2019-07-25 23:21:03 +02:00
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#ifndef __INCLUDED_HOOK_BASE_H__
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#define __INCLUDED_HOOK_BASE_H__
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2019-08-14 14:55:31 +02:00
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#include "Base_Hook.h"
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2019-08-14 15:09:57 +02:00
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#ifndef NO_OVERLAY
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2019-08-14 14:55:31 +02:00
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2019-07-25 23:21:03 +02:00
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#include <vector>
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2019-08-16 10:36:44 +02:00
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#if defined(_WIN32) || defined(WIN32)
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#include <Windows.h>
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struct IDXGISwapChain;
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struct IDirect3DDevice9;
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struct IDirect3DDevice9Ex;
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#endif
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/*
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*
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*/
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2019-07-25 23:21:03 +02:00
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class Hook_Manager
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{
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friend class Base_Hook;
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public:
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using overlayProc_t = void(*)(int,int);
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using hookReady_t = void(*)(void*);
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protected:
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2019-08-16 10:36:44 +02:00
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// TODO: If needed, create a second vector with only the renderers hook
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// Cause actually, a call to FoundRenderer will unhook everything registered except the renderer hook
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// If you do that, you should consider moving the renderer hooks to its own class and keep this one generic ?
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std::vector<Base_Hook*> _hooks;
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2019-07-25 23:21:03 +02:00
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2019-08-16 10:36:44 +02:00
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bool _renderer_found; // Is the renderer hooked ?
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bool _ogl_hooked; // wglMakeCurrent is hooked ? (opengl)
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Base_Hook* rendererdetect_hook;
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2019-07-25 23:21:03 +02:00
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class Steam_Overlay* overlay;
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Hook_Manager();
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virtual ~Hook_Manager();
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2019-08-16 10:36:44 +02:00
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2019-08-16 19:10:12 +02:00
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void UnHookAllRendererDetector();
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// Setup opengl device
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void hook_opengl();
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void HookLoadLibrary();
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#if defined(_WIN32) || defined(WIN32) || defined(_WIN64) || defined(WIN64)
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WNDPROC _game_wndproc; // The game main window proc
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HWND _game_hwnd; // The game main window
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bool _loadlibrary_hooked; // Are the LoadLibrary functions hooked ?
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bool _dx9_hooked; // DX9 Present and PresentEx Hooked ?
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bool _dxgi_hooked; // DXGI Present is hooked ? (DX10, DX11, DX12)
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2019-08-16 19:10:12 +02:00
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// DXGIPresent will be used to detect if DX10, DX11 or DX12 should be used for overlay
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void HookDXGIPresent();
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// DX9 Present and PresentEx will be used to detect if DX9 should be used for overlay
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void HookDX9Present();
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// wglMakeCurrent will be used to detect if OpenGL3 should be used for overlay
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void HookwglMakeCurrent();
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// Setup DX9 Device and get vtable
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void hook_dx9();
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// Setup DX10 Device and get vtable
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void hook_dx10();
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// Setup DX11 Device and get vtable
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void hook_dx11();
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// Setup DX12 Device and get vtable
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void hook_dx12();
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void create_hookA(const char* libname);
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void create_hookW(const wchar_t* libname);
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static HMODULE WINAPI MyLoadLibraryA(LPCTSTR lpLibFileName);
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static HMODULE WINAPI MyLoadLibraryW(LPCWSTR lpLibFileName);
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static HMODULE WINAPI MyLoadLibraryExA(LPCTSTR lpLibFileName, HANDLE hFile, DWORD dwFlags);
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static HMODULE WINAPI MyLoadLibraryExW(LPCWSTR lpLibFileName, HANDLE hFile, DWORD dwFlags);
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// If this is called, then DX10, DX11 or DX12 will be used to render overlay
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static HRESULT STDMETHODCALLTYPE MyIDXGISwapChain_Present(IDXGISwapChain* _this, UINT SyncInterval, UINT Flags);
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// If any of theses is called, then DX9 will be used to render overlay
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static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion);
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static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags);
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// If this is called, then OpenGL 3 will be used to render overlay
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static BOOL WINAPI MywglMakeCurrent(HDC hDC, HGLRC hGLRC);
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public:
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void ChangeGameWindow(HWND hWnd) const;
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protected:
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#elif defined(__linux__)
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#endif
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2019-07-25 23:21:03 +02:00
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public:
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static Hook_Manager& Inst();
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void HookRenderer(Steam_Overlay *overlay);
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// Set the found hook and free all other hooks
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void FoundRenderer(Base_Hook *hook);
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inline void AddHook(Base_Hook* hook) { _hooks.push_back(hook); }
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2019-07-25 23:21:03 +02:00
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void CallOverlayProc(int width, int height) const;
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Steam_Overlay* GetOverlay() const { return overlay; }
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};
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2019-08-14 15:09:57 +02:00
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#endif//NO_OVERLAY
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2019-07-25 23:21:03 +02:00
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#endif//__INCLUDED_HOOK_BASE_H__
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