goldberg_emulator/overlay_experimental/DX9_Hook.h

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#ifndef __INCLUDED_DX9_HOOK_H__
#define __INCLUDED_DX9_HOOK_H__
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#include "Base_Hook.h"
#ifdef STEAM_WIN32
#include <d3d9.h>
#include "DirectX_VTables.h"
class DX9_Hook : public Base_Hook
{
public:
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static constexpr const char *DLL_NAME = "d3d9.dll";
private:
// Variables
bool initialized;
bool uses_present;
// Functions
DX9_Hook();
virtual ~DX9_Hook();
void hook_dx9(UINT SDKVersion);
void resetRenderState();
void prepareForOverlay(IDirect3DDevice9* pDevice);
// Hook to render functions
decltype(&IDirect3DDevice9::Reset) Reset;
decltype(&IDirect3DDevice9::EndScene) EndScene;
decltype(&IDirect3DDevice9::Present) Present;
decltype(&IDirect3DDevice9Ex::PresentEx) PresentEx;
static HRESULT STDMETHODCALLTYPE MyReset(IDirect3DDevice9* _this, D3DPRESENT_PARAMETERS* pPresentationParameters);
static HRESULT STDMETHODCALLTYPE MyEndScene(IDirect3DDevice9 *_this);
static HRESULT STDMETHODCALLTYPE MyPresent(IDirect3DDevice9* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion);
static HRESULT STDMETHODCALLTYPE MyPresentEx(IDirect3DDevice9Ex* _this, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion, DWORD dwFlags);
// Hook functions so we know we use DX9
static decltype(Direct3DCreate9) MyDirect3DCreate9;
static decltype(Direct3DCreate9Ex) MyDirect3DCreate9Ex;
decltype(Direct3DCreate9)* Direct3DCreate9;
decltype(Direct3DCreate9Ex)* Direct3DCreate9Ex;
public:
static void Create(); // Initialize DX9 Hook.
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void loadFunctions(IDirect3DDevice9Ex *pDeviceEx);
};
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#endif//STEAM_WIN32
#endif//__INCLUDED_DX9_HOOK_H__