/// <summary> /// Instantiates the DirectX overlay, by first finding the applicable /// version of DirectX for the application and then finding the individual /// details. For more details, see <see cref="DX11Overlay"/> /// /// Note: The delegates you will need to call the original function are members of this class, see <see cref="PresentHook"/> and <see cref="ResizeTargetHook"/> /// Note: This method is blocking and Reloaded mods are required to return in order /// to boot up the games, please do not assign this statically - instead assign it in a background thread! /// </summary> /// <param name="DXGIPresentDelegate"> /// A delegate type to use for DirectX rendering. The delegate type should /// contain an appropriate DirectX <see cref="DXGISwapChain_PresentDelegate"/> /// object for drawing overlays. /// </param> /// <param name="DXGIResizeTargetDelegate"> /// A delegate or function of type of <see cref="DXGISwapChain_ResizeTargetDelegate"/> to call when DXGI Buffer /// commits a resolution change or windowed/fullscreen change. /// </param> /// <param name="hookDelay"> /// Specifies the amount of time to wait until the hook is instantiation begins. /// Some games are known to crash if DirectX is hooked too early. /// </param> /// <remarks>The delegates you will need to call the original function are members of this class, see <see cref="PresentHook"/> and <see cref="ResizeTargetHook"/></remarks> public static async Task <DX11Overlay> CreateDirectXOverlay(DXGISwapChain_PresentDelegate DXGIPresentDelegate, DXGISwapChain_ResizeTargetDelegate DXGIResizeTargetDelegate, int hookDelay) { // Wait the hook delay. await Task.Delay(hookDelay); // Create a new self-object. DX11Overlay dx11Overlay = new DX11Overlay(); // Wait for DirectX Direct3DVersion direct3DVersion = await DXHookCommon.GetDirectXVersion(); // Return nothing if not D3D9 if (direct3DVersion != Direct3DVersion.Direct3D11 && direct3DVersion != Direct3DVersion.Direct3D11_1 && direct3DVersion != Direct3DVersion.Direct3D11_3 && direct3DVersion != Direct3DVersion.Direct3D11_4) { Bindings.PrintError( "libReloaded Hooking: DirectX 11 module not found, the application is either not " + "a DirectX 11 application or uses an unsupported version of DirectX."); return(null); } // Instantiate DX9 hook dx11Overlay.DirectX11Hook = new DX11Hook();; // Obtain Virtual Function Table Entries VirtualFunctionTable.TableEntry presentTableEntry = dx11Overlay.DirectX11Hook.DXGISwapChainFunctions[(int)IDXGISwapChain.Present]; VirtualFunctionTable.TableEntry resizeTableEntry = dx11Overlay.DirectX11Hook.DXGISwapChainFunctions[(int)IDXGISwapChain.ResizeTarget]; // Hook relevant DirectX functions. if (IntPtr.Size == 4) { // X86 dx11Overlay.PresentHook = FunctionHook <DXGISwapChain_PresentDelegate> .Create((long)presentTableEntry.FunctionPointer, DXGIPresentDelegate); dx11Overlay.ResizeTargetHook = FunctionHook <DXGISwapChain_ResizeTargetDelegate> .Create((long)resizeTableEntry.FunctionPointer, DXGIResizeTargetDelegate); } else if (IntPtr.Size == 8) { // X64 dx11Overlay.PresentHook64 = X64FunctionHook <DXGISwapChain_PresentDelegate> .Create((long)presentTableEntry.FunctionPointer, DXGIPresentDelegate); dx11Overlay.ResizeTargetHook64 = X64FunctionHook <DXGISwapChain_ResizeTargetDelegate> .Create((long)resizeTableEntry.FunctionPointer, DXGIResizeTargetDelegate); } // Return our DX9Overlay return(dx11Overlay); }
/// <summary> /// Instantiates the DirectX overlay, by first finding the applicable /// version of DirectX for the application and then finding the individual /// details. For more details, see <see cref="DX9Overlay"/> /// Note: This method is blocking and Reloaded mods are required to return in order /// to boot up the games, please do not assign this statically - instead assign it in a background thread! /// </summary> /// <param name="renderDelegate"> /// A delegate type to use for DirectX rendering. The delegate type should /// contain an appropriate DirectX <see cref="Direct3D9Device_EndSceneDelegate"/> /// object for drawing overlays. /// </param> /// <param name="resetDelegate"> /// A delegate or function of type of <see cref="Direct3D9Device_ResetDelegate"/> to call when D3D9 fires its Reset function, /// called on resolution change or windowed/fullscreen change - we can reset some things as well. /// </param> /// <param name="hookDelay"> /// Specifies the amount of time to wait until the hook is instantiation begins. /// Some games are known to crash if DirectX is hooked too early. /// </param> public static async Task <DX9Overlay> CreateDirectXOverlay(Direct3D9Device_EndSceneDelegate renderDelegate, Direct3D9Device_ResetDelegate resetDelegate, int hookDelay) { // Wait the hook delay. await Task.Delay(hookDelay); // Create a new self-object. DX9Overlay dx9Overlay = new DX9Overlay(); // Wait for DirectX Direct3DVersion direct3DVersion = await DXHookCommon.GetDirectXVersion(); // Return nothing if not D3D9 if (direct3DVersion != Direct3DVersion.Direct3D9) { Bindings.PrintError( "libReloaded Hooking: DirectX 9 module not found, the application is either not" + "a DirectX 9 application or uses an unsupported version of DirectX."); return(null); } // Instantiate DX9 hook dx9Overlay.DirectX9Hook = new DX9Hook(); // Obtain Virtual Function Table Entries VirtualFunctionTable.TableEntry endSceneTableEntry = dx9Overlay.DirectX9Hook.DirectXFunctions[(int)Direct3DDevice9.EndScene]; VirtualFunctionTable.TableEntry resetTableEntry = dx9Overlay.DirectX9Hook.DirectXFunctions[(int)Direct3DDevice9.Reset]; // Hook relevant DirectX functions. if (IntPtr.Size == 4) { // X86 dx9Overlay.EndSceneHook = FunctionHook <Direct3D9Device_EndSceneDelegate> .Create((long)endSceneTableEntry.FunctionPointer, renderDelegate); dx9Overlay.ResetHook = FunctionHook <Direct3D9Device_ResetDelegate> .Create((long)resetTableEntry.FunctionPointer, resetDelegate); } else if (IntPtr.Size == 8) { // X64 dx9Overlay.EndSceneHook64 = X64FunctionHook <Direct3D9Device_EndSceneDelegate> .Create((long)endSceneTableEntry.FunctionPointer, renderDelegate); dx9Overlay.ResetHook64 = X64FunctionHook <Direct3D9Device_ResetDelegate> .Create((long)resetTableEntry.FunctionPointer, resetDelegate); } // Return our DX9Overlay return(dx9Overlay); }