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004-imGui代码整理测试

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发表于 2023-3-28 15:43:51 | 显示全部楼层 |阅读模式





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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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