Files
gMod/uMod_DXMain/uMod_TextureServer.h
T
code@koerner-de.net 56844968e4 Separated DirectX content from:
1) dll entry functions
2) Server (inside the dll)
3) Server-Client interface.

uMod now detects if a DirectX device was created and is under "control" of uMod (a counter is shown after the game name). Thus if the injection did not work properly, uMod wont show a DX9 or DX9EX count.
2012-03-22 20:35:16 +00:00

219 lines
6.7 KiB
C++

/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef uMod_TEXTURESERVER_H_
#define uMod_TEXTURESERVER_H_
#include "../uMod_GlobalDefines.h"
#include "uMod_ArrayHandler.h"
/*
* An object of this class is created only once.
* The Mainloop functions is executed by a server thread,
* which listen on a pipe.
*
* Functions called by the Client are called from the a thread instance of the game itself.
* Nearly all other functions are called from the server thread instance.
*/
class uMod_TextureClient;
class uMod_TextureServer
{
public:
/**
* The server is created from the dll entry routine.
* @param name Name of the game executable (without the extension)
*/
uMod_TextureServer(wchar_t *name);
~uMod_TextureServer(void);
/**
* Each client connect itself to the server via this function.
* @param client This-pointer of the client
* @param update Current texture to be modded
* @param number Number of modded textures
* @param Version Version of DirectX.
* @return RETURN_OK on success
*/
int AddClient(uMod_TextureClient *client, TextureFileStruct* &update, int &number, const int version); // called from a Client
/**
* On destruction of client, it disconnect from the server.
* @param client This-pointer of the client
* @return RETURN_OK on success
*/
int RemoveClient(uMod_TextureClient *client, const int version); // called from a Client
/**
* Opens the pipe to the GUI (called from the dll entry routine)
* @param name Name of the game
* @return RETURN_OK on success
*/
int OpenPipe(wchar_t *name); // called on initialization of our d3d9 fake dll
/**
* Close the Pipe to the GUI (called if dll entry is called to attach from the game)
* @return RETURN_OK on success
*/
int ClosePipe(void); // called on exit of our d3d9 fake dll
/**
* The mainloop reads from the pipe (blocking reading). It is running in a separate server thread.
* @return RETURN_OK on success
*/
int MainLoop(void); // is executed in a server thread
private:
/**
* Add a file to the list of texture to be modded (called from the mainloop).
* @param buffer hold the file content of the texture
* @param size size of the file content
* @param hash hash of the texture to be replaced
* @param force set to TRUE to force a reload of the texture
* @return RETURN_OK on success
*/
int AddFile( char* buffer, unsigned int size, MyTypeHash hash, bool force); // called from Mainloop(), if the content of the texture is sent
/**
* Add a file to the list of texture to be modded (called from the mainloop).
* @param file_name Name and path to the file to be loaded.
* @param hash hash of the texture to be replaced
* @param force set to TRUE to force a reload of the texture
* @return RETURN_OK on success
*/
int AddFile( wchar_t* file_name, MyTypeHash hash, bool force); // called from Mainloop(), if the name and the path to the file is sent
/**
* Remove a texture (called from the mainloop).
* @param hash Hash of the target texture.
* @return RETURN_OK on success
*/
int RemoveFile( MyTypeHash hash); // called from Mainloop()
/**
* Save all texture, which are loade by the game (called from the mainloop).
* @param val Set TRUE to enable the mode.
* @return
*/
int SaveAllTextures(bool val); // called from Mainloop()
/**
* (called from the mainloop).
* @param val
* @return
*/
int SaveSingleTexture(bool val); // called from Mainloop()
/**
* (called from the mainloop).
* @param dir
* @return
*/
int SetSaveDirectory( wchar_t *dir); // called from Mainloop()
/**
* (called from the mainloop).
* @param key
* @return
*/
int SetKeyBack( int key); // called from Mainloop()
/**
* (called from the mainloop).
* @param key
* @return
*/
int SetKeySave( int key); // called from Mainloop()
/**
* (called from the mainloop).
* @param key
* @return
*/
int SetKeyNext( int key); // called from Mainloop()
/**
* (called from the mainloop).
* @param colour
* @return
*/
int SetFontColour(DWORD colour); // called from Mainloop()
/**
* (called from the mainloop).
* @param colour
* @return
*/
int SetTextureColour(DWORD colour); // called from Mainloop()
bool BoolSaveAllTextures;
bool BoolSaveSingleTexture;
wchar_t SavePath[MAX_PATH];
wchar_t GameName[MAX_PATH];
/**
* Send the files to be modded (Update) to a client (called from the mainloop).
* @param client Pointer to a client (if NULL is passed, the data is send to all clients)
* @return
*/
int PropagateUpdate(uMod_TextureClient* client=NULL); // called from Mainloop() if texture are loaded or removed
/**
* Prepare the texture data for the clients (e.g. Load the texture from disk, sort the texture according the hash values) (called from the mainloop).
* @param update
* @param number
* @return
*/
int PrepareUpdate(TextureFileStruct* &update, int &number); // called from PropagateUpdate() and AddClient()
// generate a copy of the current texture to be modded
// the file content of the textures are not copied, the clients get the pointer to the file content
// but the arrays allocate by this function, must be deleted by the client
int LockMutex();
int UnlockMutex();
HANDLE Mutex;
int KeyBack;
int KeySave;
int KeyNext;
DWORD FontColour;
DWORD TextureColour;
PipeStruct Pipe;
uMod_TextureClient** Clients;
int NumberOfClients;
int LenghtOfClients;
uMod_FileHandler CurrentMod; // hold the file content of texture
uMod_FileHandler OldMod; // hold the file content of texture which were added previously but are not needed any more
// this is needed, because a texture clients might not have merged the last update and thus hold pointers to the file content of old textures
};
#endif /* uMod_TEXTURESERVER_H_ */