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ImGuiWrapper.cpp
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221 lines (185 loc) · 6.93 KB
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#include "pch.h"
#include "ImGuiWrapper.h"
#include "ImGui/imgui.h"
#include "ImGui/imgui_impl_dx11.h"
#include "ImGui/imgui_impl_win32.h"
#include "windows.h"
#pragma comment(lib, "d3d11.lib")
ID3D11Device* ImGuiWrapper::pd3dDevice = nullptr;
ID3D11DeviceContext* ImGuiWrapper::pd3dDeviceContext = nullptr;
IDXGISwapChain* ImGuiWrapper::pSwapChain = nullptr;
ID3D11RenderTargetView* ImGuiWrapper::pMainRenderTargetView = nullptr;
bool ImGuiWrapper::CreateDeviceD3D(HWND hwnd)
{
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;
const UINT createDeviceFlags = 0;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
if (D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &pSwapChain, &pd3dDevice, &featureLevel, &pd3dDeviceContext) != S_OK)
return false;
return CreateRenderTarget();
}
void ImGuiWrapper::CleanupDeviceD3D()
{
CleanupRenderTarget();
if (pSwapChain) {
pSwapChain->Release();
pSwapChain = nullptr;
}
if (pd3dDeviceContext) {
pd3dDeviceContext->Release();
pd3dDeviceContext = nullptr;
}
if (pd3dDevice) {
pd3dDevice->Release();
pd3dDevice = nullptr;
}
}
bool ImGuiWrapper::CreateRenderTarget()
{
ID3D11Texture2D* pBackBuffer;
pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (pBackBuffer != nullptr) {
pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &pMainRenderTargetView);
pBackBuffer->Release();
return true;
}
return false;
}
void ImGuiWrapper::CleanupRenderTarget()
{
if (pMainRenderTargetView) {
pMainRenderTargetView->Release();
pMainRenderTargetView = nullptr;
}
}
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI ImGuiWrapper::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 (pd3dDevice != nullptr && wParam != SIZE_MINIMIZED) {
CleanupRenderTarget();
pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
CreateRenderTarget();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU)
return 0;
break;
case WM_DESTROY:
::PostQuitMessage(0);
return 0;
case WM_DPICHANGED:
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) {
const RECT* suggested_rect = (RECT*)lParam;
::SetWindowPos(hwnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
}
break;
default:
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
void ImGuiWrapper::run()
{
// init game window
HWND hGameWnd = nullptr;
{
EnumDesktopWindows(NULL, [](HWND hwnd, LPARAM lparam) -> BOOL
{
DWORD pid;
GetWindowThreadProcessId(hwnd, &pid);
if (pid == GetCurrentProcessId()) {
*reinterpret_cast<HWND*>(lparam) = hwnd;
return FALSE;
}
return TRUE;
}, (LPARAM)&hGameWnd);
}
ImGui_ImplWin32_EnableDpiAwareness();
const WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Host", nullptr };
::RegisterClassEx(&wc);
const HWND hwnd = ::CreateWindow(wc.lpszClassName, L"ImGui Host", WS_EX_TOPMOST | WS_POPUP | WS_VISIBLE, 0, 0, 100, 100, NULL, NULL, wc.hInstance, NULL);
SetWindowLongPtr(hwnd, GWL_EXSTYLE, WS_EX_LAYERED | WS_EX_TRANSPARENT);
SetLayeredWindowAttributes(hwnd, 0, 100, LWA_ALPHA);
// to cover the game window
RECT rt;
if (hGameWnd && GetWindowRect(hGameWnd, &rt))
SetWindowPos(hwnd, HWND_TOPMOST, rt.left, rt.top, rt.right - rt.left, rt.bottom - rt.top, 0);
if (!CreateDeviceD3D(hwnd)) {
CleanupDeviceD3D();
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return;
}
::ShowWindow(hwnd, SW_SHOW);
::UpdateWindow(hwnd);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
ImGui::StyleColorsDark();
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
style.WindowRounding = 4.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(pd3dDevice, pd3dDeviceContext);
const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 0.0f/*0.45f, 0.55f, 0.60f, 1.00f*/);
bool done = false;
while (!done) {
MSG msg;
while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) {
::TranslateMessage(&msg);
::DispatchMessage(&msg);
if (msg.message == WM_QUIT)
done = true;
}
if (done)
break;
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
{
// draw your own window here
windows::render_menu();
windows::render_esp();
}
ImGui::EndFrame();
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 };
pd3dDeviceContext->OMSetRenderTargets(1, &pMainRenderTargetView, nullptr);
pd3dDeviceContext->ClearRenderTargetView(pMainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
pSwapChain->Present(1, 0);
}
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
::DestroyWindow(hwnd);
::UnregisterClass(wc.lpszClassName, wc.hInstance);
}