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郁金香灬外挂技术
https://www.yjxsoft.com/
本教程视频1920*1080分辩率下观看最佳
VS2017+win10 64位 环境
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学习目标:
imgui代码整理
imgui代码测试分析
imgui窗口位置
1、把main.cpp里的代码集成到一个类里边
#pragma once
#include "imgui.h"
#include "imgui_impl_win32.h"
#include "imgui_impl_dx11.h"
#include <d3d11.h>
#include <tchar.h>
#include<stdio.h>
#include<Windows.h>
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
class CDX11
{
private:
static ID3D11Device* m_pd3dDevice;
static ID3D11DeviceContext* m_pd3dDeviceContext;
static IDXGISwapChain* m_pSwapChain;
static ID3D11RenderTargetView* m_pmainRenderTargetView;
public:
static LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
static bool CreateDeviceD3D(IN HWND hWnd);
//,OUT ID3D11Device* m_pd3dDevice,OUT ID3D11DeviceContext* m_pd3dDeviceContext, IDXGISwapChain* m_pSwapChain);
static void CleanupDeviceD3D();
static void CreateRenderTarget();
static void CleanupRenderTarget();
static int main(int, char**);
};
#include "CDX11.h"
// Dear ImGui: standalone example application for DirectX 11
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
ID3D11Device* CDX11::m_pd3dDevice=NULL;
ID3D11DeviceContext* CDX11::m_pd3dDeviceContext = NULL;
IDXGISwapChain* CDX11::m_pSwapChain = NULL;
ID3D11RenderTargetView* CDX11::m_pmainRenderTargetView = NULL;
// Main code
int CDX11::main(int, char**)
{
// Create application window
//ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
::RegisterClassExW(&wc);
HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
printf("m_pd3dDevice<%p,%p,%p,%p> 行号=%d file=%s\n", m_pd3dDevice, m_pd3dDeviceContext, m_pSwapChain, m_pmainRenderTargetView, __LINE__,__FILE__);
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 1;
}
printf("m_pd3dDevice<%p,%p,%p,%p> 行号=%d file=%s\n", m_pd3dDevice, m_pd3dDeviceContext, m_pSwapChain, m_pmainRenderTargetView, __LINE__, __FILE__);
// Show the window
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
//ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
ImGui::StyleColorsClassic();//经典
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd); //键盘鼠标 剪切板
ImGui_ImplDX11_Init(m_pd3dDevice, m_pd3dDeviceContext);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool done = false;
while (!done)
{
// Poll and handle messages (inputs, window resize, etc.)
// See the WndProc() function below for our to dispatch events to the Win32 backend.
MSG msg;
while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
if (msg.message == WM_QUIT)
done = true;
}
if (done)
break;
// Start the Dear ImGui frame
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("2-Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button150")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("3-Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
m_pd3dDeviceContext->OMSetRenderTargets(1, &m_pmainRenderTargetView, NULL);
m_pd3dDeviceContext->ClearRenderTargetView(m_pmainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
m_pSwapChain->Present(1, 0); // Present with vsync
//m_pSwapChain->Present(0, 0); // Present without vsync
}
// Cleanup 相关清理工作
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
::DestroyWindow(hwnd);
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 0; //退出 整个程序退出
}
// Helper functions
bool CDX11::CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
HRESULT res = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, OUT & m_pSwapChain, OUT & m_pd3dDevice, &featureLevel, OUT & m_pd3dDeviceContext);
if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
res = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_WARP, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &m_pSwapChain, &m_pd3dDevice, &featureLevel, &m_pd3dDeviceContext);
if (res != S_OK)
return false;
CreateRenderTarget(); //OUT m_pmainRenderTargetView
return true;
}
void CDX11::CleanupDeviceD3D()
{
CleanupRenderTarget();
if (m_pSwapChain) { m_pSwapChain->Release(); m_pSwapChain = NULL; }
if (m_pd3dDeviceContext) { m_pd3dDeviceContext->Release(); m_pd3dDeviceContext = NULL; }
if (m_pd3dDevice) { m_pd3dDevice->Release(); m_pd3dDevice = NULL; }
}
void CDX11::CreateRenderTarget()
{
ID3D11Texture2D* pBackBuffer;
m_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
m_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &m_pmainRenderTargetView);
pBackBuffer->Release();
}
void CDX11::CleanupRenderTarget()
{
if (m_pmainRenderTargetView) { m_pmainRenderTargetView->Release(); m_pmainRenderTargetView = NULL; }
}
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