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A wrapper for extending the existing D3D9 and DI8 implementation in some NFS games.

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MirrorHook

A wrapper for extending the existing D3D9 and DI8 implementation in some NFS games.

D3D9

After it is injected, it waits for the game to create its D3D9 device and then it hooks the following function(s):

  • BeginScene
  • EndScene
  • Reset
  • TestCooperativeLevel
  • BeginStateBlock (to ensure hook stays running)

After hooking the functions, it lets external applications add their own extension functions.

// Example:
#include "path\to\MirrorHook\inc\Definitions.hpp"

void WINAPI MySuperEndSceneExtension(LPDIRECT3DDEVICE9 pDevice) {
      // code...
}

void MyAwesomeInitFunction() {
      // Make sure MirrorHook was loaded into the memory.
      HMODULE hMirrorHook = nullptr;
      while (!hMirrorHook) {
         hMirrorHook = GetModuleHandle("MirrorHook.asi");
         Sleep(100);
      }
      // Let MirrorHook know what game you're working on
      MirrorHook::PrepareFor(MirrorHook::Game::*);
      
      // Add some super extension
      MirrorHook::D3D9::AddExtension(MirrorHook::D3D9::D3D9Extension::EndScene, &MySuperEndSceneExtension);
      
      // Wait for the hook to finish, to get the window handle for example.
      while (!MirrorHook::D3D9::IsReady()) {
         Sleep(100);
      }
}

The actual DirectX libraries are not needed to write extensions, void* can be used for the parameters instead.

// Example:
// Instead of ->
void WINAPI MySuperEndSceneExtension(LPDIRECT3DDEVICE9 pDevice);
// You can type ->
void WINAPI MySuperEndSceneExtension(LPVOID pDevice);

DirectInput8

Same as the D3D9 implementation explained above. After it is injected, it waits for the game to create its instance of DirectInput8 and then it hooks the following function(s):

  • GetDeviceState

Currently, only mouse and keyboard events are supported.

Development dependencies

How to set up

  • Change the parameters of the copy command in Post-Build Event or remove it.
  • Compile.

Notes

This is a strictly WIN32-API library. The code will not work in any other environment unless you can provide the necessary libraries. (e.g., WineHQ) The code utilizes C++14 and is built against the Windows 7 SDK with the Visual Studio 2017 - Windows XP (v141_xp) toolset. The output will work on Windows XP SP1 and above.

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A wrapper for extending the existing D3D9 and DI8 implementation in some NFS games.

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