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- #include "GameOverlay.h"
- GameOverlay::GameOverlay()
- {
- }
- GameOverlay::~GameOverlay()
- {
- ImGui_ImplDX9_Shutdown();
- ImGui_ImplWin32_Shutdown();
- ImGui::DestroyContext();
- if (g_pd3dDevice) g_pd3dDevice->Release();
- if (pD3D) pD3D->Release();
- DestroyWindow(OverWindow);
- UnregisterClass(ClassName.c_str(), wc.hInstance);
- UnhookWindowsHookEx(hMouseHook);
- }
- extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
- LRESULT WINAPI GameOverlay::WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
- return true;
- switch (msg)
- {
- case WM_SIZE:
- if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
- {
- ImGui_ImplDX9_InvalidateDeviceObjects();
- g_d3dpp.BackBufferWidth = LOWORD(lParam);
- g_d3dpp.BackBufferHeight = HIWORD(lParam);
- HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
- if (hr == D3DERR_INVALIDCALL)
- IM_ASSERT(0);
- ImGui_ImplDX9_CreateDeviceObjects();
- }
- return 0;
- case WM_SYSCOMMAND:
- if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
- return 0;
- break;
- case WM_DESTROY:
- PostQuitMessage(0);
- return 0;
- }
- return DefWindowProc(hWnd, msg, wParam, lParam);
- }
- LRESULT CALLBACK GameOverlay::MouseProc(int nCode, WPARAM wParam, LPARAM lParam)
- {
- GameOverlay *g = (GameOverlay*)GetWindowLongPtr(OverWindow, GWLP_USERDATA);
- if (g->IsOpen) // bool
- {
- ImGuiIO& io = ImGui::GetIO();
- MOUSEHOOKSTRUCT* pMouseStruct = (MOUSEHOOKSTRUCT *)lParam;
- if (pMouseStruct != NULL) {
- switch (wParam)
- {
- case WM_LBUTTONDOWN:
- io.MouseDown[0] = true;
- break;
- case WM_LBUTTONUP:
- io.MouseDown[0] = false;
- io.MouseReleased[0] = true;
- break;
- case WM_RBUTTONDOWN:
- io.MouseDown[1] = true;
- break;
- case WM_RBUTTONUP:
- io.MouseDown[1] = false;
- io.MouseReleased[1] = true;
- break;
- }
- }
- }
- return CallNextHookEx(hMouseHook, nCode, wParam, lParam);
- }
- bool GameOverlay::Inti(string ClassName, string WindowTitle)
- {
- if (_inti)
- return false;
- this->ClassName = ClassName;
- this->WindowTitle = WindowTitle;
- RECT rc;
- HWND newhwnd = FindWindowEx(FindWindow("TXGuiFoundation", NULL), NULL, "AEngineRenderWindowClass", NULL);
- if (newhwnd != NULL)
- {
- GetWindowRect(newhwnd, &rc);
- //s_width = rc.right - rc.left;
- //s_height = rc.bottom - rc.top;
- }
- else
- {
- //ExitProcess(0);
- }
- // Create application window
- //wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, (HMODULE)GetModuleHandle(NULL), NULL, NULL, NULL, NULL, ClassName.c_str(), NULL };
- ZeroMemory(&wc, sizeof(WNDCLASSEX));
- wc.cbSize = sizeof(WNDCLASSEX);
- wc.style = CS_HREDRAW | CS_VREDRAW;
- wc.lpfnWndProc = WndProc;
- wc.hInstance = 0L;
- wc.hCursor = NULL;
- // wc.hbrBackground = (HBRUSH)RGB(0, 0, 0);
- wc.hbrBackground = NULL;
- wc.lpszClassName = ClassName.c_str();
- RegisterClassEx(&wc);
- OverWindow = CreateWindow(ClassName.c_str(), WindowTitle.c_str(), WS_EX_TOPMOST | WS_POPUP, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
- SetWindowLong(OverWindow, GWL_EXSTYLE, (int)GetWindowLong(OverWindow, GWL_EXSTYLE) | WS_EX_LAYERED | WS_EX_TRANSPARENT);
- SetLayeredWindowAttributes(OverWindow, RGB(0, 0, 0), 255, ULW_COLORKEY | LWA_ALPHA);
- // Trick to get the class inside static funcs
- SetWindowLongPtr(OverWindow, GWLP_USERDATA, (LONG_PTR)this);
- // Initialize Direct3D
- if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
- {
- UnregisterClass(ClassName.c_str(), wc.hInstance);
- return false;
- }
- ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
- g_d3dpp.Windowed = TRUE;
- g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
- g_d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
- g_d3dpp.EnableAutoDepthStencil = TRUE;
- g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
- g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
- //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
- // Create the D3DDevice
- if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, OverWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
- {
- pD3D->Release();
- UnregisterClass(ClassName.c_str(), wc.hInstance);
- return false;
- }
- // Setup Dear ImGui context
- IMGUI_CHECKVERSION();
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO();
- io.DeltaTime = 1.0f / 60.0f;
- //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
- // Setup Dear ImGui style
- ImGui::StyleColorsDark();
- //ImGui::StyleColorsClassic();
- // Setup Platform/Renderer bindings
- ImGui_ImplWin32_Init(OverWindow);
- ImGui_ImplDX9_Init(g_pd3dDevice);
- // 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.
- // - Read 'misc/fonts/README.txt' 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("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
- //IM_ASSERT(font != NULL);
- hMouseHook = SetWindowsHookEx(WH_MOUSE, MouseProc, 0, GetWindowThreadProcessId(OverWindow, NULL));
- return true;
- }
- void GameOverlay::InternalRendering()
- {
- bool show_demo_window = true;
- bool show_another_window = false;
- ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 0.0f);
- // Start the Dear ImGui frame
- ImGui_ImplDX9_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 created a named window.
- {
- static float f = 0.0f;
- static int counter = 0;
- ImGui::Begin(WindowTitle.c_str(), &IsOpen); // 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("Button")) // 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 / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
- ImGui::End();
- }
- // 3. Show another simple window.
- if (show_another_window)
- {
- ImGui::Begin("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();
- }
- }
- void GameOverlay::Update()
- {
- ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 0.0f);
- // Main loop
- MSG msg;
- ZeroMemory(&msg, sizeof(msg));
- while (msg.message != WM_QUIT)
- {
- // Poll and handle messages (inputs, window resize, etc.)
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
- {
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- continue;
- }
- // Set Open State
- if (lastState != IsOpen)
- {
- lastState = IsOpen;
- UpdateOverlayState();
- }
- InternalRendering();
- // Rendering
- ImGui::EndFrame();
- g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
- g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
- g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
- D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
- g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
- if (g_pd3dDevice->BeginScene() >= 0)
- {
- ImGui::Render();
- ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
- g_pd3dDevice->EndScene();
- }
- HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
- // Handle loss of D3D9 device
- if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
- {
- ImGui_ImplDX9_InvalidateDeviceObjects();
- g_pd3dDevice->Reset(&g_d3dpp);
- ImGui_ImplDX9_CreateDeviceObjects();
- }
- }
- }
- void GameOverlay::Start()
- {
- if (_inti)
- return;
- _inti = true;
- ShowWindow(OverWindow, SW_SHOWDEFAULT);
- UpdateWindow(OverWindow);
- // Start the updater
- auto UpdaterStart = [](LPVOID p) -> DWORD WINAPI { GameOverlay *t = (GameOverlay*)p; t->Update(); return 0; };
- CreateThread(NULL, NULL, UpdaterStart, this, NULL, NULL);
- }
- void GameOverlay::UpdateOverlayState()
- {
- //We call this function only when we open or close the menu
- long style = GetWindowLong(OverWindow, GWL_EXSTYLE);
- if (IsOpen)
- {
- style &= ~WS_EX_LAYERED;
- SetWindowLong(OverWindow, GWL_EXSTYLE, style);
- SetForegroundWindow(OverWindow);
- }
- else
- {
- style |= WS_EX_LAYERED;
- SetWindowLong(OverWindow, GWL_EXSTYLE, style);
- }
- //Credits go to someone from UC
- }
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