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goldberg_emulator/overlay_experimental/Windows_Hook.h
Nemirtingas ca0ef4380a 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.
2019-08-18 17:12:57 +02:00

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1.1 KiB
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();
};
#endif//NO_OVERLAY
#endif//__INCLUDED_WINDOWS_HOOK_H__