mirror of
https://github.com/Bloodysharp/Imguimenu_cringe.git
synced 2024-12-22 16:07:26 +08:00
370 lines
16 KiB
C++
370 lines
16 KiB
C++
// Dear ImGui: standalone example application for DirectX 9
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#include "imgui.h"
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#include "imgui_impl_dx9.h"
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#include "imgui_impl_win32.h"
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#include "imgui_internal.h"
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#include <d3d9.h>
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#include <tchar.h>
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#include <string>
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#include <vector>
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#define random_f (float a, float b) rand() % (b - a + 1) + a;
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template<class T, class U>
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static T clamp(const T& in, const U& low, const U& high)
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{
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if (in <= low)
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return low;
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if (in >= high)
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return high;
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return in;
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}
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// Data
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static LPDIRECT3D9 g_pD3D = NULL;
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static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
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static D3DPRESENT_PARAMETERS g_d3dpp = {};
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// Forward declarations of helper functions
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bool CreateDeviceD3D(HWND hWnd);
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void CleanupDeviceD3D();
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void ResetDevice();
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Main code
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#define IM_USE using namespace ImGui;
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static int tab = 0;
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#include <math.h>
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#include "Header.h"
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#include <d3d9.h>
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#include <d3dx9.h>
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#include "Elements.h"
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#pragma comment (lib, "d3dx9.lib")
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#pragma comment (lib, "d3d9.lib")
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void CircularProgressBar(int x, int y, int r1, int r2, int s, int d, ImColor col, bool invert = false)
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{
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for (int i = s; i < s + d; i++)
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{
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auto rad = i * 3.1415 / 180;
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if (!invert)
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ImGui::GetOverlayDrawList()->AddLine(ImVec2(x + cos(rad) * r1, y + sin(rad) * r1), ImVec2(x + cos(rad) * r2, y + sin(rad) * r2), col);
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else
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ImGui::GetOverlayDrawList()->AddLine(ImVec2(x - cos(rad) * r1, y - sin(rad) * r1), ImVec2(x - cos(rad) * r2, y - sin(rad) * r2), col);
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}
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}
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void FadedCircle(int x, int y, int radius, ImColor color) {
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auto step = color.Value.w / (radius * 0.5);
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for (int i = 5; i <= radius; i++) {
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ImGui::GetOverlayDrawList()->AddCircle(ImVec2(x, y), 15 + i, ImColor(color.Value.x, color.Value.y, color.Value.z, color.Value.w - step * i));
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}
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}
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#include <iostream>
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#include <chrono>
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#include <ctime>
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int rand_between(const int from, const int to) {
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if (to == from)
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return to;
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if (to < from)
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return rand_between(to, from);
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return from + rand() % (to - from + 1);
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}
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void CurPosx(int pos)
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{
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ImGui::SetCursorPosX(pos);
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}
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void CurPosy(int pos)
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{
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ImGui::SetCursorPosY(pos);
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}
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void CurPos(ImVec2 pos)
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{
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ImGui::SetCursorPos(pos);
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}
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bool gui_key(const char* key_code)
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{
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static bool return_me = false;
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ImGui::SameLine(ImGui::GetWindowSize().x - (ImGui::CalcTextSize(key_code).x + 12));
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ImGui::PushStyleColor(ImGuiCol_::ImGuiCol_Button, ImVec4(0,0,0,0));
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ImGui::PushStyleColor(ImGuiCol_::ImGuiCol_ButtonActive, ImVec4(0, 0, 0, 0));
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ImGui::PushStyleColor(ImGuiCol_::ImGuiCol_ButtonHovered, ImVec4(0, 0, 0, 0));
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if (ImGui::Button(key_code, ImVec2(ImGui::CalcTextSize(key_code).x + 4, ImGui::CalcTextSize(key_code).y + 2)))return_me = true;
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ImGui::PopStyleColor(3);
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return return_me;
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}
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#include "imgui_internal.h"
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void decoration(float alpha, ImVec2 p, ImVec2 s)
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{
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auto draw = ImGui::GetWindowDrawList();
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//Background
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draw->AddRectFilled(ImVec2(p.x - 1, p.y - 1), ImVec2(p.x + s.x + 1, p.y + s.y + 1), ImColor(57, 71, 159, int(35 * alpha)), 4);
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draw->AddRectFilled(ImVec2(p.x - 2, p.y - 2), ImVec2(p.x + s.x + 2, p.y + s.y + 2), ImColor(57, 71, 159, int(25 * alpha)), 4);
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draw->AddRectFilled(ImVec2(p.x - 3, p.y - 3), ImVec2(p.x + s.x + 3, p.y + s.y + 3), ImColor(57, 71, 159, int(15 * alpha)), 4);
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draw->AddRectFilled(ImVec2(p.x + 1, p.y + 1), ImVec2(p.x + s.x, p.y + s.y), ImColor(18, 25, 35, int(255 * alpha)), 4);
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//Left panel main
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draw->AddRectFilled(ImVec2(p.x, p.y + 50), ImVec2(p.x + 50, p.y + s.y), ImColor(28, 37, 54, int(255 * alpha)), 4, ImDrawFlags_RoundCornersBottomLeft);
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//Upper panel main
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draw->AddRectFilled(ImVec2(p.x + 50, p.y), ImVec2(p.x + s.x, p.y + 50), ImColor(28, 37, 54, int(255 * alpha)), 4, ImDrawFlags_RoundCornersTopRight);
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//Logo
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draw->AddRectFilled(ImVec2(p.x, p.y), ImVec2(p.x + 50, p.y + 50), ImColor(7, 152, 245, int(255 * alpha)), 4, ImDrawFlags_RoundCornersTopLeft);
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draw->AddRectFilledMultiColor(ImVec2(p.x + 5, p.y + 5), ImVec2(p.x + 50, p.y + 50), ImColor(7, 152, 245, int(255 * alpha)), ImColor(57, 71, 159, int(255 * alpha)), ImColor(57, 71, 159, int(255 * alpha)), ImColor(57, 71, 159, int(255 * alpha)));
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draw->AddRectFilledMultiColor(ImVec2(p.x, p.y + 5), ImVec2(p.x + 5, p.y + 50), ImColor(7, 152, 245, int(255 * alpha)), ImColor(7, 152, 245, int(255 * alpha)), ImColor(57, 71, 159, int(255 * alpha)), ImColor(57, 71, 159, int(255 * alpha)));
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draw->AddRectFilledMultiColor(ImVec2(p.x + 5, p.y), ImVec2(p.x + 50, p.y + 5), ImColor(7, 152, 245, int(255 * alpha)), ImColor(57, 71, 159, int(255 * alpha)), ImColor(57, 71, 159, int(255 * alpha)), ImColor(7, 152, 245, int(255 * alpha)));
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draw->AddLine(ImVec2(p.x, p.y + 50), ImVec2(p.x + s.x, p.y + 50), ImColor(5, 25, 35, int(85 * alpha)));
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draw->AddLine(ImVec2(p.x + 50, p.y), ImVec2(p.x + 50, p.y + s.y), ImColor(5, 25, 35, int(85 * alpha)));
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}
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//MAIN COLOR: 112, 146, 190
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int main(int, char**)
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{
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
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::RegisterClassEx(&wc);
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HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_POPUP, 0, 0, 1366, 768, NULL, NULL, wc.hInstance, NULL);
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// Initialize Direct3D
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if (!CreateDeviceD3D(hwnd))
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{
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CleanupDeviceD3D();
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::UnregisterClass(wc.lpszClassName, wc.hInstance);
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return 1;
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}
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// Show the window
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::ShowWindow(hwnd, SW_SHOWDEFAULT);
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::UpdateWindow(hwnd);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX9_Init(g_pd3dDevice);
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LPDIRECT3DTEXTURE9 lg = nullptr;
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if (lg == nullptr) {
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D3DXCreateTextureFromFileInMemory(g_pd3dDevice, &logo, sizeof(logo), &lg);
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}
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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ImFontConfig font_config;
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font_config.OversampleH = 1; //or 2 is the same
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font_config.OversampleV = 1;
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font_config.PixelSnapH = 1;
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static const ImWchar ranges[] =
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{
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0x0020, 0x00FF, // Basic Latin + Latin Supplement
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0x0400, 0x044F, // Cyrillic
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0,
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};
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ImFont* name = io.Fonts->AddFontFromFileTTF("../../misc/fonts/Museo Sans Cyrl 700.ttf", 11.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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ImFont* isis = io.Fonts->AddFontFromFileTTF("../../misc/fonts/Museo Sans Cyrl 700.ttf", 24.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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ImFont* icon_font = io.Fonts->AddFontFromMemoryTTF((void*)Icons, sizeof(Icons), 24, &font_config, io.Fonts->GetGlyphRangesDefault());
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ImFont* weapon_icons = io.Fonts->AddFontFromMemoryTTF((void*)weapons_font, sizeof(weapons_font), 18, &font_config, io.Fonts->GetGlyphRangesDefault());
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ImFont* font_desc = io.Fonts->AddFontFromFileTTF("../../misc/fonts/MuseoSansCyrl_0.otf", 11.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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ImFont* font = io.Fonts->AddFontFromFileTTF("../../misc/fonts/MuseoSansCyrl_1.otf", 14.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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ImFont* GuiIcons = io.Fonts->AddFontFromFileTTF("../../misc/fonts/GuiIcons.ttf", 14.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.11f, 0.15f, 0.17f, 1.00f);
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// Main loop
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bool done = false;
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while (!done)
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{
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// Poll and handle messages (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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MSG msg;
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while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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{
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::TranslateMessage(&msg);
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::DispatchMessage(&msg);
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if (msg.message == WM_QUIT)
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done = true;
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}
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if (done)
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break;
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// Start the Dear ImGui frame
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ImGui_ImplDX9_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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// Rendering
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ImVec2 s, p;
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static int tab = 0;
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auto pad = ImGui::GetStyle().WindowPadding;
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//static float gui_alpha = ImClamp(gui_alpha + (3.15f * ImGui::GetIO().DeltaTime * (gui_open ? 1.f : -1.0f)), 0.f, 1.f);
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ImGui::SetNextWindowSize(ImVec2(760 + pad.x * 2, 540 + pad.y * 2));
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ImGui::Begin("Main", NULL, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoBackground);
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{
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auto alpha = ImGui::GetStyle().Alpha; auto draw = ImGui::GetWindowDrawList(); s = ImVec2(ImGui::GetWindowSize().x - pad.x * 2, ImGui::GetWindowSize().y - pad.y * 2); p = ImVec2(ImGui::GetWindowPos().x + pad.x, ImGui::GetWindowPos().y + pad.y);
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decoration(alpha, p, s);
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//tabs
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{
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ImGui::SetCursorPosY(50 + pad.y);
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ImGui::BeginGroup();
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{
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ImGui::PushFont(icon_font);
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if (ImGui::tab("R", "Ragebot", tab == 0)) tab = 0;
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if (ImGui::tab("A", "Antiaim", tab == 1)) tab = 1;
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if (ImGui::tab("L", "Legitbot", tab == 2)) tab = 2;
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if (ImGui::tab("P", "Players", tab == 3)) tab = 3;
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if (ImGui::tab("W", "Visuals", tab == 4)) tab = 4;
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if (ImGui::tab("I", "Skins", tab == 5)) tab = 5;
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if (ImGui::tab("M", "Misc", tab == 6)) tab = 6;
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if (ImGui::tab("C", "Configs", tab == 7)) tab = 7;
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if (ImGui::tab("S", "Scripts", tab == 8)) tab = 8;
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ImGui::PopFont();
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}
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ImGui::EndGroup();
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}
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switch (tab)
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{
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case 0:
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{
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ImGui::SetCursorPos(ImVec2(60 + pad.x, 75 + pad.y));
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ImGui::MenuChild("Accuracy", ImVec2(340, 475));
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{
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static bool one, two = false; static int sl = 0;
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ImGui::Checkbox("Checkbox", &one);
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ImGui::Checkbox("Checkbox disabled", &two);
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ImGui::SliderInt("Slider", &sl, 0, 100);
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}
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ImGui::EndMenuChild();
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ImGui::SetCursorPos(ImVec2(410 + pad.x, 75 + pad.y));
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ImGui::MenuChild("Selection", ImVec2(340, 475));
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{
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}
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ImGui::EndMenuChild();
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}break;
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}
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}
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ImGui::End();
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ImGui::EndFrame();
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g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, 0);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
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D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f));
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g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
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if (g_pd3dDevice->BeginScene() >= 0)
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{
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ImGui::Render();
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ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
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g_pd3dDevice->EndScene();
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}
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HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
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// Handle loss of D3D9 device
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if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
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ResetDevice();
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}
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ImGui_ImplDX9_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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CleanupDeviceD3D();
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::DestroyWindow(hwnd);
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::UnregisterClass(wc.lpszClassName, wc.hInstance);
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return 0;
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}
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// Helper functions
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bool CreateDeviceD3D(HWND hWnd)
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{
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if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
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return false;
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// Create the D3DDevice
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ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
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g_d3dpp.Windowed = TRUE;
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g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition.
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g_d3dpp.EnableAutoDepthStencil = TRUE;
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g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
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//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
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if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
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return false;
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return true;
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}
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void CleanupDeviceD3D()
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{
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
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}
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void ResetDevice()
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{
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ImGui_ImplDX9_InvalidateDeviceObjects();
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HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
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if (hr == D3DERR_INVALIDCALL)
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IM_ASSERT(0);
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ImGui_ImplDX9_CreateDeviceObjects();
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}
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// Forward declare message handler from imgui_impl_win32.cpp
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Win32 message handler
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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return true;
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switch (msg)
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{
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case WM_SIZE:
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if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
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{
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g_d3dpp.BackBufferWidth = LOWORD(lParam);
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g_d3dpp.BackBufferHeight = HIWORD(lParam);
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ResetDevice();
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}
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return 0;
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case WM_SYSCOMMAND:
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if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
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return 0;
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break;
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case WM_DESTROY:
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::PostQuitMessage(0);
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return 0;
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}
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return ::DefWindowProc(hWnd, msg, wParam, lParam);
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}
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