示例#1
0
文件: Console.cs 项目: rtshadow/miscs
        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] = "";
        }
示例#2
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        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);
            }
        }
示例#3
0
        /// <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);
            }
        }
示例#4
0
        /// <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;
            }
        }