goldberg_emulator/overlay_experimental/Renderer_Detector.h

104 lines
2.8 KiB
C++

#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;
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 "OpenGLX_Hook.h"
class Renderer_Detector
{
// Variables
std::thread* _hook_thread;
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__