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[VB.Net] Drawing in a fullscreen game

 
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Mal1t1a
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PostPosted: Mon Apr 25, 2011 3:40 am    Post subject: [VB.Net] Drawing in a fullscreen game Reply with quote

I know this has been posted already, however, I would like to know if there is a specific topic/thread/post that contains the information/code needed. I've read something about GDI32 and have searched the forums for mentions about it and VB, but there was nothing. I've also read though, that using GDI32 is pretty much going to be specific to one's computer.

However, I would also like to incorporate the ability to hook the user's mouse in-game. Sort of like a Steam in-game overlay, or X-Fire in-game overlay. I highly doubt something of the sort could be remotely possible with VB.Net, so I am also taking the consideration of learning a New Language. Again, you could point me into the direction (I'd assume C++). I am heavily into Game Hacking, so if I could learn a new language, with a Game Hacking Approach, I think I'd be learning very fairly easy.
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hcavolsdsadgadsg
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PostPosted: Mon Apr 25, 2011 3:59 am    Post subject: Reply with quote

doesn't matter what you draw in, you need to hook the game / hijack some kind of function since you'll have no way of synchronizing with its drawing otherwise and you'll get flickering.
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PostPosted: Mon Apr 25, 2011 2:26 pm    Post subject: Reply with quote

You can do it with VB.NET it just would be a lot more work than using a non-managed language.

As for hooking the mouse, that depends on how the mouse is being processed in the game. You may have to hook DirectInput, you may have to hook the window proc to catch the mouse messages, or you may have to hook some other input libraries methods etc.

Personally opinion would be to use C++ since there are a zillion examples around the net to do all of this so you should find things fairly easy.

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Mal1t1a
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PostPosted: Mon Apr 25, 2011 5:04 pm    Post subject: Reply with quote

Is there any kind of examples that have already been posted that you could point me to?
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AhMunRa
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PostPosted: Mon Apr 25, 2011 11:00 pm    Post subject: Reply with quote

http://www.gamedev.net/topic/445141-c-directdraw-overlay-library/

C++ version of an overlay, but you could probably do it in Visual C++ and still make use of the .NET libs.

http://www.autohotkey.com/forum/topic7198.html

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hcavolsdsadgadsg
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PostPosted: Mon Apr 25, 2011 11:28 pm    Post subject: Reply with quote

overlays aren't the hottest solution, driver support is iffy and they don't seem to play nice with aero / w7... i tried a while ago and decided fuck it when i realized that both vendors require different formats, effort better spent elsewhere.
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AhMunRa
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PostPosted: Tue Apr 26, 2011 9:12 am    Post subject: Reply with quote

Aero isn't really an issue with me, I don't run it. I have the issue of having a dual core cpu in a quad core world. So the luxuries take a back seat for the miniscule performance gain.

The other drawback is those are for DX, if the game is OpenGL that's another story.

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hcavolsdsadgadsg
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PostPosted: Tue Apr 26, 2011 4:30 pm    Post subject: Reply with quote

Aero is GPU accelerated, having aero enabled can be faster than having it disabled.

Also I've done this in a quake engine game. I think I used the function that was responsible for drawing the 2d stuff like the hud. Just before it finished I went and did my own stuff. Worked fine.
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Mal1t1a
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PostPosted: Tue Apr 26, 2011 11:22 pm    Post subject: Reply with quote

anything and everything I could find about hooking and drawing overlays, everything was written in C++, and when I looked at the source code, it obviously was above and beyond my understanding, as I don't even know C++ in the very least. All I could do in it was cout << "hello world"; or something like that.
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