Пример #1
0
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
	if (ImGui_ImplDX9_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);
}
Пример #2
0
void Pyx::Graphics::Gui::ImGuiImpl::ReleaseResources()
{
    if (m_isResourcesCreated)
    {
        auto* pRenderer = GraphicsContext::GetInstance().GetMainRenderer();
        if (pRenderer)
        {
            switch (pRenderer->GetRendererType())
            {
            case RendererType::D3D9:
            {
                ImGui_ImplDX9_InvalidateDeviceObjects();
                m_isResourcesCreated = false;
                break;
            }
            case RendererType::D3D11:
            {
                ImGui_ImplDX11_InvalidateDeviceObjects();
                m_isResourcesCreated = false;
                break;
            }
            default:
                return;
            }
        }
    }
}
void ImGui_ImplDX9_Shutdown()
{
    ImGui_ImplDX9_InvalidateDeviceObjects();
    ImGui::Shutdown();
    g_pd3dDevice = NULL;
    g_hWnd = 0;
}
Пример #4
0
long __stdcall Hooks::Reset( IDirect3DDevice9* pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters )
{
	if( !G::d3dinit )
		return oReset( pDevice, pPresentationParameters );

	ImGui_ImplDX9_InvalidateDeviceObjects();

	auto hr = oReset( pDevice, pPresentationParameters );
	ImGui_ImplDX9_CreateDeviceObjects();


	return hr;
}
Пример #5
0
DWORD __stdcall ThreadEntry(LPVOID) {
	Log::Log("Initializing API\n");
	if (!GW::Initialize()){
		MessageBoxA(0, "Initialize Failed at finding all addresses, contact Developers about this.", "GWToolbox++ API Error", 0);
		FreeLibraryAndExitThread(dllmodule, EXIT_SUCCESS);
		return EXIT_SUCCESS;
	}

	Log::Log("Installing dx hooks\n");
	GW::Render::SetRenderCallback([](IDirect3DDevice9* device) {
		GWToolbox::Instance().Draw(device);
	});
	GW::Render::SetResetCallback([](IDirect3DDevice9* device) {
		ImGui_ImplDX9_InvalidateDeviceObjects();
	});

	Log::Log("Installed dx hooks\n");

	Log::InitializeChat();

	Log::Log("Installed chat hooks\n");

	while (!tb_destroyed) { // wait until destruction
		Sleep(100);

#ifdef _DEBUG
		if (GetAsyncKeyState(VK_END) & 1) {
			GWToolbox::Instance().StartSelfDestruct();
			break;
		}
#endif
	}
	
	Sleep(100);

	Sleep(100);
	Log::Log("Closing log/console, bye!\n");
	Log::Terminate();
	Sleep(100);
	FreeLibraryAndExitThread(dllmodule, EXIT_SUCCESS);
}
Пример #6
0
int main(int, char**)
{
    // Create application window
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
    RegisterClassEx(&wc);
    HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);

    // Initialize Direct3D
    LPDIRECT3D9 pD3D;
    if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
    {
        UnregisterClass(_T("ImGui Example"), wc.hInstance);
        return 0;
    }
    ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
    g_d3dpp.Windowed = TRUE;
    g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
    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, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
    {
        pD3D->Release();
        UnregisterClass(_T("ImGui Example"), wc.hInstance);
        return 0;
    }

    // Setup Dear ImGui binding
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO(); (void)io;
    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
    ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);

    // Setup style
    ImGui::StyleColorsDark();
    //ImGui::StyleColorsClassic();

    // 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);

    bool show_demo_window = true;
    bool show_another_window = false;
    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

    // Main loop
    MSG msg;
    ZeroMemory(&msg, sizeof(msg));
    ShowWindow(hwnd, SW_SHOWDEFAULT);
    UpdateWindow(hwnd);
    while (msg.message != WM_QUIT)
    {
        // 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;
        }
        ImGui_ImplDX9_NewFrame();

        // 1. Show a simple window.
        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
        {
            static float f = 0.0f;
            static int counter = 0;
            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
            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

            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
            ImGui::Checkbox("Another Window", &show_another_window);

            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: 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);
        }

        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
        if (show_another_window)
        {
            ImGui::Begin("Another Window", &show_another_window);
            ImGui::Text("Hello from another window!");
            if (ImGui::Button("Close Me"))
                show_another_window = false;
            ImGui::End();
        }

        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
        if (show_demo_window)
        {
            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
            ImGui::ShowDemoWindow(&show_demo_window);
        }

        // 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();
        }
    }

    ImGui_ImplDX9_Shutdown();
    ImGui::DestroyContext();

    if (g_pd3dDevice) g_pd3dDevice->Release();
    if (pD3D) pD3D->Release();
    DestroyWindow(hwnd);
    UnregisterClass(_T("ImGui Example"), wc.hInstance);

    return 0;
}