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https://github.com/gwdevhub/gMod.git
synced 2026-07-21 01:49:31 +00:00
rename to gmod, drop gui (#1)
* remove GUI parts as those will not be updated * move to header/source * add cmakelist to create solution * Change Readme * Implement modlist.txt loading * Setup versioning and CD pipeline * Setup DirectX in pipeline * Make uMod load from uMod.dll directory * Fix file loading * Remove break * Fix CD pipeline (#1) * Test cd pipeline * See what's in Lib directory * See inside lib/x86 * Manually adjust the build environment * Disable CD pipeline in PRs Create CI pipeline * Fix slashes in path * Fix build call * Attempt to fix paths * Copy dx headers inside the /header folder * Use ps * Change cache location * Path changes * Improve CMake to look for lib and header files * Fix missing Lib folder * Move changes to CD pipeline * Disable CI on merge and fix CD (#2) * Fix CD tag (#4) * Hijack existing DirectX calls (#5) * Create a dll without listener (#6) * Fix asset creation in CD pipeline (#7) * Setup file loading * create necessary files * merge latest changes, set output dir * Change main to master in pipelines Add fallback for DX libs in CMakeLists * Setup new generator * formatting * remove listener * Change CD to pick the dll from bin Change release name to gMod * more formatting * add editorconfig * Setup versioning * Remove CODEOWNERS --------- Co-authored-by: Alex Macocian <amacocian@yahoo.com>
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#pragma once
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#include <d3d9.h>
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interface uMod_IDirect3DVolumeTexture9 : IDirect3DVolumeTexture9 {
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uMod_IDirect3DVolumeTexture9(IDirect3DVolumeTexture9** ppTex, IDirect3DDevice9* pIDirect3DDevice9)
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{
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m_D3Dtex = *ppTex; //Texture which will be displayed and will be passed to the game
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m_D3Ddev = pIDirect3DDevice9; //device pointer
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CrossRef_D3Dtex = nullptr; //cross reference
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// fake texture: store the pointer to the original uMod_IDirect3DVolumeTexture9 object, needed if a fake texture is unselected
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// original texture: stores the pointer to the fake texture object, is needed if original texture is deleted,
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// thus the fake texture can also be deleted
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Reference = -1; //need for fast deleting
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Hash = 0u;
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FAKE = false;
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}
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// callback interface
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IDirect3DVolumeTexture9* m_D3Dtex;
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uMod_IDirect3DVolumeTexture9* CrossRef_D3Dtex;
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IDirect3DDevice9* m_D3Ddev;
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int Reference;
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MyTypeHash Hash;
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bool FAKE;
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// original interface
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STDMETHOD(QueryInterface)(REFIID riid, void** ppvObj) override;
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STDMETHOD_(ULONG, AddRef)() override;
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STDMETHOD_(ULONG, Release)() override;
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STDMETHOD(GetDevice)(IDirect3DDevice9** ppDevice) override;
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STDMETHOD(SetPrivateData)(REFGUID refguid,CONST void* pData, DWORD SizeOfData, DWORD Flags) override;
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STDMETHOD(GetPrivateData)(REFGUID refguid, void* pData, DWORD* pSizeOfData) override;
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STDMETHOD(FreePrivateData)(REFGUID refguid) override;
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STDMETHOD_(DWORD, SetPriority)(DWORD PriorityNew) override;
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STDMETHOD_(DWORD, GetPriority)() override;
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STDMETHOD_(void, PreLoad)() override;
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STDMETHOD_(D3DRESOURCETYPE, GetType)() override;
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STDMETHOD_(DWORD, SetLOD)(DWORD LODNew) override;
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STDMETHOD_(DWORD, GetLOD)() override;
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STDMETHOD_(DWORD, GetLevelCount)() override;
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STDMETHOD(SetAutoGenFilterType)(D3DTEXTUREFILTERTYPE FilterType) override;
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STDMETHOD_(D3DTEXTUREFILTERTYPE, GetAutoGenFilterType)() override;
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STDMETHOD_(void, GenerateMipSubLevels)() override;
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STDMETHOD(AddDirtyBox)(CONST D3DBOX* pDirtyBox) override;
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STDMETHOD(GetLevelDesc)(UINT Level, D3DVOLUME_DESC* pDesc) override;
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STDMETHOD(GetVolumeLevel)(UINT Level, IDirect3DVolume9** ppVolumeLevel) override;
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STDMETHOD(LockBox)(UINT Level, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) override;
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STDMETHOD(UnlockBox)(UINT Level) override;
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int GetHash(MyTypeHash& hash);
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};
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inline void UnswitchTextures(uMod_IDirect3DVolumeTexture9* pTexture)
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{
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uMod_IDirect3DVolumeTexture9* CrossRef = pTexture->CrossRef_D3Dtex;
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if (CrossRef != nullptr) {
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// switch textures back
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IDirect3DVolumeTexture9* cpy = pTexture->m_D3Dtex;
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pTexture->m_D3Dtex = CrossRef->m_D3Dtex;
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CrossRef->m_D3Dtex = cpy;
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// cancel the link
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CrossRef->CrossRef_D3Dtex = nullptr;
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pTexture->CrossRef_D3Dtex = nullptr;
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}
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}
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inline int SwitchTextures(uMod_IDirect3DVolumeTexture9* pTexture1, uMod_IDirect3DVolumeTexture9* pTexture2)
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{
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if (pTexture1->m_D3Ddev == pTexture2->m_D3Ddev && pTexture1->CrossRef_D3Dtex == nullptr && pTexture2->CrossRef_D3Dtex == nullptr) {
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// make cross reference
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pTexture1->CrossRef_D3Dtex = pTexture2;
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pTexture2->CrossRef_D3Dtex = pTexture1;
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// switch textures
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IDirect3DVolumeTexture9* cpy = pTexture2->m_D3Dtex;
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pTexture2->m_D3Dtex = pTexture1->m_D3Dtex;
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pTexture1->m_D3Dtex = cpy;
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return RETURN_OK;
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}
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return RETURN_TEXTURE_NOT_SWITCHED;
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}
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