Verfasst: 01.06.2009 19:31
Ich habe mir mal die Freiheit genommen den Code zu aktualisieren:
Ich versuche gerade ein Overlay für die Source-Spiele auf Steam zu programmieren. Also CounterStrike, Day Of Defeat, etc. die alle auf DirectX 9 basieren.
Mir sind zwei grundlegende Probleme mit dem Code aufgefallen:
1.) Die Auflösung des Desktops muss mit der im Spiel identisch sein sonst funktioniert es nicht (auch Bit-tiefe).
2.) Wird das Spiel minimiert wird das Overlay zerstört
Es wäre schon interessant zu wissen wie man diese Probleme umgehen kann. Auf der anderen Seite ist DD veraltet, eingestellt und nicht 64bit kompatibel. Es ist wohl an der Zeit sowas mit D3D zu realisieren.
Code: Alles auswählen
; Overlay for DirectX 7 via DirectDraw
;
; Original by Stefan Moebius (02 Nov. 2004)
; Updated by Fluid Byte (10 May 2009)
;
;
; Attention:
; ¯¯¯¯¯¯¯¯¯¯
; Not every graphic card supports overlays.
EnableExplicit
Declare WindowCallback(hWnd,uMsg,wParam,lParam)
Declare CreateOverlayFromSprite(Sprite)
Declare ShowOverlay(*DDS.IDirectDrawSurface7,X,Y,Width,Height)
Declare HideOverlay(*DDS.IDirectDrawSurface7)
Declare FreeOverlay(*DDS.IDirectDrawSurface7)
#DDOVER_HIDE = $00000200
#DDOVER_SHOW = 16384
#DDSCAPS_OVERLAY = 128
#DDSCAPS_VIDEOMEMORY = 16384
#DDSD_PIXELFORMAT = 4096
#DDSD_CAPS = 1
#DDSD_HEIGHT = 2
#DDSD_WIDTH = 4
#DDPF_RGB = 64
#DDPF_FOURCC = 4
#DDLOCK_WAIT = 1
Structure DDPIXELFORMAT
dwSize.l
dwFlags.l
dwFourCC.l
dwRGBBitCount.l
dwRBitMask.l
dwGBitMask.l
dwBBitMask.l
dwRGBAlphaBitMask.l
EndStructure
Structure DDCOLORKEY
dwColorSpaceLowValue.l
dwColorSpaceHighValue.l
EndStructure
Structure DDSCAPS2
dwCaps.l
dwCaps2.l
dwCaps3.l
dwCaps4.l
EndStructure
Structure DDSURFACEDESC2
dwSize.l
dwFlags.l
dwHeight.l
dwWidth.l
lPitch.l
dwBackBufferCount.l
dwRefreshRate.l
dwAlphaBitDepth.l
dwReserved.l
lpSurface.l
ddckCKDestOverlay.DDCOLORKEY
ddckCKDestBlt.DDCOLORKEY
ddckCKSrcOverlay.DDCOLORKEY
ddckCKSrcBlt.DDCOLORKEY
ddpfPixelFormat.DDPIXELFORMAT
ddsCaps.DDSCAPS2
dwTextureStage.l
EndStructure
Structure PB_Sprite
Sprite.i
Width.w
Height.w
Depth.w
Mode.w
FileName.i
RealWidth.w
RealHeight.w
ClipX.w
ClipY.w
EndStructure
Global bShow, Overlay
Define x, y, Angle.f
Define DesktopWidth = GetSystemMetrics_(#SM_CXFULLSCREEN)
Define DesktopHeight = GetSystemMetrics_(#SM_CYFULLSCREEN)
LoadFont(0,"Arial",32)
; Open Screen
InitSprite()
OpenWindow(0,0,0,200,100,"Overlay-Test",#PB_Window_SystemMenu|#PB_Window_ScreenCentered)
OpenWindowedScreen(WindowID(0),0,0,320,200,0,0,0)
; Create overlay sprite
CreateSprite(1,256,64) ; Width / height must be dividable by 2
StartDrawing(SpriteOutput(1))
For x=0 To 255
For y=0 To 63
Plot(x,y,RGB(255 - x,y * 4,x))
Next
Next
DrawingFont(FontID(0))
DrawingMode(1)
DrawText(3,3,"Hallo Welt !!!")
DrawText(0,0,"Hallo Welt !!!",#White)
StopDrawing()
Overlay = CreateOverlayFromSprite(1) ; On my computer only one overlay is supported
; Register the hot key
RegisterHotKey_(WindowID(0),0,#MOD_ALT,#VK_F11) ; Press ALT + F11 to show / hide the overlay
SetWindowCallback(@WindowCallback())
; ------------------------------------------------------------------------------------------------------
; MAIN LOOP
; ------------------------------------------------------------------------------------------------------
Repeat
FlipBuffers()
If bShow
Angle + 0.02
X = Sin(Angle) * (DesktopWidth - 256) / 2 + (DesktopWidth - 256) / 2
Y = Cos(Angle) * (DesktopHeight - 64) / 2 + (DesktopHeight - 64) / 2
ShowOverlay(Overlay,X,Y,256,64)
EndIf
Until WindowEvent() = #PB_Event_CloseWindow
FreeOverlay(Overlay)
; ------------------------------------------------------------------------------------------------------
; FUNCTIONS
; ------------------------------------------------------------------------------------------------------
Procedure WindowCallback(hWnd,uMsg,wParam,lParam)
Select uMsg
Case #WM_HOTKEY
bShow = 1 - bShow
If bShow = 0 : HideOverlay(Overlay) : EndIf
EndSelect
ProcedureReturn #PB_ProcessPureBasicEvents
EndProcedure
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Procedure CreateOverlayFromSprite(Sprite)
Protected *Sprite.PB_Sprite, *SrcDDS.IDirectDrawSurface7, *DD.IDirectDraw7, ddsd.DDSURFACEDESC2
Protected Width, Height, Result, *DDS.IDirectDrawSurface7, Format, SrcDC, DC, Addr, Pitch, X, Y
Protected C1, C2, Y0, U0, V0, Y1, U1, V1
*Sprite = IsSprite(Sprite)
*SrcDDS = *Sprite\Sprite
*SrcDDS\GetDDInterface(@*DD)
Width = *Sprite\RealWidth
Height = *Sprite\RealHeight
ddsd.DDSURFACEDESC2
ddsd\dwSize = SizeOf(DDSURFACEDESC2)
ddsd\ddsCaps\dwCaps = #DDSCAPS_OVERLAY | #DDSCAPS_VIDEOMEMORY
ddsd\dwFlags = #DDSD_CAPS | #DDSD_HEIGHT | #DDSD_WIDTH | #DDSD_PIXELFORMAT
ddsd\dwWidth = Width
ddsd\dwHeight = Height
ddsd\ddpfPixelFormat\dwSize = SizeOf(DDPIXELFORMAT)
ddsd\ddpfPixelFormat\dwFlags = #DDPF_RGB
ddsd\ddpfPixelFormat\dwRGBBitCount = 16
ddsd\ddpfPixelFormat\dwRBitMask = $F800
ddsd\ddpfPixelFormat\dwGBitMask = $07E0
ddsd\ddpfPixelFormat\dwBBitMask = $001F
Result = *DD\CreateSurface(ddsd,@*DDS,0)
Format = 1
If Result
ddsd\ddpfPixelFormat\dwRBitMask = $7C00
ddsd\ddpfPixelFormat\dwGBitMask = $03E0
ddsd\ddpfPixelFormat\dwBBitMask = $001F
Result = *DD\CreateSurface(ddsd,@*DDS,0)
Format = 1
EndIf
If Result
ddsd\ddpfPixelFormat\dwRGBBitCount = 0
ddsd\ddpfPixelFormat\dwRBitMask = 0
ddsd\ddpfPixelFormat\dwGBitMask = 0
ddsd\ddpfPixelFormat\dwBBitMask = 0
ddsd\ddpfPixelFormat\dwFlags = #DDPF_FOURCC
ddsd\ddpfPixelFormat\dwFourCC = PeekL(@"UYVY")
Result = *DD\CreateSurface(ddsd,@*DDS,0)
Format = 2
EndIf
If Result
ddsd\ddpfPixelFormat\dwFourCC = PeekL(@"YUY2")
Result = *DD\CreateSurface(ddsd,@*DDS,0)
Format = 3
EndIf
If Result : MessageRequester("Error","Can't create Surface !") : End : EndIf
SrcDC = StartDrawing(SpriteOutput(Sprite))
If Format = 1
*DDS\GetDC(@DC)
BitBlt_(DC,0,0,Width,Height,SrcDC,0,0,#SRCCOPY)
*DDS\ReleaseDC(DC)
Else
*DDS\Lock(0,ddsd,#DDLOCK_WAIT,0)
Addr = ddsd\lpSurface
Pitch = ddsd\lPitch
For y = 0 To Height-1
For x = 0 To Width-1 Step 2
C1 = Point(x,y)
C2 = Point(x + 1,y)
Y0 = ( Red(C1) * 29 +Green(C1) * 57 +Blue(C1) * 14) / 100
U0 = 128 +(-Red(C1) * 14 -Green(C1) * 29 +Blue(C1) * 43) / 100
V0 = 128 +( Red(C1) * 36 -Green(C1) * 29 -Blue(C1) * 07) / 100
Y1 = ( Red(C2) * 29 +Green(C2) * 57 +Blue(C2) * 14) / 100
U1 = 128 +(-Red(C2) * 14 -Green(C2) * 29 +Blue(C2) * 43) / 100
V1 = 128 +( Red(C2) * 36 -Green(C2) * 29 -Blue(C2) * 07) / 100
Select Format
Case 2
PokeL(Addr,Y1 << 24 + ((V0 + V1) / 2) << 16 + Y0 << 8 + (U0 + U1) / 2) : Addr + 4
Case 3
PokeL(Addr,((V0 + V1) / 2) << 24 + Y1 << 16 + ((U0 + U1) / 2) << 8 + Y0) : Addr + 4
EndSelect
Next
Addr + (Pitch - Width * 2)
Next
*DDS\UnLock(0)
EndIf
StopDrawing()
ProcedureReturn *DDS
EndProcedure
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Procedure ShowOverlay(*DDS.IDirectDrawSurface7,X,Y,Width,Height)
Protected re1.RECT, re2.RECT, *DD.IDirectDraw7, *GDI.IDirectDrawSurface7
SetRect_(re1,X,Y,X + Width,Y + Height)
SetRect_(re2,0,0,Width,Height)
*DDS\GetDDInterface(@*DD)
*DD\GetGDISurface(@*GDI)
*DDS\UpdateOverlay(re2,*GDI,re1,#DDOVER_SHOW,0)
EndProcedure
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Procedure HideOverlay(*DDS.IDirectDrawSurface7)
Protected *DD.IDirectDraw7, *GDI.IDirectDrawSurface7
*DDS\GetDDInterface(@*DD)
*DD\GetGDISurface(@*GDI)
*DDS\UpdateOverlay(0,*GDI,0,#DDOVER_HIDE,0)
EndProcedure
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Procedure FreeOverlay(*DDS.IDirectDrawSurface7)
ProcedureReturn *DDS\Release()
EndProcedure
Mir sind zwei grundlegende Probleme mit dem Code aufgefallen:
1.) Die Auflösung des Desktops muss mit der im Spiel identisch sein sonst funktioniert es nicht (auch Bit-tiefe).
2.) Wird das Spiel minimiert wird das Overlay zerstört
Es wäre schon interessant zu wissen wie man diese Probleme umgehen kann. Auf der anderen Seite ist DD veraltet, eingestellt und nicht 64bit kompatibel. Es ist wohl an der Zeit sowas mit D3D zu realisieren.