goldberg_emulator/overlay_experimental/Hook_Manager.h

108 lines
3.8 KiB
C++

#ifndef __INCLUDED_HOOK_BASE_H__
#define __INCLUDED_HOOK_BASE_H__
#include "Base_Hook.h"
#ifndef NO_OVERLAY
#include <set>
#include <thread>
#if defined(_WIN32) || defined(WIN32)
#include <Windows.h>
struct IDXGISwapChain;
struct IDirect3DDevice9;
struct IDirect3DDevice9Ex;
#endif
/*
*
*/
class Hook_Manager
{
friend class Base_Hook;
public:
using overlayProc_t = void(*)(int,int);
using hookReady_t = void(*)(void*);
protected:
// TODO: If needed, create a second vector with only the renderers hook
// Cause actually, a call to FoundRenderer will unhook everything registered except the renderer hook
// If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ?
std::set<Base_Hook*> _hooks;
std::thread *_hook_thread;
unsigned int _hook_retries;
bool _renderer_found; // Is the renderer hooked ?
bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl)
Base_Hook* rendererdetect_hook;
Base_Hook* game_renderer;
class Steam_Overlay* overlay;
Hook_Manager();
virtual ~Hook_Manager();
// Setup opengl device
void hook_opengl();
bool stop_retry();
//void HookLoadLibrary();
#if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64)
bool _loadlibrary_hooked; // Are the LoadLibrary functions hooked ?
bool _dx9_hooked; // DX9 Present and PresentEx Hooked ?
bool _dxgi_hooked; // DXGI Present is hooked ? (DX10, DX11, DX12)
// DXGIPresent will be used to detect if DX10, DX11 or DX12 should be used for overlay
void HookDXGIPresent(IDXGISwapChain* pSwapChain);
// DX9 Present and PresentEx will be used to detect if DX9 should be used for overlay
void HookDX9Present(IDirect3DDevice9* pDevice, bool ex);
// wglMakeCurrent will be used to detect if OpenGL3 should be used for overlay
void HookwglMakeCurrent(BOOL (WINAPI *wglMakeCurrent)(HDC, HGLRC));
// Setup DX9 Device and get vtable
void hook_dx9();
// Setup DX10 Device and get vtable
void hook_dx10();
// Setup DX11 Device and get vtable
void hook_dx11();
// Setup DX12 Device and get vtable
void hook_dx12();
void create_hook(const char* libname);
//void create_hookW(const wchar_t* libname);
static void find_renderer(Hook_Manager* _this);
//static HMODULE WINAPI MyLoadLibraryA(LPCTSTR lpLibFileName);
//static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName);
//static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags);
//static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags);
// If this is called, then DX10, DX11 or DX12 will be used to render overlay
static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags);
// If any of theses is called, then DX9 will be used to render overlay
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);
// If this is called, then OpenGL 3 will be used to render overlay
static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC);
#elif defined(__linux__)
#endif
public:
static Hook_Manager& Inst();
void HookRenderer();
// Set the found hook and free all other hooks
void FoundRenderer(Base_Hook *hook);
inline void AddHook(Base_Hook* hook) { _hooks.insert(hook); }
inline Base_Hook* get_renderer() const { return game_renderer; }
};
#endif//NO_OVERLAY
#endif//__INCLUDED_HOOK_BASE_H__