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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
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Moved hooks calls and added hook retry
With that change, I no longer re-hook rendering functions as Hook_Manager::FoundRenderer removes all hooks and then we hook the true functions in the renderer specialization. Added a retry count.
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5b0306dccc
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8 changed files with 83 additions and 106 deletions
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@ -18,14 +18,20 @@ bool OpenGL_Hook::start_hook()
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{
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if (!_hooked)
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{
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Hook_Manager::Inst().FoundRenderer(this);
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if (!Windows_Hook::Inst().start_hook())
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return false;
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GLenum err = glewInit();
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if (err == GLEW_OK)
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{
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_hooked = true;
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PRINT_DEBUG("Hooked OpenGL\n");
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(reinterpret_cast<HMODULE>(_library), "wglSwapBuffers");
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UnhookAll();
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BeginHook();
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HookFuncs(
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@ -33,8 +39,7 @@ bool OpenGL_Hook::start_hook()
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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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get_steam_client()->steam_overlay->HookReady();
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}
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else
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{
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@ -62,7 +67,6 @@ void OpenGL_Hook::resetRenderState()
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// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
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void OpenGL_Hook::prepareForOverlay(HDC hDC)
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{
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HWND hWnd = WindowFromDC(hDC);
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RECT rect;
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