mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2025-12-05 11:44:53 +01:00
Added class Renderer_Detector.
Hook_Manager now only manages hooks. Renderer_Detector is used to detect the game's renderer. There will be 2 version of it. 1 for windows and 1 for Linux.
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19 changed files with 865 additions and 759 deletions
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@ -1,6 +1,6 @@
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#include "DX9_Hook.h"
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#include "Windows_Hook.h"
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#include "Hook_Manager.h"
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#include "Renderer_Detector.h"
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#include "../dll/dll.h"
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#ifndef NO_OVERLAY
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@ -14,17 +14,16 @@ DX9_Hook* DX9_Hook::_inst = nullptr;
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bool DX9_Hook::start_hook()
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{
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if (!_hooked)
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if (!hooked)
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{
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if (!Windows_Hook::Inst().start_hook())
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if (!Windows_Hook::Inst()->start_hook())
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return false;
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PRINT_DEBUG("Hooked DirectX 9\n");
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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hooked = true;
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UnhookAll();
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Renderer_Detector::Inst().renderer_found(this);
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)Reset, &DX9_Hook::MyReset),
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@ -50,7 +49,7 @@ void DX9_Hook::resetRenderState()
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{
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initialized = false;
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ImGui_ImplDX9_Shutdown();
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Windows_Hook::Inst().resetRenderState();
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Windows_Hook::Inst()->resetRenderState();
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ImGui::DestroyContext();
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}
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}
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@ -68,7 +67,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
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pDevice->GetCreationParameters(¶m);
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// Workaround to detect if we changed window.
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if (param.hFocusWindow != Windows_Hook::Inst().GetGameHwnd())
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if (param.hFocusWindow != Windows_Hook::Inst()->GetGameHwnd())
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resetRenderState();
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if (!initialized)
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@ -82,7 +81,7 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
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}
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ImGui_ImplDX9_NewFrame();
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Windows_Hook::Inst().prepareForOverlay(param.hFocusWindow);
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Windows_Hook::Inst()->prepareForOverlay(param.hFocusWindow);
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ImGui::NewFrame();
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@ -147,6 +146,7 @@ HRESULT STDMETHODCALLTYPE DX9_Hook::MyPresentEx(IDirect3DDevice9Ex* _this, CONST
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DX9_Hook::DX9_Hook():
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initialized(false),
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hooked(false),
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uses_present(false),
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EndScene(nullptr),
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Present(nullptr),
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@ -177,7 +177,6 @@ DX9_Hook::~DX9_Hook()
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//ImGui_ImplDX9_Shutdown(); This makes some games hang when Releasing the D3D9 device (pDevice->Release())
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// maybe because D3D is already shut down when we try to free the device?
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ImGui_ImplDX9_InvalidateDeviceObjects();
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Windows_Hook::Inst().resetRenderState();
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ImGui::DestroyContext();
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}
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