goldberg_emulator/overlay_experimental/Windows_Hook.h
Nemirtingas dd530e80b1 Now passing to hooks device object.
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.
2019-08-26 16:38:01 +02:00

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C++

#ifndef __INCLUDED_WINDOWS_HOOK_H__
#define __INCLUDED_WINDOWS_HOOK_H__
#include "Base_Hook.h"
#ifndef NO_OVERLAY
#define WIN32_LEAN_AND_MEAN
#define VC_EXTRALEAN
#include <Windows.h>
class Windows_Hook : public Base_Hook
{
public:
static constexpr const char* DLL_NAME = "user32.dll";
private:
// Variables
bool initialized;
HWND _game_hwnd;
WNDPROC _game_wndproc;
// Functions
Windows_Hook();
virtual ~Windows_Hook();
// Hook to Windows window messages
decltype(GetRawInputBuffer)* GetRawInputBuffer;
decltype(GetRawInputData)* GetRawInputData;
static LRESULT CALLBACK HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
static UINT WINAPI MyGetRawInputBuffer(PRAWINPUT pData, PUINT pcbSize, UINT cbSizeHeader);
static UINT WINAPI MyGetRawInputData(HRAWINPUT hRawInput, UINT uiCommand, LPVOID pData, PUINT pcbSize, UINT cbSizeHeader);
public:
bool start_hook();
void resetRenderState();
void prepareForOverlay(HWND);
HWND GetGameHwnd() const;
WNDPROC GetGameWndProc() const;
static Windows_Hook& Inst();
virtual const char* get_lib_name() const;
};
HWND GetGameWindow();
#endif//NO_OVERLAY
#endif//__INCLUDED_WINDOWS_HOOK_H__