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Refactor IIDX camhook texture replacement (#424)
## Link to GitHub Issue, if one exists Fixes #393 ## Description of change - Fixes compatibility with IIDX 33 - Adjusts the pattern scan for "hook A" to be compatible with IIDX 27 - Refactors texture replacement to use Camera::CCameraManager2, removing the need for a second hook Related: https://github.com/aixxe/2dxcamhook/compare/0.4.0.0...0.5.0.0 ## Testing Booted with `-iidxcamhook` on IIDX 27, 28, 29, 30, 31, 32 & 33 Confirmed both cameras were visible in I/O test, music select settings & gameplay
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@@ -46,14 +46,17 @@ namespace games::iidx {
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IMFActivate *pActivate,
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IDirect3DDeviceManager9 *pD3DManager,
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LPDIRECT3DDEVICE9EX device,
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LPDIRECT3DTEXTURE9 *texture_target
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LPDIRECT3DTEXTURE9 *camera_texture_target,
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LPDIRECT3DTEXTURE9 *preview_texture_target
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):
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m_nRefCount(1),
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m_name(name),
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m_prefer_16_by_9(prefer_16_by_9),
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m_device(device),
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m_texture_target(texture_target),
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m_texture_original(*texture_target)
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m_camera_texture_target(camera_texture_target),
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m_preview_texture_target(preview_texture_target),
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m_camera_texture_original(*camera_texture_target),
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m_preview_texture_original(*preview_texture_target)
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{
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InitializeCriticalSection(&m_critsec);
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@@ -691,7 +694,8 @@ namespace games::iidx {
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if (FAILED(hr)) { goto done; }
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// Make the game use this new texture as camera stream source
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*m_texture_target = m_texture;
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*m_camera_texture_target = m_texture;
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*m_preview_texture_target = m_texture;
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m_active = TRUE;
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// Create texture for colour conversion
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@@ -860,7 +864,8 @@ namespace games::iidx {
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ULONG uCount = InterlockedDecrement(&m_nRefCount);
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*m_texture_target = m_texture_original;
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*m_camera_texture_target = m_camera_texture_original;
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*m_preview_texture_target = m_preview_texture_original;
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for (size_t i = 0; i < m_mediaTypeInfos.size(); i++) {
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SafeRelease(&(m_mediaTypeInfos.at(i).p_mediaType));
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