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Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
78 lines
3.0 KiB
C++
78 lines
3.0 KiB
C++
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#ifndef SYS_MAINWIND_H
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#define SYS_MAINWIND_H
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#include "inputsystem/iinputsystem.h"
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inline void (*CGame__AttachToWindow)(void);
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inline void(*CGame__PlayStartupVideos)(void);
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inline int(*CGame__WindowProc)(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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//-----------------------------------------------------------------------------
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// Purpose: Main game interface, including message pump and window creation
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//-----------------------------------------------------------------------------
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class CGame
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{
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public:
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static void PlayStartupVideos(void);
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static int WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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inline HWND GetWindow() const { return m_hWindow; }
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void GetWindowRect(int* const x, int* const y, int* const w, int* const h) const;
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inline int GetDesktopWidth() const { return m_iDesktopWidth; }
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inline int GetDesktopHeight() const { return m_iDesktopHeight; }
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inline int GetDesktopRefreshRate() const { return m_iDesktopRefreshRate; }
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inline float GetTVRefreshRate() const // Avoid stutter on TV's running on broadcast frame rates.
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{ return ((float)m_iDesktopRefreshRate == 59.0f || (float)m_iDesktopRefreshRate == 60.0f) ? 59.939999f : (float)m_iDesktopRefreshRate; }
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void DispatchKeyEvent(const uint64_t currentTick, const ButtonCode_t buttonCode) const;
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void DispatchAllStoredGameMessages() const;
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private:
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HWND m_hWindow;
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HINSTANCE m_hInstance;
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WNDPROC m_ChainedWindowProc;
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int m_x;
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int m_y;
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int m_width;
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int m_height;
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bool m_bPostedFirstAppEvent;
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bool m_bPostFirstAppEvent;
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bool m_bExternallySuppliedWindow;
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int m_iDesktopWidth;
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int m_iDesktopHeight;
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int m_iDesktopRefreshRate;
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void* m_pInputContext_Maybe;
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}; static_assert(sizeof(CGame) == 64);
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inline CGame* g_pGame = nullptr;
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///////////////////////////////////////////////////////////////////////////////
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class VGame : public IDetour
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{
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virtual void GetAdr(void) const
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{
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LogFunAdr("CGame::AttachToWindow", CGame__AttachToWindow);
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LogFunAdr("CGame::PlayStartupVideos", CGame__PlayStartupVideos);
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LogVarAdr("g_Game", g_pGame);
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}
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virtual void GetFun(void) const
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{
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g_GameDll.FindPatternSIMD("48 83 EC 28 48 8B 0D ?? ?? ?? ?? 48 85 C9 0F 84 ?? ?? ?? ?? BA ?? ?? ?? ??").GetPtr(CGame__AttachToWindow);
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g_GameDll.FindPatternSIMD("48 8B C4 55 48 8D A8 ?? ?? ?? ?? 48 81 EC ?? ?? ?? ?? 80 3D ?? ?? ?? ?? ??").GetPtr(CGame__PlayStartupVideos);
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g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 55 41 56 41 57 48 8D 6C 24 ?? 48 81 EC ?? ?? ?? ?? 33 F6").GetPtr(CGame__WindowProc);
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}
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virtual void GetVar(void) const
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{
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g_pGame = CMemory(CGame__AttachToWindow).FindPattern("48 8B 0D").ResolveRelativeAddressSelf(0x3, 0x7).RCast<CGame*>();
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}
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virtual void GetCon(void) const { }
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virtual void Detour(const bool bAttach) const;
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};
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///////////////////////////////////////////////////////////////////////////////
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#endif // SYS_MAINWIND_H
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