private String[] lines; //it keeps string lines to be displayed (the old ones) #endregion Fields #region Constructors //constructor /// <summary> /// Preparing console - loading font and creating 'space' for messages /// </summary> public Console() { name = "Console"; isOn = false; //font loading D3D10.FontDescription desc = new SlimDX.Direct3D10.FontDescription(); desc.FaceName = "Arial"; desc.Height = 7; desc.Width = 10; try { font = ResourceManager.mainManager.LoadFont(desc.FaceName+"H"+desc.Height+"W"+desc.Width, desc); } catch (System.Exception ex) { Log.mainLog.AddEvent("Font " + desc.FaceName + " cannot be loaded. Console module will not be visible. " + "(error message: '" + ex.Message + "')", Priority.medium); } //allocating memory for text lines = new String[10]; for (int i = 0; i < 10; i++) lines[i] = ""; }
private String info = ""; //all informations #endregion Fields #region Constructors //constructor public InfoPanel() { name = "InfoPanel"; isOn = true; //loading font D3D10.FontDescription desc = new SlimDX.Direct3D10.FontDescription(); desc.FaceName = "Arial"; desc.Height = 7; desc.Width = 10; try { font = ResourceManager.mainManager.LoadFont(desc.FaceName + "H" + desc.Height + "W" + desc.Width, desc); } catch (System.Exception ex) { Log.mainLog.AddEvent("Font " + desc.FaceName + " cannot be loaded. InfoPanel module will not be visible. " + "(error message: '" + ex.Message + "')",Priority.medium); } }
/// <summary> /// Our present hook that will grab a copy of the backbuffer when requested. Note: this supports multi-sampling (anti-aliasing) /// </summary> /// <param name="swapChainPtr"></param> /// <param name="syncInterval"></param> /// <param name="flags"></param> /// <returns>The HRESULT of the original method</returns> int PresentHook(IntPtr swapChainPtr, int syncInterval, SlimDX.DXGI.PresentFlags flags) { if (swapChainPtr != _swapChainPointer) { _swapChain = SlimDX.DXGI.SwapChain.FromPointer(swapChainPtr); } SwapChain swapChain = _swapChain; //using (SlimDX.DXGI.SwapChain swapChain = SlimDX.DXGI.SwapChain.FromPointer(swapChainPtr)) { try { #region Screenshot Request if (this.Request != null) { try { this.DebugMessage("PresentHook: Request Start"); DateTime startTime = DateTime.Now; using (Texture2D texture = Texture2D.FromSwapChain <SlimDX.Direct3D10.Texture2D>(swapChain, 0)) { #region Determine region to capture System.Drawing.Rectangle regionToCapture = new System.Drawing.Rectangle(0, 0, texture.Description.Width, texture.Description.Height); if (this.Request.RegionToCapture.Width > 0) { regionToCapture = this.Request.RegionToCapture; } #endregion var theTexture = texture; // If texture is multisampled, then we can use ResolveSubresource to copy it into a non-multisampled texture Texture2D textureResolved = null; if (texture.Description.SampleDescription.Count > 1) { this.DebugMessage("PresentHook: resolving multi-sampled texture"); // texture is multi-sampled, lets resolve it down to single sample textureResolved = new Texture2D(texture.Device, new Texture2DDescription() { CpuAccessFlags = CpuAccessFlags.None, Format = texture.Description.Format, Height = texture.Description.Height, Usage = ResourceUsage.Default, Width = texture.Description.Width, ArraySize = 1, SampleDescription = new SlimDX.DXGI.SampleDescription(1, 0), // Ensure single sample BindFlags = BindFlags.None, MipLevels = 1, OptionFlags = texture.Description.OptionFlags }); // Resolve into textureResolved texture.Device.ResolveSubresource(texture, 0, textureResolved, 0, texture.Description.Format); // Make "theTexture" be the resolved texture theTexture = textureResolved; } // Create destination texture Texture2D textureDest = new Texture2D(texture.Device, new Texture2DDescription() { CpuAccessFlags = CpuAccessFlags.None, // CpuAccessFlags.Write | CpuAccessFlags.Read, Format = SlimDX.DXGI.Format.R8G8B8A8_UNorm, // Supports BMP/PNG Height = regionToCapture.Height, Usage = ResourceUsage.Default, // ResourceUsage.Staging, Width = regionToCapture.Width, ArraySize = 1, //texture.Description.ArraySize, SampleDescription = new SlimDX.DXGI.SampleDescription(1, 0), // texture.Description.SampleDescription, BindFlags = BindFlags.None, MipLevels = 1, //texture.Description.MipLevels, OptionFlags = texture.Description.OptionFlags }); // Copy the subresource region, we are dealing with a flat 2D texture with no MipMapping, so 0 is the subresource index theTexture.Device.CopySubresourceRegion(theTexture, 0, new ResourceRegion() { Top = regionToCapture.Top, Bottom = regionToCapture.Bottom, Left = regionToCapture.Left, Right = regionToCapture.Right, Front = 0, Back = 1 // Must be 1 or only black will be copied }, textureDest, 0, 0, 0, 0); // Note: it would be possible to capture multiple frames and process them in a background thread // Copy to memory and send back to host process on a background thread so that we do not cause any delay in the rendering pipeline Guid requestId = this.Request.RequestId; // this.Request gets set to null, so copy the RequestId for use in the thread ThreadPool.QueueUserWorkItem(delegate { //FileStream fs = new FileStream(@"c:\temp\temp.bmp", FileMode.Create); //Texture2D.ToStream(testSubResourceCopy, ImageFileFormat.Bmp, fs); DateTime startCopyToSystemMemory = DateTime.Now; using (MemoryStream ms = new MemoryStream()) { Texture2D.ToStream(textureDest, ImageFileFormat.Bmp, ms); ms.Position = 0; this.DebugMessage("PresentHook: Copy to System Memory time: " + (DateTime.Now - startCopyToSystemMemory).ToString()); DateTime startSendResponse = DateTime.Now; SendResponse(ms, requestId); this.DebugMessage("PresentHook: Send response time: " + (DateTime.Now - startSendResponse).ToString()); } // Free the textureDest as we no longer need it. textureDest.Dispose(); textureDest = null; this.DebugMessage("PresentHook: Full Capture time: " + (DateTime.Now - startTime).ToString()); }); // Make sure we free up the resolved texture if it was created if (textureResolved != null) { textureResolved.Dispose(); textureResolved = null; } } this.DebugMessage("PresentHook: Copy BackBuffer time: " + (DateTime.Now - startTime).ToString()); this.DebugMessage("PresentHook: Request End"); } finally { // Prevent the request from being processed a second time this.Request = null; } } #endregion #region Example: Draw overlay (after screenshot so we don't capture overlay as well) if (this.ShowOverlay) { using (Texture2D texture = Texture2D.FromSwapChain <SlimDX.Direct3D10.Texture2D>(swapChain, 0)) { if (_lastFrame != null) { FontDescription fd = new SlimDX.Direct3D10.FontDescription() { Height = 16, FaceName = "Times New Roman", IsItalic = false, Width = 0, MipLevels = 1, CharacterSet = SlimDX.Direct3D10.FontCharacterSet.Default, Precision = SlimDX.Direct3D10.FontPrecision.Default, Quality = SlimDX.Direct3D10.FontQuality.Antialiased, PitchAndFamily = FontPitchAndFamily.Default | FontPitchAndFamily.DontCare }; using (Font font = new Font(texture.Device, fd)) { DrawText(font, new Vector2(100, 100), String.Format("{0}", DateTime.Now), new Color4(System.Drawing.Color.Red)); } } _lastFrame = DateTime.Now; } } #endregion } catch (Exception e) { // If there is an error we do not want to crash the hooked application, so swallow the exception this.DebugMessage("PresentHook: Exeception: " + e.GetType().FullName + ": " + e.Message); } // As always we need to call the original method, note that EasyHook has already repatched the original method // so calling it here will not cause an endless recursion to this function return(swapChain.Present(syncInterval, flags).Code); } }
/// <summary> /// Our present hook that will grab a copy of the backbuffer when requested. Note: this supports multi-sampling (anti-aliasing) /// </summary> /// <param name="swapChainPtr"></param> /// <param name="syncInterval"></param> /// <param name="flags"></param> /// <returns>The HRESULT of the original method</returns> int PresentHook(IntPtr swapChainPtr, int syncInterval, PresentFlags flags) { if (swapChainPtr != _swapChainPointer) { _swapChain = SlimDX.DXGI.SwapChain.FromPointer(swapChainPtr); } SwapChain swapChain = _swapChain; { try { #region Screenshot Request if (this.Request != null) { try { this.DebugMessage("PresentHook: Request Start"); DateTime startTime = DateTime.Now; using (Texture2D texture = Texture2D.FromSwapChain<Texture2D>(swapChain, 0)) { #region Determine region to capture System.Drawing.Rectangle regionToCapture = new System.Drawing.Rectangle(0, 0, texture.Description.Width, texture.Description.Height); if (this.Request.RegionToCapture.Width > 0) { regionToCapture = this.Request.RegionToCapture; } #endregion var theTexture = texture; // If texture is multisampled, then we can use ResolveSubresource to copy it into a non-multisampled texture Texture2D textureResolved = null; if (texture.Description.SampleDescription.Count > 1) { this.DebugMessage("PresentHook: resolving multi-sampled texture"); // texture is multi-sampled, lets resolve it down to single sample textureResolved = new Texture2D(texture.Device, new Texture2DDescription() { CpuAccessFlags = CpuAccessFlags.None, Format = texture.Description.Format, Height = texture.Description.Height, Usage = ResourceUsage.Default, Width = texture.Description.Width, ArraySize = 1, SampleDescription = new SampleDescription(1, 0), // Ensure single sample BindFlags = BindFlags.None, MipLevels = 1, OptionFlags = texture.Description.OptionFlags }); // Resolve into textureResolved texture.Device.ResolveSubresource(texture, 0, textureResolved, 0, texture.Description.Format); // Make "theTexture" be the resolved texture theTexture = textureResolved; } // Create destination texture Texture2D textureDest = new Texture2D(texture.Device, new Texture2DDescription() { CpuAccessFlags = CpuAccessFlags.None,// CpuAccessFlags.Write | CpuAccessFlags.Read, Format = Format.R8G8B8A8_UNorm, // Supports BMP/PNG Height = regionToCapture.Height, Usage = ResourceUsage.Default,// ResourceUsage.Staging, Width = regionToCapture.Width, ArraySize = 1,//texture.Description.ArraySize, SampleDescription = new SampleDescription(1, 0),// texture.Description.SampleDescription, BindFlags = BindFlags.None, MipLevels = 1,//texture.Description.MipLevels, OptionFlags = texture.Description.OptionFlags }); // Copy the subresource region, we are dealing with a flat 2D texture with no MipMapping, so 0 is the subresource index theTexture.Device.CopySubresourceRegion(theTexture, 0, new ResourceRegion() { Top = regionToCapture.Top, Bottom = regionToCapture.Bottom, Left = regionToCapture.Left, Right = regionToCapture.Right, Front = 0, Back = 1 // Must be 1 or only black will be copied }, textureDest, 0, 0, 0, 0); // Note: it would be possible to capture multiple frames and process them in a background thread // Copy to memory and send back to host process on a background thread so that we do not cause any delay in the rendering pipeline Guid requestId = this.Request.RequestId; // this.Request gets set to null, so copy the RequestId for use in the thread ThreadPool.QueueUserWorkItem(delegate { //FileStream fs = new FileStream(@"c:\temp\temp.bmp", FileMode.Create); //Texture2D.ToStream(testSubResourceCopy, ImageFileFormat.Bmp, fs); DateTime startCopyToSystemMemory = DateTime.Now; using (MemoryStream ms = new MemoryStream()) { Texture2D.ToStream(textureDest, ImageFileFormat.Bmp, ms); ms.Position = 0; this.DebugMessage("PresentHook: Copy to System Memory time: " + (DateTime.Now - startCopyToSystemMemory).ToString()); DateTime startSendResponse = DateTime.Now; SendResponse(ms, requestId); this.DebugMessage("PresentHook: Send response time: " + (DateTime.Now - startSendResponse).ToString()); } // Free the textureDest as we no longer need it. textureDest.Dispose(); textureDest = null; this.DebugMessage("PresentHook: Full Capture time: " + (DateTime.Now - startTime).ToString()); }); // Make sure we free up the resolved texture if it was created if (textureResolved != null) { textureResolved.Dispose(); textureResolved = null; } } this.DebugMessage("PresentHook: Copy BackBuffer time: " + (DateTime.Now - startTime).ToString()); this.DebugMessage("PresentHook: Request End"); } finally { // Prevent the request from being processed a second time this.Request = null; } } #endregion #region Example: Draw overlay (after screenshot so we don't capture overlay as well) if (this.ShowOverlay) { using (Texture2D texture = Texture2D.FromSwapChain<SlimDX.Direct3D10.Texture2D>(swapChain, 0)) { if (_lastFrame != null) { FontDescription fd = new SlimDX.Direct3D10.FontDescription() { Height = 16, FaceName = "Times New Roman", IsItalic = false, Width = 0, MipLevels = 1, CharacterSet = SlimDX.Direct3D10.FontCharacterSet.Default, Precision = SlimDX.Direct3D10.FontPrecision.Default, Quality = SlimDX.Direct3D10.FontQuality.Antialiased, PitchAndFamily = FontPitchAndFamily.Default | FontPitchAndFamily.DontCare }; using (Font font = new Font(texture.Device, fd)) { DrawText(font, new Vector2(100, 100), String.Format("{0}", DateTime.Now), new Color4(System.Drawing.Color.Red.R, System.Drawing.Color.Red.G, System.Drawing.Color.Red.B, System.Drawing.Color.Red.A)); } } _lastFrame = DateTime.Now; } } #endregion } catch (Exception e) { // If there is an error we do not want to crash the hooked application, so swallow the exception this.DebugMessage("PresentHook: Exeception: " + e.GetType().FullName + ": " + e.Message); } // As always we need to call the original method, note that EasyHook has already repatched the original method // so calling it here will not cause an endless recursion to this function return swapChain.Present(syncInterval, flags).Code; } }