif
|
||||
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 100";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 300 es";
|
||||
#else
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 130";
|
||||
#endif
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
|
||||
strcpy(g_GlslVersionString, glsl_version);
|
||||
strcat(g_GlslVersionString, "\n");
|
||||
|
||||
// Make a dummy GL call (we don't actually need the result)
|
||||
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
|
||||
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
|
||||
GLint current_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
return ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
|
||||
{
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
#ifdef GL_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
|
||||
};
|
||||
glUseProgram(g_ShaderHandle);
|
||||
glUniform1i(g_AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
||||
#endif
|
||||
|
||||
(void)vertex_array_object;
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(vertex_array_object);
|
||||
#endif
|
||||
|
||||
// Bind vertex/index buffers and setup attributes for ImDrawVert
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxPos);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationVtxColor);
|
||||
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
}
|
||||
|
||||
// OpenGL3 Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
|
||||
// Backup GL state
|
||||
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
||||
#endif
|
||||
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
|
||||
#endif
|
||||
#ifdef GL_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
#endif
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
|
||||
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
|
||||
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
|
||||
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
|
||||
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
|
||||
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
|
||||
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
||||
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
bool clip_origin_lower_left = true;
|
||||
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
|
||||
GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
|
||||
if (last_clip_origin == GL_UPPER_LEFT)
|
||||
clip_origin_lower_left = false;
|
||||
#endif
|
||||
|
||||
// Setup desired GL state
|
||||
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
|
||||
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
|
||||
GLuint vertex_array_object = 0;
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glGenVertexArrays(1, &vertex_array_object);
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// Upload vertex/index buffers
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != NULL)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec4 clip_rect;
|
||||
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
|
||||
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
|
||||
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
|
||||
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
|
||||
|
||||
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
if (clip_origin_lower_left)
|
||||
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
||||
else
|
||||
glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||
#else
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy the temporary VAO
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glDeleteVertexArrays(1, &vertex_array_object);
|
||||
#endif
|
||||
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, last_sampler);
|
||||
#endif
|
||||
glActiveTexture(last_active_texture);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(last_vertex_array_object);
|
||||
#endif
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
||||
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
||||
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
||||
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||
#ifdef GL_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
||||
#endif
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &g_FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
#ifdef GL_UNPACK_ROW_LENGTH
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
#endif
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyFontsTexture()
|
||||
{
|
||||
if (g_FontTexture)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
glDeleteTextures(1, &g_FontTexture);
|
||||
io.Fonts->TexID = 0;
|
||||
g_FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
|
||||
static bool CheckShader(GLuint handle, const char* desc)
|
||||
{
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
|
||||
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
|
||||
static bool CheckProgram(GLuint handle, const char* desc)
|
||||
{
|
||||
GLint status = 0, log_length = 0;
|
||||
glGetProgramiv(handle, GL_LINK_STATUS, &status);
|
||||
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
|
||||
fprintf(stderr, "%s\n", buf.begin());
|
||||
}
|
||||
return (GLboolean)status == GL_TRUE;
|
||||
}
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
{
|
||||
// Backup GL state
|
||||
GLint last_texture, last_array_buffer;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
GLint last_vertex_array;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
#endif
|
||||
|
||||
// Parse GLSL version string
|
||||
int glsl_version = 130;
|
||||
sscanf(g_GlslVersionString, "#version %d", &glsl_version);
|
||||
|
||||
const GLchar* vertex_shader_glsl_120 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"attribute vec2 Position;\n"
|
||||
"attribute vec2 UV;\n"
|
||||
"attribute vec4 Color;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_130 =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"in vec2 Position;\n"
|
||||
"in vec2 UV;\n"
|
||||
"in vec4 Color;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_300_es =
|
||||
"precision mediump float;\n"
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* vertex_shader_glsl_410_core =
|
||||
"layout (location = 0) in vec2 Position;\n"
|
||||
"layout (location = 1) in vec2 UV;\n"
|
||||
"layout (location = 2) in vec4 Color;\n"
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_120 =
|
||||
"#ifdef GL_ES\n"
|
||||
" precision mediump float;\n"
|
||||
"#endif\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_130 =
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_300_es =
|
||||
"precision mediump float;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader_glsl_410_core =
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"layout (location = 0) out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
// Select shaders matching our GLSL versions
|
||||
const GLchar* vertex_shader = NULL;
|
||||
const GLchar* fragment_shader = NULL;
|
||||
if (glsl_version < 130)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_120;
|
||||
fragment_shader = fragment_shader_glsl_120;
|
||||
}
|
||||
else if (glsl_version >= 410)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_410_core;
|
||||
fragment_shader = fragment_shader_glsl_410_core;
|
||||
}
|
||||
else if (glsl_version == 300)
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_300_es;
|
||||
fragment_shader = fragment_shader_glsl_300_es;
|
||||
}
|
||||
else
|
||||
{
|
||||
vertex_shader = vertex_shader_glsl_130;
|
||||
fragment_shader = fragment_shader_glsl_130;
|
||||
}
|
||||
|
||||
// Create shaders
|
||||
const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
|
||||
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
|
||||
glCompileShader(g_VertHandle);
|
||||
CheckShader(g_VertHandle, "vertex shader");
|
||||
|
||||
const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
|
||||
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
|
||||
glCompileShader(g_FragHandle);
|
||||
CheckShader(g_FragHandle, "fragment shader");
|
||||
|
||||
g_ShaderHandle = glCreateProgram();
|
||||
glAttachShader(g_ShaderHandle, g_VertHandle);
|
||||
glAttachShader(g_ShaderHandle, g_FragHandle);
|
||||
glLinkProgram(g_ShaderHandle);
|
||||
CheckProgram(g_ShaderHandle, "shader program");
|
||||
|
||||
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
||||
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
||||
g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
|
||||
g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
||||
g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
||||
|
||||
// Create buffers
|
||||
glGenBuffers(1, &g_VboHandle);
|
||||
glGenBuffers(1, &g_ElementsHandle);
|
||||
|
||||
ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(last_vertex_array);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
{
|
||||
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
|
||||
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
|
||||
g_VboHandle = g_ElementsHandle = 0;
|
||||
|
||||
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
|
||||
if (g_VertHandle) glDeleteShader(g_VertHandle);
|
||||
g_VertHandle = 0;
|
||||
|
||||
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
|
||||
if (g_FragHandle) glDeleteShader(g_FragHandle);
|
||||
g_FragHandle = 0;
|
||||
|
||||
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
|
||||
g_ShaderHandle = 0;
|
||||
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
}
|
|
@ -0,0 +1,47 @@
|
|||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
|
||||
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
|
||||
#pragma once
|
||||
|
||||
// Specific OpenGL versions
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
||||
|
||||
// Set default OpenGL3 loader to be gl3w
|
||||
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#endif
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
|
@ -0,0 +1,338 @@
|
|||
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
|
||||
// Implemented features:
|
||||
// [?] Platform: Clipboard support
|
||||
// [?] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [?] Platform: Keyboard arrays indexed using
|
||||
// [?] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_x11.h"
|
||||
|
||||
#include <X11/X.h>
|
||||
#include <X11/Xlib.h>
|
||||
#include <X11/keysym.h>
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <ctime>
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-08-31: Initial X11 implementation
|
||||
|
||||
// X11 Data
|
||||
static Display* g_Display = nullptr;
|
||||
static Window g_Window = 0;
|
||||
static uint64_t g_Time = 0;
|
||||
static uint64_t g_TicksPerSecond = 0;
|
||||
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
static bool g_HasGamepad = false;
|
||||
static bool g_WantUpdateHasGamepad = true;
|
||||
|
||||
bool GetKeyState(int keysym, char keys[32])
|
||||
{
|
||||
int keycode = XKeysymToKeycode(g_Display, keysym);
|
||||
return keys[keycode/8] & (1<<keycode%8);
|
||||
}
|
||||
|
||||
bool IsKeySys(int key)
|
||||
{
|
||||
switch(key)
|
||||
{
|
||||
case XK_Shift_L : case XK_Shift_R :
|
||||
case XK_Control_L: case XK_Control_R :
|
||||
case XK_Alt_L : case XK_Alt_R :
|
||||
case XK_Super_L : case XK_Super_R :
|
||||
case XK_Caps_Lock: case XK_Shift_Lock:
|
||||
case XK_BackSpace: case XK_Delete :
|
||||
case XK_Left : case XK_Right :
|
||||
case XK_Up : case XK_Down :
|
||||
case XK_Prior : case XK_Next :
|
||||
case XK_Home : case XK_End :
|
||||
case XK_Insert : case XK_Return :
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplX11_Init(void *display, void *window)
|
||||
{
|
||||
timespec ts, tsres;
|
||||
clock_getres(CLOCK_MONOTONIC_RAW, &tsres);
|
||||
clock_gettime(CLOCK_MONOTONIC_RAW, &ts);
|
||||
|
||||
g_TicksPerSecond = 1000000000.0f / (static_cast<uint64_t>(tsres.tv_nsec) + static_cast<uint64_t>(tsres.tv_sec)*1000000000);
|
||||
g_Time = static_cast<uint64_t>(ts.tv_nsec) + static_cast<uint64_t>(ts.tv_sec)*1000000000;
|
||||
|
||||
//if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||
// return false;
|
||||
//if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
||||
// return false;
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
g_Display = reinterpret_cast<Display*>(display);
|
||||
g_Window = reinterpret_cast<Window>(window);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
io.BackendPlatformName = "imgui_impl_x11";
|
||||
io.ImeWindowHandle = nullptr;
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
|
||||
io.KeyMap[ImGuiKey_Tab] = XKeysymToKeycode(g_Display, XK_Tab);
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = XKeysymToKeycode(g_Display, XK_Left);
|
||||
io.KeyMap[ImGuiKey_RightArrow] = XKeysymToKeycode(g_Display, XK_Right);
|
||||
io.KeyMap[ImGuiKey_UpArrow] = XKeysymToKeycode(g_Display, XK_Up);
|
||||
io.KeyMap[ImGuiKey_DownArrow] = XKeysymToKeycode(g_Display, XK_Down);
|
||||
io.KeyMap[ImGuiKey_PageUp] = XKeysymToKeycode(g_Display, XK_Prior);
|
||||
io.KeyMap[ImGuiKey_PageDown] = XKeysymToKeycode(g_Display, XK_Next);
|
||||
io.KeyMap[ImGuiKey_Home] = XKeysymToKeycode(g_Display, XK_Home);
|
||||
io.KeyMap[ImGuiKey_End] = XKeysymToKeycode(g_Display, XK_End);
|
||||
io.KeyMap[ImGuiKey_Insert] = XKeysymToKeycode(g_Display, XK_Insert);
|
||||
io.KeyMap[ImGuiKey_Delete] = XKeysymToKeycode(g_Display, XK_Delete);
|
||||
io.KeyMap[ImGuiKey_Backspace] = XKeysymToKeycode(g_Display, XK_BackSpace);
|
||||
io.KeyMap[ImGuiKey_Space] = XKeysymToKeycode(g_Display, XK_space);
|
||||
io.KeyMap[ImGuiKey_Enter] = XKeysymToKeycode(g_Display, XK_Return);
|
||||
io.KeyMap[ImGuiKey_Escape] = XKeysymToKeycode(g_Display, XK_Escape);
|
||||
io.KeyMap[ImGuiKey_A] = XKeysymToKeycode(g_Display, XK_A);
|
||||
io.KeyMap[ImGuiKey_C] = XKeysymToKeycode(g_Display, XK_C);
|
||||
io.KeyMap[ImGuiKey_V] = XKeysymToKeycode(g_Display, XK_V);
|
||||
io.KeyMap[ImGuiKey_X] = XKeysymToKeycode(g_Display, XK_X);
|
||||
io.KeyMap[ImGuiKey_Y] = XKeysymToKeycode(g_Display, XK_Y);
|
||||
io.KeyMap[ImGuiKey_Z] = XKeysymToKeycode(g_Display, XK_Z);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplX11_Shutdown()
|
||||
{
|
||||
g_Display = nullptr;
|
||||
g_Window = 0;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplX11_UpdateMouseCursor()
|
||||
{
|
||||
/*
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return false;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
::SetCursor(NULL);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
LPTSTR win32_cursor = IDC_ARROW;
|
||||
switch (imgui_cursor)
|
||||
{
|
||||
case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
|
||||
case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
|
||||
case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
|
||||
case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
|
||||
case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
|
||||
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
|
||||
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
|
||||
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
|
||||
}
|
||||
::SetCursor(::LoadCursor(NULL, win32_cursor));
|
||||
}
|
||||
*/
|
||||
return true;
|
||||
}
|
||||
|
||||
static void ImGui_ImplX11_UpdateMousePos()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
// POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
|
||||
// ::ClientToScreen(g_hWnd, &pos);
|
||||
// ::SetCursorPos(pos.x, pos.y);
|
||||
}
|
||||
|
||||
// Set mouse position
|
||||
Window unused_window;
|
||||
int rx, ry, x, y;
|
||||
unsigned int mask;
|
||||
|
||||
XQueryPointer(g_Display, g_Window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask);
|
||||
|
||||
io.MousePos = ImVec2((float)x, (float)y);
|
||||
}
|
||||
|
||||
// Gamepad navigation mapping
|
||||
static void ImGui_ImplX11_UpdateGamepads()
|
||||
{
|
||||
/* TODO: support linux gamepad ?
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
|
||||
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
|
||||
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
|
||||
if (g_WantUpdateHasGamepad)
|
||||
{
|
||||
XINPUT_CAPABILITIES caps;
|
||||
g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
|
||||
g_WantUpdateHasGamepad = false;
|
||||
}
|
||||
|
||||
XINPUT_STATE xinput_state;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
|
||||
{
|
||||
const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
|
||||
#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
|
||||
MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
|
||||
MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
|
||||
MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
|
||||
MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
|
||||
MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
|
||||
MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
|
||||
MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
|
||||
MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
|
||||
MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
|
||||
MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void ImGui_ImplX11_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
unsigned int width, height;
|
||||
Window unused_window;
|
||||
int unused_int;
|
||||
unsigned int unused_unsigned_int;
|
||||
|
||||
XGetGeometry(g_Display, (Window)g_Window, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int);
|
||||
|
||||
io.DisplaySize.x = width;
|
||||
io.DisplaySize.y = height;
|
||||
|
||||
timespec ts, tsres;
|
||||
clock_gettime(CLOCK_MONOTONIC_RAW, &ts);
|
||||
|
||||
uint64_t current_time = static_cast<uint64_t>(ts.tv_nsec) + static_cast<uint64_t>(ts.tv_sec)*1000000000;
|
||||
|
||||
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
||||
g_Time = current_time;
|
||||
|
||||
// Read keyboard modifiers inputs
|
||||
char keys[32];
|
||||
XQueryKeymap(g_Display, keys);
|
||||
|
||||
io.KeyCtrl = GetKeyState(XK_Control_L, keys);
|
||||
io.KeyShift = GetKeyState(XK_Shift_L, keys);
|
||||
io.KeyAlt = GetKeyState(XK_Alt_L, keys);
|
||||
io.KeySuper = false;
|
||||
// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
|
||||
|
||||
// Update OS mouse position
|
||||
ImGui_ImplX11_UpdateMousePos();
|
||||
/*
|
||||
// Update OS mouse cursor with the cursor requested by imgui
|
||||
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
||||
if (g_LastMouseCursor != mouse_cursor)
|
||||
{
|
||||
g_LastMouseCursor = mouse_cursor;
|
||||
ImGui_ImplX11_UpdateMouseCursor();
|
||||
}
|
||||
*/
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplX11_UpdateGamepads();
|
||||
}
|
||||
|
||||
// Process X11 mouse/keyboard inputs.
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event)
|
||||
{
|
||||
if (ImGui::GetCurrentContext() == NULL)
|
||||
return 0;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
switch (event.type)
|
||||
{
|
||||
case ButtonPress:
|
||||
case ButtonRelease:
|
||||
switch(event.xbutton.button)
|
||||
{
|
||||
case Button1:
|
||||
io.MouseDown[0] = event.type == ButtonPress;
|
||||
break;
|
||||
|
||||
case Button2:
|
||||
io.MouseDown[2] = event.type == ButtonPress;
|
||||
break;
|
||||
|
||||
case Button3:
|
||||
io.MouseDown[1] = event.type == ButtonPress;
|
||||
break;
|
||||
|
||||
case Button4: // Mouse wheel up
|
||||
if( event.type == ButtonPress )
|
||||
io.MouseWheel += 1;
|
||||
return 0;
|
||||
|
||||
case Button5: // Mouse wheel down
|
||||
if( event.type == ButtonPress )
|
||||
io.MouseWheel -= 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case KeyPress:
|
||||
{
|
||||
int key = XKeycodeToKeysym(g_Display, event.xkey.keycode, event.xkey.state & ShiftMask ? 1 : 0);
|
||||
if( IsKeySys(key) )
|
||||
io.KeysDown[event.xkey.keycode] = true;
|
||||
else
|
||||
io.AddInputCharacter(key);
|
||||
return 0;
|
||||
}
|
||||
|
||||
case KeyRelease:
|
||||
{
|
||||
int key = XKeycodeToKeysym(g_Display, event.xkey.keycode, event.xkey.state & ShiftMask ? 1 : 0);
|
||||
if( IsKeySys(key) )
|
||||
io.KeysDown[event.xkey.keycode] = false;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
/*
|
||||
case WM_DEVICECHANGE:
|
||||
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
|
||||
g_WantUpdateHasGamepad = true;
|
||||
return 0;
|
||||
}
|
||||
*/
|
||||
return 0;
|
||||
}
|
||||
|
|
@ -0,0 +1,21 @@
|
|||
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
|
||||
#pragma once
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display, void* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplX11_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplX11_NewFrame();
|
||||
|
||||
// Handler for Win32 messages, update mouse/keyboard data.
|
||||
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
|
||||
// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can COPY this line into your .cpp code instead.
|
||||
/*
|
||||
IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent *event);
|
||||
*/
|
|
@ -0,0 +1,557 @@
|
|||
// dear imgui: Renderer for DirectX10
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
|
||||
// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2016-05-07: DirectX10: Disabling depth-write.
|
||||
|
||||
#include "../../imgui.h"
|
||||
#include "imgui_impl_dx10.h"
|
||||
|
||||
// DirectX
|
||||
#include <stdio.h>
|
||||
#include <d3d10_1.h>
|
||||
#include <d3d10.h>
|
||||
|
||||
#include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h"
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
static ID3DBlob* g_pVertexShaderBlob = NULL;
|
||||
static ID3DBlob* g_pPixelShaderBlob = NULL;
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
static ID3D10Device* g_pd3dDevice = NULL;
|
||||
static IDXGIFactory* g_pFactory = NULL;
|
||||
static ID3D10Buffer* g_pVB = NULL;
|
||||
static ID3D10Buffer* g_pIB = NULL;
|
||||
static ID3D10VertexShader* g_pVertexShader = NULL;
|
||||
static ID3D10InputLayout* g_pInputLayout = NULL;
|
||||
static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
|
||||
static ID3D10PixelShader* g_pPixelShader = NULL;
|
||||
static ID3D10SamplerState* g_pFontSampler = NULL;
|
||||
static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
|
||||
static ID3D10RasterizerState* g_pRasterizerState = NULL;
|
||||
static ID3D10BlendState* g_pBlendState = NULL;
|
||||
static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
|
||||
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
|
||||
{
|
||||
// Setup viewport
|
||||
D3D10_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
||||
vp.Width = (UINT)draw_data->DisplaySize.x;
|
||||
vp.Height = (UINT)draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
ctx->IASetInputLayout(g_pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(g_pVertexShader);
|
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
ctx->PSSetShader(g_pPixelShader);
|
||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
|
||||
ctx->RSSetState(g_pRasterizerState);
|
||||
}
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ID3D10Device* ctx = g_pd3dDevice;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D10_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D10_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
ImDrawVert* vtx_dst = NULL;
|
||||
ImDrawIdx* idx_dst = NULL;
|
||||
g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
|
||||
g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
g_pVB->Unmap();
|
||||
g_pIB->Unmap();
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
void* mapped_resource;
|
||||
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float mvp[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
g_pVertexConstantBuffer->Unmap();
|
||||
}
|
||||
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
struct BACKUP_DX10_STATE
|
||||
{
|
||||
UINT ScissorRectsCount, ViewportsCount;
|
||||
D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
ID3D10RasterizerState* RS;
|
||||
ID3D10BlendState* BlendState;
|
||||
FLOAT BlendFactor[4];
|
||||
UINT SampleMask;
|
||||
UINT StencilRef;
|
||||
ID3D10DepthStencilState* DepthStencilState;
|
||||
ID3D10ShaderResourceView* PSShaderResource;
|
||||
ID3D10SamplerState* PSSampler;
|
||||
ID3D10PixelShader* PS;
|
||||
ID3D10VertexShader* VS;
|
||||
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
DXGI_FORMAT IndexBufferFormat;
|
||||
ID3D10InputLayout* InputLayout;
|
||||
};
|
||||
BACKUP_DX10_STATE old;
|
||||
old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||
ctx->RSGetState(&old.RS);
|
||||
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
||||
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
ctx->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
ctx->PSGetShader(&old.PS);
|
||||
ctx->VSGetShader(&old.VS);
|
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
ctx->IAGetInputLayout(&old.InputLayout);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)};
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
}
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore modified DX state
|
||||
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
|
||||
ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Upload texture to graphics system
|
||||
{
|
||||
D3D10_TEXTURE2D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Usage = D3D10_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D10Texture2D *pTexture = NULL;
|
||||
D3D10_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
|
||||
// Create texture view
|
||||
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
||||
ZeroMemory(&srv_desc, sizeof(srv_desc));
|
||||
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
|
||||
srv_desc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srv_desc.Texture2D.MostDetailedMip = 0;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
|
||||
pTexture->Release();
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
|
||||
|
||||
// Create texture sampler
|
||||
{
|
||||
D3D10_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return false;
|
||||
if (g_pFontSampler)
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX10 sample code but remove this dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
||||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
decltype(D3DCompile)* D3DCompile = load_d3dcompile();
|
||||
if (D3DCompile == nullptr)
|
||||
return false;
|
||||
#endif
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
#ifdef USE_D3DCOMPILE
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
PS_INPUT main(VS_INPUT input)\
|
||||
{\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
}";
|
||||
|
||||
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
|
||||
|
||||
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
|
||||
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
|
||||
return false;
|
||||
#else
|
||||
if (g_pd3dDevice->CreateVertexShader(ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pVertexShader) != S_OK)
|
||||
return false;
|
||||
#endif
|
||||
|
||||
// Create the input layout
|
||||
D3D10_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
#ifdef USE_D3DCOMPILE
|
||||
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||
return false;
|
||||
#else
|
||||
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX10, ImGui_vertexShaderDX10_len, &g_pInputLayout) != S_OK)
|
||||
return false;
|
||||
#endif
|
||||
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D10_BUFFER_DESC desc;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
#ifdef USE_D3DCOMPILE
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
sampler sampler0;\
|
||||
Texture2D texture0;\
|
||||
\
|
||||
float4 main(PS_INPUT input) : SV_Target\
|
||||
{\
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||
return out_col; \
|
||||
}";
|
||||
|
||||
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
|
||||
|
||||
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
|
||||
return false;
|
||||
#else
|
||||
if (g_pd3dDevice->CreatePixelShader(ImGui_pixelShaderDX10, ImGui_pixelShaderDX10_len, &g_pPixelShader) != S_OK)
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
unload_d3dcompile();
|
||||
#endif
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D10_BLEND_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.BlendEnable[0] = true;
|
||||
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
|
||||
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
|
||||
desc.BlendOp = D3D10_BLEND_OP_ADD;
|
||||
desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
||||
desc.DestBlendAlpha = D3D10_BLEND_ZERO;
|
||||
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
||||
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
||||
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D10_RASTERIZER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.FillMode = D3D10_FILL_SOLID;
|
||||
desc.CullMode = D3D10_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
{
|
||||
D3D10_DEPTH_STENCIL_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
|
||||
}
|
||||
|
||||
ImGui_ImplDX10_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return;
|
||||
|
||||
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
|
||||
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
|
||||
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
|
||||
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
|
||||
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
|
||||
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
|
||||
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
|
||||
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
|
||||
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
|
||||
#ifdef USE_D3DCOMPILE
|
||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
||||
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
||||
#endif
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx10";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = NULL;
|
||||
IDXGIAdapter* pDXGIAdapter = NULL;
|
||||
IDXGIFactory* pFactory = NULL;
|
||||
|
||||
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
||||
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
||||
{
|
||||
g_pd3dDevice = device;
|
||||
g_pFactory = pFactory;
|
||||
}
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
g_pd3dDevice->AddRef();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_NewFrame()
|
||||
{
|
||||
if (!g_pFontSampler)
|
||||
return ImGui_ImplDX10_CreateDeviceObjects();
|
||||
|
||||
return true;
|
||||
}
|
|
@ -0,0 +1,23 @@
|
|||
// dear imgui: Renderer for DirectX10
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#pragma once
|
||||
|
||||
struct ID3D10Device;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
|
|
@ -0,0 +1,684 @@
|
|||
// dear imgui: Renderer for DirectX11
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
|
||||
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
|
||||
// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2016-05-07: DirectX11: Disabling depth-write.
|
||||
|
||||
#include "../../imgui.h"
|
||||
#include "imgui_impl_dx11.h"
|
||||
|
||||
// DirectX
|
||||
#include <stdio.h>
|
||||
#include <d3d11.h>
|
||||
|
||||
#include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h"
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
static ID3DBlob* g_pVertexShaderBlob = NULL;
|
||||
static ID3DBlob* g_pPixelShaderBlob = NULL;
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
static ID3D11Device* g_pd3dDevice = NULL;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
|
||||
static IDXGIFactory* g_pFactory = NULL;
|
||||
static ID3D11Buffer* g_pVB = NULL;
|
||||
static ID3D11Buffer* g_pIB = NULL;
|
||||
static ID3D11VertexShader* g_pVertexShader = NULL;
|
||||
static ID3D11InputLayout* g_pInputLayout = NULL;
|
||||
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
|
||||
static ID3D11PixelShader* g_pPixelShader = NULL;
|
||||
static ID3D11SamplerState* g_pFontSampler = NULL;
|
||||
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
|
||||
static ID3D11RasterizerState* g_pRasterizerState = NULL;
|
||||
static ID3D11BlendState* g_pBlendState = NULL;
|
||||
static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
|
||||
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
|
||||
{
|
||||
// Setup viewport
|
||||
D3D11_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||
vp.Width = draw_data->DisplaySize.x;
|
||||
vp.Height = draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Setup shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
ctx->IASetInputLayout(g_pInputLayout);
|
||||
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->VSSetShader(g_pVertexShader, NULL, 0);
|
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
ctx->PSSetShader(g_pPixelShader, NULL, 0);
|
||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
|
||||
// Setup blend state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
|
||||
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
|
||||
ctx->RSSetState(g_pRasterizerState);
|
||||
}
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
|
||||
return;
|
||||
}
|
||||
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
|
||||
if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
ctx->Unmap(g_pVB, 0);
|
||||
ctx->Unmap(g_pIB, 0);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mapped_resource;
|
||||
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
return;
|
||||
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float mvp[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
ctx->Unmap(g_pVertexConstantBuffer, 0);
|
||||
}
|
||||
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
struct BACKUP_DX11_STATE
|
||||
{
|
||||
UINT ScissorRectsCount, ViewportsCount;
|
||||
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
ID3D11RasterizerState* RS;
|
||||
ID3D11BlendState* BlendState;
|
||||
FLOAT BlendFactor[4];
|
||||
UINT SampleMask;
|
||||
UINT StencilRef;
|
||||
ID3D11DepthStencilState* DepthStencilState;
|
||||
ID3D11ShaderResourceView* PSShaderResource;
|
||||
ID3D11SamplerState* PSSampler;
|
||||
ID3D11PixelShader* PS;
|
||||
ID3D11VertexShader* VS;
|
||||
UINT PSInstancesCount, VSInstancesCount;
|
||||
ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
|
||||
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
DXGI_FORMAT IndexBufferFormat;
|
||||
ID3D11InputLayout* InputLayout;
|
||||
};
|
||||
BACKUP_DX11_STATE old;
|
||||
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||
ctx->RSGetState(&old.RS);
|
||||
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
||||
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
ctx->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
old.PSInstancesCount = old.VSInstancesCount = 256;
|
||||
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
|
||||
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
|
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
ctx->IAGetInputLayout(&old.InputLayout);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_idx_offset = 0;
|
||||
int global_vtx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != NULL)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
}
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore modified DX state
|
||||
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
|
||||
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
|
||||
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
|
||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Upload texture to graphics system
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D11Texture2D *pTexture = NULL;
|
||||
D3D11_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||
|
||||
// Create texture view
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
|
||||
pTexture->Release();
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
|
||||
|
||||
// Create texture sampler
|
||||
{
|
||||
D3D11_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return false;
|
||||
if (g_pFontSampler)
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX11 sample code but remove this dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
||||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
decltype(D3DCompile)* D3DCompile = load_d3dcompile();
|
||||
if (D3DCompile == nullptr)
|
||||
return false;
|
||||
#endif
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
#ifdef USE_D3DCOMPILE
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
PS_INPUT main(VS_INPUT input)\
|
||||
{\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
}";
|
||||
|
||||
const char* target;
|
||||
switch (g_pd3dDevice->GetFeatureLevel())
|
||||
{
|
||||
case D3D_FEATURE_LEVEL_9_1: target = "vs_4_0_level_9_1"; break;
|
||||
case D3D_FEATURE_LEVEL_9_2: target = "vs_4_0_level_9_2"; break;
|
||||
case D3D_FEATURE_LEVEL_9_3: target = "vs_4_0_level_9_3"; break;
|
||||
case D3D_FEATURE_LEVEL_10_0: target = "vs_4_0"; break;
|
||||
case D3D_FEATURE_LEVEL_10_1: target = "vs_4_1"; break;
|
||||
case D3D_FEATURE_LEVEL_11_0: target = "vs_5_0"; break;
|
||||
case D3D_FEATURE_LEVEL_11_1: target = "vs_5_0"; break;
|
||||
default: target = "vs_4_0";
|
||||
}
|
||||
|
||||
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", target, 0, 0, &g_pVertexShaderBlob, NULL);
|
||||
|
||||
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
|
||||
return false;
|
||||
#else
|
||||
|
||||
unsigned char* byteCode;
|
||||
SIZE_T byteCodeSize;
|
||||
|
||||
switch (g_pd3dDevice->GetFeatureLevel())
|
||||
{
|
||||
case D3D_FEATURE_LEVEL_9_1:
|
||||
byteCode = ImGui_vertexShaderDX11_9_1;
|
||||
byteCodeSize = ImGui_vertexShaderDX11_9_1_len;
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_9_2:
|
||||
byteCode = ImGui_vertexShaderDX11_9_2;
|
||||
byteCodeSize = ImGui_vertexShaderDX11_9_2_len;
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_9_3:
|
||||
byteCode = ImGui_vertexShaderDX11_9_3;
|
||||
byteCodeSize = ImGui_vertexShaderDX11_9_3_len;
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_10_0:
|
||||
byteCode = ImGui_vertexShaderDX11_10_0;
|
||||
byteCodeSize = ImGui_vertexShaderDX11_10_0_len;
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_10_1:
|
||||
byteCode = ImGui_vertexShaderDX11_10_1;
|
||||
byteCodeSize = ImGui_vertexShaderDX11_10_1_len;
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_11_0:
|
||||
byteCode = ImGui_vertexShaderDX11_11_0;
|
||||
byteCodeSize = ImGui_vertexShaderDX11_11_0_len;
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_11_1:
|
||||
byteCode = ImGui_vertexShaderDX11_11_1;
|
||||
byteCodeSize = ImGui_vertexShaderDX11_11_1_len;
|
||||
break;
|
||||
|
||||
default:
|
||||
byteCode = ImGui_vertexShaderDX11;
|
||||
byteCodeSize = ImGui_vertexShaderDX11_len;
|
||||
}
|
||||
|
||||
auto x = g_pd3dDevice->CreateVertexShader(byteCode, byteCodeSize, NULL, &g_pVertexShader);
|
||||
if (x != S_OK)
|
||||
return false;
|
||||
#endif
|
||||
|
||||
// Create the input layout
|
||||
D3D11_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
#ifdef USE_D3DCOMPILE
|
||||
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||
return false;
|
||||
#else
|
||||
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, ImGui_vertexShaderDX11, ImGui_vertexShaderDX11_len, &g_pInputLayout) != S_OK)
|
||||
return false;
|
||||
#endif
|
||||
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D11_BUFFER_DESC desc;
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
#ifdef USE_D3DCOMPILE
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
sampler sampler0;\
|
||||
Texture2D texture0;\
|
||||
\
|
||||
float4 main(PS_INPUT input) : SV_Target\
|
||||
{\
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||
return out_col; \
|
||||
}";
|
||||
|
||||
const char* target;
|
||||
switch (g_pd3dDevice->GetFeatureLevel())
|
||||
{
|
||||
case D3D_FEATURE_LEVEL_9_1: target = "ps_4_0_level_9_1"; break;
|
||||
case D3D_FEATURE_LEVEL_9_2: target = "ps_4_0_level_9_2"; break;
|
||||
case D3D_FEATURE_LEVEL_9_3: target = "ps_4_0_level_9_3"; break;
|
||||
case D3D_FEATURE_LEVEL_10_0: target = "ps_4_0"; break;
|
||||
case D3D_FEATURE_LEVEL_10_1: target = "ps_4_1"; break;
|
||||
case D3D_FEATURE_LEVEL_11_0: target = "ps_5_0"; break;
|
||||
case D3D_FEATURE_LEVEL_11_1: target = "ps_5_0"; break;
|
||||
default: target = "ps_4_0";
|
||||
}
|
||||
|
||||
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", target, 0, 0, &g_pPixelShaderBlob, NULL);
|
||||
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
|
||||
return false;
|
||||
#else
|
||||
|
||||
unsigned char* byteCode;
|
||||
SIZE_T byteCodeSize;
|
||||
|
||||
switch (g_pd3dDevice->GetFeatureLevel())
|
||||
{
|
||||
case D3D_FEATURE_LEVEL_9_1:
|
||||
byteCode = ImGui_pixelShaderDX11_9_1;
|
||||
byteCodeSize = ImGui_pixelShaderDX11_9_1_len;
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_9_2:
|
||||
byteCode = ImGui_pixelShaderDX11_9_2;
|
||||
byteCodeSize = ImGui_pixelShaderDX11_9_2_len;
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_9_3:
|
||||
byteCode = ImGui_pixelShaderDX11_9_3;
|
||||
byteCodeSize = ImGui_pixelShaderDX11_9_3_len;
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_10_0:
|
||||
byteCode = ImGui_pixelShaderDX11_10_0;
|
||||
byteCodeSize = ImGui_pixelShaderDX11_10_0_len;
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_10_1:
|
||||
byteCode = ImGui_pixelShaderDX11_10_1;
|
||||
byteCodeSize = ImGui_pixelShaderDX11_10_1_len;
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_11_0:
|
||||
byteCode = ImGui_pixelShaderDX11_11_0;
|
||||
byteCodeSize = ImGui_pixelShaderDX11_11_0_len;
|
||||
break;
|
||||
|
||||
case D3D_FEATURE_LEVEL_11_1:
|
||||
byteCode = ImGui_pixelShaderDX11_11_1;
|
||||
byteCodeSize = ImGui_pixelShaderDX11_11_1_len;
|
||||
break;
|
||||
|
||||
default:
|
||||
byteCode = ImGui_pixelShaderDX11;
|
||||
byteCodeSize = ImGui_pixelShaderDX11_len;
|
||||
}
|
||||
|
||||
if (g_pd3dDevice->CreatePixelShader(byteCode, byteCodeSize, NULL, &g_pPixelShader) != S_OK)
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
unload_d3dcompile();
|
||||
#endif
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D11_BLEND_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.RenderTarget[0].BlendEnable = true;
|
||||
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D11_RASTERIZER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.FillMode = D3D11_FILL_SOLID;
|
||||
desc.CullMode = D3D11_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
{
|
||||
D3D11_DEPTH_STENCIL_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
|
||||
}
|
||||
|
||||
ImGui_ImplDX11_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return;
|
||||
|
||||
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
|
||||
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
|
||||
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
|
||||
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
|
||||
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
|
||||
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
|
||||
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
|
||||
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
|
||||
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
|
||||
#ifdef USE_D3DCOMPILE
|
||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
||||
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
||||
#endif
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx11";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = NULL;
|
||||
IDXGIAdapter* pDXGIAdapter = NULL;
|
||||
IDXGIFactory* pFactory = NULL;
|
||||
|
||||
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
||||
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
||||
{
|
||||
g_pd3dDevice = device;
|
||||
g_pd3dDeviceContext = device_context;
|
||||
g_pFactory = pFactory;
|
||||
}
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
g_pd3dDevice->AddRef();
|
||||
g_pd3dDeviceContext->AddRef();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_NewFrame()
|
||||
{
|
||||
if (!g_pFontSampler)
|
||||
return ImGui_ImplDX11_CreateDeviceObjects();
|
||||
|
||||
return true;
|
||||
}
|
|
@ -0,0 +1,24 @@
|
|||
// dear imgui: Renderer for DirectX11
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#pragma once
|
||||
|
||||
struct ID3D11Device;
|
||||
struct ID3D11DeviceContext;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
|
@ -0,0 +1,677 @@
|
|||
// dear imgui: Renderer for DirectX12
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: Misc: Various minor tidying up.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
|
||||
// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
|
||||
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
|
||||
|
||||
#include "../../imgui.h"
|
||||
#include "imgui_impl_dx12.h"
|
||||
|
||||
// DirectX
|
||||
#include <d3d12.h>
|
||||
#include <dxgi1_4.h>
|
||||
|
||||
#include "../../../overlay_experimental/windows/ImGui_ShaderBlobs.h"
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
static ID3DBlob* g_pVertexShaderBlob = NULL;
|
||||
static ID3DBlob* g_pPixelShaderBlob = NULL;
|
||||
#endif
|
||||
|
||||
// DirectX data
|
||||
static ID3D12Device* g_pd3dDevice = NULL;
|
||||
static ID3D12RootSignature* g_pRootSignature = NULL;
|
||||
static ID3D12PipelineState* g_pPipelineState = NULL;
|
||||
static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
|
||||
static ID3D12Resource* g_pFontTextureResource = NULL;
|
||||
static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
|
||||
static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
|
||||
|
||||
struct FrameResources
|
||||
{
|
||||
ID3D12Resource* IndexBuffer;
|
||||
ID3D12Resource* VertexBuffer;
|
||||
int IndexBufferSize;
|
||||
int VertexBufferSize;
|
||||
};
|
||||
static FrameResources* g_pFrameResources = NULL;
|
||||
static UINT g_numFramesInFlight = 0;
|
||||
static UINT g_frameIndex = UINT_MAX;
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr)
|
||||
{
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
|
||||
{
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float mvp[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
|
||||
}
|
||||
|
||||
// Setup viewport
|
||||
D3D12_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D12_VIEWPORT));
|
||||
vp.Width = draw_data->DisplaySize.x;
|
||||
vp.Height = draw_data->DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0.0f;
|
||||
ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
D3D12_VERTEX_BUFFER_VIEW vbv;
|
||||
memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
|
||||
vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
|
||||
vbv.SizeInBytes = fr->VertexBufferSize * stride;
|
||||
vbv.StrideInBytes = stride;
|
||||
ctx->IASetVertexBuffers(0, 1, &vbv);
|
||||
D3D12_INDEX_BUFFER_VIEW ibv;
|
||||
memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
|
||||
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
|
||||
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
|
||||
ctx->IASetIndexBuffer(&ibv);
|
||||
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ctx->SetPipelineState(g_pPipelineState);
|
||||
ctx->SetGraphicsRootSignature(g_pRootSignature);
|
||||
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
|
||||
|
||||
// Setup blend factor
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
ctx->OMSetBlendFactor(blend_factor);
|
||||
}
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
// FIXME: I'm assuming that this only gets called once per frame!
|
||||
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
|
||||
g_frameIndex = g_frameIndex + 1;
|
||||
FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
|
||||
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
|
||||
return;
|
||||
}
|
||||
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
|
||||
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
void* vtx_resource, *idx_resource;
|
||||
D3D12_RANGE range;
|
||||
memset(&range, 0, sizeof(D3D12_RANGE));
|
||||
if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
vtx_dst += cmd_list->VtxBuffer.Size;
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
fr->VertexBuffer->Unmap(0, &range);
|
||||
fr->IndexBuffer->Unmap(0, &range);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != NULL)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Apply Scissor, Bind texture, Draw
|
||||
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
|
||||
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
}
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Upload texture to graphics system
|
||||
{
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_DEFAULT;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
||||
desc.Alignment = 0;
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.SampleDesc.Quality = 0;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
|
||||
ID3D12Resource* pTexture = NULL;
|
||||
g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
|
||||
|
||||
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
|
||||
UINT uploadSize = height * uploadPitch;
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Alignment = 0;
|
||||
desc.Width = uploadSize;
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.SampleDesc.Quality = 0;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
||||
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
|
||||
ID3D12Resource* uploadBuffer = NULL;
|
||||
HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
void* mapped = NULL;
|
||||
D3D12_RANGE range = { 0, uploadSize };
|
||||
hr = uploadBuffer->Map(0, &range, &mapped);
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
|
||||
uploadBuffer->Unmap(0, &range);
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
|
||||
srcLocation.pResource = uploadBuffer;
|
||||
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
||||
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srcLocation.PlacedFootprint.Footprint.Width = width;
|
||||
srcLocation.PlacedFootprint.Footprint.Height = height;
|
||||
srcLocation.PlacedFootprint.Footprint.Depth = 1;
|
||||
srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
|
||||
|
||||
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
|
||||
dstLocation.pResource = pTexture;
|
||||
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
||||
dstLocation.SubresourceIndex = 0;
|
||||
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource = pTexture;
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
|
||||
ID3D12Fence* fence = NULL;
|
||||
hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
HANDLE event = CreateEvent(0, 0, 0, 0);
|
||||
IM_ASSERT(event != NULL);
|
||||
|
||||
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
|
||||
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
queueDesc.NodeMask = 1;
|
||||
|
||||
ID3D12CommandQueue* cmdQueue = NULL;
|
||||
hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
ID3D12CommandAllocator* cmdAlloc = NULL;
|
||||
hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
ID3D12GraphicsCommandList* cmdList = NULL;
|
||||
hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
|
||||
cmdList->ResourceBarrier(1, &barrier);
|
||||
|
||||
hr = cmdList->Close();
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
|
||||
hr = cmdQueue->Signal(fence, 1);
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
fence->SetEventOnCompletion(1, event);
|
||||
WaitForSingleObject(event, INFINITE);
|
||||
|
||||
cmdList->Release();
|
||||
cmdAlloc->Release();
|
||||
cmdQueue->Release();
|
||||
CloseHandle(event);
|
||||
fence->Release();
|
||||
uploadBuffer->Release();
|
||||
|
||||
// Create texture view
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
|
||||
if (g_pFontTextureResource != NULL)
|
||||
g_pFontTextureResource->Release();
|
||||
g_pFontTextureResource = pTexture;
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
|
||||
io.Fonts->TexID = (ImTextureID)g_hFontSrvGpuDescHandle.ptr;
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return false;
|
||||
if (g_pPipelineState)
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
|
||||
// Create the root signature
|
||||
{
|
||||
D3D12_DESCRIPTOR_RANGE descRange = {};
|
||||
descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
|
||||
descRange.NumDescriptors = 1;
|
||||
descRange.BaseShaderRegister = 0;
|
||||
descRange.RegisterSpace = 0;
|
||||
descRange.OffsetInDescriptorsFromTableStart = 0;
|
||||
|
||||
D3D12_ROOT_PARAMETER param[2] = {};
|
||||
|
||||
param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
|
||||
param[0].Constants.ShaderRegister = 0;
|
||||
param[0].Constants.RegisterSpace = 0;
|
||||
param[0].Constants.Num32BitValues = 16;
|
||||
param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
|
||||
|
||||
param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
||||
param[1].DescriptorTable.NumDescriptorRanges = 1;
|
||||
param[1].DescriptorTable.pDescriptorRanges = &descRange;
|
||||
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
||||
|
||||
D3D12_STATIC_SAMPLER_DESC staticSampler = {};
|
||||
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
||||
staticSampler.MipLODBias = 0.f;
|
||||
staticSampler.MaxAnisotropy = 0;
|
||||
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
||||
staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
|
||||
staticSampler.MinLOD = 0.f;
|
||||
staticSampler.MaxLOD = 0.f;
|
||||
staticSampler.ShaderRegister = 0;
|
||||
staticSampler.RegisterSpace = 0;
|
||||
staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
||||
|
||||
D3D12_ROOT_SIGNATURE_DESC desc = {};
|
||||
desc.NumParameters = _countof(param);
|
||||
desc.pParameters = param;
|
||||
desc.NumStaticSamplers = 1;
|
||||
desc.pStaticSamplers = &staticSampler;
|
||||
desc.Flags =
|
||||
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
|
||||
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
|
||||
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
|
||||
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
|
||||
|
||||
ID3DBlob* blob = NULL;
|
||||
|
||||
static decltype(D3D12SerializeRootSignature)* D3D12SerializeRootSignature = (decltype(D3D12SerializeRootSignature))GetProcAddress(GetModuleHandle("d3d12.dll"), "D3D12SerializeRootSignature");
|
||||
if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
|
||||
return false;
|
||||
|
||||
g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
|
||||
blob->Release();
|
||||
}
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX12 sample code but remove this dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
||||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
|
||||
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
|
||||
psoDesc.NodeMask = 1;
|
||||
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
||||
psoDesc.pRootSignature = g_pRootSignature;
|
||||
psoDesc.SampleMask = UINT_MAX;
|
||||
psoDesc.NumRenderTargets = 1;
|
||||
psoDesc.RTVFormats[0] = g_RTVFormat;
|
||||
psoDesc.SampleDesc.Count = 1;
|
||||
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
decltype(D3DCompile)* D3DCompile = load_d3dcompile();
|
||||
if (D3DCompile == nullptr)
|
||||
return false;
|
||||
#endif
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
#ifdef USE_D3DCOMPILE
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
PS_INPUT main(VS_INPUT input)\
|
||||
{\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
}";
|
||||
|
||||
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
|
||||
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
|
||||
#else
|
||||
psoDesc.VS = { ImGui_vertexShaderDX12, ImGui_vertexShaderDX12_len };
|
||||
#endif
|
||||
|
||||
|
||||
// Create the input layout
|
||||
static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
psoDesc.InputLayout = { local_layout, 3 };
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
#ifdef USE_D3DCOMPILE
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
SamplerState sampler0 : register(s0);\
|
||||
Texture2D texture0 : register(t0);\
|
||||
\
|
||||
float4 main(PS_INPUT input) : SV_Target\
|
||||
{\
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||
return out_col; \
|
||||
}";
|
||||
|
||||
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
|
||||
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
|
||||
#else
|
||||
|
||||
psoDesc.PS = { ImGui_pixelShaderDX12, ImGui_pixelShaderDX12_len };
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
unload_d3dcompile();
|
||||
#endif
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D12_BLEND_DESC& desc = psoDesc.BlendState;
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.RenderTarget[0].BlendEnable = true;
|
||||
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
|
||||
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
|
||||
desc.FillMode = D3D12_FILL_MODE_SOLID;
|
||||
desc.CullMode = D3D12_CULL_MODE_NONE;
|
||||
desc.FrontCounterClockwise = FALSE;
|
||||
desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
|
||||
desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
|
||||
desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
|
||||
desc.DepthClipEnable = true;
|
||||
desc.MultisampleEnable = FALSE;
|
||||
desc.AntialiasedLineEnable = FALSE;
|
||||
desc.ForcedSampleCount = 0;
|
||||
desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
{
|
||||
D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
}
|
||||
|
||||
if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
|
||||
return false;
|
||||
|
||||
ImGui_ImplDX12_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
#ifdef USE_D3DCOMPILE
|
||||
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
||||
#endif
|
||||
if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
|
||||
if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
|
||||
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
||||
{
|
||||
FrameResources* fr = &g_pFrameResources[i];
|
||||
if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
|
||||
if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx12";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
g_pd3dDevice = device;
|
||||
g_RTVFormat = rtv_format;
|
||||
g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
|
||||
g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
|
||||
g_pFrameResources = new FrameResources[num_frames_in_flight];
|
||||
g_numFramesInFlight = num_frames_in_flight;
|
||||
g_frameIndex = UINT_MAX;
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
{
|
||||
FrameResources* fr = &g_pFrameResources[i];
|
||||
fr->IndexBuffer = NULL;
|
||||
fr->VertexBuffer = NULL;
|
||||
fr->IndexBufferSize = 10000;
|
||||
fr->VertexBufferSize = 5000;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
delete[] g_pFrameResources;
|
||||
g_pFrameResources = NULL;
|
||||
g_pd3dDevice = NULL;
|
||||
g_hFontSrvCpuDescHandle.ptr = 0;
|
||||
g_hFontSrvGpuDescHandle.ptr = 0;
|
||||
g_numFramesInFlight = 0;
|
||||
g_frameIndex = UINT_MAX;
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_NewFrame()
|
||||
{
|
||||
if (!g_pPipelineState)
|
||||
return ImGui_ImplDX12_CreateDeviceObjects();
|
||||
|
||||
return true;
|
||||
}
|
|
@ -0,0 +1,34 @@
|
|||
// dear imgui: Renderer for DirectX12
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#pragma once
|
||||
|
||||
enum DXGI_FORMAT;
|
||||
struct ID3D12Device;
|
||||
struct ID3D12GraphicsCommandList;
|
||||
struct D3D12_CPU_DESCRIPTOR_HANDLE;
|
||||
struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
||||
|
||||
// cmd_list is the command list that the implementation will use to render imgui draw lists.
|
||||
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
|
||||
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
|
||||
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
|
|
@ -0,0 +1,286 @@
|
|||
// dear imgui: Renderer for DirectX9
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
|
||||
// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
|
||||
// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
|
||||
#include "../../imgui.h"
|
||||
#include "imgui_impl_dx9.h"
|
||||
|
||||
// DirectX
|
||||
#include <d3d9.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
|
||||
// DirectX data
|
||||
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
|
||||
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
|
||||
static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
|
||||
static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
|
||||
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
|
||||
|
||||
struct CUSTOMVERTEX
|
||||
{
|
||||
float pos[3];
|
||||
D3DCOLOR col;
|
||||
float uv[2];
|
||||
};
|
||||
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
|
||||
|
||||
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
||||
{
|
||||
// Setup viewport
|
||||
D3DVIEWPORT9 vp;
|
||||
vp.X = vp.Y = 0;
|
||||
vp.Width = (DWORD)draw_data->DisplaySize.x;
|
||||
vp.Height = (DWORD)draw_data->DisplaySize.y;
|
||||
vp.MinZ = 0.0f;
|
||||
vp.MaxZ = 1.0f;
|
||||
g_pd3dDevice->SetViewport(&vp);
|
||||
|
||||
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
|
||||
g_pd3dDevice->SetPixelShader(NULL);
|
||||
g_pd3dDevice->SetVertexShader(NULL);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
||||
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
||||
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
|
||||
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
|
||||
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
|
||||
{
|
||||
float L = draw_data->DisplayPos.x + 0.5f;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
|
||||
float T = draw_data->DisplayPos.y + 0.5f;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
|
||||
D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
|
||||
D3DMATRIX mat_projection =
|
||||
{ { {
|
||||
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.5f, 0.0f,
|
||||
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
|
||||
} } };
|
||||
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
|
||||
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
|
||||
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
|
||||
}
|
||||
}
|
||||
|
||||
// Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
// Create and grow buffers if needed
|
||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
|
||||
return;
|
||||
}
|
||||
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Backup the DX9 state
|
||||
IDirect3DStateBlock9* d3d9_state_block = NULL;
|
||||
if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
|
||||
return;
|
||||
|
||||
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
|
||||
D3DMATRIX last_world, last_view, last_projection;
|
||||
g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
|
||||
g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
|
||||
g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
|
||||
// FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and
|
||||
// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
|
||||
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
|
||||
CUSTOMVERTEX* vtx_dst;
|
||||
ImDrawIdx* idx_dst;
|
||||
if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
|
||||
return;
|
||||
if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
|
||||
return;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
|
||||
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
|
||||
{
|
||||
vtx_dst->pos[0] = vtx_src->pos.x;
|
||||
vtx_dst->pos[1] = vtx_src->pos.y;
|
||||
vtx_dst->pos[2] = 0.0f;
|
||||
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
|
||||
vtx_dst->uv[0] = vtx_src->uv.x;
|
||||
vtx_dst->uv[1] = vtx_src->uv.y;
|
||||
vtx_dst++;
|
||||
vtx_src++;
|
||||
}
|
||||
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
idx_dst += cmd_list->IdxBuffer.Size;
|
||||
}
|
||||
g_pVB->Unlock();
|
||||
g_pIB->Unlock();
|
||||
g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
|
||||
g_pd3dDevice->SetIndices(g_pIB);
|
||||
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX9_SetupRenderState(draw_data);
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != NULL)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX9_SetupRenderState(draw_data);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
|
||||
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
|
||||
g_pd3dDevice->SetTexture(0, texture);
|
||||
g_pd3dDevice->SetScissorRect(&r);
|
||||
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount/3);
|
||||
}
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore the DX9 transform
|
||||
g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
|
||||
g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
|
||||
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
|
||||
|
||||
// Restore the DX9 state
|
||||
d3d9_state_block->Apply();
|
||||
d3d9_state_block->Release();
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx9";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
g_pd3dDevice = device;
|
||||
g_pd3dDevice->AddRef();
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height, bytes_per_pixel;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
|
||||
|
||||
// Upload texture to graphics system
|
||||
g_FontTexture = NULL;
|
||||
if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
|
||||
return false;
|
||||
D3DLOCKED_RECT tex_locked_rect;
|
||||
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
||||
return false;
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
|
||||
g_FontTexture->UnlockRect(0);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (ImTextureID)g_FontTexture;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return false;
|
||||
if (!ImGui_ImplDX9_CreateFontsTexture())
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return;
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX9_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
return ImGui_ImplDX9_CreateDeviceObjects();
|
||||
|
||||
return true;
|
||||
}
|
|
@ -0,0 +1,23 @@
|
|||
// dear imgui: Renderer for DirectX9
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#pragma once
|
||||
|
||||
struct IDirect3DDevice9;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX9_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
|
|
@ -0,0 +1,324 @@
|
|||
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
|
||||
#include "../../imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <XInput.h>
|
||||
#include <tchar.h>
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
|
||||
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
|
||||
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
|
||||
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
|
||||
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
|
||||
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
|
||||
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
|
||||
|
||||
// Win32 Data
|
||||
static HWND g_hWnd = 0;
|
||||
static INT64 g_Time = 0;
|
||||
static INT64 g_TicksPerSecond = 0;
|
||||
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
static bool g_HasGamepad = false;
|
||||
static bool g_WantUpdateHasGamepad = true;
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
{
|
||||
if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||
return false;
|
||||
if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
||||
return false;
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
g_hWnd = (HWND)hwnd;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
io.BackendPlatformName = "imgui_impl_win32";
|
||||
io.ImeWindowHandle = hwnd;
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
|
||||
io.KeyMap[ImGuiKey_Tab] = VK_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
|
||||
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
|
||||
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = VK_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
||||
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
io.KeyMap[ImGuiKey_X] = 'X';
|
||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_Shutdown()
|
||||
{
|
||||
g_hWnd = (HWND)0;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return false;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
::SetCursor(NULL);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
LPTSTR win32_cursor = IDC_ARROW;
|
||||
switch (imgui_cursor)
|
||||
{
|
||||
case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
|
||||
case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
|
||||
case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
|
||||
case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
|
||||
case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
|
||||
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
|
||||
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
|
||||
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
|
||||
}
|
||||
::SetCursor(::LoadCursor(NULL, win32_cursor));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateMousePos()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
|
||||
::ClientToScreen(g_hWnd, &pos);
|
||||
::SetCursorPos(pos.x, pos.y);
|
||||
}
|
||||
|
||||
// Set mouse position
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
POINT pos;
|
||||
if (HWND active_window = ::GetForegroundWindow())
|
||||
if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
|
||||
if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
|
||||
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
|
||||
}
|
||||
|
||||
/*
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "xinput")
|
||||
#endif
|
||||
|
||||
// Gamepad navigation mapping
|
||||
static void ImGui_ImplWin32_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
||||
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
||||
return;
|
||||
|
||||
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
|
||||
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
|
||||
if (g_WantUpdateHasGamepad)
|
||||
{
|
||||
XINPUT_CAPABILITIES caps;
|
||||
g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
|
||||
g_WantUpdateHasGamepad = false;
|
||||
}
|
||||
|
||||
XINPUT_STATE xinput_state;
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
|
||||
{
|
||||
const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
|
||||
#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
|
||||
MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
|
||||
MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
|
||||
MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
|
||||
MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
|
||||
MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
|
||||
MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
|
||||
MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
|
||||
MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
|
||||
MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
|
||||
MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
|
||||
MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect;
|
||||
::GetClientRect(g_hWnd, &rect);
|
||||
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time;
|
||||
::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
||||
g_Time = current_time;
|
||||
|
||||
// Read keyboard modifiers inputs
|
||||
io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
|
||||
io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
|
||||
io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
|
||||
io.KeySuper = false;
|
||||
// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
|
||||
|
||||
// Update OS mouse position
|
||||
ImGui_ImplWin32_UpdateMousePos();
|
||||
|
||||
// Update OS mouse cursor with the cursor requested by imgui
|
||||
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
||||
if (g_LastMouseCursor != mouse_cursor)
|
||||
{
|
||||
g_LastMouseCursor = mouse_cursor;
|
||||
ImGui_ImplWin32_UpdateMouseCursor();
|
||||
}
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
//ImGui_ImplWin32_UpdateGamepads();
|
||||
}
|
||||
|
||||
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
|
||||
#ifndef WM_MOUSEHWHEEL
|
||||
#define WM_MOUSEHWHEEL 0x020E
|
||||
#endif
|
||||
#ifndef DBT_DEVNODES_CHANGED
|
||||
#define DBT_DEVNODES_CHANGED 0x0007
|
||||
#endif
|
||||
|
||||
// Process Win32 mouse/keyboard inputs.
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
|
||||
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui::GetCurrentContext() == NULL)
|
||||
return 0;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
switch (msg)
|
||||
{
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
|
||||
{
|
||||
int button = 0;
|
||||
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
|
||||
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
|
||||
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
|
||||
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
|
||||
::SetCapture(hwnd);
|
||||
io.MouseDown[button] = true;
|
||||
return 0;
|
||||
}
|
||||
case WM_LBUTTONUP:
|
||||
case WM_RBUTTONUP:
|
||||
case WM_MBUTTONUP:
|
||||
case WM_XBUTTONUP:
|
||||
{
|
||||
int button = 0;
|
||||
if (msg == WM_LBUTTONUP) { button = 0; }
|
||||
if (msg == WM_RBUTTONUP) { button = 1; }
|
||||
if (msg == WM_MBUTTONUP) { button = 2; }
|
||||
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
io.MouseDown[button] = false;
|
||||
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
|
||||
::ReleaseCapture();
|
||||
return 0;
|
||||
}
|
||||
case WM_MOUSEWHEEL:
|
||||
io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
|
||||
return 0;
|
||||
case WM_MOUSEHWHEEL:
|
||||
io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
|
||||
return 0;
|
||||
case WM_KEYDOWN:
|
||||
case WM_SYSKEYDOWN:
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = 1;
|
||||
return 0;
|
||||
case WM_KEYUP:
|
||||
case WM_SYSKEYUP:
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = 0;
|
||||
return 0;
|
||||
case WM_CHAR:
|
||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||
io.AddInputCharacter((unsigned int)wParam);
|
||||
return 0;
|
||||
case WM_SETCURSOR:
|
||||
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
|
||||
return 1;
|
||||
return 0;
|
||||
case WM_DEVICECHANGE:
|
||||
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
|
||||
g_WantUpdateHasGamepad = true;
|
||||
return 0;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
|
@ -0,0 +1,21 @@
|
|||
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
|
||||
#pragma once
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
|
||||
|
||||
// Handler for Win32 messages, update mouse/keyboard data.
|
||||
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
|
||||
// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can COPY this line into your .cpp code instead.
|
||||
/*
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
*/
|
|
@ -0,0 +1,630 @@
|
|||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_rect_pack.h 0.99.
|
||||
// Those changes would need to be pushed into nothings/stb:
|
||||
// - Added STBRP__CDECL
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
|
||||
// stb_rect_pack.h - v0.99 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
// Does not do rotation.
|
||||
//
|
||||
// Not necessarily the awesomest packing method, but better than
|
||||
// the totally naive one in stb_truetype (which is primarily what
|
||||
// this is meant to replace).
|
||||
//
|
||||
// Has only had a few tests run, may have issues.
|
||||
//
|
||||
// More docs to come.
|
||||
//
|
||||
// No memory allocations; uses qsort() and assert() from stdlib.
|
||||
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
|
||||
//
|
||||
// This library currently uses the Skyline Bottom-Left algorithm.
|
||||
//
|
||||
// Please note: better rectangle packers are welcome! Please
|
||||
// implement them to the same API, but with a different init
|
||||
// function.
|
||||
//
|
||||
// Credits
|
||||
//
|
||||
// Library
|
||||
// Sean Barrett
|
||||
// Minor features
|
||||
// Martins Mozeiko
|
||||
// github:IntellectualKitty
|
||||
//
|
||||
// Bugfixes / warning fixes
|
||||
// Jeremy Jaussaud
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 0.99 (2019-02-07) warning fixes
|
||||
// 0.11 (2017-03-03) return packing success/fail result
|
||||
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
||||
// 0.09 (2016-08-27) fix compiler warnings
|
||||
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
|
||||
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
|
||||
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
|
||||
// 0.05: added STBRP_ASSERT to allow replacing assert
|
||||
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
|
||||
// 0.01: initial release
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// See end of file for license information.
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// INCLUDE SECTION
|
||||
//
|
||||
|
||||
#ifndef STB_INCLUDE_STB_RECT_PACK_H
|
||||
#define STB_INCLUDE_STB_RECT_PACK_H
|
||||
|
||||
#define STB_RECT_PACK_VERSION 1
|
||||
|
||||
#ifdef STBRP_STATIC
|
||||
#define STBRP_DEF static
|
||||
#else
|
||||
#define STBRP_DEF extern
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef struct stbrp_context stbrp_context;
|
||||
typedef struct stbrp_node stbrp_node;
|
||||
typedef struct stbrp_rect stbrp_rect;
|
||||
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
typedef int stbrp_coord;
|
||||
#else
|
||||
typedef unsigned short stbrp_coord;
|
||||
#endif
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
||||
// Assign packed locations to rectangles. The rectangles are of type
|
||||
// 'stbrp_rect' defined below, stored in the array 'rects', and there
|
||||
// are 'num_rects' many of them.
|
||||
//
|
||||
// Rectangles which are successfully packed have the 'was_packed' flag
|
||||
// set to a non-zero value and 'x' and 'y' store the minimum location
|
||||
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
|
||||
// if you imagine y increasing downwards). Rectangles which do not fit
|
||||
// have the 'was_packed' flag set to 0.
|
||||
//
|
||||
// You should not try to access the 'rects' array from another thread
|
||||
// while this function is running, as the function temporarily reorders
|
||||
// the array while it executes.
|
||||
//
|
||||
// To pack into another rectangle, you need to call stbrp_init_target
|
||||
// again. To continue packing into the same rectangle, you can call
|
||||
// this function again. Calling this multiple times with multiple rect
|
||||
// arrays will probably produce worse packing results than calling it
|
||||
// a single time with the full rectangle array, but the option is
|
||||
// available.
|
||||
//
|
||||
// The function returns 1 if all of the rectangles were successfully
|
||||
// packed and 0 otherwise.
|
||||
|
||||
struct stbrp_rect
|
||||
{
|
||||
// reserved for your use:
|
||||
int id;
|
||||
|
||||
// input:
|
||||
stbrp_coord w, h;
|
||||
|
||||
// output:
|
||||
stbrp_coord x, y;
|
||||
int was_packed; // non-zero if valid packing
|
||||
|
||||
}; // 16 bytes, nominally
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
|
||||
// Initialize a rectangle packer to:
|
||||
// pack a rectangle that is 'width' by 'height' in dimensions
|
||||
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
|
||||
//
|
||||
// You must call this function every time you start packing into a new target.
|
||||
//
|
||||
// There is no "shutdown" function. The 'nodes' memory must stay valid for
|
||||
// the following stbrp_pack_rects() call (or calls), but can be freed after
|
||||
// the call (or calls) finish.
|
||||
//
|
||||
// Note: to guarantee best results, either:
|
||||
// 1. make sure 'num_nodes' >= 'width'
|
||||
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
|
||||
//
|
||||
// If you don't do either of the above things, widths will be quantized to multiples
|
||||
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
|
||||
//
|
||||
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
|
||||
// may run out of temporary storage and be unable to pack some rectangles.
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
|
||||
// Optionally call this function after init but before doing any packing to
|
||||
// change the handling of the out-of-temp-memory scenario, described above.
|
||||
// If you call init again, this will be reset to the default (false).
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
|
||||
// Optionally select which packing heuristic the library should use. Different
|
||||
// heuristics will produce better/worse results for different data sets.
|
||||
// If you call init again, this will be reset to the default.
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP_HEURISTIC_Skyline_default=0,
|
||||
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
|
||||
STBRP_HEURISTIC_Skyline_BF_sortHeight
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// the details of the following structures don't matter to you, but they must
|
||||
// be visible so you can handle the memory allocations for them
|
||||
|
||||
struct stbrp_node
|
||||
{
|
||||
stbrp_coord x,y;
|
||||
stbrp_node *next;
|
||||
};
|
||||
|
||||
struct stbrp_context
|
||||
{
|
||||
int width;
|
||||
int height;
|
||||
int align;
|
||||
int init_mode;
|
||||
int heuristic;
|
||||
int num_nodes;
|
||||
stbrp_node *active_head;
|
||||
stbrp_node *free_head;
|
||||
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
|
||||
};
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// IMPLEMENTATION SECTION
|
||||
//
|
||||
|
||||
#ifdef STB_RECT_PACK_IMPLEMENTATION
|
||||
#ifndef STBRP_SORT
|
||||
#include <stdlib.h>
|
||||
#define STBRP_SORT qsort
|
||||
#endif
|
||||
|
||||
#ifndef STBRP_ASSERT
|
||||
#include <assert.h>
|
||||
#define STBRP_ASSERT assert
|
||||
#endif
|
||||
|
||||
// [DEAR IMGUI] Added STBRP__CDECL
|
||||
#ifdef _MSC_VER
|
||||
#define STBRP__NOTUSED(v) (void)(v)
|
||||
#define STBRP__CDECL __cdecl
|
||||
#else
|
||||
#define STBRP__NOTUSED(v) (void)sizeof(v)
|
||||
#define STBRP__CDECL
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP__INIT_skyline = 1
|
||||
};
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
|
||||
{
|
||||
switch (context->init_mode) {
|
||||
case STBRP__INIT_skyline:
|
||||
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
|
||||
context->heuristic = heuristic;
|
||||
break;
|
||||
default:
|
||||
STBRP_ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
|
||||
{
|
||||
if (allow_out_of_mem)
|
||||
// if it's ok to run out of memory, then don't bother aligning them;
|
||||
// this gives better packing, but may fail due to OOM (even though
|
||||
// the rectangles easily fit). @TODO a smarter approach would be to only
|
||||
// quantize once we've hit OOM, then we could get rid of this parameter.
|
||||
context->align = 1;
|
||||
else {
|
||||
// if it's not ok to run out of memory, then quantize the widths
|
||||
// so that num_nodes is always enough nodes.
|
||||
//
|
||||
// I.e. num_nodes * align >= width
|
||||
// align >= width / num_nodes
|
||||
// align = ceil(width/num_nodes)
|
||||
|
||||
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
|
||||
{
|
||||
int i;
|
||||
#ifndef STBRP_LARGE_RECTS
|
||||
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
|
||||
#endif
|
||||
|
||||
for (i=0; i < num_nodes-1; ++i)
|
||||
nodes[i].next = &nodes[i+1];
|
||||
nodes[i].next = NULL;
|
||||
context->init_mode = STBRP__INIT_skyline;
|
||||
context->heuristic = STBRP_HEURISTIC_Skyline_default;
|
||||
context->free_head = &nodes[0];
|
||||
context->active_head = &context->extra[0];
|
||||
context->width = width;
|
||||
context->height = height;
|
||||
context->num_nodes = num_nodes;
|
||||
stbrp_setup_allow_out_of_mem(context, 0);
|
||||
|
||||
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
|
||||
context->extra[0].x = 0;
|
||||
context->extra[0].y = 0;
|
||||
context->extra[0].next = &context->extra[1];
|
||||
context->extra[1].x = (stbrp_coord) width;
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
context->extra[1].y = (1<<30);
|
||||
#else
|
||||
context->extra[1].y = 65535;
|
||||
#endif
|
||||
context->extra[1].next = NULL;
|
||||
}
|
||||
|
||||
// find minimum y position if it starts at x1
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
{
|
||||
stbrp_node *node = first;
|
||||
int x1 = x0 + width;
|
||||
int min_y, visited_width, waste_area;
|
||||
|
||||
STBRP__NOTUSED(c);
|
||||
|
||||
STBRP_ASSERT(first->x <= x0);
|
||||
|
||||
#if 0
|
||||
// skip in case we're past the node
|
||||
while (node->next->x <= x0)
|
||||
++node;
|
||||
#else
|
||||
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
|
||||
#endif
|
||||
|
||||
STBRP_ASSERT(node->x <= x0);
|
||||
|
||||
min_y = 0;
|
||||
waste_area = 0;
|
||||
visited_width = 0;
|
||||
while (node->x < x1) {
|
||||
if (node->y > min_y) {
|
||||
// raise min_y higher.
|
||||
// we've accounted for all waste up to min_y,
|
||||
// but we'll now add more waste for everything we've visted
|
||||
waste_area += visited_width * (node->y - min_y);
|
||||
min_y = node->y;
|
||||
// the first time through, visited_width might be reduced
|
||||
if (node->x < x0)
|
||||
visited_width += node->next->x - x0;
|
||||
else
|
||||
visited_width += node->next->x - node->x;
|
||||
} else {
|
||||
// add waste area
|
||||
int under_width = node->next->x - node->x;
|
||||
if (under_width + visited_width > width)
|
||||
under_width = width - visited_width;
|
||||
waste_area += under_width * (min_y - node->y);
|
||||
visited_width += under_width;
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
*pwaste = waste_area;
|
||||
return min_y;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int x,y;
|
||||
stbrp_node **prev_link;
|
||||
} stbrp__findresult;
|
||||
|
||||
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
|
||||
{
|
||||
int best_waste = (1<<30), best_x, best_y = (1 << 30);
|
||||
stbrp__findresult fr;
|
||||
stbrp_node **prev, *node, *tail, **best = NULL;
|
||||
|
||||
// align to multiple of c->align
|
||||
width = (width + c->align - 1);
|
||||
width -= width % c->align;
|
||||
STBRP_ASSERT(width % c->align == 0);
|
||||
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
while (node->x + width <= c->width) {
|
||||
int y,waste;
|
||||
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
|
||||
// bottom left
|
||||
if (y < best_y) {
|
||||
best_y = y;
|
||||
best = prev;
|
||||
}
|
||||
} else {
|
||||
// best-fit
|
||||
if (y + height <= c->height) {
|
||||
// can only use it if it first vertically
|
||||
if (y < best_y || (y == best_y && waste < best_waste)) {
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
best_x = (best == NULL) ? 0 : (*best)->x;
|
||||
|
||||
// if doing best-fit (BF), we also have to try aligning right edge to each node position
|
||||
//
|
||||
// e.g, if fitting
|
||||
//
|
||||
// ____________________
|
||||
// |____________________|
|
||||
//
|
||||
// into
|
||||
//
|
||||
// | |
|
||||
// | ____________|
|
||||
// |____________|
|
||||
//
|
||||
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
|
||||
//
|
||||
// This makes BF take about 2x the time
|
||||
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
|
||||
tail = c->active_head;
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
// find first node that's admissible
|
||||
while (tail->x < width)
|
||||
tail = tail->next;
|
||||
while (tail) {
|
||||
int xpos = tail->x - width;
|
||||
int y,waste;
|
||||
STBRP_ASSERT(xpos >= 0);
|
||||
// find the left position that matches this
|
||||
while (node->next->x <= xpos) {
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
|
||||
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
|
||||
if (y + height < c->height) {
|
||||
if (y <= best_y) {
|
||||
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||
best_x = xpos;
|
||||
STBRP_ASSERT(y <= best_y);
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
tail = tail->next;
|
||||
}
|
||||
}
|
||||
|
||||
fr.prev_link = best;
|
||||
fr.x = best_x;
|
||||
fr.y = best_y;
|
||||
return fr;
|
||||
}
|
||||
|
||||
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
|
||||
{
|
||||
// find best position according to heuristic
|
||||
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
|
||||
stbrp_node *node, *cur;
|
||||
|
||||
// bail if:
|
||||
// 1. it failed
|
||||
// 2. the best node doesn't fit (we don't always check this)
|
||||
// 3. we're out of memory
|
||||
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
|
||||
res.prev_link = NULL;
|
||||
return res;
|
||||
}
|
||||
|
||||
// on success, create new node
|
||||
node = context->free_head;
|
||||
node->x = (stbrp_coord) res.x;
|
||||
node->y = (stbrp_coord) (res.y + height);
|
||||
|
||||
context->free_head = node->next;
|
||||
|
||||
// insert the new node into the right starting point, and
|
||||
// let 'cur' point to the remaining nodes needing to be
|
||||
// stiched back in
|
||||
|
||||
cur = *res.prev_link;
|
||||
if (cur->x < res.x) {
|
||||
// preserve the existing one, so start testing with the next one
|
||||
stbrp_node *next = cur->next;
|
||||
cur->next = node;
|
||||
cur = next;
|
||||
} else {
|
||||
*res.prev_link = node;
|
||||
}
|
||||
|
||||
// from here, traverse cur and free the nodes, until we get to one
|
||||
// that shouldn't be freed
|
||||
while (cur->next && cur->next->x <= res.x + width) {
|
||||
stbrp_node *next = cur->next;
|
||||
// move the current node to the free list
|
||||
cur->next = context->free_head;
|
||||
context->free_head = cur;
|
||||
cur = next;
|
||||
}
|
||||
|
||||
// stitch the list back in
|
||||
node->next = cur;
|
||||
|
||||
if (cur->x < res.x + width)
|
||||
cur->x = (stbrp_coord) (res.x + width);
|
||||
|
||||
#ifdef _DEBUG
|
||||
cur = context->active_head;
|
||||
while (cur->x < context->width) {
|
||||
STBRP_ASSERT(cur->x < cur->next->x);
|
||||
cur = cur->next;
|
||||
}
|
||||
STBRP_ASSERT(cur->next == NULL);
|
||||
|
||||
{
|
||||
int count=0;
|
||||
cur = context->active_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
cur = context->free_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
STBRP_ASSERT(count == context->num_nodes+2);
|
||||
}
|
||||
#endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
// [DEAR IMGUI] Added STBRP__CDECL
|
||||
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
if (p->h > q->h)
|
||||
return -1;
|
||||
if (p->h < q->h)
|
||||
return 1;
|
||||
return (p->w > q->w) ? -1 : (p->w < q->w);
|
||||
}
|
||||
|
||||
// [DEAR IMGUI] Added STBRP__CDECL
|
||||
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
|
||||
}
|
||||
|
||||
#ifdef STBRP_LARGE_RECTS
|
||||
#define STBRP__MAXVAL 0xffffffff
|
||||
#else
|
||||
#define STBRP__MAXVAL 0xffff
|
||||
#endif
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
||||
{
|
||||
int i, all_rects_packed = 1;
|
||||
|
||||
// we use the 'was_packed' field internally to allow sorting/unsorting
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = i;
|
||||
}
|
||||
|
||||
// sort according to heuristic
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
||||
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
if (rects[i].w == 0 || rects[i].h == 0) {
|
||||
rects[i].x = rects[i].y = 0; // empty rect needs no space
|
||||
} else {
|
||||
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
||||
if (fr.prev_link) {
|
||||
rects[i].x = (stbrp_coord) fr.x;
|
||||
rects[i].y = (stbrp_coord) fr.y;
|
||||
} else {
|
||||
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// unsort
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||
|
||||
// set was_packed flags and all_rects_packed status
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
|
||||
if (!rects[i].was_packed)
|
||||
all_rects_packed = 0;
|
||||
}
|
||||
|
||||
// return the all_rects_packed status
|
||||
return all_rects_packed;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
------------------------------------------------------------------------------
|
||||
This software is available under 2 licenses -- choose whichever you prefer.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE A - MIT License
|
||||
Copyright (c) 2017 Sean Barrett
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||
This is free and unencumbered software released into the public domain.
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
commercial or non-commercial, and by any means.
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
this software under copyright law.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -7,10 +7,10 @@ mkdir -p linux/tools
|
|||
cp scripts/find_interfaces.sh linux/tools/
|
||||
cp scripts/steamclient_loader.sh linux/tools/
|
||||
../protobuf/prefix_x86/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto
|
||||
g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32
|
||||
g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32
|
||||
g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32_steamclient
|
||||
g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32
|
||||
g++ -m32 -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -s -o linux/x86/steamclient.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -std=c++11 && echo built32_steamclient
|
||||
g++ -m32 -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x86 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix_x86/include/ -L../protobuf/prefix_x86/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect32
|
||||
../protobuf/prefix/bin/protoc -I./dll/ --cpp_out=./dll/ ./dll/*.proto
|
||||
g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64
|
||||
g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64
|
||||
g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -DCONTROLLER_SUPPORT -s -o linux/x86_64/steamclient.so dll/*.cpp dll/*.cc controller/*.c -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64_steamclient
|
||||
g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -s -o linux/x86_64/libsteam_api.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64
|
||||
g++ -shared -fPIC -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DSTEAMCLIENT_DLL -DNDEBUG -s -o linux/x86_64/steamclient.so dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -std=c++11 && echo built64_steamclient
|
||||
g++ -fvisibility=hidden -Wl,--exclude-libs,ALL -DGNUC -DNO_OVERLAY -DEMU_RELEASE_BUILD -DNDEBUG -DNO_DISK_WRITES -DLOBBY_CONNECT -s -o linux/lobby_connect/lobby_connect_x64 lobby_connect.cpp dll/*.cpp dll/*.cc -Wno-return-type -I../protobuf/prefix/include/ -L../protobuf/prefix/lib/ -lprotobuf-lite -lpthread -std=c++11 && echo built_lobby_connect64
|
||||
|
|
|
@ -4,13 +4,13 @@ call build_set_protobuf_directories.bat
|
|||
"%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto
|
||||
call build_env_x86.bat
|
||||
cl dll/rtlgenrandom.c dll/rtlgenrandom.def
|
||||
cl /LD /I%PROTOBUF_X86_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api.dll
|
||||
cl /LD /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api.dll
|
||||
cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient.dll
|
||||
cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets.dll
|
||||
|
||||
"%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto
|
||||
call build_env_x64.bat
|
||||
cl dll/rtlgenrandom.c dll/rtlgenrandom.def
|
||||
cl /LD /I%PROTOBUF_X64_DIRECTORY%\include\ /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /link /OUT:steam_api64.dll
|
||||
cl /LD /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ /DGLEW_STATIC /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /link /OUT:steam_api64.dll
|
||||
cl /LD steamclient.cpp /EHsc /MP12 /link /OUT:steamclient64.dll
|
||||
cl /LD steamnetworkingsockets.cpp /EHsc /MP12 /link /OUT:steamnetworkingsockets64.dll
|
||||
|
|
|
@ -6,7 +6,7 @@ call build_set_protobuf_directories.bat
|
|||
"%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto
|
||||
call build_env_x86.bat
|
||||
cl dll/rtlgenrandom.c dll/rtlgenrandom.def
|
||||
cl /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll/*.cpp dll/*.cc "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe
|
||||
cl /DNO_OVERLAY /DNO_DISK_WRITES /DLOBBY_CONNECT /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ lobby_connect.cpp dll/*.cpp dll/*.cc "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Comdlg32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\lobby_connect\lobby_connect.exe
|
||||
del /Q /S release\lobby_connect\*.lib
|
||||
del /Q /S release\lobby_connect\*.exp
|
||||
copy Readme_lobby_connect.txt release\lobby_connect\Readme.txt
|
||||
|
|
|
@ -10,12 +10,12 @@ call build_set_protobuf_directories.bat
|
|||
"%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto
|
||||
call build_env_x86.bat
|
||||
cl dll/rtlgenrandom.c dll/rtlgenrandom.def
|
||||
cl /LD /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll
|
||||
call build_set_protobuf_directories.bat
|
||||
cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api.dll
|
||||
|
||||
"%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto
|
||||
call build_env_x64.bat
|
||||
cl dll/rtlgenrandom.c dll/rtlgenrandom.def
|
||||
cl /LD /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll
|
||||
cl /LD /DNO_OVERLAY /DEMU_RELEASE_BUILD /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\steam_api64.dll
|
||||
copy Readme_release.txt release\Readme.txt
|
||||
xcopy /s files_example\* release\
|
||||
call build_win_release_experimental.bat
|
||||
|
|
|
@ -6,11 +6,11 @@ call build_set_protobuf_directories.bat
|
|||
"%PROTOC_X86_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto
|
||||
call build_env_x86.bat
|
||||
cl dll/rtlgenrandom.c dll/rtlgenrandom.def
|
||||
cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DNDEBUG /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X86_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll
|
||||
cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X86_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X86_LIBRARY%" glew\lib\Release\Win32\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api.dll
|
||||
cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient.dll
|
||||
"%PROTOC_X64_EXE%" -I.\dll\ --cpp_out=.\dll\ .\dll\net.proto
|
||||
call build_env_x64.bat
|
||||
cl dll/rtlgenrandom.c dll/rtlgenrandom.def
|
||||
cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DCONTROLLER_SUPPORT /DNDEBUG /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c "%PROTOBUF_X64_LIBRARY%" Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll
|
||||
cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DGLEW_STATIC /DCONTROLLER_SUPPORT /DNDEBUG /IImGui /Iglew\include /I%PROTOBUF_X64_DIRECTORY%\include\ dll/*.cpp dll/*.cc detours/*.cpp controller/gamepad.c ImGui/*.cpp ImGui/impls/*.cpp ImGui/impls/windows/*.cpp overlay_experimental/*.cpp overlay_experimental/windows/*.cpp "%PROTOBUF_X64_LIBRARY%" glew\lib\Release\x64\glew32s.lib opengl32.lib Iphlpapi.lib Ws2_32.lib rtlgenrandom.lib Shell32.lib Winmm.lib /EHsc /MP12 /Ox /link /debug:none /OUT:release\experimental\steam_api64.dll
|
||||
cl /LD /DEMU_RELEASE_BUILD /DEMU_EXPERIMENTAL_BUILD /DNDEBUG steamclient.cpp /EHsc /MP12 /Ox /link /OUT:release\experimental\steamclient64.dll
|
||||
copy Readme_experimental.txt release\experimental\Readme.txt
|
||||
|
|
24
dll/base.h
24
dll/base.h
|
@ -18,7 +18,29 @@
|
|||
#ifndef BASE_INCLUDE
|
||||
#define BASE_INCLUDE
|
||||
|
||||
#if defined(WIN32) || defined(_WIN32)
|
||||
#if defined(WIN64) || defined(_WIN64) || defined(__MINGW64__)
|
||||
#define __WINDOWS_64__
|
||||
#elif defined(WIN32) || defined(_WIN32) || defined(__MINGW32__)
|
||||
#define __WINDOWS_32__
|
||||
#endif
|
||||
|
||||
#if defined(__WINDOWS_32__) || defined(__WINDOWS_64__)
|
||||
#define __WINDOWS__
|
||||
#endif
|
||||
|
||||
#if defined(__linux__) || defined(linux)
|
||||
#if defined(__x86_64__)
|
||||
#define __LINUX_64__
|
||||
#else
|
||||
#define __LINUX_32__
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(__LINUX_32__) || defined(__LINUX_64__)
|
||||
#define __LINUX__
|
||||
#endif
|
||||
|
||||
#if defined(__WINDOWS__)
|
||||
#define STEAM_WIN32
|
||||
#pragma warning( disable : 4716)
|
||||
#ifndef NOMINMAX
|
||||
|
|
|
@ -223,6 +223,12 @@ STEAMAPI_API bool S_CALLTYPE SteamAPI_Init()
|
|||
load_old_interface_versions();
|
||||
user_steam_pipe = get_steam_client()->CreateSteamPipe();
|
||||
get_steam_client()->ConnectToGlobalUser(user_steam_pipe);
|
||||
|
||||
Steam_Client* client = get_steam_client();
|
||||
#ifndef NO_OVERLAY
|
||||
if( client->enable_overlay )
|
||||
client->steam_overlay->SetupOverlay();
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -185,6 +185,17 @@ message Friend_Messages {
|
|||
}
|
||||
}
|
||||
|
||||
message Steam_Messages {
|
||||
enum Types {
|
||||
FRIEND_CHAT = 0;
|
||||
}
|
||||
|
||||
Types type = 1;
|
||||
oneof message_data {
|
||||
bytes message = 2;
|
||||
}
|
||||
}
|
||||
|
||||
message Common_Message {
|
||||
uint64 source_id = 1;
|
||||
uint64 dest_id = 2;
|
||||
|
@ -200,6 +211,7 @@ message Common_Message {
|
|||
Friend_Messages friend_messages = 11;
|
||||
Network_Old network_old = 12;
|
||||
Networking_Sockets networking_sockets = 13;
|
||||
Steam_Messages steam_messages = 14;
|
||||
}
|
||||
|
||||
uint32 source_ip = 128;
|
||||
|
|
|
@ -574,6 +574,11 @@ void Networking::do_callbacks_message(Common_Message *msg)
|
|||
PRINT_DEBUG("has_networking_sockets\n");
|
||||
run_callbacks(CALLBACK_ID_NETWORKING_SOCKETS, msg);
|
||||
}
|
||||
|
||||
if (msg->has_steam_messages()) {
|
||||
PRINT_DEBUG("has_steam_messages\n");
|
||||
run_callbacks(CALLBACK_ID_STEAM_MESSAGES, msg);
|
||||
}
|
||||
}
|
||||
|
||||
bool Networking::handle_tcp(Common_Message *msg, struct TCP_Socket &socket)
|
||||
|
|
|
@ -60,6 +60,7 @@ enum Callback_Ids {
|
|||
CALLBACK_ID_AUTH_TICKET,
|
||||
CALLBACK_ID_FRIEND_MESSAGES,
|
||||
CALLBACK_ID_NETWORKING_SOCKETS,
|
||||
CALLBACK_ID_STEAM_MESSAGES,
|
||||
|
||||
CALLBACK_IDS_MAX
|
||||
};
|
||||
|
|
|
@ -46,9 +46,13 @@ static void background_thread(Steam_Client *client)
|
|||
|
||||
Steam_Client::Steam_Client()
|
||||
{
|
||||
|
||||
uint32 appid = create_localstorage_settings(&settings_client, &settings_server, &local_storage);
|
||||
|
||||
{
|
||||
std::ifstream chk_ovlay(Local_Storage::get_program_path() + PATH_SEPARATOR + "disable_overlay.txt", std::ios::in);
|
||||
if (chk_ovlay)
|
||||
enable_overlay = false;
|
||||
}
|
||||
network = new Networking(settings_server->get_local_steam_id(), appid, settings_server->get_port(), &(settings_server->custom_broadcasts), settings_server->disable_networking);
|
||||
|
||||
callback_results_client = new SteamCallResults();
|
||||
|
@ -59,9 +63,12 @@ Steam_Client::Steam_Client()
|
|||
|
||||
PRINT_DEBUG("steam client init: id: %llu server id: %llu appid: %u port: %u \n", settings_client->get_local_steam_id().ConvertToUint64(), settings_server->get_local_steam_id().ConvertToUint64(), appid, settings_server->get_port());
|
||||
|
||||
steam_overlay = new Steam_Overlay(settings_client, callback_results_client, callbacks_client, run_every_runcb, network);
|
||||
|
||||
steam_user = new Steam_User(settings_client, local_storage, network, callback_results_client, callbacks_client);
|
||||
steam_friends = new Steam_Friends(settings_client, network, callback_results_client, callbacks_client, run_every_runcb);
|
||||
steam_utils = new Steam_Utils(settings_client, callback_results_client);
|
||||
steam_friends = new Steam_Friends(settings_client, network, callback_results_client, callbacks_client, run_every_runcb, steam_overlay);
|
||||
steam_utils = new Steam_Utils(settings_client, callback_results_client, steam_overlay);
|
||||
|
||||
steam_matchmaking = new Steam_Matchmaking(settings_client, network, callback_results_client, callbacks_client, run_every_runcb);
|
||||
steam_matchmaking_servers = new Steam_Matchmaking_Servers(settings_client, network);
|
||||
steam_user_stats = new Steam_User_Stats(settings_client, local_storage, callback_results_client, callbacks_client);
|
||||
|
@ -90,7 +97,7 @@ Steam_Client::Steam_Client()
|
|||
|
||||
PRINT_DEBUG("client init gameserver\n");
|
||||
steam_gameserver = new Steam_GameServer(settings_server, network, callbacks_server);
|
||||
steam_gameserver_utils = new Steam_Utils(settings_server, callback_results_server);
|
||||
steam_gameserver_utils = new Steam_Utils(settings_server, callback_results_server, steam_overlay);
|
||||
steam_gameserverstats = new Steam_GameServerStats(settings_server, network, callback_results_server, callbacks_server);
|
||||
steam_gameserver_networking = new Steam_Networking(settings_server, network, callbacks_server, run_every_runcb);
|
||||
steam_gameserver_http = new Steam_HTTP(settings_server, network, callback_results_server, callbacks_server);
|
||||
|
|
|
@ -53,6 +53,8 @@
|
|||
#include "steam_gameserverstats.h"
|
||||
#include "steam_masterserver_updater.h"
|
||||
|
||||
#include "../overlay_experimental/steam_overlay.h"
|
||||
|
||||
#include <thread>
|
||||
|
||||
enum Steam_Pipe {
|
||||
|
@ -127,6 +129,9 @@ public:
|
|||
Steam_Game_Coordinator *steam_gameserver_game_coordinator;
|
||||
Steam_Masterserver_Updater *steam_masterserver_updater;
|
||||
|
||||
Steam_Overlay* steam_overlay;
|
||||
|
||||
bool enable_overlay = true;
|
||||
bool user_logged_in = false;
|
||||
bool server_init = false;
|
||||
std::thread background_keepalive;
|
||||
|
|
|
@ -15,7 +15,11 @@
|
|||
License along with the Goldberg Emulator; if not, see
|
||||
<http://www.gnu.org/licenses/>. */
|
||||
|
||||
#ifndef __INCLUDED_STEAM_FRIENDS_H__
|
||||
#define __INCLUDED_STEAM_FRIENDS_H__
|
||||
|
||||
#include "base.h"
|
||||
#include "../overlay_experimental/steam_overlay.h"
|
||||
|
||||
#define SEND_FRIEND_RATE 4.0
|
||||
|
||||
|
@ -46,6 +50,7 @@ public ISteamFriends
|
|||
class SteamCallBacks *callbacks;
|
||||
class SteamCallResults *callback_results;
|
||||
class RunEveryRunCB *run_every_runcb;
|
||||
class Steam_Overlay* overlay;
|
||||
|
||||
Friend us;
|
||||
bool modified;
|
||||
|
@ -128,13 +133,14 @@ static void steam_friends_run_every_runcb(void *object)
|
|||
steam_friends->RunCallbacks();
|
||||
}
|
||||
|
||||
Steam_Friends(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
|
||||
Steam_Friends(Settings* settings, Networking* network, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Steam_Overlay* overlay):
|
||||
settings(settings),
|
||||
network(network),
|
||||
callbacks(callbacks),
|
||||
callback_results(callback_results),
|
||||
run_every_runcb(run_every_runcb),
|
||||
overlay(overlay)
|
||||
{
|
||||
this->settings = settings;
|
||||
this->network = network;
|
||||
this->callbacks = callbacks;
|
||||
this->callback_results = callback_results;
|
||||
this->run_every_runcb = run_every_runcb;
|
||||
this->network->setCallback(CALLBACK_ID_FRIEND, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this);
|
||||
this->network->setCallback(CALLBACK_ID_FRIEND_MESSAGES, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this);
|
||||
this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_Friends::steam_friends_callback, this);
|
||||
|
@ -518,6 +524,7 @@ void SetInGameVoiceSpeaking( CSteamID steamIDUser, bool bSpeaking )
|
|||
void ActivateGameOverlay( const char *pchDialog )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Friends::ActivateGameOverlay %s\n", pchDialog);
|
||||
overlay->OpenOverlay(pchDialog);
|
||||
}
|
||||
|
||||
|
||||
|
@ -574,7 +581,7 @@ void SetPlayedWith( CSteamID steamIDUserPlayedWith )
|
|||
void ActivateGameOverlayInviteDialog( CSteamID steamIDLobby )
|
||||
{
|
||||
PRINT_DEBUG("Steam_Friends::ActivateGameOverlayInviteDialog\n");
|
||||
// TODO: Here open the overlay
|
||||
overlay->OpenOverlayInvite(steamIDLobby);
|
||||
}
|
||||
|
||||
// gets the small (32x32) avatar of the current user, which is a handle to be used in IClientUtils::GetImageRGBA(), or 0 if none set
|
||||
|
@ -1014,6 +1021,7 @@ void Callback(Common_Message *msg)
|
|||
auto f = std::find_if(friends.begin(), friends.end(), [&id](Friend const& item) { return item.id() == id; });
|
||||
if (friends.end() != f) {
|
||||
persona_change((uint64)f->id(), k_EPersonaChangeStatus);
|
||||
overlay->FriendDisconnect(*f);
|
||||
friends.erase(f);
|
||||
}
|
||||
}
|
||||
|
@ -1039,6 +1047,7 @@ void Callback(Common_Message *msg)
|
|||
if (!f) {
|
||||
if (msg->friend_().id() != settings->get_local_steam_id().ConvertToUint64()) {
|
||||
friends.push_back(msg->friend_());
|
||||
overlay->FriendConnect(msg->friend_());
|
||||
persona_change((uint64)msg->friend_().id(), k_EPersonaChangeName);
|
||||
}
|
||||
} else {
|
||||
|
@ -1059,16 +1068,31 @@ void Callback(Common_Message *msg)
|
|||
if (msg->has_friend_messages()) {
|
||||
if (msg->friend_messages().type() == Friend_Messages::LOBBY_INVITE) {
|
||||
PRINT_DEBUG("Steam_Friends Got Lobby Invite\n");
|
||||
if (overlay->Ready())
|
||||
{
|
||||
//TODO: the user should accept the invite first but we auto accept it because there's no gui yet
|
||||
// Then we will handle it !
|
||||
overlay->SetLobbyInvite(*find_friend(static_cast<uint64>(msg->source_id())), msg->friend_messages().lobby_id());
|
||||
}
|
||||
else
|
||||
{
|
||||
GameLobbyJoinRequested_t data;
|
||||
data.m_steamIDLobby = CSteamID((uint64)msg->friend_messages().lobby_id());
|
||||
data.m_steamIDFriend = CSteamID((uint64)msg->source_id());
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
}
|
||||
|
||||
if (msg->friend_messages().type() == Friend_Messages::GAME_INVITE) {
|
||||
PRINT_DEBUG("Steam_Friends Got Game Invite\n");
|
||||
//TODO: I'm pretty sure that the user should accept the invite before this is posted but we do like above
|
||||
if (overlay->Ready())
|
||||
{
|
||||
// Then we will handle it !
|
||||
overlay->SetRichInvite(*find_friend(static_cast<uint64>(msg->source_id())), msg->friend_messages().connect_str().c_str());
|
||||
}
|
||||
else
|
||||
{
|
||||
std::string const& connect_str = msg->friend_messages().connect_str();
|
||||
GameRichPresenceJoinRequested_t data = {};
|
||||
data.m_steamIDFriend = CSteamID((uint64)msg->source_id());
|
||||
|
@ -1076,6 +1100,9 @@ void Callback(Common_Message *msg)
|
|||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif//__INCLUDED_STEAM_FRIENDS_H__
|
||||
|
|
|
@ -1268,7 +1268,7 @@ void Callback(Common_Message *msg)
|
|||
if (msg->lobby().owner() != settings->get_local_steam_id().ConvertToUint64() && msg->lobby().appid() == settings->get_local_game_id().AppID()) {
|
||||
Lobby *lobby = get_lobby((uint64)msg->lobby().room_id());
|
||||
if (!lobby) {
|
||||
unsigned int old_size = lobbies.size();
|
||||
size_t old_size = lobbies.size();
|
||||
lobbies.resize(old_size + 1);
|
||||
lobbies[old_size].set_room_id(msg->lobby().room_id());
|
||||
lobby = &(lobbies[old_size]);
|
||||
|
|
|
@ -0,0 +1,829 @@
|
|||
/* Copyright (C) 2019 Mr Goldberg
|
||||
This file is part of the Goldberg Emulator
|
||||
|
||||
The Goldberg Emulator is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU Lesser General Public
|
||||
License as published by the Free Software Foundation; either
|
||||
version 3 of the License, or (at your option) any later version.
|
||||
|
||||
The Goldberg Emulator is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public
|
||||
License along with the Goldberg Emulator; if not, see
|
||||
<http://www.gnu.org/licenses/>. */
|
||||
|
||||
#include "steam_user_stats.h"
|
||||
#include "dll.h"
|
||||
|
||||
unsigned int Steam_User_Stats::find_leaderboard(std::string name)
|
||||
{
|
||||
unsigned index = 1;
|
||||
for (auto& leaderboard : leaderboards) {
|
||||
if (leaderboard.name == name) return index;
|
||||
++index;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Steam_User_Stats::load_achievements_db()
|
||||
{
|
||||
std::string file_path = Local_Storage::get_game_settings_path() + achievements_user_file;
|
||||
local_storage->load_json(file_path, defined_achievements);
|
||||
}
|
||||
|
||||
void Steam_User_Stats::load_achievements()
|
||||
{
|
||||
local_storage->load_json_file("", achievements_user_file, user_achievements);
|
||||
}
|
||||
|
||||
void Steam_User_Stats::save_achievements()
|
||||
{
|
||||
local_storage->write_json_file("", achievements_user_file, user_achievements);
|
||||
}
|
||||
|
||||
Steam_User_Stats::Steam_User_Stats(Settings *settings, Local_Storage *local_storage, class SteamCallResults *callback_results, class SteamCallBacks *callbacks):
|
||||
settings(settings),
|
||||
local_storage(local_storage),
|
||||
callback_results(callback_results),
|
||||
callbacks(callbacks),
|
||||
defined_achievements(nlohmann::json::object()),
|
||||
user_achievements(nlohmann::json::object())
|
||||
{
|
||||
load_achievements_db(); // achievements db
|
||||
load_achievements(); // achievements per user
|
||||
}
|
||||
|
||||
nlohmann::json const& Steam_User_Stats::GetAchievementsDb() const
|
||||
{
|
||||
return defined_achievements;
|
||||
}
|
||||
|
||||
// Ask the server to send down this user's data and achievements for this game
|
||||
STEAM_CALL_BACK(UserStatsReceived_t)
|
||||
bool Steam_User_Stats::RequestCurrentStats()
|
||||
{
|
||||
PRINT_DEBUG("Steam_User_Stats::RequestCurrentStats\n");
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
UserStatsReceived_t data;
|
||||
data.m_nGameID = settings->get_local_game_id().ToUint64();
|
||||
data.m_eResult = k_EResultOK;
|
||||
data.m_steamIDUser = settings->get_local_steam_id();
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data), 0.1);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// Data accessors
|
||||
bool Steam_User_Stats::GetStat(const char* pchName, int32* pData)
|
||||
{
|
||||
PRINT_DEBUG("GetStat int32 %s\n", pchName);
|
||||
if (!pchName || !pData) return false;
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
auto stats_config = settings->getStats();
|
||||
auto stats_data = stats_config.find(pchName);
|
||||
if (stats_data != stats_config.end()) {
|
||||
if (stats_data->second.type != Stat_Type::STAT_TYPE_INT) return false;
|
||||
}
|
||||
|
||||
int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char*)pData, sizeof(*pData));
|
||||
if (read_data == sizeof(int32))
|
||||
return true;
|
||||
|
||||
if (stats_data != stats_config.end()) {
|
||||
*pData = stats_data->second.default_value_int;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Steam_User_Stats::GetStat(const char* pchName, float* pData)
|
||||
{
|
||||
PRINT_DEBUG("GetStat float %s\n", pchName);
|
||||
if (!pchName || !pData) return false;
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
auto stats_config = settings->getStats();
|
||||
auto stats_data = stats_config.find(pchName);
|
||||
if (stats_data != stats_config.end()) {
|
||||
if (stats_data->second.type == Stat_Type::STAT_TYPE_INT) return false;
|
||||
}
|
||||
|
||||
int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char*)pData, sizeof(*pData));
|
||||
if (read_data == sizeof(float))
|
||||
return true;
|
||||
|
||||
if (stats_data != stats_config.end()) {
|
||||
*pData = stats_data->second.default_value_float;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Set / update data
|
||||
bool Steam_User_Stats::SetStat(const char* pchName, int32 nData)
|
||||
{
|
||||
PRINT_DEBUG("SetStat int32 %s\n", pchName);
|
||||
if (!pchName) return false;
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char*)&nData, sizeof(nData)) == sizeof(nData);
|
||||
}
|
||||
|
||||
bool Steam_User_Stats::SetStat(const char* pchName, float fData)
|
||||
{
|
||||
PRINT_DEBUG("SetStat float %s\n", pchName);
|
||||
if (!pchName) return false;
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, (char*)&fData, sizeof(fData)) == sizeof(fData);
|
||||
}
|
||||
|
||||
bool Steam_User_Stats::UpdateAvgRateStat(const char* pchName, float flCountThisSession, double dSessionLength)
|
||||
{
|
||||
PRINT_DEBUG("UpdateAvgRateStat %s\n", pchName);
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
char data[sizeof(float) + sizeof(float) + sizeof(double)];
|
||||
int read_data = local_storage->get_data(Local_Storage::stats_storage_folder, pchName, (char*)data, sizeof(*data));
|
||||
float oldcount = 0;
|
||||
double oldsessionlength = 0;
|
||||
if (read_data == sizeof(data)) {
|
||||
memcpy(&oldcount, data + sizeof(float), sizeof(oldcount));
|
||||
memcpy(&oldsessionlength, data + sizeof(float) + sizeof(double), sizeof(oldsessionlength));
|
||||
}
|
||||
|
||||
oldcount += flCountThisSession;
|
||||
oldsessionlength += dSessionLength;
|
||||
|
||||
float average = oldcount / oldsessionlength;
|
||||
memcpy(data, &average, sizeof(average));
|
||||
memcpy(data + sizeof(float), &oldcount, sizeof(oldcount));
|
||||
memcpy(data + sizeof(float) * 2, &oldsessionlength, sizeof(oldsessionlength));
|
||||
|
||||
return local_storage->store_data(Local_Storage::stats_storage_folder, pchName, data, sizeof(data)) == sizeof(data);
|
||||
}
|
||||
|
||||
|
||||
// Achievement flag accessors
|
||||
bool Steam_User_Stats::GetAchievement(const char* pchName, bool* pbAchieved)
|
||||
{
|
||||
PRINT_DEBUG("GetAchievement %s\n", pchName);
|
||||
if (pchName == nullptr) return false;
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
try {
|
||||
auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
|
||||
return item["name"].get<std::string>() == pchName;
|
||||
});
|
||||
auto ach = user_achievements.find(pchName);
|
||||
if (it != defined_achievements.end() && ach != user_achievements.end()) {
|
||||
if (pbAchieved != nullptr) *pbAchieved = (*ach)["earned"];
|
||||
return true;
|
||||
}
|
||||
}
|
||||
catch (...) {}
|
||||
|
||||
if (pbAchieved != nullptr)*pbAchieved = false;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Steam_User_Stats::SetAchievement(const char* pchName)
|
||||
{
|
||||
PRINT_DEBUG("SetAchievement %s\n", pchName);
|
||||
if (pchName == nullptr) return false;
|
||||
|
||||
try {
|
||||
auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
|
||||
return item["name"].get<std::string>() == pchName;
|
||||
});
|
||||
if (it != defined_achievements.end()) {
|
||||
if (user_achievements.find(pchName) == user_achievements.end() || user_achievements[pchName].value("earned", false) == false) {
|
||||
user_achievements[pchName]["earned"] = true;
|
||||
user_achievements[pchName]["earned_time"] = std::chrono::duration_cast<std::chrono::duration<uint32>>(std::chrono::system_clock::now().time_since_epoch()).count();
|
||||
#ifndef NO_OVERLAY
|
||||
get_steam_client()->steam_overlay->AddAchievementNotification(it.value());
|
||||
#endif
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
catch (...) {}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Steam_User_Stats::ClearAchievement(const char* pchName)
|
||||
{
|
||||
PRINT_DEBUG("ClearAchievement %s\n", pchName);
|
||||
if (pchName == nullptr) return false;
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
try {
|
||||
auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
|
||||
return static_cast<std::string const&>(item["name"]) == pchName;
|
||||
});
|
||||
if (it != defined_achievements.end()) {
|
||||
user_achievements[pchName]["earned"] = false;
|
||||
user_achievements[pchName]["earned_time"] = static_cast<uint32>(0);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
catch (...) {}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Get the achievement status, and the time it was unlocked if unlocked.
|
||||
// If the return value is true, but the unlock time is zero, that means it was unlocked before Steam
|
||||
// began tracking achievement unlock times (December 2009). Time is seconds since January 1, 1970.
|
||||
bool Steam_User_Stats::GetAchievementAndUnlockTime(const char* pchName, bool* pbAchieved, uint32* punUnlockTime)
|
||||
{
|
||||
PRINT_DEBUG("GetAchievementAndUnlockTime\n");
|
||||
if (pchName == nullptr) return false;
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
try {
|
||||
auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
|
||||
return static_cast<std::string const&>(item["name"]) == pchName;
|
||||
});
|
||||
auto ach = user_achievements.find(pchName);
|
||||
if (it != defined_achievements.end() && ach != user_achievements.end()) {
|
||||
if (pbAchieved != nullptr) *pbAchieved = (*ach)["earned"];
|
||||
if (punUnlockTime != nullptr) *punUnlockTime = (*ach)["earned_time"];
|
||||
return true;
|
||||
}
|
||||
}
|
||||
catch (...) {}
|
||||
|
||||
if (pbAchieved != nullptr) *pbAchieved = false;
|
||||
if (punUnlockTime != nullptr) *punUnlockTime = 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// Store the current data on the server, will get a callback when set
|
||||
// And one callback for every new achievement
|
||||
//
|
||||
// If the callback has a result of k_EResultInvalidParam, one or more stats
|
||||
// uploaded has been rejected, either because they broke constraints
|
||||
// or were out of date. In this case the server sends back updated values.
|
||||
// The stats should be re-iterated to keep in sync.
|
||||
bool Steam_User_Stats::StoreStats()
|
||||
{
|
||||
PRINT_DEBUG("StoreStats\n");
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
save_achievements();
|
||||
|
||||
UserStatsStored_t data;
|
||||
data.m_nGameID = settings->get_local_game_id().ToUint64();
|
||||
data.m_eResult = k_EResultOK;
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// Achievement / GroupAchievement metadata
|
||||
|
||||
// Gets the icon of the achievement, which is a handle to be used in ISteamUtils::GetImageRGBA(), or 0 if none set.
|
||||
// A return value of 0 may indicate we are still fetching data, and you can wait for the UserAchievementIconFetched_t callback
|
||||
// which will notify you when the bits are ready. If the callback still returns zero, then there is no image set for the
|
||||
// specified achievement.
|
||||
int Steam_User_Stats::GetAchievementIcon(const char* pchName)
|
||||
{
|
||||
PRINT_DEBUG("GetAchievementIcon\n");
|
||||
if (pchName == nullptr) return 0;
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
// Get general attributes for an achievement. Accepts the following keys:
|
||||
// - "name" and "desc" for retrieving the localized achievement name and description (returned in UTF8)
|
||||
// - "hidden" for retrieving if an achievement is hidden (returns "0" when not hidden, "1" when hidden)
|
||||
const char* Steam_User_Stats::GetAchievementDisplayAttribute(const char* pchName, const char* pchKey)
|
||||
{
|
||||
PRINT_DEBUG("GetAchievementDisplayAttribute %s %s\n", pchName, pchKey);
|
||||
if (pchName == nullptr) return "";
|
||||
if (pchKey == nullptr) return "";
|
||||
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
if (strcmp (pchKey, "name") == 0) {
|
||||
try {
|
||||
auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
|
||||
return static_cast<std::string const&>(item["name"]) == pchName;
|
||||
});
|
||||
if (it != defined_achievements.end()) {
|
||||
return it.value()["displayName"].get_ptr<std::string*>()->c_str();
|
||||
}
|
||||
}
|
||||
catch (...) {}
|
||||
}
|
||||
|
||||
if (strcmp(pchKey, "desc") == 0) {
|
||||
try {
|
||||
auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
|
||||
return static_cast<std::string const&>(item["name"]) == pchName;
|
||||
});
|
||||
if (it != defined_achievements.end()) {
|
||||
return it.value()["description"].get_ptr<std::string*>()->c_str();
|
||||
}
|
||||
}
|
||||
catch (...) {}
|
||||
}
|
||||
|
||||
if (strcmp(pchKey, "hidden") == 0) {
|
||||
try {
|
||||
auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
|
||||
return static_cast<std::string const&>(item["name"]) == pchName;
|
||||
});
|
||||
if (it != defined_achievements.end()) {
|
||||
return it.value()["hidden"].get_ptr<std::string*>()->c_str();
|
||||
}
|
||||
}
|
||||
catch (...) {}
|
||||
}
|
||||
|
||||
return "";
|
||||
}
|
||||
|
||||
|
||||
// Achievement progress - triggers an AchievementProgress callback, that is all.
|
||||
// Calling this w/ N out of N progress will NOT set the achievement, the game must still do that.
|
||||
bool Steam_User_Stats::IndicateAchievementProgress(const char* pchName, uint32 nCurProgress, uint32 nMaxProgress)
|
||||
{
|
||||
PRINT_DEBUG("IndicateAchievementProgress\n");
|
||||
if (pchName == nullptr) return false;
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
try {
|
||||
auto it = std::find_if(defined_achievements.begin(), defined_achievements.end(), [pchName](nlohmann::json& item) {
|
||||
return static_cast<std::string const&>(item["name"]) == pchName;
|
||||
});
|
||||
auto ach = user_achievements.find(pchName);
|
||||
if (it != defined_achievements.end()) {
|
||||
bool achieved = false;
|
||||
if (ach != user_achievements.end()) {
|
||||
bool achieved = ach->value("earned", false);
|
||||
}
|
||||
|
||||
UserAchievementStored_t data = {};
|
||||
data.m_nGameID = settings->get_local_game_id().ToUint64();
|
||||
data.m_bGroupAchievement = false;
|
||||
strncpy(data.m_rgchAchievementName, pchName, k_cchStatNameMax);
|
||||
|
||||
if (achieved) {
|
||||
data.m_nCurProgress = 0;
|
||||
data.m_nMaxProgress = 0;
|
||||
}
|
||||
else {
|
||||
user_achievements[pchName]["progress"] = nCurProgress;
|
||||
user_achievements[pchName]["max_progress"] = nMaxProgress;
|
||||
data.m_nCurProgress = nCurProgress;
|
||||
data.m_nMaxProgress = nMaxProgress;
|
||||
}
|
||||
|
||||
save_achievements();
|
||||
callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
||||
return true;
|
||||
}
|
||||
}
|
||||
catch (...) {}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Used for iterating achievements. In general games should not need these functions because they should have a
|
||||
// list of existing achievements compiled into them
|
||||
uint32 Steam_User_Stats::GetNumAchievements()
|
||||
{
|
||||
PRINT_DEBUG("GetNumAchievements\n");
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
return defined_achievements.size();
|
||||
}
|
||||
|
||||
// Get achievement name iAchievement in [0,GetNumAchievements)
|
||||
const char* Steam_User_Stats::GetAchievementName(uint32 iAchievement)
|
||||
{
|
||||
PRINT_DEBUG("GetAchievementName\n");
|
||||
try {
|
||||
static std::string achievement_name;
|
||||
achievement_name = defined_achievements[iAchievement]["name"].get<std::string>();
|
||||
return achievement_name.c_str();
|
||||
}
|
||||
catch (...) {}
|
||||
return "";
|
||||
}
|
||||
|
||||
|
||||
// Friends stats & achievements
|
||||
|
||||
// downloads stats for the user
|
||||
// returns a UserStatsReceived_t received when completed
|
||||
// if the other user has no stats, UserStatsReceived_t.m_eResult will be set to k_EResultFail
|
||||
// these stats won't be auto-updated; you'll need to call RequestUserStats() again to refresh any data
|
||||
STEAM_CALL_RESULT(UserStatsReceived_t)
|
||||
SteamAPICall_t Steam_User_Stats::RequestUserStats(CSteamID steamIDUser)
|
||||
{
|
||||
PRINT_DEBUG("Steam_User_Stats::RequestUserStats %llu\n", steamIDUser.ConvertToUint64());
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
// Enable this to allow hot reload achievements status
|
||||
//if (steamIDUser == settings->get_local_steam_id()) {
|
||||
// load_achievements();
|
||||
//}
|
||||
|
||||
|
||||
UserStatsReceived_t data;
|
||||
data.m_nGameID = settings->get_local_game_id().ToUint64();
|
||||
data.m_eResult = k_EResultOK;
|
||||
data.m_steamIDUser = steamIDUser;
|
||||
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data), 0.1);
|
||||
}
|
||||
|
||||
|
||||
// requests stat information for a user, usable after a successful call to RequestUserStats()
|
||||
bool Steam_User_Stats::GetUserStat(CSteamID steamIDUser, const char* pchName, int32* pData)
|
||||
{
|
||||
PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64());
|
||||
if (pchName == nullptr) return false;
|
||||
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
if (steamIDUser == settings->get_local_steam_id()) {
|
||||
GetStat(pchName, pData);
|
||||
}
|
||||
else {
|
||||
*pData = 0;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Steam_User_Stats::GetUserStat(CSteamID steamIDUser, const char* pchName, float* pData)
|
||||
{
|
||||
PRINT_DEBUG("GetUserStat %s %llu\n", pchName, steamIDUser.ConvertToUint64());
|
||||
if (pchName == nullptr) return false;
|
||||
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
if (steamIDUser == settings->get_local_steam_id()) {
|
||||
GetStat(pchName, pData);
|
||||
}
|
||||
else {
|
||||
*pData = 0;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Steam_User_Stats::GetUserAchievement(CSteamID steamIDUser, const char* pchName, bool* pbAchieved)
|
||||
{
|
||||
PRINT_DEBUG("GetUserAchievement %s\n", pchName);
|
||||
if (pchName == nullptr) return false;
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
if (steamIDUser == settings->get_local_steam_id()) {
|
||||
return GetAchievement(pchName, pbAchieved);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// See notes for GetAchievementAndUnlockTime above
|
||||
bool Steam_User_Stats::GetUserAchievementAndUnlockTime(CSteamID steamIDUser, const char* pchName, bool* pbAchieved, uint32* punUnlockTime)
|
||||
{
|
||||
PRINT_DEBUG("GetUserAchievementAndUnlockTime %s\n", pchName);
|
||||
if (pchName == nullptr) return false;
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
if (steamIDUser == settings->get_local_steam_id()) {
|
||||
return GetAchievementAndUnlockTime(pchName, pbAchieved, punUnlockTime);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Reset stats
|
||||
bool Steam_User_Stats::ResetAllStats(bool bAchievementsToo)
|
||||
{
|
||||
PRINT_DEBUG("ResetAllStats\n");
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
//TODO
|
||||
if (bAchievementsToo) {
|
||||
std::for_each(user_achievements.begin(), user_achievements.end(), [](nlohmann::json& v) {
|
||||
v["earned"] = false;
|
||||
v["earned_time"] = 0;
|
||||
});
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// Leaderboard functions
|
||||
|
||||
// asks the Steam back-end for a leaderboard by name, and will create it if it's not yet
|
||||
// This call is asynchronous, with the result returned in LeaderboardFindResult_t
|
||||
STEAM_CALL_RESULT(LeaderboardFindResult_t)
|
||||
SteamAPICall_t Steam_User_Stats::FindOrCreateLeaderboard(const char* pchLeaderboardName, ELeaderboardSortMethod eLeaderboardSortMethod, ELeaderboardDisplayType eLeaderboardDisplayType)
|
||||
{
|
||||
PRINT_DEBUG("FindOrCreateLeaderboard %s\n", pchLeaderboardName);
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
unsigned int leader = find_leaderboard(pchLeaderboardName);
|
||||
if (!leader) {
|
||||
struct Steam_Leaderboard leaderboard;
|
||||
leaderboard.name = std::string(pchLeaderboardName);
|
||||
leaderboard.sort_method = eLeaderboardSortMethod;
|
||||
leaderboard.display_type = eLeaderboardDisplayType;
|
||||
leaderboards.push_back(leaderboard);
|
||||
leader = leaderboards.size();
|
||||
}
|
||||
|
||||
LeaderboardFindResult_t data;
|
||||
data.m_hSteamLeaderboard = leader;
|
||||
data.m_bLeaderboardFound = 1;
|
||||
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
|
||||
|
||||
// as above, but won't create the leaderboard if it's not found
|
||||
// This call is asynchronous, with the result returned in LeaderboardFindResult_t
|
||||
STEAM_CALL_RESULT(LeaderboardFindResult_t)
|
||||
SteamAPICall_t Steam_User_Stats::FindLeaderboard(const char* pchLeaderboardName)
|
||||
{
|
||||
PRINT_DEBUG("FindLeaderboard %s\n", pchLeaderboardName);
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
auto settings_Leaderboards = settings->getLeaderboards();
|
||||
if (settings_Leaderboards.count(pchLeaderboardName)) {
|
||||
auto config = settings_Leaderboards[pchLeaderboardName];
|
||||
return FindOrCreateLeaderboard(pchLeaderboardName, config.sort_method, config.display_type);
|
||||
}
|
||||
else if (settings->createUnknownLeaderboards()) {
|
||||
return FindOrCreateLeaderboard(pchLeaderboardName, k_ELeaderboardSortMethodDescending, k_ELeaderboardDisplayTypeNumeric);
|
||||
}
|
||||
else {
|
||||
LeaderboardFindResult_t data;
|
||||
data.m_hSteamLeaderboard = find_leaderboard(pchLeaderboardName);;
|
||||
data.m_bLeaderboardFound = !!data.m_hSteamLeaderboard;
|
||||
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// returns the name of a leaderboard
|
||||
const char* Steam_User_Stats::GetLeaderboardName(SteamLeaderboard_t hSteamLeaderboard)
|
||||
{
|
||||
PRINT_DEBUG("GetLeaderboardName\n");
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return "";
|
||||
return leaderboards[hSteamLeaderboard - 1].name.c_str();
|
||||
}
|
||||
|
||||
|
||||
// returns the total number of entries in a leaderboard, as of the last request
|
||||
int Steam_User_Stats::GetLeaderboardEntryCount(SteamLeaderboard_t hSteamLeaderboard)
|
||||
{
|
||||
PRINT_DEBUG("GetLeaderboardEntryCount\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
// returns the sort method of the leaderboard
|
||||
ELeaderboardSortMethod Steam_User_Stats::GetLeaderboardSortMethod(SteamLeaderboard_t hSteamLeaderboard)
|
||||
{
|
||||
PRINT_DEBUG("GetLeaderboardSortMethod\n");
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardSortMethodNone;
|
||||
return leaderboards[hSteamLeaderboard - 1].sort_method;
|
||||
}
|
||||
|
||||
|
||||
// returns the display type of the leaderboard
|
||||
ELeaderboardDisplayType Steam_User_Stats::GetLeaderboardDisplayType(SteamLeaderboard_t hSteamLeaderboard)
|
||||
{
|
||||
PRINT_DEBUG("GetLeaderboardDisplayType\n");
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) return k_ELeaderboardDisplayTypeNone;
|
||||
return leaderboards[hSteamLeaderboard - 1].display_type;
|
||||
}
|
||||
|
||||
|
||||
// Asks the Steam back-end for a set of rows in the leaderboard.
|
||||
// This call is asynchronous, with the result returned in LeaderboardScoresDownloaded_t
|
||||
// LeaderboardScoresDownloaded_t will contain a handle to pull the results from GetDownloadedLeaderboardEntries() (below)
|
||||
// You can ask for more entries than exist, and it will return as many as do exist.
|
||||
// k_ELeaderboardDataRequestGlobal requests rows in the leaderboard from the full table, with nRangeStart & nRangeEnd in the range [1, TotalEntries]
|
||||
// k_ELeaderboardDataRequestGlobalAroundUser requests rows around the current user, nRangeStart being negate
|
||||
// e.g. DownloadLeaderboardEntries( hLeaderboard, k_ELeaderboardDataRequestGlobalAroundUser, -3, 3 ) will return 7 rows, 3 before the user, 3 after
|
||||
// k_ELeaderboardDataRequestFriends requests all the rows for friends of the current user
|
||||
STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t)
|
||||
SteamAPICall_t Steam_User_Stats::DownloadLeaderboardEntries(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardDataRequest eLeaderboardDataRequest, int nRangeStart, int nRangeEnd)
|
||||
{
|
||||
PRINT_DEBUG("DownloadLeaderboardEntries %llu %i %i %i\n", hSteamLeaderboard, eLeaderboardDataRequest, nRangeStart, nRangeEnd);
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
LeaderboardScoresDownloaded_t data;
|
||||
data.m_hSteamLeaderboard = hSteamLeaderboard;
|
||||
data.m_hSteamLeaderboardEntries = 123;
|
||||
data.m_cEntryCount = 0;
|
||||
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
|
||||
// as above, but downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers
|
||||
// if a user doesn't have a leaderboard entry, they won't be included in the result
|
||||
// a max of 100 users can be downloaded at a time, with only one outstanding call at a time
|
||||
STEAM_METHOD_DESC(Downloads leaderboard entries for an arbitrary set of users - ELeaderboardDataRequest is k_ELeaderboardDataRequestUsers)
|
||||
STEAM_CALL_RESULT(LeaderboardScoresDownloaded_t)
|
||||
SteamAPICall_t Steam_User_Stats::DownloadLeaderboardEntriesForUsers(SteamLeaderboard_t hSteamLeaderboard,
|
||||
STEAM_ARRAY_COUNT_D(cUsers, Array of users to retrieve) CSteamID * prgUsers, int cUsers)
|
||||
{
|
||||
PRINT_DEBUG("DownloadLeaderboardEntriesForUsers %i %llu\n", cUsers, cUsers > 0 ? prgUsers[0].ConvertToUint64() : 0);
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
LeaderboardScoresDownloaded_t data;
|
||||
data.m_hSteamLeaderboard = hSteamLeaderboard;
|
||||
data.m_hSteamLeaderboardEntries = 123;
|
||||
data.m_cEntryCount = 0;
|
||||
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
|
||||
|
||||
// Returns data about a single leaderboard entry
|
||||
// use a for loop from 0 to LeaderboardScoresDownloaded_t::m_cEntryCount to get all the downloaded entries
|
||||
// e.g.
|
||||
// void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pLeaderboardScoresDownloaded )
|
||||
// {
|
||||
// for ( int index = 0; index < pLeaderboardScoresDownloaded->m_cEntryCount; index++ )
|
||||
// {
|
||||
// LeaderboardEntry_t leaderboardEntry;
|
||||
// int32 details[3]; // we know this is how many we've stored previously
|
||||
// GetDownloadedLeaderboardEntry( pLeaderboardScoresDownloaded->m_hSteamLeaderboardEntries, index, &leaderboardEntry, details, 3 );
|
||||
// assert( leaderboardEntry.m_cDetails == 3 );
|
||||
// ...
|
||||
// }
|
||||
// once you've accessed all the entries, the data will be free'd, and the SteamLeaderboardEntries_t handle will become invalid
|
||||
bool Steam_User_Stats::GetDownloadedLeaderboardEntry(SteamLeaderboardEntries_t hSteamLeaderboardEntries, int index, LeaderboardEntry_t * pLeaderboardEntry, int32 * pDetails, int cDetailsMax)
|
||||
{
|
||||
PRINT_DEBUG("GetDownloadedLeaderboardEntry\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Uploads a user score to the Steam back-end.
|
||||
// This call is asynchronous, with the result returned in LeaderboardScoreUploaded_t
|
||||
// Details are extra game-defined information regarding how the user got that score
|
||||
// pScoreDetails points to an array of int32's, cScoreDetailsCount is the number of int32's in the list
|
||||
STEAM_CALL_RESULT(LeaderboardScoreUploaded_t)
|
||||
SteamAPICall_t Steam_User_Stats::UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, ELeaderboardUploadScoreMethod eLeaderboardUploadScoreMethod, int32 nScore, const int32 * pScoreDetails, int cScoreDetailsCount)
|
||||
{
|
||||
PRINT_DEBUG("UploadLeaderboardScore\n");
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
LeaderboardScoreUploaded_t data;
|
||||
data.m_bSuccess = 1; //needs to be success or DOA6 freezes when uploading score.
|
||||
//data.m_bSuccess = 0;
|
||||
data.m_hSteamLeaderboard = hSteamLeaderboard;
|
||||
data.m_nScore = nScore;
|
||||
//data.m_bScoreChanged = 1;
|
||||
data.m_bScoreChanged = 0;
|
||||
//data.m_nGlobalRankNew = 1;
|
||||
data.m_nGlobalRankNew = 0;
|
||||
data.m_nGlobalRankPrevious = 0;
|
||||
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
|
||||
SteamAPICall_t Steam_User_Stats::UploadLeaderboardScore(SteamLeaderboard_t hSteamLeaderboard, int32 nScore, int32 * pScoreDetails, int cScoreDetailsCount)
|
||||
{
|
||||
PRINT_DEBUG("UploadLeaderboardScore old\n");
|
||||
return UploadLeaderboardScore(hSteamLeaderboard, k_ELeaderboardUploadScoreMethodKeepBest, nScore, pScoreDetails, cScoreDetailsCount);
|
||||
}
|
||||
|
||||
|
||||
// Attaches a piece of user generated content the user's entry on a leaderboard.
|
||||
// hContent is a handle to a piece of user generated content that was shared using ISteamUserRemoteStorage::FileShare().
|
||||
// This call is asynchronous, with the result returned in LeaderboardUGCSet_t.
|
||||
STEAM_CALL_RESULT(LeaderboardUGCSet_t)
|
||||
SteamAPICall_t Steam_User_Stats::AttachLeaderboardUGC(SteamLeaderboard_t hSteamLeaderboard, UGCHandle_t hUGC)
|
||||
{
|
||||
PRINT_DEBUG("AttachLeaderboardUGC\n");
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
LeaderboardUGCSet_t data = {};
|
||||
if (hSteamLeaderboard > leaderboards.size() || hSteamLeaderboard <= 0) {
|
||||
data.m_eResult = k_EResultFail;
|
||||
}
|
||||
else {
|
||||
data.m_eResult = k_EResultOK;
|
||||
}
|
||||
|
||||
data.m_hSteamLeaderboard = hSteamLeaderboard;
|
||||
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
|
||||
|
||||
// Retrieves the number of players currently playing your game (online + offline)
|
||||
// This call is asynchronous, with the result returned in NumberOfCurrentPlayers_t
|
||||
STEAM_CALL_RESULT(NumberOfCurrentPlayers_t)
|
||||
SteamAPICall_t Steam_User_Stats::GetNumberOfCurrentPlayers()
|
||||
{
|
||||
PRINT_DEBUG("GetNumberOfCurrentPlayers\n");
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
NumberOfCurrentPlayers_t data;
|
||||
data.m_bSuccess = 1;
|
||||
data.m_cPlayers = 69;
|
||||
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
|
||||
|
||||
// Requests that Steam fetch data on the percentage of players who have received each achievement
|
||||
// for the game globally.
|
||||
// This call is asynchronous, with the result returned in GlobalAchievementPercentagesReady_t.
|
||||
STEAM_CALL_RESULT(GlobalAchievementPercentagesReady_t)
|
||||
SteamAPICall_t Steam_User_Stats::RequestGlobalAchievementPercentages()
|
||||
{
|
||||
PRINT_DEBUG("RequestGlobalAchievementPercentages\n");
|
||||
}
|
||||
|
||||
|
||||
// Get the info on the most achieved achievement for the game, returns an iterator index you can use to fetch
|
||||
// the next most achieved afterwards. Will return -1 if there is no data on achievement
|
||||
// percentages (ie, you haven't called RequestGlobalAchievementPercentages and waited on the callback).
|
||||
int Steam_User_Stats::GetMostAchievedAchievementInfo(char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved)
|
||||
{
|
||||
PRINT_DEBUG("GetMostAchievedAchievementInfo\n");
|
||||
}
|
||||
|
||||
|
||||
// Get the info on the next most achieved achievement for the game. Call this after GetMostAchievedAchievementInfo or another
|
||||
// GetNextMostAchievedAchievementInfo call passing the iterator from the previous call. Returns -1 after the last
|
||||
// achievement has been iterated.
|
||||
int Steam_User_Stats::GetNextMostAchievedAchievementInfo(int iIteratorPrevious, char* pchName, uint32 unNameBufLen, float* pflPercent, bool* pbAchieved)
|
||||
{
|
||||
PRINT_DEBUG("GetNextMostAchievedAchievementInfo\n");
|
||||
}
|
||||
|
||||
|
||||
// Returns the percentage of users who have achieved the specified achievement.
|
||||
bool Steam_User_Stats::GetAchievementAchievedPercent(const char* pchName, float* pflPercent)
|
||||
{
|
||||
PRINT_DEBUG("GetAchievementAchievedPercent\n");
|
||||
}
|
||||
|
||||
|
||||
// Requests global stats data, which is available for stats marked as "aggregated".
|
||||
// This call is asynchronous, with the results returned in GlobalStatsReceived_t.
|
||||
// nHistoryDays specifies how many days of day-by-day history to retrieve in addition
|
||||
// to the overall totals. The limit is 60.
|
||||
STEAM_CALL_RESULT(GlobalStatsReceived_t)
|
||||
SteamAPICall_t Steam_User_Stats::RequestGlobalStats(int nHistoryDays)
|
||||
{
|
||||
PRINT_DEBUG("RequestGlobalStats %i\n", nHistoryDays);
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
GlobalStatsReceived_t data;
|
||||
data.m_nGameID = settings->get_local_game_id().ToUint64();
|
||||
data.m_eResult = k_EResultOK;
|
||||
return callback_results->addCallResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
|
||||
|
||||
// Gets the lifetime totals for an aggregated stat
|
||||
bool Steam_User_Stats::GetGlobalStat(const char* pchStatName, int64 * pData)
|
||||
{
|
||||
PRINT_DEBUG("GetGlobalStat %s\n", pchStatName);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Steam_User_Stats::GetGlobalStat(const char* pchStatName, double* pData)
|
||||
{
|
||||
PRINT_DEBUG("GetGlobalStat %s\n", pchStatName);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Gets history for an aggregated stat. pData will be filled with daily values, starting with today.
|
||||
// So when called, pData[0] will be today, pData[1] will be yesterday, and pData[2] will be two days ago,
|
||||
// etc. cubData is the size in bytes of the pubData buffer. Returns the number of
|
||||
// elements actually set.
|
||||
int32 Steam_User_Stats::GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) int64 * pData, uint32 cubData)
|
||||
{
|
||||
PRINT_DEBUG("GetGlobalStatHistory int64 %s\n", pchStatName);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int32 Steam_User_Stats::GetGlobalStatHistory(const char* pchStatName, STEAM_ARRAY_COUNT(cubData) double* pData, uint32 cubData)
|
||||
{
|
||||
PRINT_DEBUG("GetGlobalStatHistory double %s\n", pchStatName);
|
||||
return 0;
|
||||
}
|
File diff suppressed because it is too large
Load Diff
|
@ -17,6 +17,7 @@
|
|||
|
||||
#include "base.h"
|
||||
#include "local_storage.h"
|
||||
#include "../overlay_experimental/steam_overlay.h"
|
||||
|
||||
static std::chrono::time_point<std::chrono::steady_clock> app_initialized_time = std::chrono::steady_clock::now();
|
||||
|
||||
|
@ -34,13 +35,14 @@ public ISteamUtils
|
|||
private:
|
||||
Settings *settings;
|
||||
class SteamCallResults *callback_results;
|
||||
Steam_Overlay* overlay;
|
||||
|
||||
public:
|
||||
Steam_Utils(Settings *settings, class SteamCallResults *callback_results)
|
||||
{
|
||||
this->settings = settings;
|
||||
this->callback_results = callback_results;
|
||||
}
|
||||
Steam_Utils(Settings *settings, class SteamCallResults *callback_results, Steam_Overlay *overlay):
|
||||
settings(settings),
|
||||
callback_results(callback_results),
|
||||
overlay(overlay)
|
||||
{}
|
||||
|
||||
// return the number of seconds since the user
|
||||
uint32 GetSecondsSinceAppActive()
|
||||
|
@ -144,6 +146,7 @@ uint32 GetAppID()
|
|||
void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition )
|
||||
{
|
||||
PRINT_DEBUG("SetOverlayNotificationPosition\n");
|
||||
overlay->SetNotificationPosition(eNotificationPosition);
|
||||
}
|
||||
|
||||
|
||||
|
@ -218,8 +221,7 @@ void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction )
|
|||
bool IsOverlayEnabled()
|
||||
{
|
||||
PRINT_DEBUG("IsOverlayEnabled\n");
|
||||
//TODO
|
||||
return false;
|
||||
return overlay->Ready();
|
||||
}
|
||||
|
||||
|
||||
|
@ -235,7 +237,7 @@ bool IsOverlayEnabled()
|
|||
bool BOverlayNeedsPresent()
|
||||
{
|
||||
PRINT_DEBUG("BOverlayNeedsPresent\n");
|
||||
return false;
|
||||
return overlay->NeedPresent();
|
||||
}
|
||||
|
||||
|
||||
|
@ -305,6 +307,7 @@ bool IsSteamRunningInVR()
|
|||
void SetOverlayNotificationInset( int nHorizontalInset, int nVerticalInset )
|
||||
{
|
||||
PRINT_DEBUG("SetOverlayNotificationInset\n");
|
||||
overlay->SetNotificationInset(nHorizontalInset, nVerticalInset);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -0,0 +1,12 @@
|
|||
#!/bin/bash
|
||||
|
||||
rm -rf glew*
|
||||
|
||||
URL="https://downloads.sourceforge.net/project/glew/glew/2.1.0/glew-2.1.0-win32.zip?r=https%3A%2F%2Fsourceforge.net%2Fprojects%2Fglew%2Ffiles%2Fglew%2F2.1.0%2Fglew-2.1.0-win32.zip%2Fdownload&ts=1565791827"
|
||||
|
||||
wget "$URL" -O glew.zip
|
||||
unzip glew.zip
|
||||
rm glew.zip
|
||||
mv glew-* glew
|
||||
# Fix libraries name
|
||||
sed -i "s/LIBCMT/libcmt/;s/OLDNAMES/oldnames/" glew/lib/Release/*/glew32s.lib
|
|
@ -0,0 +1,88 @@
|
|||
#include "Base_Hook.h"
|
||||
#include "Hook_Manager.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
#ifndef NO_OVERLAY
|
||||
#ifdef STEAM_WIN32
|
||||
|
||||
#include "../detours/detours.h"
|
||||
|
||||
Base_Hook::Base_Hook():
|
||||
_library(nullptr)
|
||||
{}
|
||||
|
||||
Base_Hook::~Base_Hook()
|
||||
{
|
||||
UnhookAll();
|
||||
}
|
||||
|
||||
const char* Base_Hook::get_lib_name() const
|
||||
{
|
||||
return "<no_name>";
|
||||
}
|
||||
|
||||
void Base_Hook::BeginHook()
|
||||
{
|
||||
DetourTransactionBegin();
|
||||
DetourUpdateThread(GetCurrentThread());
|
||||
}
|
||||
|
||||
void Base_Hook::EndHook()
|
||||
{
|
||||
DetourTransactionCommit();
|
||||
}
|
||||
|
||||
void Base_Hook::HookFunc(std::pair<void**, void*> hook)
|
||||
{
|
||||
if( DetourAttach(hook.first, hook.second) == 0 )
|
||||
_hooked_funcs.emplace_back(hook);
|
||||
}
|
||||
|
||||
void Base_Hook::UnhookAll()
|
||||
{
|
||||
if (_hooked_funcs.size())
|
||||
{
|
||||
BeginHook();
|
||||
std::for_each(_hooked_funcs.begin(), _hooked_funcs.end(), [](std::pair<void**, void*>& hook) {
|
||||
DetourDetach(hook.first, hook.second);
|
||||
});
|
||||
EndHook();
|
||||
_hooked_funcs.clear();
|
||||
}
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
Base_Hook::Base_Hook():
|
||||
_library(nullptr)
|
||||
{}
|
||||
|
||||
Base_Hook::~Base_Hook()
|
||||
{
|
||||
}
|
||||
|
||||
const char* Base_Hook::get_lib_name() const
|
||||
{
|
||||
return "<no_name>";
|
||||
}
|
||||
|
||||
void Base_Hook::BeginHook()
|
||||
{
|
||||
}
|
||||
|
||||
void Base_Hook::EndHook()
|
||||
{
|
||||
}
|
||||
|
||||
void Base_Hook::HookFunc(std::pair<void**, void*> hook)
|
||||
{
|
||||
}
|
||||
|
||||
void Base_Hook::UnhookAll()
|
||||
{
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#endif//NO_OVERLAY
|
|
@ -0,0 +1,50 @@
|
|||
#ifndef __INCLUDED_BASE_HOOK_H__
|
||||
#define __INCLUDED_BASE_HOOK_H__
|
||||
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <vector>
|
||||
#include <utility>
|
||||
|
||||
#include "../dll/base.h"
|
||||
|
||||
class Base_Hook
|
||||
{
|
||||
protected:
|
||||
std::vector<std::pair<void**, void*>> _hooked_funcs;
|
||||
|
||||
void* _library;
|
||||
|
||||
Base_Hook(const Base_Hook&) = delete;
|
||||
Base_Hook(Base_Hook&&) = delete;
|
||||
Base_Hook& operator =(const Base_Hook&) = delete;
|
||||
Base_Hook& operator =(Base_Hook&&) = delete;
|
||||
|
||||
public:
|
||||
Base_Hook();
|
||||
virtual ~Base_Hook();
|
||||
|
||||
void BeginHook();
|
||||
void EndHook();
|
||||
void UnhookAll();
|
||||
|
||||
virtual const char* get_lib_name() const;
|
||||
void HookFunc(std::pair<void**, void*> hook);
|
||||
|
||||
template<typename T>
|
||||
void HookFuncs(std::pair<T*, T> funcs)
|
||||
{
|
||||
HookFunc(funcs);
|
||||
}
|
||||
|
||||
template<typename T, typename ...Args>
|
||||
void HookFuncs(std::pair<T*, T> funcs, Args... args)
|
||||
{
|
||||
HookFunc(funcs);
|
||||
HookFuncs(args...);
|
||||
}
|
||||
};
|
||||
|
||||
#endif//NO_OVERLAY
|
||||
|
||||
#endif//__INCLUDED_BASE_HOOK_H__
|
|
@ -0,0 +1,36 @@
|
|||
#include "../dll/dll.h"
|
||||
#include "Hook_Manager.h"
|
||||
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
Hook_Manager::Hook_Manager()
|
||||
{}
|
||||
|
||||
Hook_Manager::~Hook_Manager()
|
||||
{
|
||||
for (auto& i : _hooks)
|
||||
delete i;
|
||||
}
|
||||
|
||||
Hook_Manager& Hook_Manager::Inst()
|
||||
{
|
||||
static Hook_Manager hook;
|
||||
return hook;
|
||||
}
|
||||
|
||||
void Hook_Manager::AddHook(Base_Hook* hook)
|
||||
{
|
||||
_hooks.insert(hook);
|
||||
}
|
||||
|
||||
void Hook_Manager::RemoveHook(Base_Hook* hook)
|
||||
{
|
||||
auto it = _hooks.find(hook);
|
||||
if (it != _hooks.end())
|
||||
{
|
||||
delete hook;
|
||||
_hooks.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
#endif//NO_OVERLAY
|
|
@ -0,0 +1,29 @@
|
|||
#ifndef __INCLUDED_HOOK_BASE_H__
|
||||
#define __INCLUDED_HOOK_BASE_H__
|
||||
|
||||
#include "Base_Hook.h"
|
||||
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <set>
|
||||
|
||||
class Hook_Manager
|
||||
{
|
||||
friend class Base_Hook;
|
||||
|
||||
protected:
|
||||
std::set<Base_Hook*> _hooks;
|
||||
|
||||
Hook_Manager();
|
||||
virtual ~Hook_Manager();
|
||||
|
||||
public:
|
||||
static Hook_Manager& Inst();
|
||||
|
||||
void AddHook(Base_Hook* hook);
|
||||
void RemoveHook(Base_Hook* hook);
|
||||
};
|
||||
|
||||
#endif//NO_OVERLAY
|
||||
|
||||
#endif//__INCLUDED_HOOK_BASE_H__
|
|
@ -0,0 +1,832 @@
|
|||
#include "Renderer_Detector.h"
|
||||
#include "Hook_Manager.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
constexpr int max_hook_retries = 500;
|
||||
|
||||
#ifdef STEAM_WIN32
|
||||
#include "windows/DX12_Hook.h"
|
||||
#include "windows/DX11_Hook.h"
|
||||
#include "windows/DX10_Hook.h"
|
||||
#include "windows/DX9_Hook.h"
|
||||
#include "windows/OpenGL_Hook.h"
|
||||
#include "windows/Windows_Hook.h"
|
||||
|
||||
static decltype(&IDXGISwapChain::Present) _IDXGISwapChain_Present = nullptr;
|
||||
static decltype(&IDirect3DDevice9::Present) _IDirect3DDevice9_Present = nullptr;
|
||||
static decltype(&IDirect3DDevice9Ex::PresentEx) _IDirect3DDevice9Ex_PresentEx = nullptr;
|
||||
static decltype(wglMakeCurrent)* _wglMakeCurrent = nullptr;
|
||||
|
||||
static constexpr auto windowClassName = "___overlay_window_class___";
|
||||
|
||||
void Renderer_Detector::create_hwnd()
|
||||
{
|
||||
if (dummy_hWnd == nullptr)
|
||||
{
|
||||
HINSTANCE hInst = GetModuleHandle(nullptr);
|
||||
if (atom == 0)
|
||||
{
|
||||
// Register a window class for creating our render window with.
|
||||
WNDCLASSEX windowClass = {};
|
||||
|
||||
windowClass.cbSize = sizeof(WNDCLASSEX);
|
||||
windowClass.style = CS_HREDRAW | CS_VREDRAW;
|
||||
windowClass.lpfnWndProc = DefWindowProc;
|
||||
windowClass.cbClsExtra = 0;
|
||||
windowClass.cbWndExtra = 0;
|
||||
windowClass.hInstance = hInst;
|
||||
windowClass.hIcon = NULL;
|
||||
windowClass.hCursor = ::LoadCursor(NULL, IDC_ARROW);
|
||||
windowClass.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
|
||||
windowClass.lpszMenuName = NULL;
|
||||
windowClass.lpszClassName = windowClassName;
|
||||
windowClass.hIconSm = NULL;
|
||||
|
||||
atom = ::RegisterClassEx(&windowClass);
|
||||
}
|
||||
|
||||
if (atom > 0)
|
||||
{
|
||||
dummy_hWnd = ::CreateWindowEx(
|
||||
NULL,
|
||||
windowClassName,
|
||||
"",
|
||||
WS_OVERLAPPEDWINDOW,
|
||||
0,
|
||||
0,
|
||||
1,
|
||||
1,
|
||||
NULL,
|
||||
NULL,
|
||||
hInst,
|
||||
nullptr
|
||||
);
|
||||
|
||||
assert(dummy_hWnd && "Failed to create window");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Renderer_Detector::destroy_hwnd()
|
||||
{
|
||||
if (dummy_hWnd != nullptr)
|
||||
{
|
||||
DestroyWindow(dummy_hWnd);
|
||||
UnregisterClass(windowClassName, GetModuleHandle(nullptr));
|
||||
}
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE Renderer_Detector::MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags)
|
||||
{
|
||||
Renderer_Detector& inst = Renderer_Detector::Inst();
|
||||
Hook_Manager& hm = Hook_Manager::Inst();
|
||||
|
||||
auto res = (_this->*_IDXGISwapChain_Present)(SyncInterval, Flags);
|
||||
if (!inst.stop_retry())
|
||||
{
|
||||
IUnknown* pDevice = nullptr;
|
||||
if (inst._dx12_hooked)
|
||||
{
|
||||
_this->GetDevice(IID_PPV_ARGS(reinterpret_cast<ID3D12Device**>(&pDevice)));
|
||||
}
|
||||
if (pDevice)
|
||||
{
|
||||
DX12_Hook::Inst()->start_hook();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (inst._dx11_hooked)
|
||||
{
|
||||
_this->GetDevice(IID_PPV_ARGS(reinterpret_cast<ID3D11Device**>(&pDevice)));
|
||||
}
|
||||
if (pDevice)
|
||||
{
|
||||
DX11_Hook::Inst()->start_hook();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (inst._dx10_hooked)
|
||||
{
|
||||
_this->GetDevice(IID_PPV_ARGS(reinterpret_cast<ID3D10Device**>(&pDevice)));
|
||||
}
|
||||
if (pDevice)
|
||||
{
|
||||
DX10_Hook::Inst()->start_hook();
|
||||
}
|
||||
}
|
||||
}
|
||||
if (pDevice) pDevice->Release();
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE Renderer_Detector::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion)
|
||||
{
|
||||
Renderer_Detector& inst = Renderer_Detector::Inst();
|
||||
Hook_Manager& hm = Hook_Manager::Inst();
|
||||
auto res = (_this->*_IDirect3DDevice9_Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
|
||||
if (!inst.stop_retry())
|
||||
{
|
||||
DX9_Hook::Inst()->start_hook();
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE Renderer_Detector::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags)
|
||||
{
|
||||
Renderer_Detector& inst = Renderer_Detector::Inst();
|
||||
Hook_Manager& hm = Hook_Manager::Inst();
|
||||
auto res = (_this->*_IDirect3DDevice9Ex_PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags);
|
||||
if (!inst.stop_retry())
|
||||
{
|
||||
DX9_Hook::Inst()->start_hook();
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
BOOL WINAPI Renderer_Detector::MywglMakeCurrent(HDC hDC, HGLRC hGLRC)
|
||||
{
|
||||
Renderer_Detector& inst = Renderer_Detector::Inst();
|
||||
Hook_Manager& hm = Hook_Manager::Inst();
|
||||
auto res = _wglMakeCurrent(hDC, hGLRC);
|
||||
if (!inst.stop_retry())
|
||||
{
|
||||
OpenGL_Hook::Inst()->start_hook();
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
void Renderer_Detector::HookDXGIPresent(IDXGISwapChain* pSwapChain)
|
||||
{
|
||||
if (!_dxgi_hooked)
|
||||
{
|
||||
_dxgi_hooked = true;
|
||||
(void*&)_IDXGISwapChain_Present = (*reinterpret_cast<void***>(pSwapChain))[(int)IDXGISwapChainVTable::Present];
|
||||
|
||||
rendererdetect_hook->BeginHook();
|
||||
|
||||
rendererdetect_hook->HookFuncs(
|
||||
std::pair<void**, void*>((PVOID*)& _IDXGISwapChain_Present, &Renderer_Detector::MyIDXGISwapChain_Present)
|
||||
);
|
||||
|
||||
rendererdetect_hook->EndHook();
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer_Detector::HookDX9Present(IDirect3DDevice9* pDevice, bool ex)
|
||||
{
|
||||
(void*&)_IDirect3DDevice9_Present = (*reinterpret_cast<void***>(pDevice))[(int)IDirect3DDevice9VTable::Present];
|
||||
if (ex)
|
||||
(void*&)_IDirect3DDevice9Ex_PresentEx = (*reinterpret_cast<void***>(pDevice))[(int)IDirect3DDevice9VTable::PresentEx];
|
||||
|
||||
rendererdetect_hook->BeginHook();
|
||||
|
||||
rendererdetect_hook->HookFuncs(
|
||||
std::pair<void**, void*>((PVOID*)& _IDirect3DDevice9_Present, &Renderer_Detector::MyPresent)
|
||||
);
|
||||
if (ex)
|
||||
{
|
||||
rendererdetect_hook->HookFuncs(
|
||||
std::pair<void**, void*>((PVOID*)& _IDirect3DDevice9Ex_PresentEx, &Renderer_Detector::MyPresentEx)
|
||||
);
|
||||
}
|
||||
|
||||
rendererdetect_hook->EndHook();
|
||||
}
|
||||
|
||||
void Renderer_Detector::HookwglMakeCurrent(decltype(wglMakeCurrent)* wglMakeCurrent)
|
||||
{
|
||||
_wglMakeCurrent = wglMakeCurrent;
|
||||
|
||||
rendererdetect_hook->BeginHook();
|
||||
|
||||
rendererdetect_hook->HookFuncs(
|
||||
std::pair<void**, void*>((PVOID*)& _wglMakeCurrent, &Renderer_Detector::MywglMakeCurrent)
|
||||
);
|
||||
|
||||
rendererdetect_hook->EndHook();
|
||||
}
|
||||
|
||||
void Renderer_Detector::hook_dx9()
|
||||
{
|
||||
if (!_dx9_hooked && !_renderer_found)
|
||||
{
|
||||
create_hwnd();
|
||||
if (dummy_hWnd == nullptr)
|
||||
return;
|
||||
|
||||
IDirect3D9Ex* pD3D = nullptr;
|
||||
IUnknown* pDevice = nullptr;
|
||||
HMODULE library = GetModuleHandle(DX9_Hook::DLL_NAME);
|
||||
decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex = nullptr;
|
||||
if (library != nullptr)
|
||||
{
|
||||
Direct3DCreate9Ex = (decltype(Direct3DCreate9Ex))GetProcAddress(library, "Direct3DCreate9Ex");
|
||||
D3DPRESENT_PARAMETERS params = {};
|
||||
params.BackBufferWidth = 1;
|
||||
params.BackBufferHeight = 1;
|
||||
params.hDeviceWindow = dummy_hWnd;
|
||||
params.BackBufferCount = 1;
|
||||
params.Windowed = TRUE;
|
||||
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
|
||||
if (Direct3DCreate9Ex != nullptr)
|
||||
{
|
||||
Direct3DCreate9Ex(D3D_SDK_VERSION, &pD3D);
|
||||
pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, reinterpret_cast<IDirect3DDevice9Ex * *>(&pDevice));
|
||||
}
|
||||
else
|
||||
{
|
||||
decltype(Direct3DCreate9)* Direct3DCreate9 = (decltype(Direct3DCreate9))GetProcAddress(library, "Direct3DCreate9");
|
||||
if (Direct3DCreate9 != nullptr)
|
||||
{
|
||||
pD3D = reinterpret_cast<IDirect3D9Ex*>(Direct3DCreate9(D3D_SDK_VERSION));
|
||||
pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, reinterpret_cast<IDirect3DDevice9 * *>(&pDevice));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (pDevice != nullptr)
|
||||
{
|
||||
PRINT_DEBUG("Hooked D3D9::Present to detect DX Version\n");
|
||||
|
||||
_dx9_hooked = true;
|
||||
auto h = DX9_Hook::Inst();
|
||||
h->loadFunctions(reinterpret_cast<IDirect3DDevice9*>(pDevice), Direct3DCreate9Ex != nullptr);
|
||||
Hook_Manager::Inst().AddHook(h);
|
||||
HookDX9Present(reinterpret_cast<IDirect3DDevice9*>(pDevice), Direct3DCreate9Ex != nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
PRINT_DEBUG("Failed to hook D3D9::Present to detect DX Version\n");
|
||||
}
|
||||
|
||||
if (pDevice) pDevice->Release();
|
||||
if (pD3D) pD3D->Release();
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer_Detector::hook_dx10()
|
||||
{
|
||||
if (!_dxgi_hooked && !_renderer_found)
|
||||
{
|
||||
create_hwnd();
|
||||
if (dummy_hWnd == nullptr)
|
||||
return;
|
||||
|
||||
IDXGISwapChain* pSwapChain = nullptr;
|
||||
ID3D10Device* pDevice = nullptr;
|
||||
HMODULE library = GetModuleHandle(DX10_Hook::DLL_NAME);
|
||||
if (library != nullptr)
|
||||
{
|
||||
decltype(D3D10CreateDeviceAndSwapChain)* D3D10CreateDeviceAndSwapChain =
|
||||
(decltype(D3D10CreateDeviceAndSwapChain))GetProcAddress(library, "D3D10CreateDeviceAndSwapChain");
|
||||
if (D3D10CreateDeviceAndSwapChain != nullptr)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC SwapChainDesc = {};
|
||||
|
||||
SwapChainDesc.BufferCount = 1;
|
||||
SwapChainDesc.BufferDesc.Width = 1;
|
||||
SwapChainDesc.BufferDesc.Height = 1;
|
||||
SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
|
||||
SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
|
||||
SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
SwapChainDesc.OutputWindow = dummy_hWnd;
|
||||
SwapChainDesc.SampleDesc.Count = 1;
|
||||
SwapChainDesc.SampleDesc.Quality = 0;
|
||||
SwapChainDesc.Windowed = TRUE;
|
||||
|
||||
D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_NULL, NULL, 0, D3D10_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice);
|
||||
}
|
||||
}
|
||||
if (pSwapChain != nullptr)
|
||||
{
|
||||
PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n");
|
||||
|
||||
_dx10_hooked = true;
|
||||
auto h = DX10_Hook::Inst();
|
||||
h->loadFunctions(pSwapChain);
|
||||
Hook_Manager::Inst().AddHook(h);
|
||||
HookDXGIPresent(pSwapChain);
|
||||
}
|
||||
else
|
||||
{
|
||||
PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n");
|
||||
}
|
||||
if (pDevice)pDevice->Release();
|
||||
if (pSwapChain)pSwapChain->Release();
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer_Detector::hook_dx11()
|
||||
{
|
||||
if (!_dxgi_hooked && !_renderer_found)
|
||||
{
|
||||
create_hwnd();
|
||||
if (dummy_hWnd == nullptr)
|
||||
return;
|
||||
|
||||
IDXGISwapChain* pSwapChain = nullptr;
|
||||
ID3D11Device* pDevice = nullptr;
|
||||
HMODULE library = GetModuleHandle(DX11_Hook::DLL_NAME);
|
||||
if (library != nullptr)
|
||||
{
|
||||
decltype(D3D11CreateDeviceAndSwapChain)* D3D11CreateDeviceAndSwapChain =
|
||||
(decltype(D3D11CreateDeviceAndSwapChain))GetProcAddress(library, "D3D11CreateDeviceAndSwapChain");
|
||||
if (D3D11CreateDeviceAndSwapChain != nullptr)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC SwapChainDesc = {};
|
||||
|
||||
SwapChainDesc.BufferCount = 1;
|
||||
SwapChainDesc.BufferDesc.Width = 1;
|
||||
SwapChainDesc.BufferDesc.Height = 1;
|
||||
SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
|
||||
SwapChainDesc.BufferDesc.RefreshRate.Denominator = 0;
|
||||
SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
SwapChainDesc.OutputWindow = dummy_hWnd;
|
||||
SwapChainDesc.SampleDesc.Count = 1;
|
||||
SwapChainDesc.SampleDesc.Quality = 0;
|
||||
SwapChainDesc.Windowed = TRUE;
|
||||
|
||||
D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_NULL, NULL, 0, NULL, NULL, D3D11_SDK_VERSION, &SwapChainDesc, &pSwapChain, &pDevice, NULL, NULL);
|
||||
}
|
||||
}
|
||||
if (pSwapChain != nullptr)
|
||||
{
|
||||
PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n");
|
||||
|
||||
_dx11_hooked = true;
|
||||
auto h = DX11_Hook::Inst();
|
||||
h->loadFunctions(pSwapChain);
|
||||
Hook_Manager::Inst().AddHook(h);
|
||||
HookDXGIPresent(pSwapChain);
|
||||
}
|
||||
else
|
||||
{
|
||||
PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n");
|
||||
}
|
||||
|
||||
if (pDevice) pDevice->Release();
|
||||
if (pSwapChain) pSwapChain->Release();
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer_Detector::hook_dx12()
|
||||
{
|
||||
if (!_dxgi_hooked && !_renderer_found)
|
||||
{
|
||||
create_hwnd();
|
||||
if (dummy_hWnd == nullptr)
|
||||
return;
|
||||
|
||||
IDXGIFactory4* pDXGIFactory = nullptr;
|
||||
IDXGISwapChain1* pSwapChain = nullptr;
|
||||
ID3D12CommandQueue* pCommandQueue = nullptr;
|
||||
ID3D12Device* pDevice = nullptr;
|
||||
ID3D12CommandAllocator* pCommandAllocator = nullptr;
|
||||
ID3D12GraphicsCommandList* pCommandList = nullptr;
|
||||
|
||||
HMODULE library = GetModuleHandle(DX12_Hook::DLL_NAME);
|
||||
if (library != nullptr)
|
||||
{
|
||||
decltype(D3D12CreateDevice)* D3D12CreateDevice =
|
||||
(decltype(D3D12CreateDevice))GetProcAddress(library, "D3D12CreateDevice");
|
||||
|
||||
if (D3D12CreateDevice != nullptr)
|
||||
{
|
||||
D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&pDevice));
|
||||
|
||||
if (pDevice != nullptr)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC1 SwapChainDesc = {};
|
||||
SwapChainDesc.BufferCount = 2;
|
||||
SwapChainDesc.Width = 1;
|
||||
SwapChainDesc.Height = 1;
|
||||
SwapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
SwapChainDesc.Stereo = FALSE;
|
||||
SwapChainDesc.SampleDesc = { 1, 0 };
|
||||
SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
SwapChainDesc.Scaling = DXGI_SCALING_NONE;
|
||||
SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
|
||||
|
||||
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
|
||||
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
pDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&pCommandQueue));
|
||||
|
||||
if (pCommandQueue != nullptr)
|
||||
{
|
||||
HMODULE dxgi = GetModuleHandle("dxgi.dll");
|
||||
if (dxgi != nullptr)
|
||||
{
|
||||
decltype(CreateDXGIFactory1)* CreateDXGIFactory1 = (decltype(CreateDXGIFactory1))GetProcAddress(dxgi, "CreateDXGIFactory1");
|
||||
if (CreateDXGIFactory1 != nullptr)
|
||||
{
|
||||
CreateDXGIFactory1(IID_PPV_ARGS(&pDXGIFactory));
|
||||
if (pDXGIFactory != nullptr)
|
||||
{
|
||||
pDXGIFactory->CreateSwapChainForHwnd(pCommandQueue, dummy_hWnd, &SwapChainDesc, NULL, NULL, &pSwapChain);
|
||||
|
||||
pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCommandAllocator));
|
||||
if (pCommandAllocator != nullptr)
|
||||
{
|
||||
pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCommandAllocator, NULL, IID_PPV_ARGS(&pCommandList));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}//if (pDevice != nullptr)
|
||||
}//if (D3D12CreateDevice != nullptr)
|
||||
}//if (library != nullptr)
|
||||
if (pCommandQueue != nullptr && pSwapChain != nullptr)
|
||||
{
|
||||
PRINT_DEBUG("Hooked IDXGISwapChain::Present to detect DX Version\n");
|
||||
|
||||
_dx12_hooked = true;
|
||||
auto h = DX12_Hook::Inst();
|
||||
h->loadFunctions(pCommandQueue, pSwapChain);
|
||||
Hook_Manager::Inst().AddHook(h);
|
||||
HookDXGIPresent(pSwapChain);
|
||||
}
|
||||
else
|
||||
{
|
||||
PRINT_DEBUG("Failed to Hook IDXGISwapChain::Present to detect DX Version\n");
|
||||
}
|
||||
|
||||
if (pCommandList) pCommandList->Release();
|
||||
if (pCommandAllocator) pCommandAllocator->Release();
|
||||
if (pSwapChain) pSwapChain->Release();
|
||||
if (pDXGIFactory) pDXGIFactory->Release();
|
||||
if (pCommandQueue) pCommandQueue->Release();
|
||||
if (pDevice) pDevice->Release();
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer_Detector::hook_opengl()
|
||||
{
|
||||
if (!_ogl_hooked && !_renderer_found)
|
||||
{
|
||||
HMODULE library = GetModuleHandle(OpenGL_Hook::DLL_NAME);
|
||||
decltype(wglMakeCurrent)* wglMakeCurrent = nullptr;
|
||||
OpenGL_Hook::wglSwapBuffers_t wglSwapBuffers = nullptr;
|
||||
if (library != nullptr)
|
||||
{
|
||||
wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(library, "wglMakeCurrent");
|
||||
wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(library, "wglSwapBuffers");
|
||||
}
|
||||
if (wglMakeCurrent != nullptr && wglSwapBuffers != nullptr)
|
||||
{
|
||||
PRINT_DEBUG("Hooked wglMakeCurrent to detect OpenGL\n");
|
||||
|
||||
_ogl_hooked = true;
|
||||
auto h = OpenGL_Hook::Inst();
|
||||
h->loadFunctions(wglSwapBuffers);
|
||||
Hook_Manager::Inst().AddHook(h);
|
||||
HookwglMakeCurrent(wglMakeCurrent);
|
||||
}
|
||||
else
|
||||
{
|
||||
PRINT_DEBUG("Failed to Hook wglMakeCurrent to detect OpenGL\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer_Detector::create_hook(const char* libname)
|
||||
{
|
||||
if (!_stricmp(libname, DX9_Hook::DLL_NAME))
|
||||
hook_dx9();
|
||||
else if (!_stricmp(libname, DX10_Hook::DLL_NAME))
|
||||
hook_dx10();
|
||||
else if (!_stricmp(libname, DX11_Hook::DLL_NAME))
|
||||
hook_dx11();
|
||||
else if (!_stricmp(libname, DX12_Hook::DLL_NAME))
|
||||
hook_dx12();
|
||||
else if (!_stricmp(libname, OpenGL_Hook::DLL_NAME))
|
||||
hook_opengl();
|
||||
}
|
||||
|
||||
void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this)
|
||||
{
|
||||
_this->rendererdetect_hook = new Base_Hook();
|
||||
Hook_Manager& hm = Hook_Manager::Inst();
|
||||
hm.AddHook(_this->rendererdetect_hook);
|
||||
|
||||
std::vector<std::string> const libraries = {
|
||||
OpenGL_Hook::DLL_NAME,
|
||||
DX12_Hook::DLL_NAME,
|
||||
DX11_Hook::DLL_NAME,
|
||||
DX10_Hook::DLL_NAME,
|
||||
DX9_Hook::DLL_NAME
|
||||
};
|
||||
|
||||
while (!_this->_renderer_found && !_this->stop_retry())
|
||||
{
|
||||
std::vector<std::string>::const_iterator it = libraries.begin();
|
||||
while (it != libraries.end())
|
||||
{
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(_this->_found_mutex);
|
||||
if (_this->_renderer_found)
|
||||
break;
|
||||
|
||||
it = std::find_if(it, libraries.end(), [](std::string const& name) {
|
||||
auto x = GetModuleHandle(name.c_str());
|
||||
if (x != NULL)
|
||||
return true;
|
||||
return false;
|
||||
});
|
||||
|
||||
if (it == libraries.end())
|
||||
break;
|
||||
|
||||
_this->create_hook(it->c_str());
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(500));
|
||||
}
|
||||
|
||||
_this->destroy_hwnd();
|
||||
|
||||
if (_this->game_renderer == nullptr) // Couldn't hook renderer
|
||||
{
|
||||
hm.RemoveHook(Windows_Hook::Inst());
|
||||
}
|
||||
else
|
||||
{
|
||||
hm.AddHook(Windows_Hook::Inst());
|
||||
}
|
||||
if (_this->_ogl_hooked)
|
||||
{
|
||||
auto h = OpenGL_Hook::Inst();
|
||||
if (h != _this->game_renderer)
|
||||
{
|
||||
_this->_ogl_hooked = false;
|
||||
hm.RemoveHook(h);
|
||||
}
|
||||
}
|
||||
if (_this->_dx9_hooked)
|
||||
{
|
||||
auto h = DX9_Hook::Inst();
|
||||
if (h != _this->game_renderer)
|
||||
{
|
||||
_this->_dx9_hooked = false;
|
||||
hm.RemoveHook(h);
|
||||
}
|
||||
}
|
||||
if (_this->_dx10_hooked)
|
||||
{
|
||||
auto h = DX10_Hook::Inst();
|
||||
if (h != _this->game_renderer)
|
||||
{
|
||||
_this->_dx10_hooked = false;
|
||||
hm.RemoveHook(h);
|
||||
}
|
||||
}
|
||||
if (_this->_dx11_hooked)
|
||||
{
|
||||
auto h = DX11_Hook::Inst();
|
||||
if (h != _this->game_renderer)
|
||||
{
|
||||
_this->_dx11_hooked = false;
|
||||
hm.RemoveHook(h);
|
||||
}
|
||||
}
|
||||
if (_this->_dx12_hooked)
|
||||
{
|
||||
auto h = DX12_Hook::Inst();
|
||||
if (h != _this->game_renderer)
|
||||
{
|
||||
_this->_dx12_hooked = false;
|
||||
hm.RemoveHook(h);
|
||||
}
|
||||
}
|
||||
|
||||
delete _this->_hook_thread;
|
||||
_this->_hook_thread = nullptr;
|
||||
}
|
||||
|
||||
Renderer_Detector::Renderer_Detector():
|
||||
_hook_thread(nullptr),
|
||||
_hook_retries(0),
|
||||
_renderer_found(false),
|
||||
_dx9_hooked(false),
|
||||
_dx10_hooked(false),
|
||||
_dx11_hooked(false),
|
||||
_dx12_hooked(false),
|
||||
_dxgi_hooked(false),
|
||||
_ogl_hooked(false),
|
||||
rendererdetect_hook(nullptr),
|
||||
game_renderer(nullptr),
|
||||
atom(0),
|
||||
dummy_hWnd(nullptr)
|
||||
{}
|
||||
|
||||
#else// defined(__LINUX__)//!STEAM_WIN32
|
||||
#include "linux/X11_Hook.h"
|
||||
|
||||
#include <dlfcn.h>
|
||||
|
||||
extern "C" void *_dl_sym(void *, const char *, void *);
|
||||
|
||||
static decltype(glXGetProcAddress)* real_glXGetProcAddress = nullptr;
|
||||
static decltype(glXGetProcAddressARB)* real_glXGetProcAddressARB = nullptr;
|
||||
|
||||
static decltype(dlsym)* real_dlsym = nullptr;
|
||||
|
||||
extern "C" int XEventsQueued(Display *display, int mode)
|
||||
{
|
||||
auto h = X11_Hook::Inst();
|
||||
if( h->_XEventsQueued == nullptr )
|
||||
h->_XEventsQueued = reinterpret_cast<decltype(XEventsQueued)*>(real_dlsym(RTLD_NEXT, "XEventsQueued"));
|
||||
|
||||
return X11_Hook::MyXEventsQueued(display, mode);
|
||||
}
|
||||
|
||||
//extern "C" int XPeekEvent(Display *display, XEvent *event)
|
||||
//{
|
||||
// auto h = X11_Hook::Inst();
|
||||
// if( h->_XPeekEvent == nullptr )
|
||||
// h->_XPeekEvent = reinterpret_cast<decltype(XPeekEvent)*>(real_dlsym(RTLD_NEXT, "XPeekEvent"));
|
||||
//
|
||||
// return X11_Hook::MyXPeekEvent(display, mode);
|
||||
//}
|
||||
|
||||
//extern "C" int XNextEvent(Display *display, XEvent *event)
|
||||
//{
|
||||
// auto h = X11_Hook::Inst();
|
||||
// if( h->_XNextEvent == nullptr )
|
||||
// h->_XNextEvent = reinterpret_cast<decltype(XNextEvent)*>(real_dlsym(RTLD_NEXT, "XNextEvent"));
|
||||
//
|
||||
// return X11_Hook::MyXNextEvent(display, mode);
|
||||
//}
|
||||
|
||||
extern "C" int XPending(Display *display)
|
||||
{
|
||||
auto h = X11_Hook::Inst();
|
||||
if( h->_XPending == nullptr )
|
||||
h->_XPending = reinterpret_cast<decltype(XPending)*>(real_dlsym(RTLD_NEXT, "XPending"));
|
||||
|
||||
return X11_Hook::MyXPending(display);
|
||||
}
|
||||
|
||||
extern "C" void glXSwapBuffers(Display *display, GLXDrawable drawable)
|
||||
{
|
||||
OpenGLX_Hook::Inst()->start_hook();
|
||||
OpenGLX_Hook::MyglXSwapBuffers(display, drawable);
|
||||
}
|
||||
|
||||
extern "C" __GLXextFuncPtr glXGetProcAddress(const GLubyte * procName)
|
||||
{
|
||||
if( strcmp((const char*)procName, "glXSwapBuffers") == 0 )
|
||||
{
|
||||
decltype(glXSwapBuffers)* real_glXSwapBuffers = (decltype(real_glXSwapBuffers))real_glXGetProcAddress(procName);
|
||||
OpenGLX_Hook::Inst()->loadFunctions(real_glXSwapBuffers);
|
||||
return (__GLXextFuncPtr)glXSwapBuffers;
|
||||
}
|
||||
|
||||
__GLXextFuncPtr func = (__GLXextFuncPtr)real_glXGetProcAddress(procName);
|
||||
|
||||
return func;
|
||||
}
|
||||
|
||||
extern "C" __GLXextFuncPtr glXGetProcAddressARB (const GLubyte* procName)
|
||||
{
|
||||
if( strcmp((const char*)procName, "glXSwapBuffers") == 0 )
|
||||
{
|
||||
decltype(glXSwapBuffers)* real_glXSwapBuffers = (decltype(real_glXSwapBuffers))real_glXGetProcAddressARB(procName);
|
||||
OpenGLX_Hook::Inst()->loadFunctions(real_glXSwapBuffers);
|
||||
return (__GLXextFuncPtr)glXSwapBuffers;
|
||||
}
|
||||
|
||||
__GLXextFuncPtr func = (__GLXextFuncPtr)real_glXGetProcAddressARB(procName);
|
||||
|
||||
return func;
|
||||
}
|
||||
|
||||
void Renderer_Detector::find_renderer_proc(Renderer_Detector* _this)
|
||||
{
|
||||
/*
|
||||
_this->rendererdetect_hook = new Base_Hook();
|
||||
Hook_Manager& hm = Hook_Manager::Inst();
|
||||
hm.AddHook(_this->rendererdetect_hook);
|
||||
*/
|
||||
}
|
||||
|
||||
Renderer_Detector::Renderer_Detector():
|
||||
_hook_thread(nullptr),
|
||||
_hook_retries(0),
|
||||
_renderer_found(false),
|
||||
_oglx_hooked(false),
|
||||
rendererdetect_hook(nullptr),
|
||||
game_renderer(nullptr)
|
||||
{}
|
||||
|
||||
extern "C" void* dlsym(void* handle, const char* name)
|
||||
{
|
||||
if (real_dlsym == nullptr)
|
||||
real_dlsym = (decltype(dlsym)*)_dl_sym(RTLD_NEXT, "dlsym", reinterpret_cast<void*>(dlsym));
|
||||
|
||||
if ( strcmp(name,"dlsym") == 0 )
|
||||
return (void*)dlsym;
|
||||
|
||||
if( strcmp(name, "glXGetProcAddress") == 0 )
|
||||
{
|
||||
if( real_glXGetProcAddress == nullptr )
|
||||
{
|
||||
real_glXGetProcAddress = (decltype(glXGetProcAddress)*)real_dlsym(RTLD_NEXT, "glXGetProcAddress");
|
||||
}
|
||||
return (void*)glXGetProcAddress;
|
||||
}
|
||||
if( strcmp(name, "glXGetProcAddressARB") == 0 )
|
||||
{
|
||||
if( real_glXGetProcAddressARB == nullptr )
|
||||
{
|
||||
real_glXGetProcAddressARB = (decltype(glXGetProcAddressARB)*)real_dlsym(RTLD_NEXT, "glXGetProcAddressARB");
|
||||
}
|
||||
return (void*)glXGetProcAddressARB;
|
||||
}
|
||||
if( strcmp(name, "XEventsQueued") == 0 )
|
||||
{
|
||||
return (void*)XEventsQueued;
|
||||
}
|
||||
//if( strcmp(name, "XNextEvent") == 0 )
|
||||
//{
|
||||
// return (void*)XNextEvent;
|
||||
//}
|
||||
//if( strcmp(name, "XPeekEvent") == 0 )
|
||||
//{
|
||||
// return (void*)XPeekEvent;
|
||||
//}
|
||||
if( strcmp(name, "XPending") == 0 )
|
||||
{
|
||||
return (void*)XPending;
|
||||
}
|
||||
|
||||
return real_dlsym(handle,name);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void Renderer_Detector::renderer_found(Base_Hook* hook)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(_found_mutex);
|
||||
Hook_Manager& hm = Hook_Manager::Inst();
|
||||
|
||||
_renderer_found = true;
|
||||
game_renderer = hook;
|
||||
|
||||
if (hook == nullptr)
|
||||
PRINT_DEBUG("We found a renderer but couldn't hook it, aborting overlay hook.\n");
|
||||
else
|
||||
PRINT_DEBUG("Hooked renderer in %d/%d tries\n", _hook_retries, max_hook_retries);
|
||||
|
||||
hm.RemoveHook(rendererdetect_hook);
|
||||
}
|
||||
|
||||
bool Renderer_Detector::stop_retry()
|
||||
{
|
||||
// Retry or not
|
||||
bool stop = ++_hook_retries >= max_hook_retries;
|
||||
|
||||
if (stop)
|
||||
renderer_found(nullptr);
|
||||
|
||||
return stop;
|
||||
}
|
||||
|
||||
void Renderer_Detector::find_renderer()
|
||||
{
|
||||
if (_hook_thread == nullptr)
|
||||
{
|
||||
_hook_thread = new std::thread(&Renderer_Detector::find_renderer_proc, this);
|
||||
_hook_thread->detach();
|
||||
}
|
||||
}
|
||||
|
||||
Renderer_Detector& Renderer_Detector::Inst()
|
||||
{
|
||||
static Renderer_Detector inst;
|
||||
return inst;
|
||||
}
|
||||
|
||||
Base_Hook* Renderer_Detector::get_renderer() const
|
||||
{
|
||||
return game_renderer;
|
||||
}
|
||||
|
||||
Renderer_Detector::~Renderer_Detector()
|
||||
{
|
||||
if (_hook_thread != nullptr)
|
||||
{
|
||||
_hook_retries = max_hook_retries;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,105 @@
|
|||
#ifndef __INCLUDED_RENDERER_DETECTOR_H__
|
||||
#define __INCLUDED_RENDERER_DETECTOR_H__
|
||||
|
||||
#include "Base_Hook.h"
|
||||
#include <thread>
|
||||
|
||||
#ifndef NO_OVERLAY
|
||||
#ifdef __WINDOWS__
|
||||
|
||||
struct IDXGISwapChain;
|
||||
struct IDirect3DDevice9;
|
||||
struct IDirect3DDevice9Ex;
|
||||
|
||||
class Renderer_Detector
|
||||
{
|
||||
private:
|
||||
// Variables
|
||||
std::thread* _hook_thread;
|
||||
std::mutex _found_mutex;
|
||||
unsigned int _hook_retries;
|
||||
bool _renderer_found; // Is the renderer hooked ?
|
||||
bool _dx9_hooked;
|
||||
bool _dx10_hooked;
|
||||
bool _dx11_hooked;
|
||||
bool _dx12_hooked;
|
||||
bool _dxgi_hooked;
|
||||
bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl)
|
||||
Base_Hook* rendererdetect_hook;
|
||||
Base_Hook* game_renderer;
|
||||
|
||||
ATOM atom;
|
||||
HWND dummy_hWnd;
|
||||
|
||||
// Functions
|
||||
Renderer_Detector();
|
||||
~Renderer_Detector();
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags);
|
||||
static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion);
|
||||
static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags);
|
||||
static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC);
|
||||
|
||||
void HookDXGIPresent(IDXGISwapChain* pSwapChain);
|
||||
void HookDX9Present(IDirect3DDevice9* pDevice, bool ex);
|
||||
void HookwglMakeCurrent(decltype(wglMakeCurrent)* wglMakeCurrent);
|
||||
|
||||
void hook_dx9();
|
||||
void hook_dx10();
|
||||
void hook_dx11();
|
||||
void hook_dx12();
|
||||
void hook_opengl();
|
||||
|
||||
void create_hwnd();
|
||||
void destroy_hwnd();
|
||||
void create_hook(const char* libname);
|
||||
bool stop_retry();
|
||||
|
||||
static void find_renderer_proc(Renderer_Detector* _this);
|
||||
|
||||
public:
|
||||
void find_renderer();
|
||||
void renderer_found(Base_Hook* hook);
|
||||
Base_Hook* get_renderer() const;
|
||||
static Renderer_Detector& Inst();
|
||||
};
|
||||
|
||||
#elif defined __LINUX__
|
||||
#include "linux/OpenGLX_Hook.h"
|
||||
|
||||
class Renderer_Detector
|
||||
{
|
||||
// Variables
|
||||
std::thread* _hook_thread;
|
||||
std::mutex _found_mutex;
|
||||
unsigned int _hook_retries;
|
||||
bool _oglx_hooked;
|
||||
bool _renderer_found; // Is the renderer hooked ?
|
||||
Base_Hook* rendererdetect_hook;
|
||||
Base_Hook* game_renderer;
|
||||
|
||||
// Functions
|
||||
Renderer_Detector();
|
||||
~Renderer_Detector();
|
||||
|
||||
static void MyglXSwapBuffers(Display *dpy, GLXDrawable drawable);
|
||||
|
||||
void HookglXSwapBuffers(decltype(glXSwapBuffers)* glXSwapBuffers);
|
||||
|
||||
void hook_openglx(const char* libname);
|
||||
|
||||
void create_hook(const char* libname);
|
||||
bool stop_retry();
|
||||
|
||||
static void find_renderer_proc(Renderer_Detector* _this);
|
||||
|
||||
public:
|
||||
void find_renderer();
|
||||
void renderer_found(Base_Hook* hook);
|
||||
Base_Hook* get_renderer() const;
|
||||
static Renderer_Detector& Inst();
|
||||
};
|
||||
|
||||
#endif//__WINDOWS__
|
||||
#endif//NO_OVERLAY
|
||||
#endif//__INCLUDED_RENDERER_DETECTOR_H__
|
|
@ -0,0 +1,175 @@
|
|||
#include "OpenGLX_Hook.h"
|
||||
#include "X11_Hook.h"
|
||||
#include "../Renderer_Detector.h"
|
||||
#include "../dll/dll.h"
|
||||
|
||||
#ifdef __LINUX__
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <imgui.h>
|
||||
#include <impls/imgui_impl_opengl3.h>
|
||||
|
||||
#include "../steam_overlay.h"
|
||||
|
||||
OpenGLX_Hook* OpenGLX_Hook::_inst = nullptr;
|
||||
|
||||
bool OpenGLX_Hook::start_hook()
|
||||
{
|
||||
bool res = true;
|
||||
if (!hooked)
|
||||
{
|
||||
if (!X11_Hook::Inst()->start_hook())
|
||||
return false;
|
||||
|
||||
GLenum err = glewInit();
|
||||
|
||||
if (err == GLEW_OK)
|
||||
{
|
||||
PRINT_DEBUG("Hooked OpenGLX\n");
|
||||
|
||||
hooked = true;
|
||||
Renderer_Detector::Inst().renderer_found(this);
|
||||
|
||||
/*
|
||||
UnhookAll();
|
||||
BeginHook();
|
||||
HookFuncs(
|
||||
std::make_pair<void**, void*>(&(void*&)_glXSwapBuffers, (void*)&OpenGLX_Hook::MyglXSwapBuffers)
|
||||
);
|
||||
EndHook();
|
||||
*/
|
||||
|
||||
get_steam_client()->steam_overlay->HookReady();
|
||||
}
|
||||
else
|
||||
{
|
||||
PRINT_DEBUG("Failed to hook OpenGLX\n");
|
||||
/* Problem: glewInit failed, something is seriously wrong. */
|
||||
PRINT_DEBUG("Error: %s\n", glewGetErrorString(err));
|
||||
res = false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void OpenGLX_Hook::resetRenderState()
|
||||
{
|
||||
if (initialized)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
X11_Hook::Inst()->resetRenderState();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glXDestroyContext(display, context);
|
||||
display = nullptr;
|
||||
initialized = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
|
||||
void OpenGLX_Hook::prepareForOverlay(Display* display, GLXDrawable drawable)
|
||||
{
|
||||
PRINT_DEBUG("Called SwapBuffer hook");
|
||||
|
||||
if( (Window)drawable != X11_Hook::Inst()->get_game_wnd() )
|
||||
X11_Hook::Inst()->resetRenderState();
|
||||
|
||||
if( ! initialized )
|
||||
{
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.IniFilename = NULL;
|
||||
|
||||
ImGui_ImplOpenGL3_Init();
|
||||
|
||||
int attributes[] = { //can't be const b/c X11 doesn't like it. Not sure if that's intentional or just stupid.
|
||||
GLX_RGBA, //apparently nothing comes after this?
|
||||
GLX_RED_SIZE, 8,
|
||||
GLX_GREEN_SIZE, 8,
|
||||
GLX_BLUE_SIZE, 8,
|
||||
GLX_ALPHA_SIZE, 8,
|
||||
//Ideally, the size would be 32 (or at least 24), but I have actually seen
|
||||
// this size (on a modern OS even).
|
||||
GLX_DEPTH_SIZE, 16,
|
||||
GLX_DOUBLEBUFFER, True,
|
||||
None
|
||||
};
|
||||
|
||||
XVisualInfo* visual_info = glXChooseVisual(display, DefaultScreen(display), attributes);
|
||||
|
||||
context = glXCreateContext(display, visual_info, nullptr, True);
|
||||
this->display = display;
|
||||
|
||||
get_steam_client()->steam_overlay->CreateFonts();
|
||||
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
auto oldContext = glXGetCurrentContext();
|
||||
|
||||
glXMakeCurrent(display, drawable, context);
|
||||
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
X11_Hook::Inst()->prepareForOverlay(display, (Window)drawable);
|
||||
|
||||
ImGui::NewFrame();
|
||||
|
||||
get_steam_client()->steam_overlay->OverlayProc();
|
||||
|
||||
ImGui::Render();
|
||||
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
glXMakeCurrent(display, drawable, oldContext);
|
||||
}
|
||||
|
||||
void OpenGLX_Hook::MyglXSwapBuffers(Display* display, GLXDrawable drawable)
|
||||
{
|
||||
OpenGLX_Hook::Inst()->prepareForOverlay(display, drawable);
|
||||
OpenGLX_Hook::Inst()->_glXSwapBuffers(display, drawable);
|
||||
}
|
||||
|
||||
OpenGLX_Hook::OpenGLX_Hook():
|
||||
initialized(false),
|
||||
hooked(false),
|
||||
_glXSwapBuffers(nullptr)
|
||||
{
|
||||
//_library = dlopen(DLL_NAME);
|
||||
}
|
||||
|
||||
OpenGLX_Hook::~OpenGLX_Hook()
|
||||
{
|
||||
PRINT_DEBUG("OpenGLX Hook removed\n");
|
||||
|
||||
if (initialized)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
glXDestroyContext(display, context);
|
||||
}
|
||||
|
||||
//dlclose(_library);
|
||||
|
||||
_inst = nullptr;
|
||||
}
|
||||
|
||||
OpenGLX_Hook* OpenGLX_Hook::Inst()
|
||||
{
|
||||
if (_inst == nullptr)
|
||||
_inst = new OpenGLX_Hook;
|
||||
|
||||
return _inst;
|
||||
}
|
||||
|
||||
const char* OpenGLX_Hook::get_lib_name() const
|
||||
{
|
||||
return DLL_NAME;
|
||||
}
|
||||
|
||||
void OpenGLX_Hook::loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers)
|
||||
{
|
||||
_glXSwapBuffers = pfnglXSwapBuffers;
|
||||
}
|
||||
|
||||
#endif//NO_OVERLAY
|
||||
#endif//__LINUX__
|
|
@ -0,0 +1,49 @@
|
|||
#ifndef __INCLUDED_OPENGLX_HOOK_H__
|
||||
#define __INCLUDED_OPENGLX_HOOK_H__
|
||||
|
||||
#include "../Base_Hook.h"
|
||||
|
||||
#ifdef __LINUX__
|
||||
#ifndef NO_OVERLAY
|
||||
#include <GL/glew.h>
|
||||
#include <GL/glx.h>
|
||||
|
||||
class OpenGLX_Hook : public Base_Hook
|
||||
{
|
||||
public:
|
||||
static constexpr const char *DLL_NAME = "libGLX.so";
|
||||
|
||||
private:
|
||||
static OpenGLX_Hook* _inst;
|
||||
|
||||
// Variables
|
||||
bool hooked;
|
||||
bool initialized;
|
||||
Display *display;
|
||||
GLXContext context;
|
||||
|
||||
// Functions
|
||||
OpenGLX_Hook();
|
||||
|
||||
void resetRenderState();
|
||||
void prepareForOverlay(Display* display, GLXDrawable drawable);
|
||||
|
||||
// Hook to render functions
|
||||
|
||||
|
||||
decltype(glXSwapBuffers)* _glXSwapBuffers;
|
||||
|
||||
public:
|
||||
static void MyglXSwapBuffers(Display* display, GLXDrawable drawable);
|
||||
|
||||
virtual ~OpenGLX_Hook();
|
||||
|
||||
bool start_hook();
|
||||
static OpenGLX_Hook* Inst();
|
||||
virtual const char* get_lib_name() const;
|
||||
void loadFunctions(decltype(glXSwapBuffers)* pfnglXSwapBuffers);
|
||||
};
|
||||
|
||||
#endif//NO_OVERLAY
|
||||
#endif//__LINUX__
|
||||
#endif//__INCLUDED_OPENGLX_HOOK_H__
|
|
@ -0,0 +1,205 @@
|
|||
#include "X11_Hook.h"
|
||||
#include "../Renderer_Detector.h"
|
||||
#include "../dll/dll.h"
|
||||
|
||||
#ifdef __LINUX__
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <imgui.h>
|
||||
#include <impls/linux/imgui_impl_x11.h>
|
||||
|
||||
#include <dlfcn.h>
|
||||
#include <unistd.h>
|
||||
#include <fstream>
|
||||
|
||||
extern int ImGui_ImplX11_EventHandler(XEvent &event);
|
||||
|
||||
X11_Hook* X11_Hook::_inst = nullptr;
|
||||
|
||||
bool X11_Hook::start_hook()
|
||||
{
|
||||
bool res = true;
|
||||
if (!hooked)
|
||||
{
|
||||
PRINT_DEBUG("Hooked X11\n");
|
||||
hooked = true;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
void X11_Hook::resetRenderState()
|
||||
{
|
||||
if (initialized)
|
||||
{
|
||||
game_wnd = 0;
|
||||
initialized = false;
|
||||
ImGui_ImplX11_Shutdown();
|
||||
}
|
||||
}
|
||||
|
||||
void X11_Hook::prepareForOverlay(Display *display, Window wnd)
|
||||
{
|
||||
if (!initialized)
|
||||
{
|
||||
ImGui_ImplX11_Init(display, (void*)wnd);
|
||||
|
||||
game_wnd = wnd;
|
||||
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
ImGui_ImplX11_NewFrame();
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// X11 window hooks
|
||||
bool IgnoreEvent(XEvent &event)
|
||||
{
|
||||
switch(event.type)
|
||||
{
|
||||
// Keyboard
|
||||
case KeyPress: case KeyRelease:
|
||||
// MouseButton
|
||||
case ButtonPress: case ButtonRelease:
|
||||
// Mouse move
|
||||
case MotionNotify:
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
int X11_Hook::check_for_overlay(Display *d, int num_events)
|
||||
{
|
||||
static Time prev_time = {};
|
||||
|
||||
X11_Hook* inst = Inst();
|
||||
|
||||
if( inst->initialized )
|
||||
{
|
||||
XEvent event;
|
||||
while(num_events)
|
||||
{
|
||||
//inst->_XPeekEvent(d, &event);
|
||||
XPeekEvent(d, &event);
|
||||
|
||||
Steam_Overlay* overlay = get_steam_client()->steam_overlay;
|
||||
bool show = overlay->ShowOverlay();
|
||||
// Is the event is a key press
|
||||
if (event.type == KeyPress)
|
||||
{
|
||||
// Tab is pressed and was not pressed before
|
||||
//if (event.xkey.keycode == inst->_XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask)
|
||||
if (event.xkey.keycode == XKeysymToKeycode(d, XK_Tab) && event.xkey.state & ShiftMask)
|
||||
{
|
||||
// if key TAB is held, don't make the overlay flicker :p
|
||||
if( event.xkey.time != prev_time)
|
||||
{
|
||||
overlay->ShowOverlay(!overlay->ShowOverlay());
|
||||
|
||||
if (overlay->ShowOverlay())
|
||||
show = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
//else if(event.type == KeyRelease && event.xkey.keycode == inst->_XKeysymToKeycode(d, XK_Tab))
|
||||
else if(event.type == KeyRelease && event.xkey.keycode == XKeysymToKeycode(d, XK_Tab))
|
||||
{
|
||||
prev_time = event.xkey.time;
|
||||
}
|
||||
|
||||
if (show)
|
||||
{
|
||||
ImGui_ImplX11_EventHandler(event);
|
||||
|
||||
if (IgnoreEvent(event))
|
||||
{
|
||||
//inst->_XNextEvent(d, &event);
|
||||
XNextEvent(d, &event);
|
||||
--num_events;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
}
|
||||
return num_events;
|
||||
}
|
||||
|
||||
int X11_Hook::MyXEventsQueued(Display *display, int mode)
|
||||
{
|
||||
X11_Hook* inst = X11_Hook::Inst();
|
||||
|
||||
int res = inst->_XEventsQueued(display, mode);
|
||||
|
||||
if( res )
|
||||
{
|
||||
res = inst->check_for_overlay(display, res);
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
int X11_Hook::MyXNextEvent(Display* display, XEvent *event)
|
||||
{
|
||||
return Inst()->_XNextEvent(display, event);
|
||||
}
|
||||
|
||||
int X11_Hook::MyXPeekEvent(Display* display, XEvent *event)
|
||||
{
|
||||
return Inst()->_XPeekEvent(display, event);
|
||||
}
|
||||
|
||||
int X11_Hook::MyXPending(Display* display)
|
||||
{
|
||||
int res = Inst()->_XPending(display);
|
||||
|
||||
if( res )
|
||||
{
|
||||
res = Inst()->check_for_overlay(display, res);
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
X11_Hook::X11_Hook() :
|
||||
initialized(false),
|
||||
hooked(false),
|
||||
game_wnd(0),
|
||||
_XEventsQueued(nullptr),
|
||||
_XPeekEvent(nullptr),
|
||||
_XNextEvent(nullptr),
|
||||
_XPending(nullptr)
|
||||
{
|
||||
//_library = dlopen(DLL_NAME, RTLD_NOW);
|
||||
}
|
||||
|
||||
X11_Hook::~X11_Hook()
|
||||
{
|
||||
PRINT_DEBUG("X11 Hook removed\n");
|
||||
|
||||
resetRenderState();
|
||||
|
||||
//dlclose(_library);
|
||||
|
||||
_inst = nullptr;
|
||||
}
|
||||
|
||||
X11_Hook* X11_Hook::Inst()
|
||||
{
|
||||
if (_inst == nullptr)
|
||||
_inst = new X11_Hook;
|
||||
|
||||
return _inst;
|
||||
}
|
||||
|
||||
const char* X11_Hook::get_lib_name() const
|
||||
{
|
||||
return DLL_NAME;
|
||||
}
|
||||
|
||||
#endif//NO_OVERLAY
|
||||
#endif//#__LINUX__
|
|
@ -0,0 +1,63 @@
|
|||
#ifndef __INCLUDED_X11_HOOK_H__
|
||||
#define __INCLUDED_X11_HOOK_H__
|
||||
|
||||
#include "../Base_Hook.h"
|
||||
|
||||
#ifdef __LINUX__
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <X11/X.h> // XEvent types
|
||||
#include <X11/Xlib.h> // XEvent structure
|
||||
|
||||
extern "C" int XEventsQueued(Display *display, int mode);
|
||||
extern "C" int XPending(Display *display);
|
||||
|
||||
class X11_Hook : public Base_Hook
|
||||
{
|
||||
public:
|
||||
friend int XEventsQueued(Display *display, int mode);
|
||||
friend int XPending(Display *display);
|
||||
static constexpr const char* DLL_NAME = "libX11.so";
|
||||
|
||||
private:
|
||||
static X11_Hook* _inst;
|
||||
|
||||
// Variables
|
||||
bool hooked;
|
||||
bool initialized;
|
||||
Window game_wnd;
|
||||
|
||||
// Functions
|
||||
X11_Hook();
|
||||
int check_for_overlay(Display *d, int num_events);
|
||||
|
||||
// Hook to X11 window messages
|
||||
decltype(XEventsQueued)* _XEventsQueued;
|
||||
decltype(XPeekEvent)* _XPeekEvent;
|
||||
decltype(XNextEvent)* _XNextEvent;
|
||||
decltype(XPending)* _XPending;
|
||||
//decltype(XKeysymToKeycode)* _XKeysymToKeycode;
|
||||
//decltype(XLookupKeysym)* _XLookupKeysym;
|
||||
//decltype(XGetGeometry)* _XGetGeometry;
|
||||
|
||||
static int MyXEventsQueued(Display * display, int mode);
|
||||
static int MyXNextEvent(Display* display, XEvent *event);
|
||||
static int MyXPeekEvent(Display* display, XEvent *event);
|
||||
static int MyXPending(Display* display);
|
||||
|
||||
public:
|
||||
virtual ~X11_Hook();
|
||||
|
||||
void resetRenderState();
|
||||
void prepareForOverlay(Display *display, Window wnd);
|
||||
|
||||
Window get_game_wnd() const{ return game_wnd; }
|
||||
|
||||
bool start_hook();
|
||||
static X11_Hook* Inst();
|
||||
virtual const char* get_lib_name() const;
|
||||
};
|
||||
|
||||
#endif//NO_OVERLAY
|
||||
#endif//__LINUX__
|
||||
#endif//__INCLUDED_X11_HOOK_H__
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,801 @@
|
|||
#include "steam_overlay.h"
|
||||
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <thread>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
#include <cctype>
|
||||
#include <imgui.h>
|
||||
|
||||
#include "../dll/dll.h"
|
||||
|
||||
#include "Renderer_Detector.h"
|
||||
|
||||
static constexpr int max_window_id = 10000;
|
||||
static constexpr int base_notif_window_id = 0 * max_window_id;
|
||||
static constexpr int base_friend_window_id = 1 * max_window_id;
|
||||
static constexpr int base_friend_item_id = 2 * max_window_id;
|
||||
|
||||
int find_free_id(std::vector<int> & ids, int base)
|
||||
{
|
||||
std::sort(ids.begin(), ids.end());
|
||||
|
||||
int id = base;
|
||||
for (auto i : ids)
|
||||
{
|
||||
if (id < i)
|
||||
break;
|
||||
id = i + 1;
|
||||
}
|
||||
|
||||
return id > (base+max_window_id) ? 0 : id;
|
||||
}
|
||||
|
||||
int find_free_friend_id(std::map<Friend, friend_window_state, Friend_Less> const& friend_windows)
|
||||
{
|
||||
std::vector<int> ids;
|
||||
ids.reserve(friend_windows.size());
|
||||
|
||||
std::for_each(friend_windows.begin(), friend_windows.end(), [&ids](std::pair<Friend const, friend_window_state> const& i)
|
||||
{
|
||||
ids.emplace_back(i.second.id);
|
||||
});
|
||||
|
||||
return find_free_id(ids, base_friend_window_id);
|
||||
}
|
||||
|
||||
int find_free_notification_id(std::vector<Notification> const& notifications)
|
||||
{
|
||||
std::vector<int> ids;
|
||||
ids.reserve(notifications.size());
|
||||
|
||||
std::for_each(notifications.begin(), notifications.end(), [&ids](Notification const& i)
|
||||
{
|
||||
ids.emplace_back(i.id);
|
||||
});
|
||||
|
||||
|
||||
return find_free_id(ids, base_friend_window_id);
|
||||
}
|
||||
|
||||
#ifdef __WINDOWS__
|
||||
#include "windows/Windows_Hook.h"
|
||||
#endif
|
||||
|
||||
#include "notification.h"
|
||||
|
||||
void Steam_Overlay::steam_overlay_run_every_runcb(void* object)
|
||||
{
|
||||
Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
|
||||
_this->RunCallbacks();
|
||||
}
|
||||
|
||||
void Steam_Overlay::steam_overlay_callback(void* object, Common_Message* msg)
|
||||
{
|
||||
Steam_Overlay* _this = reinterpret_cast<Steam_Overlay*>(object);
|
||||
_this->Callback(msg);
|
||||
}
|
||||
|
||||
Steam_Overlay::Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking* network) :
|
||||
settings(settings),
|
||||
callback_results(callback_results),
|
||||
callbacks(callbacks),
|
||||
run_every_runcb(run_every_runcb),
|
||||
network(network),
|
||||
setup_overlay_called(false),
|
||||
show_overlay(false),
|
||||
is_ready(false),
|
||||
notif_position(ENotificationPosition::k_EPositionBottomLeft),
|
||||
h_inset(0),
|
||||
v_inset(0),
|
||||
overlay_state_changed(false)
|
||||
{
|
||||
run_every_runcb->add(&Steam_Overlay::steam_overlay_run_every_runcb, this);
|
||||
this->network->setCallback(CALLBACK_ID_STEAM_MESSAGES, settings->get_local_steam_id(), &Steam_Overlay::steam_overlay_callback, this);
|
||||
}
|
||||
|
||||
Steam_Overlay::~Steam_Overlay()
|
||||
{
|
||||
run_every_runcb->remove(&Steam_Overlay::steam_overlay_run_every_runcb, this);
|
||||
}
|
||||
|
||||
bool Steam_Overlay::Ready() const
|
||||
{
|
||||
return is_ready;
|
||||
}
|
||||
|
||||
bool Steam_Overlay::NeedPresent() const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void Steam_Overlay::SetNotificationPosition(ENotificationPosition eNotificationPosition)
|
||||
{
|
||||
notif_position = eNotificationPosition;
|
||||
}
|
||||
|
||||
void Steam_Overlay::SetNotificationInset(int nHorizontalInset, int nVerticalInset)
|
||||
{
|
||||
h_inset = nHorizontalInset;
|
||||
v_inset = nVerticalInset;
|
||||
}
|
||||
|
||||
void Steam_Overlay::SetupOverlay()
|
||||
{
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
if (!setup_overlay_called)
|
||||
{
|
||||
setup_overlay_called = true;
|
||||
Renderer_Detector::Inst().find_renderer();
|
||||
}
|
||||
}
|
||||
|
||||
void Steam_Overlay::HookReady()
|
||||
{
|
||||
if (!is_ready)
|
||||
{
|
||||
// TODO: Uncomment this and draw our own cursor (cosmetics)
|
||||
//ImGuiIO &io = ImGui::GetIO();
|
||||
//io.WantSetMousePos = false;
|
||||
//io.MouseDrawCursor = false;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange;
|
||||
|
||||
is_ready = true;
|
||||
}
|
||||
}
|
||||
|
||||
void Steam_Overlay::OpenOverlayInvite(CSteamID lobbyId)
|
||||
{
|
||||
ShowOverlay(true);
|
||||
}
|
||||
|
||||
void Steam_Overlay::OpenOverlay(const char* pchDialog)
|
||||
{
|
||||
// TODO: Show pages depending on pchDialog
|
||||
ShowOverlay(true);
|
||||
}
|
||||
|
||||
bool Steam_Overlay::ShowOverlay() const
|
||||
{
|
||||
return show_overlay;
|
||||
}
|
||||
|
||||
void Steam_Overlay::ShowOverlay(bool state)
|
||||
{
|
||||
if (!Ready() || show_overlay == state)
|
||||
return;
|
||||
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
|
||||
if(state)
|
||||
{
|
||||
io.MouseDrawCursor = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
io.MouseDrawCursor = false;
|
||||
}
|
||||
|
||||
#ifdef __WINDOWS__
|
||||
static RECT old_clip;
|
||||
|
||||
if (state)
|
||||
{
|
||||
HWND game_hwnd = Windows_Hook::Inst()->GetGameHwnd();
|
||||
RECT cliRect, wndRect, clipRect;
|
||||
|
||||
GetClipCursor(&old_clip);
|
||||
// The window rectangle has borders and menus counted in the size
|
||||
GetWindowRect(game_hwnd, &wndRect);
|
||||
// The client rectangle is the window without borders
|
||||
GetClientRect(game_hwnd, &cliRect);
|
||||
|
||||
clipRect = wndRect; // Init clip rectangle
|
||||
|
||||
// Get Window width with borders
|
||||
wndRect.right -= wndRect.left;
|
||||
// Get Window height with borders & menus
|
||||
wndRect.bottom -= wndRect.top;
|
||||
// Compute the border width
|
||||
int borderWidth = (wndRect.right - cliRect.right) / 2;
|
||||
// Client top clip is the menu bar width minus bottom border
|
||||
clipRect.top += wndRect.bottom - cliRect.bottom - borderWidth;
|
||||
// Client left clip is the left border minus border width
|
||||
clipRect.left += borderWidth;
|
||||
// Here goes the same for right and bottom
|
||||
clipRect.right -= borderWidth;
|
||||
clipRect.bottom -= borderWidth;
|
||||
|
||||
ClipCursor(&clipRect);
|
||||
}
|
||||
else
|
||||
{
|
||||
ClipCursor(&old_clip);
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
#endif
|
||||
|
||||
show_overlay = state;
|
||||
overlay_state_changed = true;
|
||||
}
|
||||
|
||||
void Steam_Overlay::NotifyUser(friend_window_state& friend_state)
|
||||
{
|
||||
if (!(friend_state.window_state & window_state_show) || !show_overlay)
|
||||
{
|
||||
friend_state.window_state |= window_state_need_attention;
|
||||
#ifdef __WINDOWS__
|
||||
PlaySound((LPCSTR)notif_invite_wav, NULL, SND_ASYNC | SND_MEMORY);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
void Steam_Overlay::SetLobbyInvite(Friend friendId, uint64 lobbyId)
|
||||
{
|
||||
if (!Ready())
|
||||
return;
|
||||
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
auto i = friends.find(friendId);
|
||||
if (i != friends.end())
|
||||
{
|
||||
auto& frd = i->second;
|
||||
frd.lobbyId = lobbyId;
|
||||
frd.window_state |= window_state_lobby_invite;
|
||||
// Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows)
|
||||
frd.window_state &= ~window_state_rich_invite;
|
||||
AddInviteNotification(*i);
|
||||
NotifyUser(i->second);
|
||||
}
|
||||
}
|
||||
|
||||
void Steam_Overlay::SetRichInvite(Friend friendId, const char* connect_str)
|
||||
{
|
||||
if (!Ready())
|
||||
return;
|
||||
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
auto i = friends.find(friendId);
|
||||
if (i != friends.end())
|
||||
{
|
||||
auto& frd = i->second;
|
||||
strncpy(frd.connect, connect_str, k_cchMaxRichPresenceValueLength - 1);
|
||||
frd.window_state |= window_state_rich_invite;
|
||||
// Make sure don't have rich presence invite and a lobby invite (it should not happen but who knows)
|
||||
frd.window_state &= ~window_state_lobby_invite;
|
||||
AddInviteNotification(*i);
|
||||
NotifyUser(i->second);
|
||||
}
|
||||
}
|
||||
|
||||
void Steam_Overlay::FriendConnect(Friend _friend)
|
||||
{
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
int id = find_free_friend_id(friends);
|
||||
if (id != 0)
|
||||
{
|
||||
auto& item = friends[_friend];
|
||||
item.window_title = std::move(_friend.name() + " playing " + std::to_string(_friend.appid()));
|
||||
item.window_state = window_state_none;
|
||||
item.id = id;
|
||||
memset(item.chat_input, 0, max_chat_len);
|
||||
}
|
||||
else
|
||||
PRINT_DEBUG("No more free id to create a friend window\n");
|
||||
}
|
||||
|
||||
void Steam_Overlay::FriendDisconnect(Friend _friend)
|
||||
{
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
auto it = friends.find(_friend);
|
||||
if (it != friends.end())
|
||||
friends.erase(it);
|
||||
}
|
||||
|
||||
void Steam_Overlay::AddMessageNotification(std::string const& message)
|
||||
{
|
||||
int id = find_free_notification_id(notifications);
|
||||
if (id != 0)
|
||||
{
|
||||
Notification notif;
|
||||
notif.id = id;
|
||||
notif.type = notification_type_message;
|
||||
notif.message = message;
|
||||
notif.start_time = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch());
|
||||
notifications.emplace_back(notif);
|
||||
}
|
||||
else
|
||||
PRINT_DEBUG("No more free id to create a notification window\n");
|
||||
}
|
||||
|
||||
void Steam_Overlay::AddAchievementNotification(nlohmann::json const& ach)
|
||||
{
|
||||
int id = find_free_notification_id(notifications);
|
||||
if (id != 0)
|
||||
{
|
||||
Notification notif;
|
||||
notif.id = id;
|
||||
notif.type = notification_type_achievement;
|
||||
// Load achievement image
|
||||
notif.message = ach["displayName"].get<std::string>() + "\n" + ach["description"].get<std::string>();
|
||||
notif.start_time = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch());
|
||||
notifications.emplace_back(notif);
|
||||
}
|
||||
else
|
||||
PRINT_DEBUG("No more free id to create a notification window\n");
|
||||
}
|
||||
|
||||
void Steam_Overlay::AddInviteNotification(std::pair<const Friend, friend_window_state>& wnd_state)
|
||||
{
|
||||
int id = find_free_notification_id(notifications);
|
||||
if (id != 0)
|
||||
{
|
||||
Notification notif;
|
||||
notif.id = id;
|
||||
notif.type = notification_type_invite;
|
||||
notif.frd = &wnd_state;
|
||||
notif.message = wnd_state.first.name() + " invited you to join a game";
|
||||
notif.start_time = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::system_clock::now().time_since_epoch());
|
||||
notifications.emplace_back(notif);
|
||||
}
|
||||
else
|
||||
PRINT_DEBUG("No more free id to create a notification window\n");
|
||||
}
|
||||
|
||||
bool Steam_Overlay::FriendHasLobby(uint64 friend_id)
|
||||
{
|
||||
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
|
||||
|
||||
if( std::string(steamFriends->GetFriendRichPresence(friend_id, "connect")).length() > 0 )
|
||||
return true;
|
||||
|
||||
FriendGameInfo_t friend_game_info = {};
|
||||
steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
|
||||
if (friend_game_info.m_steamIDLobby.IsValid())
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Steam_Overlay::IHaveLobby()
|
||||
{
|
||||
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
|
||||
if (std::string(steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect")).length() > 0)
|
||||
return true;
|
||||
|
||||
if (settings->get_lobby().IsValid())
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void Steam_Overlay::BuildContextMenu(Friend const& frd, friend_window_state& state)
|
||||
{
|
||||
if (ImGui::BeginPopupContextItem("Friends_ContextMenu", 1))
|
||||
{
|
||||
bool close_popup = false;
|
||||
|
||||
if (ImGui::Button("Chat"))
|
||||
{
|
||||
state.window_state |= window_state_show;
|
||||
close_popup = true;
|
||||
}
|
||||
// If we have the same appid, activate the invite/join buttons
|
||||
if (settings->get_local_game_id().AppID() == frd.appid())
|
||||
{
|
||||
if (IHaveLobby() && ImGui::Button("Invite###PopupInvite"))
|
||||
{
|
||||
state.window_state |= window_state_invite;
|
||||
has_friend_action.push(frd);
|
||||
close_popup = true;
|
||||
}
|
||||
if (FriendHasLobby(frd.id()) && ImGui::Button("Join###PopupJoin"))
|
||||
{
|
||||
state.window_state |= window_state_join;
|
||||
has_friend_action.push(frd);
|
||||
close_popup = true;
|
||||
}
|
||||
}
|
||||
if( close_popup)
|
||||
{
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
}
|
||||
|
||||
void Steam_Overlay::BuildFriendWindow(Friend const& frd, friend_window_state& state)
|
||||
{
|
||||
if (!(state.window_state & window_state_show))
|
||||
return;
|
||||
|
||||
bool show = true;
|
||||
bool send_chat_msg = false;
|
||||
|
||||
float width = ImGui::CalcTextSize("AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA").x;
|
||||
|
||||
if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused())
|
||||
{
|
||||
state.window_state &= ~window_state_need_attention;
|
||||
}
|
||||
ImGui::SetNextWindowSizeConstraints(ImVec2{ width, ImGui::GetFontSize()*8 + ImGui::GetItemsLineHeightWithSpacing()*4 },
|
||||
ImVec2{ std::numeric_limits<float>::max() , std::numeric_limits<float>::max() });
|
||||
|
||||
// Window id is after the ###, the window title is the friend name
|
||||
std::string friend_window_id = std::move("###" + std::to_string(state.id));
|
||||
if (ImGui::Begin((state.window_title + friend_window_id).c_str(), &show))
|
||||
{
|
||||
if (state.window_state & window_state_need_attention && ImGui::IsWindowFocused())
|
||||
{
|
||||
state.window_state &= ~window_state_need_attention;
|
||||
}
|
||||
|
||||
// Fill this with the chat box and maybe the invitation
|
||||
if (state.window_state & (window_state_lobby_invite | window_state_rich_invite))
|
||||
{
|
||||
ImGui::LabelText("##label", "%s invited you to join the game.", frd.name().c_str());
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Accept"))
|
||||
{
|
||||
this->has_friend_action.push(frd);
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Refuse"))
|
||||
{
|
||||
state.window_state &= ~(window_state_lobby_invite | window_state_rich_invite);
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::ColoredInputTextMultiline("##chat_history", &state.chat_history[0], state.chat_history.length(), { -1.0f, 0 }, ImGuiInputTextFlags_ReadOnly);
|
||||
|
||||
// TODO: Fix the layout of the chat line + send button.
|
||||
// It should be like this: chat input should fill the window size minus send button size (button size is fixed)
|
||||
// |------------------------------|
|
||||
// | /--------------------------\ |
|
||||
// | | | |
|
||||
// | | chat history | |
|
||||
// | | | |
|
||||
// | \--------------------------/ |
|
||||
// | [____chat line______] [send] |
|
||||
// |------------------------------|
|
||||
//
|
||||
// And it is like this
|
||||
// |------------------------------|
|
||||
// | /--------------------------\ |
|
||||
// | | | |
|
||||
// | | chat history | |
|
||||
// | | | |
|
||||
// | \--------------------------/ |
|
||||
// | [__chat line__] [send] |
|
||||
// |------------------------------|
|
||||
float wnd_width = ImGui::GetWindowContentRegionWidth();
|
||||
ImGuiStyle &style = ImGui::GetStyle();
|
||||
wnd_width -= ImGui::CalcTextSize("Send").x + style.FramePadding.x * 2 + style.ItemSpacing.x + 1;
|
||||
|
||||
ImGui::PushItemWidth(wnd_width);
|
||||
if (ImGui::InputText("##chat_line", state.chat_input, max_chat_len, ImGuiInputTextFlags_EnterReturnsTrue))
|
||||
{
|
||||
send_chat_msg = true;
|
||||
}
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
ImGui::SameLine();
|
||||
|
||||
if (ImGui::Button("Send"))
|
||||
{
|
||||
send_chat_msg = true;
|
||||
}
|
||||
|
||||
if (send_chat_msg)
|
||||
{
|
||||
if (!(state.window_state & window_state_send_message))
|
||||
{
|
||||
has_friend_action.push(frd);
|
||||
state.window_state |= window_state_send_message;
|
||||
}
|
||||
}
|
||||
}
|
||||
// User closed the friend window
|
||||
if (!show)
|
||||
state.window_state &= ~window_state_show;
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
ImFont *font_default;
|
||||
ImFont *font_notif;
|
||||
|
||||
void Steam_Overlay::BuildNotifications(int width, int height)
|
||||
{
|
||||
auto now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
|
||||
int i = 0;
|
||||
|
||||
int font_size = ImGui::GetFontSize();
|
||||
|
||||
for (auto it = notifications.begin(); it != notifications.end(); ++it, ++i)
|
||||
{
|
||||
auto elapsed_notif = now - it->start_time;
|
||||
|
||||
if ( elapsed_notif < Notification::fade_in)
|
||||
{
|
||||
float alpha = Notification::max_alpha * (elapsed_notif.count() / static_cast<float>(Notification::fade_in.count()));
|
||||
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha));
|
||||
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, alpha));
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2));
|
||||
}
|
||||
else if ( elapsed_notif > Notification::fade_out_start)
|
||||
{
|
||||
float alpha = Notification::max_alpha * ((Notification::show_time - elapsed_notif).count() / static_cast<float>(Notification::fade_out.count()));
|
||||
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, alpha));
|
||||
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, alpha));
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, alpha*2));
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, Notification::max_alpha));
|
||||
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(Notification::r, Notification::g, Notification::b, Notification::max_alpha));
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(255, 255, 255, Notification::max_alpha*2));
|
||||
}
|
||||
|
||||
ImGui::SetNextWindowPos(ImVec2((float)width - width * Notification::width, Notification::height * font_size * i ));
|
||||
ImGui::SetNextWindowSize(ImVec2( width * Notification::width, Notification::height * font_size ));
|
||||
ImGui::Begin(std::to_string(it->id).c_str(), nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus |
|
||||
ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoDecoration);
|
||||
|
||||
switch (it->type)
|
||||
{
|
||||
case notification_type_achievement:
|
||||
ImGui::TextWrapped("%s", it->message.c_str());
|
||||
break;
|
||||
case notification_type_invite:
|
||||
{
|
||||
ImGui::TextWrapped("%s", it->message.c_str());
|
||||
if (ImGui::Button("Join"))
|
||||
{
|
||||
has_friend_action.push(it->frd->first);
|
||||
it->start_time = std::chrono::seconds(0);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case notification_type_message:
|
||||
ImGui::TextWrapped("%s", it->message.c_str()); break;
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
|
||||
ImGui::PopStyleColor(3);
|
||||
}
|
||||
notifications.erase(std::remove_if(notifications.begin(), notifications.end(), [&now](Notification &item) {
|
||||
return (now - item.start_time) > Notification::show_time;
|
||||
}), notifications.end());
|
||||
}
|
||||
|
||||
void Steam_Overlay::CreateFonts()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImFontConfig fontcfg;
|
||||
|
||||
fontcfg.OversampleH = fontcfg.OversampleV = 1;
|
||||
fontcfg.PixelSnapH = true;
|
||||
fontcfg.GlyphRanges = io.Fonts->GetGlyphRangesDefault();
|
||||
|
||||
fontcfg.SizePixels = std::round(io.DisplaySize.y / 68);
|
||||
font_default = io.Fonts->AddFontDefault(&fontcfg);
|
||||
|
||||
fontcfg.SizePixels = std::round(io.DisplaySize.y / 60);
|
||||
font_notif = io.Fonts->AddFontDefault(&fontcfg);
|
||||
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.WindowRounding = 0.0; // Disable round window
|
||||
}
|
||||
|
||||
// Try to make this function as short as possible or it might affect game's fps.
|
||||
void Steam_Overlay::OverlayProc()
|
||||
{
|
||||
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
||||
|
||||
if (!Ready())
|
||||
return;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui::PushFont(font_notif);
|
||||
BuildNotifications(io.DisplaySize.x, io.DisplaySize.y);
|
||||
ImGui::PopFont();
|
||||
|
||||
if (show_overlay)
|
||||
{
|
||||
int friend_size = friends.size();
|
||||
|
||||
// Set the overlay windows to the size of the game window
|
||||
ImGui::SetNextWindowPos({ 0,0 });
|
||||
ImGui::SetNextWindowSize({ static_cast<float>(io.DisplaySize.x),
|
||||
static_cast<float>(io.DisplaySize.y) });
|
||||
|
||||
ImGui::SetNextWindowBgAlpha(0.50);
|
||||
|
||||
ImGui::PushFont(font_default);
|
||||
|
||||
bool show = true;
|
||||
|
||||
if (ImGui::Begin("SteamOverlay", &show, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBringToFrontOnFocus))
|
||||
{
|
||||
ImGui::LabelText("##label", "Username: %s(%llu) playing %u",
|
||||
settings->get_local_name(),
|
||||
settings->get_local_steam_id().ConvertToUint64(),
|
||||
settings->get_local_game_id().AppID());
|
||||
ImGui::SameLine();
|
||||
Base_Hook* hook = Renderer_Detector::Inst().get_renderer();
|
||||
ImGui::LabelText("##label", "Renderer: %s", (hook == nullptr ? "Unknown" : hook->get_lib_name()));
|
||||
|
||||
ImGui::Spacing();
|
||||
|
||||
ImGui::LabelText("##label", "Friends");
|
||||
if (!friends.empty())
|
||||
{
|
||||
ImGui::ListBoxHeader("##label", friend_size);
|
||||
std::for_each(friends.begin(), friends.end(), [this](std::pair<Friend const, friend_window_state> &i)
|
||||
{
|
||||
ImGui::PushID(i.second.id-base_friend_window_id+base_friend_item_id);
|
||||
|
||||
ImGui::Selectable(i.second.window_title.c_str(), false, ImGuiSelectableFlags_AllowDoubleClick);
|
||||
BuildContextMenu(i.first, i.second);
|
||||
if (ImGui::IsItemClicked() && ImGui::IsMouseDoubleClicked(0))
|
||||
{
|
||||
i.second.window_state |= window_state_show;
|
||||
}
|
||||
ImGui::PopID();
|
||||
|
||||
BuildFriendWindow(i.first, i.second);
|
||||
});
|
||||
ImGui::ListBoxFooter();
|
||||
}
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
ImGui::PopFont();
|
||||
|
||||
if (!show)
|
||||
ShowOverlay(false);
|
||||
}// if(show_overlay)
|
||||
}
|
||||
|
||||
void Steam_Overlay::Callback(Common_Message *msg)
|
||||
{
|
||||
if (msg->has_steam_messages())
|
||||
{
|
||||
Friend frd;
|
||||
frd.set_id(msg->source_id());
|
||||
auto friend_info = friends.find(frd);
|
||||
if (friend_info != friends.end())
|
||||
{
|
||||
Steam_Messages const& steam_message = msg->steam_messages();
|
||||
// Change color to cyan for friend
|
||||
friend_info->second.chat_history.append("\x1""00FFFFFF", 9).append(steam_message.message()).append("\n", 1);
|
||||
if (!(friend_info->second.window_state & window_state_show))
|
||||
{
|
||||
friend_info->second.window_state |= window_state_need_attention;
|
||||
}
|
||||
|
||||
AddMessageNotification(friend_info->first.name() + " says: " + steam_message.message());
|
||||
NotifyUser(friend_info->second);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Steam_Overlay::RunCallbacks()
|
||||
{
|
||||
if (overlay_state_changed)
|
||||
{
|
||||
GameOverlayActivated_t data = { 0 };
|
||||
data.m_bActive = show_overlay;
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
|
||||
overlay_state_changed = false;
|
||||
}
|
||||
|
||||
Steam_Friends* steamFriends = get_steam_client()->steam_friends;
|
||||
Steam_Matchmaking* steamMatchmaking = get_steam_client()->steam_matchmaking;
|
||||
|
||||
while (!has_friend_action.empty())
|
||||
{
|
||||
auto friend_info = friends.find(has_friend_action.front());
|
||||
if (friend_info != friends.end())
|
||||
{
|
||||
uint64 friend_id = friend_info->first.id();
|
||||
// The user clicked on "Send"
|
||||
if (friend_info->second.window_state & window_state_send_message)
|
||||
{
|
||||
char* input = friend_info->second.chat_input;
|
||||
char* end_input = input + strlen(input);
|
||||
char* printable_char = std::find_if(input, end_input, [](char c) {
|
||||
return std::isgraph(c);
|
||||
});
|
||||
// Check if the message contains something else than blanks
|
||||
if (printable_char != end_input)
|
||||
{
|
||||
// Handle chat send
|
||||
Common_Message msg;
|
||||
Steam_Messages* steam_messages = new Steam_Messages;
|
||||
steam_messages->set_type(Steam_Messages::FRIEND_CHAT);
|
||||
steam_messages->set_message(friend_info->second.chat_input);
|
||||
msg.set_allocated_steam_messages(steam_messages);
|
||||
msg.set_source_id(settings->get_local_steam_id().ConvertToUint64());
|
||||
msg.set_dest_id(friend_id);
|
||||
network->sendTo(&msg, true);
|
||||
|
||||
friend_info->second.chat_history.append("\x1""00FF00FF", 9).append(input).append("\n", 1);
|
||||
}
|
||||
*input = 0; // Reset the input field
|
||||
friend_info->second.window_state &= ~window_state_send_message;
|
||||
}
|
||||
// The user clicked on "Invite"
|
||||
if (friend_info->second.window_state & window_state_invite)
|
||||
{
|
||||
std::string connect = steamFriends->GetFriendRichPresence(settings->get_local_steam_id(), "connect");
|
||||
if (connect.length() > 0)
|
||||
steamFriends->InviteUserToGame(friend_id, connect.c_str());
|
||||
else if (settings->get_lobby().IsValid())
|
||||
steamMatchmaking->InviteUserToLobby(settings->get_lobby(), friend_id);
|
||||
|
||||
friend_info->second.window_state &= ~window_state_invite;
|
||||
}
|
||||
// The user clicked on "Join"
|
||||
if (friend_info->second.window_state & window_state_join)
|
||||
{
|
||||
std::string connect = steamFriends->GetFriendRichPresence(friend_id, "connect");
|
||||
if (connect.length() > 0)
|
||||
{
|
||||
GameRichPresenceJoinRequested_t data = {};
|
||||
data.m_steamIDFriend.SetFromUint64(friend_id);
|
||||
strncpy(data.m_rgchConnect, connect.c_str(), k_cchMaxRichPresenceValueLength - 1);
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
}
|
||||
else
|
||||
{
|
||||
FriendGameInfo_t friend_game_info = {};
|
||||
steamFriends->GetFriendGamePlayed(friend_id, &friend_game_info);
|
||||
if (friend_game_info.m_steamIDLobby.IsValid())
|
||||
{
|
||||
// TODO: Look if thats really JoinLobby ?
|
||||
// I saw on steamdev that overlay sends a GameLobbyJoinRequested_t
|
||||
//GameLobbyJoinRequested_t data;
|
||||
//data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId);
|
||||
//data.m_steamIDFriend.SetFromUint64(friend_id);
|
||||
//callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
steamMatchmaking->JoinLobby(friend_game_info.m_steamIDLobby);
|
||||
}
|
||||
}
|
||||
|
||||
friend_info->second.window_state &= ~window_state_join;
|
||||
}
|
||||
// The user got a lobby invite and accepted it
|
||||
if (friend_info->second.window_state & window_state_lobby_invite)
|
||||
{
|
||||
GameLobbyJoinRequested_t data;
|
||||
data.m_steamIDLobby.SetFromUint64(friend_info->second.lobbyId);
|
||||
data.m_steamIDFriend.SetFromUint64(friend_id);
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
|
||||
friend_info->second.window_state &= ~window_state_lobby_invite;
|
||||
}
|
||||
// The user got a rich presence invite and accepted it
|
||||
if (friend_info->second.window_state & window_state_rich_invite)
|
||||
{
|
||||
GameRichPresenceJoinRequested_t data = {};
|
||||
data.m_steamIDFriend.SetFromUint64(friend_id);
|
||||
strncpy(data.m_rgchConnect, friend_info->second.connect, k_cchMaxRichPresenceValueLength - 1);
|
||||
callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
|
||||
|
||||
friend_info->second.window_state &= ~window_state_rich_invite;
|
||||
}
|
||||
}
|
||||
has_friend_action.pop();
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -0,0 +1,194 @@
|
|||
#ifndef __INCLUDED_STEAM_OVERLAY_H__
|
||||
#define __INCLUDED_STEAM_OVERLAY_H__
|
||||
|
||||
#include "../dll/base.h"
|
||||
#include <map>
|
||||
#include <queue>
|
||||
|
||||
static constexpr size_t max_chat_len = 768;
|
||||
|
||||
enum window_state
|
||||
{
|
||||
window_state_none = 0,
|
||||
window_state_show = 1<<0,
|
||||
window_state_invite = 1<<1,
|
||||
window_state_join = 1<<2,
|
||||
window_state_lobby_invite = 1<<3,
|
||||
window_state_rich_invite = 1<<4,
|
||||
window_state_send_message = 1<<5,
|
||||
window_state_need_attention = 1<<6,
|
||||
};
|
||||
|
||||
struct friend_window_state
|
||||
{
|
||||
int id;
|
||||
uint8 window_state;
|
||||
std::string window_title;
|
||||
union // The invitation (if any)
|
||||
{
|
||||
uint64 lobbyId;
|
||||
char connect[k_cchMaxRichPresenceValueLength];
|
||||
};
|
||||
std::string chat_history;
|
||||
char chat_input[max_chat_len];
|
||||
};
|
||||
|
||||
struct Friend_Less
|
||||
{
|
||||
bool operator()(const Friend& lhs, const Friend& rhs) const
|
||||
{
|
||||
return lhs.id() < rhs.id();
|
||||
}
|
||||
};
|
||||
|
||||
enum notification_type
|
||||
{
|
||||
notification_type_message = 0,
|
||||
notification_type_invite,
|
||||
notification_type_achievement,
|
||||
};
|
||||
|
||||
struct Notification
|
||||
{
|
||||
static constexpr float width = 0.25;
|
||||
static constexpr float height = 5.0;
|
||||
static constexpr std::chrono::milliseconds fade_in = std::chrono::milliseconds(2000);
|
||||
static constexpr std::chrono::milliseconds fade_out = std::chrono::milliseconds(2000);
|
||||
static constexpr std::chrono::milliseconds show_time = std::chrono::milliseconds(6000) + fade_in + fade_out;
|
||||
static constexpr std::chrono::milliseconds fade_out_start = show_time - fade_out;
|
||||
static constexpr float r = 0.16;
|
||||
static constexpr float g = 0.29;
|
||||
static constexpr float b = 0.48;
|
||||
static constexpr float max_alpha = 0.5f;
|
||||
|
||||
int id;
|
||||
uint8 type;
|
||||
std::chrono::seconds start_time;
|
||||
std::string message;
|
||||
std::pair<const Friend, friend_window_state>* frd;
|
||||
};
|
||||
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
class Steam_Overlay
|
||||
{
|
||||
Settings* settings;
|
||||
SteamCallResults* callback_results;
|
||||
SteamCallBacks* callbacks;
|
||||
RunEveryRunCB* run_every_runcb;
|
||||
Networking* network;
|
||||
|
||||
// friend id, show client window (to chat and accept invite maybe)
|
||||
std::map<Friend, friend_window_state, Friend_Less> friends;
|
||||
|
||||
bool setup_overlay_called;
|
||||
bool is_ready;
|
||||
bool show_overlay;
|
||||
ENotificationPosition notif_position;
|
||||
int h_inset, v_inset;
|
||||
|
||||
// Callback infos
|
||||
std::queue<Friend> has_friend_action;
|
||||
std::vector<Notification> notifications;
|
||||
bool overlay_state_changed;
|
||||
|
||||
Steam_Overlay(Steam_Overlay const&) = delete;
|
||||
Steam_Overlay(Steam_Overlay&&) = delete;
|
||||
Steam_Overlay& operator=(Steam_Overlay const&) = delete;
|
||||
Steam_Overlay& operator=(Steam_Overlay&&) = delete;
|
||||
|
||||
static void steam_overlay_run_every_runcb(void* object);
|
||||
static void steam_overlay_callback(void* object, Common_Message* msg);
|
||||
|
||||
void Callback(Common_Message* msg);
|
||||
void RunCallbacks();
|
||||
|
||||
bool FriendHasLobby(uint64 friend_id);
|
||||
bool IHaveLobby();
|
||||
|
||||
void NotifyUser(friend_window_state& friend_state);
|
||||
|
||||
// Right click on friend
|
||||
void BuildContextMenu(Friend const& frd, friend_window_state &state);
|
||||
// Double click on friend
|
||||
void BuildFriendWindow(Friend const& frd, friend_window_state &state);
|
||||
// Notifications like achievements, chat and invitations
|
||||
void BuildNotifications(int width, int height);
|
||||
public:
|
||||
Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking *network);
|
||||
|
||||
~Steam_Overlay();
|
||||
|
||||
bool Ready() const;
|
||||
|
||||
bool NeedPresent() const;
|
||||
|
||||
void SetNotificationPosition(ENotificationPosition eNotificationPosition);
|
||||
|
||||
void SetNotificationInset(int nHorizontalInset, int nVerticalInset);
|
||||
void SetupOverlay();
|
||||
|
||||
void HookReady();
|
||||
|
||||
void CreateFonts();
|
||||
void OverlayProc();
|
||||
|
||||
void OpenOverlayInvite(CSteamID lobbyId);
|
||||
void OpenOverlay(const char* pchDialog);
|
||||
|
||||
bool ShowOverlay() const;
|
||||
void ShowOverlay(bool state);
|
||||
|
||||
void SetLobbyInvite(Friend friendId, uint64 lobbyId);
|
||||
void SetRichInvite(Friend friendId, const char* connect_str);
|
||||
|
||||
void FriendConnect(Friend _friend);
|
||||
void FriendDisconnect(Friend _friend);
|
||||
|
||||
void AddMessageNotification(std::string const& message);
|
||||
void AddAchievementNotification(nlohmann::json const& ach);
|
||||
void AddInviteNotification(std::pair<const Friend, friend_window_state> &wnd_state);
|
||||
};
|
||||
|
||||
#else
|
||||
|
||||
class Steam_Overlay
|
||||
{
|
||||
public:
|
||||
Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb, Networking* network) {}
|
||||
~Steam_Overlay() {}
|
||||
|
||||
bool Ready() const { return false; }
|
||||
|
||||
bool NeedPresent() const { return false; }
|
||||
|
||||
void SetNotificationPosition(ENotificationPosition eNotificationPosition) {}
|
||||
|
||||
void SetNotificationInset(int nHorizontalInset, int nVerticalInset) {}
|
||||
void SetupOverlay() {}
|
||||
|
||||
void HookReady() {}
|
||||
|
||||
void CreateFonts() {}
|
||||
void OverlayProc() {}
|
||||
|
||||
void OpenOverlayInvite(CSteamID lobbyId) {}
|
||||
void OpenOverlay(const char* pchDialog) {}
|
||||
|
||||
bool ShowOverlay() const {}
|
||||
void ShowOverlay(bool state) {}
|
||||
|
||||
void SetLobbyInvite(Friend friendId, uint64 lobbyId) {}
|
||||
void SetRichInvite(Friend friendId, const char* connect_str) {}
|
||||
|
||||
void FriendConnect(Friend _friend) {}
|
||||
void FriendDisconnect(Friend _friend) {}
|
||||
|
||||
void AddMessageNotification(std::string const& message) {}
|
||||
void AddAchievementNotification(nlohmann::json const& ach) {}
|
||||
void AddInviteNotification(std::pair<const Friend, friend_window_state> &wnd_state) {}
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
#endif//__INCLUDED_STEAM_OVERLAY_H__
|
|
@ -0,0 +1,172 @@
|
|||
#include "DX10_Hook.h"
|
||||
#include "Windows_Hook.h"
|
||||
#include "../Renderer_Detector.h"
|
||||
#include "../../dll/dll.h"
|
||||
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <imgui.h>
|
||||
#include <impls/windows/imgui_impl_dx10.h>
|
||||
|
||||
DX10_Hook* DX10_Hook::_inst = nullptr;
|
||||
|
||||
bool DX10_Hook::start_hook()
|
||||
{
|
||||
bool res = true;
|
||||
if (!hooked)
|
||||
{
|
||||
if (!Windows_Hook::Inst()->start_hook())
|
||||
return false;
|
||||
|
||||
PRINT_DEBUG("Hooked DirectX 10\n");
|
||||
hooked = true;
|
||||
|
||||
Renderer_Detector::Inst().renderer_found(this);
|
||||
|
||||
BeginHook();
|
||||
HookFuncs(
|
||||
std::make_pair<void**, void*>(&(PVOID&)DX10_Hook::Present, &DX10_Hook::MyPresent),
|
||||
std::make_pair<void**, void*>(&(PVOID&)DX10_Hook::ResizeTarget, &DX10_Hook::MyResizeTarget),
|
||||
std::make_pair<void**, void*>(&(PVOID&)DX10_Hook::ResizeBuffers, &DX10_Hook::MyResizeBuffers)
|
||||
);
|
||||
EndHook();
|
||||
|
||||
get_steam_client()->steam_overlay->HookReady();
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
void DX10_Hook::resetRenderState()
|
||||
{
|
||||
if (initialized)
|
||||
{
|
||||
mainRenderTargetView->Release();
|
||||
|
||||
ImGui_ImplDX10_Shutdown();
|
||||
Windows_Hook::Inst()->resetRenderState();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
initialized = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
|
||||
void DX10_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC desc;
|
||||
pSwapChain->GetDesc(&desc);
|
||||
|
||||
if (!initialized)
|
||||
{
|
||||
if (FAILED(pSwapChain->GetDevice(IID_PPV_ARGS(&pDevice))))
|
||||
return;
|
||||
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.IniFilename = NULL;
|
||||
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
|
||||
pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
|
||||
ImGui_ImplDX10_Init(pDevice);
|
||||
|
||||
pDevice->Release();
|
||||
|
||||
get_steam_client()->steam_overlay->CreateFonts();
|
||||
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
if (ImGui_ImplDX10_NewFrame())
|
||||
{
|
||||
Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow);
|
||||
|
||||
ImGui::NewFrame();
|
||||
|
||||
get_steam_client()->steam_overlay->OverlayProc();
|
||||
|
||||
ImGui::Render();
|
||||
|
||||
pDevice->OMSetRenderTargets(1, &mainRenderTargetView, NULL);
|
||||
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
|
||||
}
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE DX10_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
|
||||
{
|
||||
DX10_Hook::Inst()->prepareForOverlay(_this);
|
||||
return (_this->*DX10_Hook::Inst()->Present)(SyncInterval, Flags);
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
|
||||
{
|
||||
DX10_Hook::Inst()->resetRenderState();
|
||||
return (_this->*DX10_Hook::Inst()->ResizeTarget)(pNewTargetParameters);
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE DX10_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
|
||||
{
|
||||
DX10_Hook::Inst()->resetRenderState();
|
||||
return (_this->*DX10_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
|
||||
}
|
||||
|
||||
DX10_Hook::DX10_Hook():
|
||||
initialized(false),
|
||||
hooked(false),
|
||||
pDevice(nullptr),
|
||||
mainRenderTargetView(nullptr),
|
||||
Present(nullptr),
|
||||
ResizeBuffers(nullptr),
|
||||
ResizeTarget(nullptr)
|
||||
{
|
||||
_library = LoadLibrary(DLL_NAME);
|
||||
}
|
||||
|
||||
DX10_Hook::~DX10_Hook()
|
||||
{
|
||||
PRINT_DEBUG("DX10 Hook removed\n");
|
||||
|
||||
if (initialized)
|
||||
{
|
||||
mainRenderTargetView->Release();
|
||||
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
initialized = false;
|
||||
}
|
||||
|
||||
FreeLibrary(reinterpret_cast<HMODULE>(_library));
|
||||
|
||||
_inst = nullptr;
|
||||
}
|
||||
|
||||
DX10_Hook* DX10_Hook::Inst()
|
||||
{
|
||||
if (_inst == nullptr)
|
||||
_inst = new DX10_Hook;
|
||||
|
||||
return _inst;
|
||||
}
|
||||
|
||||
const char* DX10_Hook::get_lib_name() const
|
||||
{
|
||||
return DLL_NAME;
|
||||
}
|
||||
|
||||
void DX10_Hook::loadFunctions(IDXGISwapChain *pSwapChain)
|
||||
{
|
||||
void** vTable;
|
||||
|
||||
vTable = *reinterpret_cast<void***>(pSwapChain);
|
||||
#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X]
|
||||
LOAD_FUNC(Present);
|
||||
LOAD_FUNC(ResizeBuffers);
|
||||
LOAD_FUNC(ResizeTarget);
|
||||
#undef LOAD_FUNC
|
||||
}
|
||||
|
||||
#endif//NO_OVERLAY
|
|
@ -0,0 +1,51 @@
|
|||
#ifndef __INCLUDED_DX10_HOOK_H__
|
||||
#define __INCLUDED_DX10_HOOK_H__
|
||||
|
||||
#include "../Base_Hook.h"
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <d3d10.h>
|
||||
#include "DirectX_VTables.h"
|
||||
|
||||
class DX10_Hook : public Base_Hook
|
||||
{
|
||||
public:
|
||||
static constexpr const char *DLL_NAME = "d3d10.dll";
|
||||
|
||||
private:
|
||||
static DX10_Hook* _inst;
|
||||
|
||||
// Variables
|
||||
bool hooked;
|
||||
bool initialized;
|
||||
ID3D10Device* pDevice;
|
||||
ID3D10RenderTargetView* mainRenderTargetView;
|
||||
|
||||
// Functions
|
||||
DX10_Hook();
|
||||
|
||||
void resetRenderState();
|
||||
void prepareForOverlay(IDXGISwapChain *pSwapChain);
|
||||
|
||||
// Hook to render functions
|
||||
static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags);
|
||||
static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters);
|
||||
static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags);
|
||||
|
||||
decltype(&IDXGISwapChain::Present) Present;
|
||||
decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers;
|
||||
decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget;
|
||||
|
||||
public:
|
||||
virtual ~DX10_Hook();
|
||||
|
||||
bool start_hook();
|
||||
static DX10_Hook* Inst();
|
||||
virtual const char* get_lib_name() const;
|
||||
|
||||
void loadFunctions(IDXGISwapChain *pSwapChain);
|
||||
};
|
||||
|
||||
#endif//NO_OVERLAY
|
||||
|
||||
#endif//__INCLUDED_DX10_HOOK_H__
|
|
@ -0,0 +1,186 @@
|
|||
#include "DX11_Hook.h"
|
||||
#include "Windows_Hook.h"
|
||||
#include "../Renderer_Detector.h"
|
||||
#include "../../dll/dll.h"
|
||||
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <imgui.h>
|
||||
#include <impls/windows/imgui_impl_dx11.h>
|
||||
|
||||
DX11_Hook* DX11_Hook::_inst = nullptr;
|
||||
|
||||
HRESULT GetDeviceAndCtxFromSwapchain(IDXGISwapChain* pSwapChain, ID3D11Device** ppDevice, ID3D11DeviceContext** ppContext)
|
||||
{
|
||||
HRESULT ret = pSwapChain->GetDevice(IID_PPV_ARGS(ppDevice));
|
||||
|
||||
if (SUCCEEDED(ret))
|
||||
(*ppDevice)->GetImmediateContext(ppContext);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool DX11_Hook::start_hook()
|
||||
{
|
||||
bool res = true;
|
||||
if (!hooked)
|
||||
{
|
||||
if (!Windows_Hook::Inst()->start_hook())
|
||||
return false;
|
||||
|
||||
PRINT_DEBUG("Hooked DirectX 11\n");
|
||||
hooked = true;
|
||||
|
||||
Renderer_Detector::Inst().renderer_found(this);
|
||||
|
||||
BeginHook();
|
||||
HookFuncs(
|
||||
std::make_pair<void**, void*>(&(PVOID&)DX11_Hook::Present, &DX11_Hook::MyPresent),
|
||||
std::make_pair<void**, void*>(&(PVOID&)DX11_Hook::ResizeTarget, &DX11_Hook::MyResizeTarget),
|
||||
std::make_pair<void**, void*>(&(PVOID&)DX11_Hook::ResizeBuffers, &DX11_Hook::MyResizeBuffers)
|
||||
);
|
||||
EndHook();
|
||||
|
||||
get_steam_client()->steam_overlay->HookReady();
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
void DX11_Hook::resetRenderState()
|
||||
{
|
||||
if (initialized)
|
||||
{
|
||||
mainRenderTargetView->Release();
|
||||
pContext->Release();
|
||||
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
Windows_Hook::Inst()->resetRenderState();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
initialized = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
|
||||
void DX11_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC desc;
|
||||
pSwapChain->GetDesc(&desc);
|
||||
|
||||
if (!initialized)
|
||||
{
|
||||
ID3D11Device* pDevice = nullptr;
|
||||
if (FAILED(GetDeviceAndCtxFromSwapchain(pSwapChain, &pDevice, &pContext)))
|
||||
return;
|
||||
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.IniFilename = NULL;
|
||||
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
|
||||
pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
pDevice->CreateRenderTargetView(pBackBuffer, NULL, &mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
|
||||
ImGui_ImplDX11_Init(pDevice, pContext);
|
||||
|
||||
pDevice->Release();
|
||||
|
||||
get_steam_client()->steam_overlay->CreateFonts();
|
||||
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
if (ImGui_ImplDX11_NewFrame())
|
||||
{
|
||||
Windows_Hook::Inst()->prepareForOverlay(desc.OutputWindow);
|
||||
|
||||
ImGui::NewFrame();
|
||||
|
||||
get_steam_client()->steam_overlay->OverlayProc();
|
||||
|
||||
ImGui::Render();
|
||||
|
||||
pContext->OMSetRenderTargets(1, &mainRenderTargetView, NULL);
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
}
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE DX11_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
|
||||
{
|
||||
DX11_Hook::Inst()->prepareForOverlay(_this);
|
||||
|
||||
return (_this->*DX11_Hook::Inst()->Present)(SyncInterval, Flags);
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
|
||||
{
|
||||
DX11_Hook::Inst()->resetRenderState();
|
||||
return (_this->*DX11_Hook::Inst()->ResizeTarget)(pNewTargetParameters);
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE DX11_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
|
||||
{
|
||||
DX11_Hook::Inst()->resetRenderState();
|
||||
return (_this->*DX11_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
|
||||
}
|
||||
|
||||
DX11_Hook::DX11_Hook():
|
||||
initialized(false),
|
||||
hooked(false),
|
||||
pContext(nullptr),
|
||||
mainRenderTargetView(nullptr),
|
||||
Present(nullptr),
|
||||
ResizeBuffers(nullptr),
|
||||
ResizeTarget(nullptr)
|
||||
{
|
||||
_library = LoadLibrary(DLL_NAME);
|
||||
}
|
||||
|
||||
DX11_Hook::~DX11_Hook()
|
||||
{
|
||||
PRINT_DEBUG("DX11 Hook removed\n");
|
||||
|
||||
if (initialized)
|
||||
{
|
||||
mainRenderTargetView->Release();
|
||||
pContext->Release();
|
||||
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
initialized = false;
|
||||
}
|
||||
|
||||
FreeLibrary(reinterpret_cast<HMODULE>(_library));
|
||||
|
||||
_inst = nullptr;
|
||||
}
|
||||
|
||||
DX11_Hook* DX11_Hook::Inst()
|
||||
{
|
||||
if (_inst == nullptr)
|
||||
_inst = new DX11_Hook;
|
||||
|
||||
return _inst;
|
||||
}
|
||||
|
||||
const char* DX11_Hook::get_lib_name() const
|
||||
{
|
||||
return DLL_NAME;
|
||||
}
|
||||
|
||||
void DX11_Hook::loadFunctions(IDXGISwapChain *pSwapChain)
|
||||
{
|
||||
void** vTable;
|
||||
|
||||
vTable = *reinterpret_cast<void***>(pSwapChain);
|
||||
#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X]
|
||||
LOAD_FUNC(Present);
|
||||
LOAD_FUNC(ResizeBuffers);
|
||||
LOAD_FUNC(ResizeTarget);
|
||||
#undef LOAD_FUNC
|
||||
}
|
||||
|
||||
#endif//NO_OVERLAY
|
|
@ -0,0 +1,51 @@
|
|||
#ifndef __INCLUDED_DX11_HOOK_H__
|
||||
#define __INCLUDED_DX11_HOOK_H__
|
||||
|
||||
#include "../Base_Hook.h"
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <d3d11.h>
|
||||
#include "DirectX_VTables.h"
|
||||
|
||||
class DX11_Hook : public Base_Hook
|
||||
{
|
||||
public:
|
||||
static constexpr const char *DLL_NAME = "d3d11.dll";
|
||||
|
||||
private:
|
||||
static DX11_Hook* _inst;
|
||||
|
||||
// Variables
|
||||
bool hooked;
|
||||
bool initialized;
|
||||
ID3D11DeviceContext* pContext;
|
||||
ID3D11RenderTargetView* mainRenderTargetView;
|
||||
|
||||
// Functions
|
||||
DX11_Hook();
|
||||
|
||||
void resetRenderState();
|
||||
void prepareForOverlay(IDXGISwapChain* pSwapChain);
|
||||
|
||||
// Hook to render functions
|
||||
static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags);
|
||||
static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters);
|
||||
static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags);
|
||||
|
||||
decltype(&IDXGISwapChain::Present) Present;
|
||||
decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers;
|
||||
decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget;
|
||||
|
||||
public:
|
||||
virtual ~DX11_Hook();
|
||||
|
||||
bool start_hook();
|
||||
static DX11_Hook* Inst();
|
||||
virtual const char* get_lib_name() const;
|
||||
|
||||
void loadFunctions(IDXGISwapChain *pSwapChain);
|
||||
};
|
||||
|
||||
#endif//NO_OVERLAY
|
||||
|
||||
#endif//__INCLUDED_DX11_HOOK_H__
|
|
@ -0,0 +1,319 @@
|
|||
#include "DX12_Hook.h"
|
||||
#include "Windows_Hook.h"
|
||||
#include "../Renderer_Detector.h"
|
||||
#include "../../dll/dll.h"
|
||||
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <imgui.h>
|
||||
#include <impls/windows/imgui_impl_dx12.h>
|
||||
|
||||
#include <dxgi1_4.h>
|
||||
|
||||
DX12_Hook* DX12_Hook::_inst = nullptr;
|
||||
|
||||
bool DX12_Hook::start_hook()
|
||||
{
|
||||
bool res = true;
|
||||
if (!hooked)
|
||||
{
|
||||
if (!Windows_Hook::Inst()->start_hook())
|
||||
return false;
|
||||
|
||||
PRINT_DEBUG("Hooked DirectX 12\n");
|
||||
hooked = true;
|
||||
|
||||
Renderer_Detector::Inst().renderer_found(this);
|
||||
|
||||
BeginHook();
|
||||
HookFuncs(
|
||||
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::Present, &DX12_Hook::MyPresent),
|
||||
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeTarget, &DX12_Hook::MyResizeTarget),
|
||||
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ResizeBuffers, &DX12_Hook::MyResizeBuffers),
|
||||
std::make_pair<void**, void*>(&(PVOID&)DX12_Hook::ExecuteCommandLists, &DX12_Hook::MyExecuteCommandLists)
|
||||
);
|
||||
EndHook();
|
||||
|
||||
get_steam_client()->steam_overlay->HookReady();
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
void DX12_Hook::resetRenderState()
|
||||
{
|
||||
if (initialized)
|
||||
{
|
||||
pSrvDescHeap->Release();
|
||||
for (UINT i = 0; i < bufferCount; ++i)
|
||||
{
|
||||
pCmdAlloc[i]->Release();
|
||||
pBackBuffer[i]->Release();
|
||||
}
|
||||
pRtvDescHeap->Release();
|
||||
delete[]pCmdAlloc;
|
||||
delete[]pBackBuffer;
|
||||
|
||||
ImGui_ImplDX12_Shutdown();
|
||||
Windows_Hook::Inst()->resetRenderState();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
initialized = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
|
||||
void DX12_Hook::prepareForOverlay(IDXGISwapChain* pSwapChain)
|
||||
{
|
||||
if (pCmdQueue == nullptr)
|
||||
return;
|
||||
|
||||
ID3D12CommandQueue* pCmdQueue = this->pCmdQueue;
|
||||
|
||||
IDXGISwapChain3* pSwapChain3 = nullptr;
|
||||
DXGI_SWAP_CHAIN_DESC sc_desc;
|
||||
pSwapChain->QueryInterface(IID_PPV_ARGS(&pSwapChain3));
|
||||
if (pSwapChain3 == nullptr)
|
||||
return;
|
||||
|
||||
pSwapChain3->GetDesc(&sc_desc);
|
||||
|
||||
if (!initialized)
|
||||
{
|
||||
UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
|
||||
ID3D12Device* pDevice;
|
||||
if (pSwapChain3->GetDevice(IID_PPV_ARGS(&pDevice)) != S_OK)
|
||||
return;
|
||||
|
||||
bufferCount = sc_desc.BufferCount;
|
||||
|
||||
mainRenderTargets.clear();
|
||||
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
desc.NumDescriptors = 1;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pSrvDescHeap)) != S_OK)
|
||||
{
|
||||
pDevice->Release();
|
||||
pSwapChain3->Release();
|
||||
return;
|
||||
}
|
||||
}
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||
desc.NumDescriptors = bufferCount;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
if (pDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&pRtvDescHeap)) != S_OK)
|
||||
{
|
||||
pDevice->Release();
|
||||
pSwapChain3->Release();
|
||||
pSrvDescHeap->Release();
|
||||
return;
|
||||
}
|
||||
|
||||
SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = pRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
pCmdAlloc = new ID3D12CommandAllocator * [bufferCount];
|
||||
for (int i = 0; i < bufferCount; ++i)
|
||||
{
|
||||
mainRenderTargets.push_back(rtvHandle);
|
||||
rtvHandle.ptr += rtvDescriptorSize;
|
||||
}
|
||||
}
|
||||
|
||||
for (UINT i = 0; i < sc_desc.BufferCount; ++i)
|
||||
{
|
||||
if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&pCmdAlloc[i])) != S_OK)
|
||||
{
|
||||
pDevice->Release();
|
||||
pSwapChain3->Release();
|
||||
pSrvDescHeap->Release();
|
||||
for (UINT j = 0; j < i; ++j)
|
||||
{
|
||||
pCmdAlloc[j]->Release();
|
||||
}
|
||||
pRtvDescHeap->Release();
|
||||
delete[]pCmdAlloc;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, pCmdAlloc[0], NULL, IID_PPV_ARGS(&pCmdList)) != S_OK ||
|
||||
pCmdList->Close() != S_OK)
|
||||
{
|
||||
pDevice->Release();
|
||||
pSwapChain3->Release();
|
||||
pSrvDescHeap->Release();
|
||||
for (UINT i = 0; i < bufferCount; ++i)
|
||||
pCmdAlloc[i]->Release();
|
||||
pRtvDescHeap->Release();
|
||||
delete[]pCmdAlloc;
|
||||
return;
|
||||
}
|
||||
|
||||
pBackBuffer = new ID3D12Resource * [bufferCount];
|
||||
for (UINT i = 0; i < bufferCount; i++)
|
||||
{
|
||||
pSwapChain3->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer[i]));
|
||||
pDevice->CreateRenderTargetView(pBackBuffer[i], NULL, mainRenderTargets[i]);
|
||||
}
|
||||
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.IniFilename = NULL;
|
||||
|
||||
ImGui_ImplDX12_Init(pDevice, bufferCount, DXGI_FORMAT_R8G8B8A8_UNORM,
|
||||
pSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
|
||||
pSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
|
||||
|
||||
get_steam_client()->steam_overlay->CreateFonts();
|
||||
|
||||
initialized = true;
|
||||
|
||||
pDevice->Release();
|
||||
}
|
||||
|
||||
if (ImGui_ImplDX12_NewFrame())
|
||||
{
|
||||
Windows_Hook::Inst()->prepareForOverlay(sc_desc.OutputWindow);
|
||||
|
||||
ImGui::NewFrame();
|
||||
|
||||
get_steam_client()->steam_overlay->OverlayProc();
|
||||
|
||||
UINT bufferIndex = pSwapChain3->GetCurrentBackBufferIndex();
|
||||
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource = pBackBuffer[bufferIndex];
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
|
||||
pCmdAlloc[bufferIndex]->Reset();
|
||||
pCmdList->Reset(pCmdAlloc[bufferIndex], NULL);
|
||||
pCmdList->ResourceBarrier(1, &barrier);
|
||||
pCmdList->OMSetRenderTargets(1, &mainRenderTargets[bufferIndex], FALSE, NULL);
|
||||
pCmdList->SetDescriptorHeaps(1, &pSrvDescHeap);
|
||||
|
||||
ImGui::Render();
|
||||
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList);
|
||||
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
|
||||
pCmdList->ResourceBarrier(1, &barrier);
|
||||
pCmdList->Close();
|
||||
|
||||
pCmdQueue->ExecuteCommandLists(1, (ID3D12CommandList**)&pCmdList);
|
||||
}
|
||||
pSwapChain3->Release();
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE DX12_Hook::MyPresent(IDXGISwapChain *_this, UINT SyncInterval, UINT Flags)
|
||||
{
|
||||
DX12_Hook::Inst()->prepareForOverlay(_this);
|
||||
|
||||
return (_this->*DX12_Hook::Inst()->Present)(SyncInterval, Flags);
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters)
|
||||
{
|
||||
DX12_Hook::Inst()->resetRenderState();
|
||||
return (_this->*DX12_Hook::Inst()->ResizeTarget)(pNewTargetParameters);
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE DX12_Hook::MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
|
||||
{
|
||||
DX12_Hook::Inst()->resetRenderState();
|
||||
return (_this->*DX12_Hook::Inst()->ResizeBuffers)(BufferCount, Width, Height, NewFormat, SwapChainFlags);
|
||||
}
|
||||
|
||||
void STDMETHODCALLTYPE DX12_Hook::MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists)
|
||||
{
|
||||
DX12_Hook* me = DX12_Hook::Inst();
|
||||
me->pCmdQueue = _this;
|
||||
|
||||
(_this->*DX12_Hook::Inst()->ExecuteCommandLists)(NumCommandLists, ppCommandLists);
|
||||
}
|
||||
|
||||
DX12_Hook::DX12_Hook():
|
||||
initialized(false),
|
||||
pCmdQueue(nullptr),
|
||||
bufferCount(0),
|
||||
pCmdAlloc(nullptr),
|
||||
pSrvDescHeap(nullptr),
|
||||
pCmdList(nullptr),
|
||||
pRtvDescHeap(nullptr),
|
||||
hooked(false),
|
||||
Present(nullptr),
|
||||
ResizeBuffers(nullptr),
|
||||
ResizeTarget(nullptr),
|
||||
ExecuteCommandLists(nullptr)
|
||||
{
|
||||
_library = LoadLibrary(DLL_NAME);
|
||||
|
||||
PRINT_DEBUG("DX12 support is experimental, don't complain if it doesn't work as expected.\n");
|
||||
}
|
||||
|
||||
DX12_Hook::~DX12_Hook()
|
||||
{
|
||||
PRINT_DEBUG("DX12 Hook removed\n");
|
||||
|
||||
if (initialized)
|
||||
{
|
||||
pSrvDescHeap->Release();
|
||||
for (UINT i = 0; i < bufferCount; ++i)
|
||||
{
|
||||
pCmdAlloc[i]->Release();
|
||||
pBackBuffer[i]->Release();
|
||||
}
|
||||
pRtvDescHeap->Release();
|
||||
delete[]pCmdAlloc;
|
||||
delete[]pBackBuffer;
|
||||
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
initialized = false;
|
||||
}
|
||||
|
||||
FreeLibrary(reinterpret_cast<HMODULE>(_library));
|
||||
|
||||
_inst = nullptr;
|
||||
}
|
||||
|
||||
DX12_Hook* DX12_Hook::Inst()
|
||||
{
|
||||
if (_inst == nullptr)
|
||||
_inst = new DX12_Hook();
|
||||
|
||||
return _inst;
|
||||
}
|
||||
|
||||
const char* DX12_Hook::get_lib_name() const
|
||||
{
|
||||
return DLL_NAME;
|
||||
}
|
||||
|
||||
void DX12_Hook::loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain *pSwapChain)
|
||||
{
|
||||
void** vTable;
|
||||
|
||||
vTable = *reinterpret_cast<void***>(pCommandQueue);
|
||||
#define LOAD_FUNC(X) (void*&)X = vTable[(int)ID3D12CommandQueueVTable::X]
|
||||
LOAD_FUNC(ExecuteCommandLists);
|
||||
#undef LOAD_FUNC
|
||||
|
||||
vTable = *reinterpret_cast<void***>(pSwapChain);
|
||||
#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDXGISwapChainVTable::X]
|
||||
LOAD_FUNC(Present);
|
||||
LOAD_FUNC(ResizeBuffers);
|
||||
LOAD_FUNC(ResizeTarget);
|
||||
#undef LOAD_FUNC
|
||||
}
|
||||
|
||||
#endif//NO_OVERLAY
|
|
@ -0,0 +1,60 @@
|
|||
#ifndef __INCLUDED_DX12_HOOK_H__
|
||||
#define __INCLUDED_DX12_HOOK_H__
|
||||
|
||||
#include "../Base_Hook.h"
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <d3d12.h>
|
||||
#include <dxgi1_4.h>
|
||||
#include "DirectX_VTables.h"
|
||||
|
||||
class DX12_Hook : public Base_Hook
|
||||
{
|
||||
public:
|
||||
static constexpr const char *DLL_NAME = "d3d12.dll";
|
||||
|
||||
private:
|
||||
static DX12_Hook* _inst;
|
||||
|
||||
// Variables
|
||||
bool hooked;
|
||||
bool initialized;
|
||||
|
||||
ID3D12CommandQueue* pCmdQueue;
|
||||
UINT bufferCount;
|
||||
std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> mainRenderTargets;
|
||||
ID3D12CommandAllocator** pCmdAlloc;
|
||||
ID3D12DescriptorHeap* pSrvDescHeap;
|
||||
ID3D12GraphicsCommandList* pCmdList;
|
||||
ID3D12DescriptorHeap* pRtvDescHeap;
|
||||
ID3D12Resource** pBackBuffer;
|
||||
|
||||
// Functions
|
||||
DX12_Hook();
|
||||
|
||||
void resetRenderState();
|
||||
void prepareForOverlay(IDXGISwapChain* pSwapChain);
|
||||
|
||||
// Hook to render functions
|
||||
static HRESULT STDMETHODCALLTYPE MyPresent(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags);
|
||||
static HRESULT STDMETHODCALLTYPE MyResizeTarget(IDXGISwapChain* _this, const DXGI_MODE_DESC* pNewTargetParameters);
|
||||
static HRESULT STDMETHODCALLTYPE MyResizeBuffers(IDXGISwapChain* _this, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags);
|
||||
static void STDMETHODCALLTYPE MyExecuteCommandLists(ID3D12CommandQueue *_this, UINT NumCommandLists, ID3D12CommandList* const* ppCommandLists);
|
||||
|
||||
decltype(&IDXGISwapChain::Present) Present;
|
||||
decltype(&IDXGISwapChain::ResizeBuffers) ResizeBuffers;
|
||||
decltype(&IDXGISwapChain::ResizeTarget) ResizeTarget;
|
||||
decltype(&ID3D12CommandQueue::ExecuteCommandLists) ExecuteCommandLists;
|
||||
|
||||
public:
|
||||
virtual ~DX12_Hook();
|
||||
|
||||
bool start_hook();
|
||||
static DX12_Hook* Inst();
|
||||
virtual const char* get_lib_name() const;
|
||||
|
||||
void loadFunctions(ID3D12CommandQueue* pCommandQueue, IDXGISwapChain* pSwapChain);
|
||||
};
|
||||
|
||||
#endif//NO_OVERLAY
|
||||
#endif//__INCLUDED_DX12_HOOK_H__
|
|
@ -0,0 +1,172 @@
|
|||
#include "DX9_Hook.h"
|
||||
#include "Windows_Hook.h"
|
||||
#include "../Renderer_Detector.h"
|
||||
#include "../../dll/dll.h"
|
||||
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <imgui.h>
|
||||
#include <impls/windows/imgui_impl_dx9.h>
|
||||
|
||||
DX9_Hook* DX9_Hook::_inst = nullptr;
|
||||
|
||||
bool DX9_Hook::start_hook()
|
||||
{
|
||||
if (!hooked)
|
||||
{
|
||||
if (!Windows_Hook::Inst()->start_hook())
|
||||
return false;
|
||||
|
||||
PRINT_DEBUG("Hooked DirectX 9\n");
|
||||
hooked = true;
|
||||
|
||||
Renderer_Detector::Inst().renderer_found(this);
|
||||
|
||||
BeginHook();
|
||||
HookFuncs(
|
||||
std::make_pair<void**, void*>(&(PVOID&)Reset, &DX9_Hook::MyReset),
|
||||
std::make_pair<void**, void*>(&(PVOID&)Present, &DX9_Hook::MyPresent)
|
||||
);
|
||||
if (PresentEx != nullptr)
|
||||
{
|
||||
HookFuncs(
|
||||
std::make_pair<void**, void*>(&(PVOID&)PresentEx, &DX9_Hook::MyPresentEx)
|
||||
//std::make_pair<void**, void*>(&(PVOID&)EndScene, &DX9_Hook::MyEndScene)
|
||||
);
|
||||
}
|
||||
EndHook();
|
||||
|
||||
get_steam_client()->steam_overlay->HookReady();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void DX9_Hook::resetRenderState()
|
||||
{
|
||||
if (initialized)
|
||||
{
|
||||
initialized = false;
|
||||
ImGui_ImplDX9_Shutdown();
|
||||
Windows_Hook::Inst()->resetRenderState();
|
||||
ImGui::DestroyContext();
|
||||
}
|
||||
}
|
||||
|
||||
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
|
||||
void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
|
||||
{
|
||||
D3DDEVICE_CREATION_PARAMETERS param;
|
||||
pDevice->GetCreationParameters(¶m);
|
||||
|
||||
// Workaround to detect if we changed window.
|
||||
if (param.hFocusWindow != Windows_Hook::Inst()->GetGameHwnd())
|
||||
resetRenderState();
|
||||
|
||||
if (!initialized)
|
||||
{
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.IniFilename = NULL;
|
||||
|
||||
ImGui_ImplDX9_Init(pDevice);
|
||||
|
||||
get_steam_client()->steam_overlay->CreateFonts();
|
||||
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
if (ImGui_ImplDX9_NewFrame())
|
||||
{
|
||||
Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow);
|
||||
|
||||
ImGui::NewFrame();
|
||||
|
||||
get_steam_client()->steam_overlay->OverlayProc();
|
||||
|
||||
ImGui::Render();
|
||||
|
||||
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
|
||||
}
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE DX9_Hook::MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters)
|
||||
{
|
||||
DX9_Hook::Inst()->resetRenderState();
|
||||
return (_this->*DX9_Hook::Inst()->Reset)(pPresentationParameters);
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE DX9_Hook::MyEndScene(IDirect3DDevice9* _this)
|
||||
{
|
||||
if( !DX9_Hook::Inst()->uses_present )
|
||||
DX9_Hook::Inst()->prepareForOverlay(_this);
|
||||
return (_this->*DX9_Hook::Inst()->EndScene)();
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion)
|
||||
{
|
||||
DX9_Hook::Inst()->uses_present = true;
|
||||
DX9_Hook::Inst()->prepareForOverlay(_this);
|
||||
return (_this->*DX9_Hook::Inst()->Present)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
|
||||
}
|
||||
|
||||
HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags)
|
||||
{
|
||||
DX9_Hook::Inst()->uses_present = true;
|
||||
DX9_Hook::Inst()->prepareForOverlay(_this);
|
||||
return (_this->*DX9_Hook::Inst()->PresentEx)(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags);
|
||||
}
|
||||
|
||||
DX9_Hook::DX9_Hook():
|
||||
initialized(false),
|
||||
hooked(false),
|
||||
uses_present(false),
|
||||
EndScene(nullptr),
|
||||
Present(nullptr),
|
||||
PresentEx(nullptr),
|
||||
Reset(nullptr)
|
||||
{
|
||||
_library = LoadLibrary(DLL_NAME);
|
||||
}
|
||||
|
||||
DX9_Hook::~DX9_Hook()
|
||||
{
|
||||
PRINT_DEBUG("DX9 Hook removed\n");
|
||||
|
||||
if (initialized)
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
ImGui::DestroyContext();
|
||||
}
|
||||
|
||||
FreeLibrary(reinterpret_cast<HMODULE>(_library));
|
||||
|
||||
_inst = nullptr;
|
||||
}
|
||||
|
||||
DX9_Hook* DX9_Hook::Inst()
|
||||
{
|
||||
if( _inst == nullptr )
|
||||
_inst = new DX9_Hook;
|
||||
|
||||
return _inst;
|
||||
}
|
||||
|
||||
const char* DX9_Hook::get_lib_name() const
|
||||
{
|
||||
return DLL_NAME;
|
||||
}
|
||||
|
||||
void DX9_Hook::loadFunctions(IDirect3DDevice9* pDevice, bool ex)
|
||||
{
|
||||
void** vTable = *reinterpret_cast<void***>(pDevice);
|
||||
|
||||
#define LOAD_FUNC(X) (void*&)X = vTable[(int)IDirect3DDevice9VTable::X]
|
||||
LOAD_FUNC(Reset);
|
||||
LOAD_FUNC(EndScene);
|
||||
LOAD_FUNC(Present);
|
||||
if (ex)
|
||||
LOAD_FUNC(PresentEx);
|
||||
#undef LOAD_FUNC
|
||||
}
|
||||
|
||||
#endif//NO_OVERLAY
|
|
@ -0,0 +1,52 @@
|
|||
#ifndef __INCLUDED_DX9_HOOK_H__
|
||||
#define __INCLUDED_DX9_HOOK_H__
|
||||
|
||||
#include "../Base_Hook.h"
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <d3d9.h>
|
||||
#include "DirectX_VTables.h"
|
||||
|
||||
class DX9_Hook : public Base_Hook
|
||||
{
|
||||
public:
|
||||
static constexpr const char *DLL_NAME = "d3d9.dll";
|
||||
|
||||
private:
|
||||
static DX9_Hook* _inst;
|
||||
|
||||
// Variables
|
||||
bool hooked;
|
||||
bool initialized;
|
||||
bool uses_present;
|
||||
|
||||
// Functions
|
||||
DX9_Hook();
|
||||
|
||||
void resetRenderState();
|
||||
void prepareForOverlay(IDirect3DDevice9* pDevice);
|
||||
|
||||
// Hook to render functions
|
||||
decltype(&IDirect3DDevice9::Reset) Reset;
|
||||
decltype(&IDirect3DDevice9::EndScene) EndScene;
|
||||
decltype(&IDirect3DDevice9::Present) Present;
|
||||
decltype(&IDirect3DDevice9Ex::PresentEx) PresentEx;
|
||||
|
||||
static HRESULT STDMETHODCALLTYPE MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters);
|
||||
static HRESULT STDMETHODCALLTYPE MyEndScene(IDirect3DDevice9 *_this);
|
||||
static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion);
|
||||
static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags);
|
||||
|
||||
public:
|
||||
virtual ~DX9_Hook();
|
||||
|
||||
bool start_hook();
|
||||
static DX9_Hook* Inst();
|
||||
virtual const char* get_lib_name() const;
|
||||
|
||||
void loadFunctions(IDirect3DDevice9 *pDevice, bool ex);
|
||||
};
|
||||
|
||||
#endif//NO_OVERLAY
|
||||
|
||||
#endif//__INCLUDED_DX9_HOOK_H__
|
|
@ -0,0 +1,448 @@
|
|||
#pragma once
|
||||
|
||||
#include <DXGI.h>
|
||||
|
||||
enum class IDXGISwapChainVTable
|
||||
{
|
||||
// IUnknown
|
||||
QueryInterface,
|
||||
AddRef,
|
||||
Release,
|
||||
|
||||
// IDXGIObject
|
||||
SetPrivateData,
|
||||
SetPrivateDataInterface,
|
||||
GetPrivateData,
|
||||
GetParent,
|
||||
|
||||
// IDXGIDeviceSubObject
|
||||
GetDevice,
|
||||
|
||||
// IDXGISwapChain
|
||||
Present,
|
||||
GetBuffer,
|
||||
SetFullscreenState,
|
||||
GetFullscreenState,
|
||||
GetDesc,
|
||||
ResizeBuffers,
|
||||
ResizeTarget,
|
||||
GetContainingOutput,
|
||||
GetFrameStatistics,
|
||||
GetLastPresentCount,
|
||||
|
||||
// IDXGISwapChain1
|
||||
GetDesc1,
|
||||
GetFullscreenDesc,
|
||||
GetHwnd,
|
||||
GetCoreWindow,
|
||||
Present1,
|
||||
IsTemporaryMonoSupported,
|
||||
GetRestrictToOutput,
|
||||
SetBackgroundColor,
|
||||
GetBackgroundColor,
|
||||
SetRotation,
|
||||
GetRotation,
|
||||
};
|
||||
|
||||
enum class ID3D12CommandQueueVTable
|
||||
{
|
||||
// IUnknown
|
||||
QueryInterface,
|
||||
AddRef,
|
||||
Release,
|
||||
|
||||
// ID3D12Object
|
||||
GetPrivateData,
|
||||
SetPrivateData,
|
||||
SetPrivateDataInterface,
|
||||
SetName,
|
||||
|
||||
// ID3D12DeviceChild
|
||||
GetDevice,
|
||||
|
||||
// ID3D12Pageable
|
||||
|
||||
// ID3D12CommandQueue
|
||||
UpdateTileMappings,
|
||||
CopyTileMappings,
|
||||
ExecuteCommandLists,
|
||||
SetMarker,
|
||||
BeginEvent,
|
||||
EndEvent,
|
||||
Signal,
|
||||
Wait,
|
||||
GetTimestampFrequency,
|
||||
GetClockCalibration,
|
||||
GetDesc,
|
||||
};
|
||||
|
||||
enum class ID3D12GraphicsCommandListVTable
|
||||
{
|
||||
// IUnknown
|
||||
QueryInterface,
|
||||
AddRef,
|
||||
Release,
|
||||
|
||||
// ID3D12Object
|
||||
GetPrivateData,
|
||||
SetPrivateData,
|
||||
SetPrivateDataInterface,
|
||||
SetName,
|
||||
|
||||
// ID3D12DeviceChild
|
||||
GetDevice,
|
||||
|
||||
// ID3D12CommandList
|
||||
GetType,
|
||||
|
||||
// ID3D12GraphicsCommandList
|
||||
Close,
|
||||
Reset,
|
||||
ClearState,
|
||||
DrawInstanced,
|
||||
DrawIndexedInstanced,
|
||||
Dispatch,
|
||||
CopyBufferRegion,
|
||||
CopyTextureRegion,
|
||||
CopyResource,
|
||||
CopyTiles,
|
||||
ResolveSubresource,
|
||||
IASetPrimitiveTopology,
|
||||
RSSetViewports,
|
||||
RSSetScissorRects,
|
||||
OMSetBlendFactor,
|
||||
OMSetStencilRef,
|
||||
SetPipelineState,
|
||||
ResourceBarrier,
|
||||
ExecuteBundle,
|
||||
SetDescriptorHeaps,
|
||||
SetComputeRootSignature,
|
||||
SetGraphicsRootSignature,
|
||||
SetComputeRootDescriptorTable,
|
||||
SetGraphicsRootDescriptorTable,
|
||||
SetComputeRoot32BitConstant,
|
||||
SetGraphicsRoot32BitConstant,
|
||||
SetComputeRoot32BitConstants,
|
||||
SetGraphicsRoot32BitConstants,
|
||||
SetComputeRootConstantBufferView,
|
||||
SetGraphicsRootConstantBufferView,
|
||||
SetComputeRootShaderResourceView,
|
||||
SetGraphicsRootShaderResourceView,
|
||||
SetComputeRootUnorderedAccessView,
|
||||
SetGraphicsRootUnorderedAccessView,
|
||||
IASetIndexBuffer,
|
||||
IASetVertexBuffers,
|
||||
SOSetTargets,
|
||||
OMSetRenderTargets,
|
||||
ClearDepthStencilView,
|
||||
ClearRenderTargetView,
|
||||
ClearUnorderedAccessViewUint,
|
||||
ClearUnorderedAccessViewFloat,
|
||||
DiscardResource,
|
||||
BeginQuery,
|
||||
EndQuery,
|
||||
ResolveQueryData,
|
||||
SetPredication,
|
||||
SetMarker,
|
||||
BeginEvent,
|
||||
EndEvent,
|
||||
ExecuteIndirect,
|
||||
};
|
||||
|
||||
enum class ID3D11DeviceVTable
|
||||
{
|
||||
// IUnknown
|
||||
QueryInterface,
|
||||
AddRef,
|
||||
Release,
|
||||
|
||||
// ID3D11Device
|
||||
CreateBuffer,
|
||||
CreateTexture1D,
|
||||
CreateTexture2D,
|
||||
CreateTexture3D,
|
||||
CreateShaderResourceView,
|
||||
CreateUnorderedAccessView,
|
||||
CreateRenderTargetView,
|
||||
CreateDepthStencilView,
|
||||
CreateInputLayout,
|
||||
CreateVertexShader,
|
||||
CreateGeometryShader,
|
||||
CreateGeometryShaderWithStreamOutput,
|
||||
CreatePixelShader,
|
||||
CreateHullShader,
|
||||
CreateDomainShader,
|
||||
CreateComputeShader,
|
||||
CreateClassLinkage,
|
||||
CreateBlendState,
|
||||
CreateDepthStencilState,
|
||||
CreateRasterizerState,
|
||||
CreateSamplerState,
|
||||
CreateQuery,
|
||||
CreatePredicate,
|
||||
CreateCounter,
|
||||
CreateDeferredContext,
|
||||
OpenSharedResource,
|
||||
CheckFormatSupport,
|
||||
CheckMultisampleQualityLevels,
|
||||
CheckCounterInfo,
|
||||
CheckCounter,
|
||||
CheckFeatureSupport,
|
||||
GetPrivateData,
|
||||
SetPrivateData,
|
||||
SetPrivateDataInterface,
|
||||
GetFeatureLevel,
|
||||
GetCreationFlags,
|
||||
GetDeviceRemovedReason,
|
||||
GetImmediateContext,
|
||||
SetExceptionMode,
|
||||
GetExceptionMode,
|
||||
};
|
||||
|
||||
enum class ID3D10DeviceVTable
|
||||
{
|
||||
// IUnknown
|
||||
QueryInterface,
|
||||
AddRef,
|
||||
Release,
|
||||
|
||||
// ID3D10Device
|
||||
VSSetConstantBuffers,
|
||||
PSSetShaderResources,
|
||||
PSSetShader,
|
||||
PSSetSamplers,
|
||||
VSSetShader,
|
||||
DrawIndexed,
|
||||
Draw,
|
||||
PSSetConstantBuffers,
|
||||
IASetInputLayout,
|
||||
IASetVertexBuffers,
|
||||
IASetIndexBuffer,
|
||||
DrawIndexedInstanced,
|
||||
DrawInstanced,
|
||||
GSSetConstantBuffers,
|
||||
GSSetShader,
|
||||
IASetPrimitiveTopology,
|
||||
VSSetShaderResources,
|
||||
VSSetSamplers,
|
||||
SetPredication,
|
||||
GSSetShaderResources,
|
||||
GSSetSamplers,
|
||||
OMSetRenderTargets,
|
||||
OMSetBlendState,
|
||||
OMSetDepthStencilState,
|
||||
SOSetTargets,
|
||||
DrawAuto,
|
||||
RSSetState,
|
||||
RSSetViewports,
|
||||
RSSetScissorRects,
|
||||
CopySubresourceRegion,
|
||||
CopyResource,
|
||||
UpdateSubresource,
|
||||
ClearRenderTargetView,
|
||||
ClearDepthStencilView,
|
||||
GenerateMips,
|
||||
ResolveSubresource,
|
||||
VSGetConstantBuffers,
|
||||
PSGetShaderResources,
|
||||
PSGetShader,
|
||||
PSGetSamplers,
|
||||
VSGetShader,
|
||||
PSGetConstantBuffers,
|
||||
IAGetInputLayout,
|
||||
IAGetVertexBuffers,
|
||||
IAGetIndexBuffer,
|
||||
GSGetConstantBuffers,
|
||||
GSGetShader,
|
||||
IAGetPrimitiveTopology,
|
||||
VSGetShaderResources,
|
||||
VSGetSamplers,
|
||||
GetPredication,
|
||||
GSGetShaderResources,
|
||||
GSGetSamplers,
|
||||
OMGetRenderTargets,
|
||||
OMGetBlendState,
|
||||
OMGetDepthStencilState,
|
||||
SOGetTargets,
|
||||
RSGetState,
|
||||
RSGetViewports,
|
||||
RSGetScissorRects,
|
||||
GetDeviceRemovedReason,
|
||||
SetExceptionMode,
|
||||
GetExceptionMode,
|
||||
GetPrivateData,
|
||||
SetPrivateData,
|
||||
SetPrivateDataInterface,
|
||||
ClearState,
|
||||
Flush,
|
||||
CreateBuffer,
|
||||
CreateTexture1D,
|
||||
CreateTexture2D,
|
||||
CreateTexture3D,
|
||||
CreateShaderResourceView,
|
||||
CreateRenderTargetView,
|
||||
CreateDepthStencilView,
|
||||
CreateInputLayout,
|
||||
CreateVertexShader,
|
||||
CreateGeometryShader,
|
||||
CreateGeometryShaderWithStreamOutput,
|
||||
CreatePixelShader,
|
||||
CreateBlendState,
|
||||
CreateDepthStencilState,
|
||||
CreateRasterizerState,
|
||||
CreateSamplerState,
|
||||
CreateQuery,
|
||||
CreatePredicate,
|
||||
CreateCounter,
|
||||
CheckFormatSupport,
|
||||
CheckMultisampleQualityLevels,
|
||||
CheckCounterInfo,
|
||||
CheckCounter,
|
||||
GetCreationFlags,
|
||||
OpenSharedResource,
|
||||
SetTextFilterSize,
|
||||
GetTextFilterSize,
|
||||
};
|
||||
|
||||
enum class IDirect3DDevice9VTable
|
||||
{
|
||||
// IUnknown
|
||||
QueryInterface,
|
||||
AddRef,
|
||||
Release,
|
||||
|
||||
// IDirect3DDevice9
|
||||
TestCooperativeLevel,
|
||||
GetAvailableTextureMem,
|
||||
EvictManagedResources,
|
||||
GetDirect3D,
|
||||
GetDeviceCaps,
|
||||
GetDisplayMode,
|
||||
GetCreationParameters,
|
||||
SetCursorProperties,
|
||||
SetCursorPosition,
|
||||
ShowCursor,
|
||||
CreateAdditionalSwapChain,
|
||||
GetSwapChain,
|
||||
GetNumberOfSwapChains,
|
||||
Reset,
|
||||
Present,
|
||||
GetBackBuffer,
|
||||
GetRasterStatus,
|
||||
SetDialogBoxMode,
|
||||
SetGammaRamp,
|
||||
GetGammaRamp,
|
||||
CreateTexture,
|
||||
CreateVolumeTexture,
|
||||
CreateCubeTexture,
|
||||
CreateVertexBuffer,
|
||||
CreateIndexBuffer,
|
||||
CreateRenderTarget,
|
||||
CreateDepthStencilSurface,
|
||||
UpdateSurface,
|
||||
UpdateTexture,
|
||||
GetRenderTargetData,
|
||||
GetFrontBufferData,
|
||||
StretchRect,
|
||||
ColorFill,
|
||||
CreateOffscreenPlainSurface,
|
||||
SetRenderTarget,
|
||||
GetRenderTarget,
|
||||
SetDepthStencilSurface,
|
||||
GetDepthStencilSurface,
|
||||
BeginScene,
|
||||
EndScene,
|
||||
Clear,
|
||||
SetTransform,
|
||||
GetTransform,
|
||||
MultiplyTransform,
|
||||
SetViewport,
|
||||
GetViewport,
|
||||
SetMaterial,
|
||||
GetMaterial,
|
||||
SetLight,
|
||||
GetLight,
|
||||
LightEnable,
|
||||
GetLightEnable,
|
||||
SetClipPlane,
|
||||
GetClipPlane,
|
||||
SetRenderState,
|
||||
GetRenderState,
|
||||
CreateStateBlock,
|
||||
BeginStateBlock,
|
||||
EndStateBlock,
|
||||
SetClipStatus,
|
||||
GetClipStatus,
|
||||
GetTexture,
|
||||
SetTexture,
|
||||
GetTextureStageState,
|
||||
SetTextureStageState,
|
||||
GetSamplerState,
|
||||
SetSamplerState,
|
||||
ValidateDevice,
|
||||
SetPaletteEntries,
|
||||
GetPaletteEntries,
|
||||
SetCurrentTexturePalette,
|
||||
GetCurrentTexturePalette,
|
||||
SetScissorRect,
|
||||
GetScissorRect,
|
||||
SetSoftwareVertexProcessing,
|
||||
GetSoftwareVertexProcessing,
|
||||
SetNPatchMode,
|
||||
GetNPatchMode,
|
||||
DrawPrimitive,
|
||||
DrawIndexedPrimitive,
|
||||
DrawPrimitiveUP,
|
||||
DrawIndexedPrimitiveUP,
|
||||
ProcessVertices,
|
||||
CreateVertexDeclaration,
|
||||
SetVertexDeclaration,
|
||||
GetVertexDeclaration,
|
||||
SetFVF,
|
||||
GetFVF,
|
||||
CreateVertexShader,
|
||||
SetVertexShader,
|
||||
GetVertexShader,
|
||||
SetVertexShaderConstantF,
|
||||
GetVertexShaderConstantF,
|
||||
SetVertexShaderConstantI,
|
||||
GetVertexShaderConstantI,
|
||||
SetVertexShaderConstantB,
|
||||
GetVertexShaderConstantB,
|
||||
SetStreamSource,
|
||||
GetStreamSource,
|
||||
SetStreamSourceFreq,
|
||||
GetStreamSourceFreq,
|
||||
SetIndices,
|
||||
GetIndices,
|
||||
CreatePixelShader,
|
||||
SetPixelShader,
|
||||
GetPixelShader,
|
||||
SetPixelShaderConstantF,
|
||||
GetPixelShaderConstantF,
|
||||
SetPixelShaderConstantI,
|
||||
GetPixelShaderConstantI,
|
||||
SetPixelShaderConstantB,
|
||||
GetPixelShaderConstantB,
|
||||
DrawRectPatch,
|
||||
DrawTriPatch,
|
||||
DeletePatch,
|
||||
CreateQuery,
|
||||
|
||||
// IDirect3DDevice9Ex
|
||||
SetConvolutionMonoKernel,
|
||||
ComposeRects,
|
||||
PresentEx,
|
||||
GetGPUThreadPriority,
|
||||
SetGPUThreadPriority,
|
||||
WaitForVBlank,
|
||||
CheckResourceResidency,
|
||||
SetMaximumFrameLatency,
|
||||
GetMaximumFrameLatency,
|
||||
CheckDeviceState,
|
||||
CreateRenderTargetEx,
|
||||
CreateOffscreenPlainSurfaceEx,
|
||||
CreateDepthStencilSurfaceEx,
|
||||
ResetEx,
|
||||
GetDisplayModeEx,
|
||||
};
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,81 @@
|
|||
#ifndef __IMGUI_SHADER_BLOBS_INCLUDED__
|
||||
#define __IMGUI_SHADER_BLOBS_INCLUDED__
|
||||
|
||||
// Defining this will use d3dcompiler and it will be a dependence of the dll.
|
||||
//#define USE_D3DCOMPILE
|
||||
|
||||
#ifdef USE_D3DCOMPILE
|
||||
#include <d3dcompiler.h>
|
||||
//#ifdef _MSC_VER
|
||||
// #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
//#endif
|
||||
|
||||
decltype(D3DCompile)* load_d3dcompile();
|
||||
void unload_d3dcompile();
|
||||
#else
|
||||
|
||||
#define ImGui_vertexShaderDX10_len 876
|
||||
extern unsigned char ImGui_vertexShaderDX10[ImGui_vertexShaderDX10_len];
|
||||
|
||||
#define ImGui_vertexShaderDX11_len 1104
|
||||
extern unsigned char ImGui_vertexShaderDX11[ImGui_vertexShaderDX11_len];
|
||||
|
||||
#define ImGui_vertexShaderDX11_9_1_len 1104
|
||||
extern unsigned char ImGui_vertexShaderDX11_9_1[ImGui_vertexShaderDX11_9_1_len];
|
||||
|
||||
#define ImGui_vertexShaderDX11_9_2_len ImGui_vertexShaderDX11_9_1_len
|
||||
#define ImGui_vertexShaderDX11_9_2 ImGui_vertexShaderDX11_9_1
|
||||
|
||||
#define ImGui_vertexShaderDX11_9_3_len 1104
|
||||
extern unsigned char ImGui_vertexShaderDX11_9_3[ImGui_vertexShaderDX11_9_3_len];
|
||||
|
||||
#define ImGui_vertexShaderDX11_10_0_len 876
|
||||
extern unsigned char ImGui_vertexShaderDX11_10_0[ImGui_vertexShaderDX11_10_0_len];
|
||||
|
||||
#define ImGui_vertexShaderDX11_10_1_len 880
|
||||
extern unsigned char ImGui_vertexShaderDX11_10_1[ImGui_vertexShaderDX11_10_1_len];
|
||||
|
||||
#define ImGui_vertexShaderDX11_11_0_len 988
|
||||
extern unsigned char ImGui_vertexShaderDX11_11_0[ImGui_vertexShaderDX11_11_0_len];
|
||||
|
||||
#define ImGui_vertexShaderDX11_11_1_len 988
|
||||
extern unsigned char ImGui_vertexShaderDX11_11_1[ImGui_vertexShaderDX11_11_1_len];
|
||||
|
||||
#define ImGui_vertexShaderDX12_len 988
|
||||
extern unsigned char ImGui_vertexShaderDX12[ImGui_vertexShaderDX12_len];
|
||||
|
||||
|
||||
|
||||
#define ImGui_pixelShaderDX10_len 660
|
||||
extern unsigned char ImGui_pixelShaderDX10[ImGui_pixelShaderDX10_len];
|
||||
|
||||
#define ImGui_pixelShaderDX11_len 1104
|
||||
extern unsigned char ImGui_pixelShaderDX11[ImGui_pixelShaderDX11_len];
|
||||
|
||||
#define ImGui_pixelShaderDX11_9_1_len 800
|
||||
extern unsigned char ImGui_pixelShaderDX11_9_1[ImGui_pixelShaderDX11_9_1_len];
|
||||
|
||||
#define ImGui_pixelShaderDX11_9_2_len ImGui_pixelShaderDX11_9_1_len
|
||||
#define ImGui_pixelShaderDX11_9_2 ImGui_pixelShaderDX11_9_1
|
||||
|
||||
#define ImGui_pixelShaderDX11_9_3_len 800
|
||||
extern unsigned char ImGui_pixelShaderDX11_9_3[ImGui_pixelShaderDX11_9_3_len];
|
||||
|
||||
#define ImGui_pixelShaderDX11_10_0_len 660
|
||||
extern unsigned char ImGui_pixelShaderDX11_10_0[ImGui_pixelShaderDX11_10_0_len];
|
||||
|
||||
#define ImGui_pixelShaderDX11_10_1_len 664
|
||||
extern unsigned char ImGui_pixelShaderDX11_10_1[ImGui_pixelShaderDX11_10_1_len];
|
||||
|
||||
#define ImGui_pixelShaderDX11_11_0_len 736
|
||||
extern unsigned char ImGui_pixelShaderDX11_11_0[ImGui_pixelShaderDX11_11_0_len];
|
||||
|
||||
#define ImGui_pixelShaderDX11_11_1_len 736
|
||||
extern unsigned char ImGui_pixelShaderDX11_11_1[ImGui_pixelShaderDX11_11_1_len];
|
||||
|
||||
#define ImGui_pixelShaderDX12_len 736
|
||||
extern unsigned char ImGui_pixelShaderDX12[ImGui_pixelShaderDX12_len];
|
||||
|
||||
#endif
|
||||
|
||||
#endif//__IMGUI_SHADER_BLOBS_INCLUDED__
|
|
@ -0,0 +1,147 @@
|
|||
#include "OpenGL_Hook.h"
|
||||
#include "Windows_Hook.h"
|
||||
#include "../Renderer_Detector.h"
|
||||
#include "../../dll/dll.h"
|
||||
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <imgui.h>
|
||||
#include <impls/imgui_impl_opengl3.h>
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include "../steam_overlay.h"
|
||||
|
||||
OpenGL_Hook* OpenGL_Hook::_inst = nullptr;
|
||||
|
||||
bool OpenGL_Hook::start_hook()
|
||||
{
|
||||
bool res = true;
|
||||
if (!hooked)
|
||||
{
|
||||
if (!Windows_Hook::Inst()->start_hook())
|
||||
return false;
|
||||
|
||||
GLenum err = glewInit();
|
||||
|
||||
if (err == GLEW_OK)
|
||||
{
|
||||
PRINT_DEBUG("Hooked OpenGL\n");
|
||||
|
||||
hooked = true;
|
||||
Renderer_Detector::Inst().renderer_found(this);
|
||||
|
||||
UnhookAll();
|
||||
BeginHook();
|
||||
HookFuncs(
|
||||
std::make_pair<void**, void*>(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers)
|
||||
);
|
||||
EndHook();
|
||||
|
||||
get_steam_client()->steam_overlay->HookReady();
|
||||
}
|
||||
else
|
||||
{
|
||||
PRINT_DEBUG("Failed to hook OpenGL\n");
|
||||
/* Problem: glewInit failed, something is seriously wrong. */
|
||||
PRINT_DEBUG("Error: %s\n", glewGetErrorString(err));
|
||||
res = false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void OpenGL_Hook::resetRenderState()
|
||||
{
|
||||
if (initialized)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
Windows_Hook::Inst()->resetRenderState();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
initialized = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
|
||||
void OpenGL_Hook::prepareForOverlay(HDC hDC)
|
||||
{
|
||||
HWND hWnd = WindowFromDC(hDC);
|
||||
|
||||
if (hWnd != Windows_Hook::Inst()->GetGameHwnd())
|
||||
resetRenderState();
|
||||
|
||||
if (!initialized)
|
||||
{
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.IniFilename = NULL;
|
||||
|
||||
ImGui_ImplOpenGL3_Init();
|
||||
|
||||
get_steam_client()->steam_overlay->CreateFonts();
|
||||
|
||||
initialized = true;
|
||||
}
|
||||
if (ImGui_ImplOpenGL3_NewFrame())
|
||||
{
|
||||
Windows_Hook::Inst()->prepareForOverlay(hWnd);
|
||||
|
||||
ImGui::NewFrame();
|
||||
|
||||
get_steam_client()->steam_overlay->OverlayProc();
|
||||
|
||||
ImGui::Render();
|
||||
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
}
|
||||
}
|
||||
|
||||
BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC)
|
||||
{
|
||||
OpenGL_Hook::Inst()->prepareForOverlay(hDC);
|
||||
return OpenGL_Hook::Inst()->wglSwapBuffers(hDC);
|
||||
}
|
||||
|
||||
OpenGL_Hook::OpenGL_Hook():
|
||||
initialized(false),
|
||||
hooked(false),
|
||||
wglSwapBuffers(nullptr)
|
||||
{
|
||||
_library = LoadLibrary(DLL_NAME);
|
||||
}
|
||||
|
||||
OpenGL_Hook::~OpenGL_Hook()
|
||||
{
|
||||
PRINT_DEBUG("OpenGL Hook removed\n");
|
||||
|
||||
if (initialized)
|
||||
{
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
}
|
||||
|
||||
FreeLibrary(reinterpret_cast<HMODULE>(_library));
|
||||
|
||||
_inst = nullptr;
|
||||
}
|
||||
|
||||
OpenGL_Hook* OpenGL_Hook::Inst()
|
||||
{
|
||||
if (_inst == nullptr)
|
||||
_inst = new OpenGL_Hook;
|
||||
|
||||
return _inst;
|
||||
}
|
||||
|
||||
const char* OpenGL_Hook::get_lib_name() const
|
||||
{
|
||||
return DLL_NAME;
|
||||
}
|
||||
|
||||
void OpenGL_Hook::loadFunctions(wglSwapBuffers_t pfnwglSwapBuffers)
|
||||
{
|
||||
wglSwapBuffers = pfnwglSwapBuffers;
|
||||
}
|
||||
|
||||
#endif//NO_OVERLAY
|
|
@ -0,0 +1,42 @@
|
|||
#ifndef __INCLUDED_OPENGL_HOOK_H__
|
||||
#define __INCLUDED_OPENGL_HOOK_H__
|
||||
|
||||
#include "../Base_Hook.h"
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
class OpenGL_Hook : public Base_Hook
|
||||
{
|
||||
public:
|
||||
static constexpr const char *DLL_NAME = "opengl32.dll";
|
||||
|
||||
using wglSwapBuffers_t = BOOL(WINAPI*)(HDC);
|
||||
|
||||
private:
|
||||
static OpenGL_Hook* _inst;
|
||||
|
||||
// Variables
|
||||
bool hooked;
|
||||
bool initialized;
|
||||
|
||||
// Functions
|
||||
OpenGL_Hook();
|
||||
|
||||
void resetRenderState();
|
||||
void prepareForOverlay(HDC hDC);
|
||||
|
||||
// Hook to render functions
|
||||
static BOOL WINAPI MywglSwapBuffers(HDC hDC);
|
||||
|
||||
wglSwapBuffers_t wglSwapBuffers;
|
||||
|
||||
public:
|
||||
virtual ~OpenGL_Hook();
|
||||
|
||||
bool start_hook();
|
||||
static OpenGL_Hook* Inst();
|
||||
virtual const char* get_lib_name() const;
|
||||
void loadFunctions(wglSwapBuffers_t pfnwglSwapBuffers);
|
||||
};
|
||||
|
||||
#endif//NO_OVERLAY
|
||||
#endif//__INCLUDED_OPENGL_HOOK_H__
|
|
@ -0,0 +1,209 @@
|
|||
#include "Windows_Hook.h"
|
||||
#include "../Renderer_Detector.h"
|
||||
#include "../../dll/dll.h"
|
||||
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
#include <imgui.h>
|
||||
#include <impls/windows/imgui_impl_win32.h>
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
Windows_Hook* Windows_Hook::_inst = nullptr;
|
||||
|
||||
bool Windows_Hook::start_hook()
|
||||
{
|
||||
bool res = true;
|
||||
if (!hooked)
|
||||
{
|
||||
GetRawInputBuffer = ::GetRawInputBuffer;
|
||||
GetRawInputData = ::GetRawInputData;
|
||||
|
||||
PRINT_DEBUG("Hooked Windows\n");
|
||||
|
||||
BeginHook();
|
||||
HookFuncs(
|
||||
std::make_pair<void**, void*>(&(PVOID&)GetRawInputBuffer, &Windows_Hook::MyGetRawInputBuffer),
|
||||
std::make_pair<void**, void*>(&(PVOID&)GetRawInputData , &Windows_Hook::MyGetRawInputData)
|
||||
);
|
||||
EndHook();
|
||||
|
||||
hooked = true;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
void Windows_Hook::resetRenderState()
|
||||
{
|
||||
if (initialized)
|
||||
{
|
||||
initialized = false;
|
||||
SetWindowLongPtr(_game_hwnd, GWLP_WNDPROC, (LONG_PTR)_game_wndproc);
|
||||
_game_hwnd = nullptr;
|
||||
_game_wndproc = nullptr;
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
}
|
||||
}
|
||||
|
||||
void Windows_Hook::prepareForOverlay(HWND hWnd)
|
||||
{
|
||||
if (!initialized)
|
||||
{
|
||||
ImGui_ImplWin32_Init(hWnd);
|
||||
|
||||
_game_hwnd = hWnd;
|
||||
_game_wndproc = (WNDPROC)SetWindowLongPtr(hWnd, GWLP_WNDPROC, (LONG_PTR)&Windows_Hook::HookWndProc);
|
||||
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
ImGui_ImplWin32_NewFrame();
|
||||
}
|
||||
|
||||
HWND Windows_Hook::GetGameHwnd() const
|
||||
{
|
||||
return _game_hwnd;
|
||||
}
|
||||
|
||||
WNDPROC Windows_Hook::GetGameWndProc() const
|
||||
{
|
||||
return _game_wndproc;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
// Windows window hooks
|
||||
bool IgnoreMsg(UINT uMsg)
|
||||
{
|
||||
switch (uMsg)
|
||||
{
|
||||
// Mouse Events
|
||||
case WM_MOUSEMOVE:
|
||||
case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL:
|
||||
case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
||||
case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
||||
case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
||||
case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
|
||||
case WM_MOUSEACTIVATE: case WM_MOUSEHOVER: case WM_MOUSELEAVE:
|
||||
// Keyboard Events
|
||||
case WM_KEYDOWN: case WM_KEYUP:
|
||||
case WM_SYSKEYDOWN: case WM_SYSKEYUP: case WM_SYSDEADCHAR:
|
||||
case WM_CHAR: case WM_UNICHAR: case WM_DEADCHAR:
|
||||
// Raw Input Events
|
||||
case WM_INPUT:
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void RawMouseEvent(RAWINPUT& raw)
|
||||
{
|
||||
if (raw.header.dwType == RIM_TYPEMOUSE)
|
||||
{
|
||||
if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_DOWN)
|
||||
ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_LBUTTONDOWN, 0, 0);
|
||||
else if (raw.data.mouse.usButtonFlags & RI_MOUSE_LEFT_BUTTON_UP)
|
||||
ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_LBUTTONUP, 0, 0);
|
||||
else if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_DOWN)
|
||||
ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_MBUTTONDOWN, 0, 0);
|
||||
else if (raw.data.mouse.usButtonFlags & RI_MOUSE_MIDDLE_BUTTON_UP)
|
||||
ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_MBUTTONUP, 0, 0);
|
||||
else if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_DOWN)
|
||||
ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_RBUTTONDOWN, 0, 0);
|
||||
else if (raw.data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_UP)
|
||||
ImGui_ImplWin32_WndProcHandler(Windows_Hook::Inst()->GetGameHwnd(), WM_RBUTTONUP, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
Steam_Overlay* overlay = get_steam_client()->steam_overlay;
|
||||
bool show = overlay->ShowOverlay();
|
||||
// Is the event is a key press
|
||||
if (uMsg == WM_KEYDOWN)
|
||||
{
|
||||
// Tab is pressed and was not pressed before
|
||||
if (wParam == VK_TAB && !(lParam & (1 << 30)))
|
||||
{
|
||||
// If Left Shift is pressed
|
||||
if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15))
|
||||
{
|
||||
show = !overlay->ShowOverlay();
|
||||
overlay->ShowOverlay(show);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
|
||||
if (show)
|
||||
{
|
||||
if (IgnoreMsg(uMsg))
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Call the overlay window procedure
|
||||
return CallWindowProc(Windows_Hook::Inst()->_game_wndproc, hWnd, uMsg, wParam, lParam);
|
||||
}
|
||||
|
||||
UINT WINAPI Windows_Hook::MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader)
|
||||
{
|
||||
if (pData == nullptr || !get_steam_client()->steam_overlay->ShowOverlay())
|
||||
return Windows_Hook::Inst()->GetRawInputBuffer(pData, pcbSize, cbSizeHeader);
|
||||
|
||||
int num = Windows_Hook::Inst()->GetRawInputBuffer(pData, pcbSize, cbSizeHeader);
|
||||
for (int i = 0; i < num; ++i)
|
||||
RawMouseEvent(pData[i]);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
UINT WINAPI Windows_Hook::MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader)
|
||||
{
|
||||
if (pData == nullptr || !get_steam_client()->steam_overlay->ShowOverlay())
|
||||
return Windows_Hook::Inst()->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader);
|
||||
|
||||
Windows_Hook::Inst()->GetRawInputData(hRawInput, uiCommand, pData, pcbSize, cbSizeHeader);
|
||||
|
||||
RawMouseEvent(*reinterpret_cast<RAWINPUT*>(pData));
|
||||
|
||||
*pcbSize = 0;
|
||||
|
||||
return 0;
|
||||
}
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
Windows_Hook::Windows_Hook() :
|
||||
initialized(false),
|
||||
hooked(false),
|
||||
_game_hwnd(nullptr),
|
||||
_game_wndproc(nullptr),
|
||||
GetRawInputBuffer(nullptr),
|
||||
GetRawInputData(nullptr)
|
||||
{
|
||||
//_library = LoadLibrary(DLL_NAME);
|
||||
}
|
||||
|
||||
Windows_Hook::~Windows_Hook()
|
||||
{
|
||||
PRINT_DEBUG("Windows Hook removed\n");
|
||||
|
||||
resetRenderState();
|
||||
|
||||
//FreeLibrary(reinterpret_cast<HMODULE>(_library));
|
||||
|
||||
_inst = nullptr;
|
||||
}
|
||||
|
||||
Windows_Hook* Windows_Hook::Inst()
|
||||
{
|
||||
if (_inst == nullptr)
|
||||
_inst = new Windows_Hook;
|
||||
|
||||
return _inst;
|
||||
}
|
||||
|
||||
const char* Windows_Hook::get_lib_name() const
|
||||
{
|
||||
return DLL_NAME;
|
||||
}
|
||||
|
||||
#endif//NO_OVERLAY
|
|
@ -0,0 +1,50 @@
|
|||
#ifndef __INCLUDED_WINDOWS_HOOK_H__
|
||||
#define __INCLUDED_WINDOWS_HOOK_H__
|
||||
|
||||
#include "../Base_Hook.h"
|
||||
|
||||
#ifdef __WINDOWS__
|
||||
#ifndef NO_OVERLAY
|
||||
|
||||
class Windows_Hook : public Base_Hook
|
||||
{
|
||||
public:
|
||||
static constexpr const char* DLL_NAME = "user32.dll";
|
||||
|
||||
private:
|
||||
static Windows_Hook* _inst;
|
||||
|
||||
// Variables
|
||||
bool hooked;
|
||||
bool initialized;
|
||||
HWND _game_hwnd;
|
||||
WNDPROC _game_wndproc;
|
||||
|
||||
// Functions
|
||||
Windows_Hook();
|
||||
|
||||
// Hook to Windows window messages
|
||||
decltype(GetRawInputBuffer)* GetRawInputBuffer;
|
||||
decltype(GetRawInputData)* GetRawInputData;
|
||||
|
||||
static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
|
||||
static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader);
|
||||
static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader);
|
||||
|
||||
public:
|
||||
virtual ~Windows_Hook();
|
||||
|
||||
void resetRenderState();
|
||||
void prepareForOverlay(HWND);
|
||||
|
||||
HWND GetGameHwnd() const;
|
||||
WNDPROC GetGameWndProc() const;
|
||||
|
||||
bool start_hook();
|
||||
static Windows_Hook* Inst();
|
||||
virtual const char* get_lib_name() const;
|
||||
};
|
||||
|
||||
#endif//NO_OVERLAY
|
||||
#endif//__WINDOWS__
|
||||
#endif//__INCLUDED_WINDOWS_HOOK_H__
|
Loading…
Reference in New Issue