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.
Added Base_Hook::get_lib_name to track what renderer is hooked for overlay.
Objects used to detect renderer type are now also used to hook the rendering functions. So we don't have to build another device.
Updated VTables for DX12.
GetModuleHandle(NULL) get the exe handle. Sometimes the window couldn't be found because the window wasn't created in the .exe but in a dll. Thats why I list all dll HANDLES and try to find the main window handle.
Handed hook detection to a thread that can then retry.
With that, don't need to wait for loadLibrary.
Will remove all those commented functions in another version.
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.
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.
Some games doesn't initialise Steam before initalizing their Renderer (even if the doc says to) . So instead of waiting for the game to initialize it, hook to the rendering functions and deduce which implementation should be used.
Don't show "Invite" button if current user doesn't have a lobby.
Don't show "Join" button if friend doesn't have a lobby.
Added a button to open chat with a right click.
Close the popup when you click a button.
If you really want to use d3dcompile, then I think its better to find the most recent d3dcompile you have on your computer and load its D3DCompile function.
This process is now automatically handled. Just define the right Preprocessor.