Expand description
§hudhook
This library implements a mechanism for hooking into the
render loop of applications and drawing things on screen via
dear imgui
.
Currently, DirectX9, DirectX 11, DirectX 12 and OpenGL 3 are supported.
For complete, fully fledged examples of usage, check out the following projects:
It is a good idea to refer to these projects for any doubts about the API which aren’t clarified by this documentation, as this project is directly derived from them.
Refer to this post for in-depth information about the architecture of the library.
A tutorial book is also available, with end-to-end examples.
§Fair warning
hudhook
provides essential, crash-safe features for memory
manipulation and UI rendering. It does, alas, contain a hefty amount of FFI
and unsafe
code which still has to be thoroughly tested, validated and
audited for soundness. It should be OK for small projects such as videogame
mods, but it may crash your application at this stage.
§Examples
§Hooking the render loop and drawing things with imgui
Compile your crate with both a cdylib
and an executable target. The
executable will be very minimal and used to inject the DLL into the
target process.
§Building the render loop
Implement the render loop trait for your hook target.
§Example
Implement the ImguiRenderLoop
trait:
// lib.rs
use hudhook::*;
pub struct MyRenderLoop;
impl ImguiRenderLoop for MyRenderLoop {
fn render(&mut self, ui: &mut imgui::Ui) {
ui.window("My first render loop")
.position([0., 0.], imgui::Condition::FirstUseEver)
.size([320., 200.], imgui::Condition::FirstUseEver)
.build(|| {
ui.text("Hello, hello!");
});
}
}
{
// Use this if hooking into a DirectX 9 application.
use hudhook::hooks::dx9::ImguiDx9Hooks;
hudhook!(ImguiDx9Hooks, MyRenderLoop);
}
{
// Use this if hooking into a DirectX 11 application.
use hudhook::hooks::dx11::ImguiDx11Hooks;
hudhook!(ImguiDx11Hooks, MyRenderLoop);
}
{
// Use this if hooking into a DirectX 12 application.
use hudhook::hooks::dx12::ImguiDx12Hooks;
hudhook!(ImguiDx12Hooks, MyRenderLoop);
}
{
// Use this if hooking into a OpenGL 3 application.
use hudhook::hooks::opengl3::ImguiOpenGl3Hooks;
hudhook!(ImguiOpenGl3Hooks, MyRenderLoop);
}
§Injecting the DLL
You can use the facilities in inject
in your binaries to inject
the DLL in your target process.
// main.rs
use hudhook::inject::Process;
fn main() {
let mut cur_exe = std::env::current_exe().unwrap();
cur_exe.push("..");
cur_exe.push("libmyhook.dll");
let cur_dll = cur_exe.canonicalize().unwrap();
Process::by_name("MyTargetApplication.exe").unwrap().inject(cur_dll).unwrap();
}
Re-exports§
pub use windows;
pub use imgui;
pub use tracing;
Modules§
- Implementations of render engine hooks.
- Facilities for injecting compiled DLLs into target processes.
- Thin FFI wrapper around
minhook
. - General-purpose utilities. These are used across the
crate
but have proven useful in client code as well.
Macros§
- Entry point generator for the library.
Structs§
- Holds all the activated hooks and manages their lifetime.
- Builder object for
Hudhook
. - Bitflag for specifying types of window message to be filtered.
Traits§
- Generic trait for platform-specific hooks.
- Implement your
imgui
rendering logic via this trait. - Texture Loader for ImguiRenderLoop callbacks to load and replace textures
Functions§
- Allocate a Windows console.
- Disable hooks and eject the DLL.
- Enable console colors if the console is allocated.
- Free the previously allocated Windows console.