mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-03 09:40:14 +00:00
40615d07a7
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.
155 lines
3.6 KiB
C++
155 lines
3.6 KiB
C++
#include "../dll/base.h"
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#ifndef NO_OVERLAY
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#include "OpenGL_Hook.h"
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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_opengl3.h>
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#include <GL/glew.h>
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#include "steam_overlay.h"
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// This is created by OpenGL_Hook::Create, and deleted by the Hook_Manager if not used
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static OpenGL_Hook* hook;
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void 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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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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UnhookAll();
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers)
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);
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EndHook();
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}
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else
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{
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PRINT_DEBUG("Failed to hook OpenGL\n");
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/* Problem: glewInit failed, something is seriously wrong. */
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PRINT_DEBUG("Error: %s\n", glewGetErrorString(err));
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}
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}
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}
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void OpenGL_Hook::resetRenderState()
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{
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if (initialized)
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{
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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initialized = false;
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}
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}
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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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GetClientRect(hWnd, &rect);
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if (hWnd != Hook_Manager::Inst().GetOverlay()->GetGameHwnd())
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resetRenderState();
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if (!initialized)
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{
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.IniFilename = NULL;
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Hook_Manager::Inst().ChangeGameWindow(hWnd);
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ImGui_ImplWin32_Init(hWnd);
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ImGui_ImplOpenGL3_Init();
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initialized = true;
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}
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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Hook_Manager::Inst().CallOverlayProc(rect.right, rect.bottom);
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ImGui::EndFrame();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Initialization functions
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//BOOL WINAPI OpenGL_Hook::MywglMakeCurrent(HDC hDC, HGLRC hGLRC)
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//{
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// auto res = hook->wglMakeCurrent(hDC, hGLRC);
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// hook->hook_ogl();
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// return res;
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//}
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/////////////////////////////////////////////////////////////////////////////////////
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BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC)
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{
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hook->prepareForOverlay(hDC);
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return hook->wglSwapBuffers(hDC);
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}
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OpenGL_Hook::OpenGL_Hook():
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initialized(false),
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wglSwapBuffers(nullptr)
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{
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_dll = GetModuleHandle(DLL_NAME);
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// Hook to wglMakeCurrent so we know when it gets called.
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// If its called, then OpenGL will be used to render the overlay.
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//wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent");
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//wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(_dll, "wglSwapBuffers");
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//
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//BeginHook();
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//HookFuncs(
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// std::make_pair<void**, void*>(&(PVOID&)wglMakeCurrent, &OpenGL_Hook::MywglMakeCurrent)
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//);
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//EndHook();
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}
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OpenGL_Hook::~OpenGL_Hook()
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{
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PRINT_DEBUG("OpenGL Hook removed\n");
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if (_hooked)
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{
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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}
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hook = nullptr;
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}
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void OpenGL_Hook::Create()
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{
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if (hook == nullptr)
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{
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hook = new OpenGL_Hook;
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hook->start_hook();
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// Register the hook to the Hook Manager
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Hook_Manager::Inst().AddHook(hook);
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}
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}
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#endif//NO_OVERLAY
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