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goldberg_emulator/overlay_experimental/Windows_Hook.h
Nemirtingas 44d583ee7d Added class Renderer_Detector.
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.
2019-08-27 15:38:07 +02:00

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1.2 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:
static Windows_Hook* _inst;
// Variables
bool hooked;
bool initialized;
HWND _game_hwnd;
WNDPROC _game_wndproc;
// Functions
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:
virtual ~Windows_Hook();
void resetRenderState();
void prepareForOverlay(HWND);
HWND GetGameHwnd() const;
WNDPROC GetGameWndProc() const;
bool start_hook();
static Windows_Hook* Inst();
virtual const char* get_lib_name() const;
};
#endif//NO_OVERLAY
#endif//__INCLUDED_WINDOWS_HOOK_H__