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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2025-12-05 11:44:53 +01:00
Moved window hooks to its own class
Every class has a job. Overlay is to show an overlay not to hook windows functions. Hook_Manager's job is to manage hooks and should not contain a reference to the overlay. (It should not contains any reference to directX or OpenGL either but I'll see that later... Maybe) This makes the overlay code much cleaner and "could" be used in Linux as well.
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11 changed files with 281 additions and 201 deletions
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@ -1,11 +1,11 @@
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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 "../dll/dll.h"
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#ifndef NO_OVERLAY
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#include "Hook_Manager.h"
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#include <imgui.h>
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#include <impls/imgui_impl_win32.h>
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#include <impls/imgui_impl_dx9.h>
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#include "steam_overlay.h"
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@ -46,6 +46,9 @@ bool DX9_Hook::start_hook()
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//std::make_pair<void**, void*>(&(PVOID&)EndScene, &DX9_Hook::MyEndScene)
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);
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EndHook();
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if (Windows_Hook::Inst().start_hook())
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get_steam_client()->steam_overlay->HookReady();
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}
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else
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{
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@ -65,7 +68,7 @@ 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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ImGui_ImplWin32_Shutdown();
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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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@ -83,7 +86,7 @@ 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 != Hook_Manager::Inst().GetOverlay()->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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@ -92,19 +95,16 @@ void DX9_Hook::prepareForOverlay(IDirect3DDevice9 *pDevice)
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ImGuiIO& io = ImGui::GetIO();
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io.IniFilename = NULL;
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ImGui_ImplWin32_Init(param.hFocusWindow);
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ImGui_ImplDX9_Init(pDevice);
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Hook_Manager::Inst().ChangeGameWindow(param.hFocusWindow);
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initialized = true;
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}
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ImGui_ImplDX9_NewFrame();
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ImGui_ImplWin32_NewFrame();
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Windows_Hook::Inst().prepareForOverlay(param.hFocusWindow);
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ImGui::NewFrame();
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Hook_Manager::Inst().CallOverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight);
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get_steam_client()->steam_overlay->OverlayProc(PresentParameters.BackBufferWidth, PresentParameters.BackBufferHeight);
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ImGui::EndFrame();
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@ -195,7 +195,7 @@ 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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ImGui_ImplWin32_Shutdown();
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Windows_Hook::Inst().resetRenderState();
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ImGui::DestroyContext();
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}
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