internal injector update
This commit is contained in:
parent
2663963bc1
commit
b8971674ed
31 changed files with 302 additions and 16 deletions
808
ioperator/dllmain.cpp
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808
ioperator/dllmain.cpp
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@ -0,0 +1,808 @@
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#include "pch.h"
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// =================================================================
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// 0. IL2CPP Structs and Function Type Definitions
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// =================================================================
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typedef void (*Il2CppMethodPointer)();
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struct Il2CppDomain;
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struct Il2CppAssembly;
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struct Il2CppThread;
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struct Il2CppClass;
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struct Il2CppMethod; // Forward declaration
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struct Il2CppImage;
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// IL2CPP API function pointer type definitions
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using il2cpp_get_root_domain_prot = Il2CppDomain * (*)();
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static il2cpp_get_root_domain_prot il2cpp_get_root_domain = nullptr;
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using il2cpp_thread_attach_prot = Il2CppThread * (*)(Il2CppDomain*);
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static il2cpp_thread_attach_prot il2cpp_thread_attach = nullptr;
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using il2cpp_domain_get_assemblies_prot = const Il2CppAssembly** (*)(Il2CppDomain*, size_t*);
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static il2cpp_domain_get_assemblies_prot il2cpp_domain_get_assemblies = nullptr;
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using il2cpp_class_from_name_prot = Il2CppClass * (*)(const Il2CppImage*, const char*, const char*);
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static il2cpp_class_from_name_prot il2cpp_class_from_name = nullptr;
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using il2cpp_class_get_methods_prot = const Il2CppMethod* (*)(Il2CppClass*, void**);
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static il2cpp_class_get_methods_prot il2cpp_class_get_methods = nullptr;
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using il2cpp_method_get_name_prot = const char* (*)(const Il2CppMethod*);
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static il2cpp_method_get_name_prot il2cpp_method_get_name = nullptr;
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using il2cpp_assembly_get_image_prot = const Il2CppImage* (*)(const Il2CppAssembly*);
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static il2cpp_assembly_get_image_prot il2cpp_assembly_get_image = nullptr;
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using il2cpp_image_get_name_prot = const char* (*)(const Il2CppImage*);
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static il2cpp_image_get_name_prot il2cpp_image_get_name = nullptr;
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// IL2CPP runtime invoke function pointer type
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using il2cpp_runtime_invoke_prot = void* (*)(const Il2CppMethod*, void*, void**, void**);
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static il2cpp_runtime_invoke_prot il2cpp_runtime_invoke = nullptr;
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// Global variables for storing search results and log synchronization
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std::vector<const Il2CppMethod*> found_methods;
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std::mutex log_mutex;
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// Global variable for storing ShowErrorScreen methods
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std::vector<const Il2CppMethod*> error_screen_methods;
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/// GVARS BEGIN
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// CameraManager tracking related variables
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const Il2CppMethod* g_cachedGetInstanceMethod = nullptr; // Cache the get_Instance method
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void* lastCameraManager = nullptr; // Track the previous CameraManager instance
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// TarkovApplication instance tracking
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void* g_TarkovApplicationInstance = nullptr;
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void* g_CameraManagerInstance = nullptr;
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// =======================
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// IMGUI
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// =======================
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static bool g_ShowMenu = true;
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static ID3D11Device* g_pd3dDevice = nullptr;
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static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
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static IDXGISwapChain* g_pSwapChain = nullptr;
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static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
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static WNDPROC g_oOriginalWndProc = nullptr;
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/// GVARS END
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#define STATIC_FIELDS_OFFSET 0xB8
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/// IMGUI START
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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BOOL isGameReady()
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{
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HWND gameWindow = FindWindowA("UnityWndClass", nullptr);
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if (!gameWindow)
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{
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return false;
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}
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return true;
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}
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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if (msg == WM_KEYDOWN && wParam == VK_INSERT)
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g_ShowMenu = !g_ShowMenu;
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if (g_ShowMenu && ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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return true;
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return CallWindowProc(g_oOriginalWndProc, hWnd, msg, wParam, lParam);
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}
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// Present hooks
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typedef HRESULT(__stdcall* PresentFn)(IDXGISwapChain*, UINT, UINT);
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static PresentFn oPresent = nullptr;
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HRESULT __stdcall hkPresent(IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags)
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{
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if (!g_pd3dDevice)
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{
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g_pSwapChain = pSwapChain;
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// D3D11 Device
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if (FAILED(pSwapChain->GetDevice(__uuidof(ID3D11Device), (void**)&g_pd3dDevice)))
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return oPresent(pSwapChain, SyncInterval, Flags);
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g_pd3dDevice->GetImmediateContext(&g_pd3dDeviceContext);
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// hwnd
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DXGI_SWAP_CHAIN_DESC sd{};
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pSwapChain->GetDesc(&sd);
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HWND hWnd = sd.OutputWindow;
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// WndProc for Insert key listener
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g_oOriginalWndProc = (WNDPROC)SetWindowLongPtr(hWnd, GWLP_WNDPROC, (LONG_PTR)WndProc);
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// ImGui
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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_NoMouseCursorChange;
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ImGui::StyleColorsDark();
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ImGui_ImplWin32_Init(hWnd);
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ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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// create RenderTargetView
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ID3D11Texture2D* pBackBuffer = nullptr;
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if (SUCCEEDED(pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&pBackBuffer)))
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{
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
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pBackBuffer->Release();
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}
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else
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{
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return oPresent(pSwapChain, SyncInterval, Flags);
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}
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}
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// render
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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if (g_ShowMenu)
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{
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ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
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ImGui::Begin("Operator PvE for v1.0 - build 0.0.1", &g_ShowMenu);
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "第一阶段彻底成功!");
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ImGui::Separator();
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ImGui::Text("FPS: %.1f", ImGui::GetIO().Framerate);
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ImGui::Text("按 INSERT 键切换菜单");
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ImGui::Text("所有初始化已完成,无 goto 漏洞");
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "你可以开始第二阶段了!");
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ImGui::End();
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}
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ImGui::Render();
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g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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return oPresent(pSwapChain, SyncInterval, Flags);
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}
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// VTable Hook
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void HookPresent()
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{
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while (true)
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{
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// 1. 等待游戏窗口创建(EFT 的窗口类名是 "UnityWndClass")
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HWND gameWindow = FindWindowA("UnityWndClass", nullptr);
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if (!gameWindow)
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{
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Sleep(1000);
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continue;
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}
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// 2. 获取游戏真正的 SwapChain
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IDXGISwapChain* pSwapChain = nullptr;
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ID3D11Device* pDevice = nullptr;
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// 用游戏窗口创建一个“伪”描述,但实际会返回游戏正在用的 SwapChain
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DXGI_SWAP_CHAIN_DESC sd{};
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sd.BufferCount = 1;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.OutputWindow = gameWindow;
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sd.SampleDesc.Count = 1;
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sd.Windowed = TRUE;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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HRESULT hr = D3D11CreateDeviceAndSwapChain(
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nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, nullptr, 0,
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D3D11_SDK_VERSION, &sd, &pSwapChain, &pDevice, nullptr, nullptr);
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if (SUCCEEDED(hr) && pSwapChain && pDevice)
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{
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void** vtable = *(void***)pSwapChain;
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oPresent = (PresentFn)vtable[8];
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// 关键:用原子操作写内存,防止崩溃
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DWORD oldProtect;
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VirtualProtect(&vtable[8], 8, PAGE_EXECUTE_READWRITE, &oldProtect);
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vtable[8] = (void*)hkPresent;
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VirtualProtect(&vtable[8], 8, oldProtect, &oldProtect);
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printf("[+] We're hooked @ %p\n", &hkPresent);
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pSwapChain->Release();
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pDevice->Release();
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break;
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}
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if (pSwapChain) pSwapChain->Release();
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if (pDevice) pDevice->Release();
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std::cout << "Hit 4." << std::endl;
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Sleep(1000);
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}
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}
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/// IMGUI END
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// =================================================================
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// 1. Logging and Helper Functions
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// =================================================================
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// Thread-safe logging function to avoid conflicts during multi-threaded writes
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void log_info(const char* fmt, ...)
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{
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std::lock_guard<std::mutex> lock(log_mutex);
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va_list args;
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va_start(args, fmt);
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vprintf(fmt, args);
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printf("\n");
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va_end(args);
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}
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/**
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* @brief Finds methods with specified names in a given IL2CPP class
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* @Param klass Target IL2CPP class pointer
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* @Param names List of method names to find
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*/
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void find_methods_by_names(Il2CppClass* klass, const std::vector<std::string>& names)
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{
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found_methods.clear();
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if (!klass) return;
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void* iter = nullptr;
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const Il2CppMethod* method;
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while ((method = (const Il2CppMethod*)il2cpp_class_get_methods(klass, &iter)))
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{
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const char* mname = il2cpp_method_get_name(method);
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if (!mname) continue;
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for (const auto& target : names) // Use const auto& for optimized iteration
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{
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if (strcmp(mname, target.c_str()) == 0)
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{
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found_methods.push_back(method);
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log_info("[FIND] Method %s found @ %p", mname, method);
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}
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}
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}
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}
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/**
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* @brief Core patch function: Applies a RET Hook (0xC3)
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* @details Changes the first byte of the method's entry address to RET (0xC3), causing the function to return immediately, effectively disabling the feature.
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* @Param method Target IL2Cpp method pointer
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*/
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void patch_method_ret(const Il2CppMethod* method)
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{
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if (!method) return;
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// Get the actual function pointer of the method
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void* fn = *(void**)method;
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if (!fn)
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{
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log_info("[-] Method pointer is null. Skipping patch.");
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return;
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}
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DWORD oldProtect;
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// Change memory protection to PAGE_EXECUTE_READWRITE
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if (!VirtualProtect(fn, 1, PAGE_EXECUTE_READWRITE, &oldProtect))
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{
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log_info("[-] VirtualProtect failed on address %p", fn);
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return;
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}
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// Write the RET instruction (0xC3)
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*(uint8_t*)fn = 0xC3;
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// Restore original memory protection
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VirtualProtect(fn, 1, oldProtect, &oldProtect);
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log_info("[+] Patch successfully applied, address %p -> RET", fn);
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}
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// Safe version of patch_method_ret with waiting
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void patch_method_ret_safe(const Il2CppMethod* method) {
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if (!method) return;
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void* fn = nullptr;
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while (!(fn = *(void**)method)) {
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Sleep(50);
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}
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DWORD oldProtect;
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if (VirtualProtect(fn, 16, PAGE_EXECUTE_READWRITE, &oldProtect)) {
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uint8_t* code = (uint8_t*)fn;
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code[0] = 0xC3;
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VirtualProtect(fn, 16, oldProtect, &oldProtect);
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}
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}
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/**
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* @brief Core patch function: Forces a boolean Getter to return a specified value
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* @details Changes the method machine code to MOV AL, value; RET, used to force a property to return True or False.
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* @Param fn Target function pointer
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* @Param value Boolean value to force return
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*/
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void patch_bool_getter(void* fn, bool value)
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{
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if (!fn) return;
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DWORD oldProtect;
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// Change memory protection
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if (!VirtualProtect(fn, 16, PAGE_EXECUTE_READWRITE, &oldProtect))
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{
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log_info("[-] VirtualProtect failed on patch_bool_getter at address %p", fn);
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return;
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}
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uint8_t* code = (uint8_t*)fn;
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code[0] = 0xB0; // mov al, imm8 (opcode)
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code[1] = value ? 1 : 0; // immediate value (1 or 0)
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code[2] = 0xC3; // ret (return instruction)
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// Restore original memory protection
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VirtualProtect(fn, 16, oldProtect, &oldProtect);
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}
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void patch_float_getter(void* fn, float value)
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{
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if (!fn) return;
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static float forced_value = 0.0f;
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forced_value = value;
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uint8_t stub[32];
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memset(stub, 0x90, sizeof(stub));
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stub[0] = 0x48;
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stub[1] = 0xB8;
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uint64_t addr = (uint64_t)&forced_value;
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memcpy(&stub[2], &addr, sizeof(addr)); // imm64
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int idx = 2 + (int)sizeof(addr);
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stub[idx++] = 0xF3;
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stub[idx++] = 0x0F;
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stub[idx++] = 0x10;
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stub[idx++] = 0x00;
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stub[idx++] = 0xC3;
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DWORD oldProtect;
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SIZE_T len = idx;
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VirtualProtect(fn, len, PAGE_EXECUTE_READWRITE, &oldProtect);
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memcpy(fn, stub, len);
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FlushInstructionCache(GetCurrentProcess(), fn, len);
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VirtualProtect(fn, len, oldProtect, &oldProtect);
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}
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/**
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* @brief Finds and applies the RET Hook patch to a group of methods
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*/
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void patch_methods_with_logging(Il2CppClass* klass,
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const char* ns, const char* name,
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const std::vector<std::string>& methods)
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{
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if (!klass)
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{
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log_info("[-] Cannot find class %s.%s. Skipping patch.", ns, name);
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return;
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}
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log_info("[PATCHING] Applying patches for class %s.%s", ns, name);
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void* iter = nullptr;
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const Il2CppMethod* method;
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while ((method = (const Il2CppMethod*)il2cpp_class_get_methods(klass, &iter)))
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{
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const char* mname = il2cpp_method_get_name(method);
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if (!mname) continue;
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for (const auto& t : methods)
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{
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if (strcmp(mname, t.c_str()) == 0)
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{
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void* fn = *(void**)method;
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log_info("[PATCH] %s.%s.%s @ %p", ns, name, mname, fn);
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patch_method_ret(method);
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}
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}
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}
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}
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/**
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* @brief Finds the BattleEye initialization method (EFT.TarkovApplication)
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*/
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const Il2CppMethod* find_battleye_init(Il2CppClass* main_application)
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{
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void* iter = nullptr;
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const Il2CppMethod* method;
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while ((method = (const Il2CppMethod*)il2cpp_class_get_methods(main_application, &iter)))
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{
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const char* name = il2cpp_method_get_name(method);
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if (!name) continue;
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// In some versions, the BE init method name is obfuscated, identified by a characteristic byte sequence
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if ((unsigned(name[0]) & 0xFF) == 0xEE &&
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(unsigned(name[1]) & 0xFF) == 0x80 &&
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(unsigned(name[2]) & 0xFF) == 0x81)
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return method;
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// In other versions, it might be ValidateAnticheat
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if (strcmp(name, "ValidateAnticheat") == 0)
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return method;
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}
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return nullptr;
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}
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// Wait for battleye init method
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const Il2CppMethod* wait_for_battleye_init(Il2CppClass* main_application) {
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const Il2CppMethod* method = nullptr;
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while (!(method = find_battleye_init(main_application))) Sleep(200);
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return method;
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}
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// Find show error screen methods
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void find_show_error_screen(Il2CppClass* preloader_ui)
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{
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error_screen_methods.clear();
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void* iter = nullptr;
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const Il2CppMethod* method;
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while ((method = il2cpp_class_get_methods(preloader_ui, &iter)))
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{
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const char* name = il2cpp_method_get_name(method);
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if (!name) continue;
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if (strcmp(name, "ShowErrorScreen") == 0)
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{
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error_screen_methods.push_back(method);
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}
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}
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}
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/**
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* @brief Finds the Unity core Assembly-CSharp.dll module
|
||||
*/
|
||||
Il2CppImage* il2cpp_image_loaded(const char* image_name)
|
||||
{
|
||||
Il2CppDomain* domain = il2cpp_get_root_domain();
|
||||
if (!domain) return nullptr;
|
||||
size_t size = 0;
|
||||
const Il2CppAssembly* const* asmbl = il2cpp_domain_get_assemblies(domain, &size);
|
||||
if (!asmbl) return nullptr;
|
||||
for (size_t i = 0; i < size; i++)
|
||||
{
|
||||
const Il2CppImage* img = il2cpp_assembly_get_image(asmbl[i]);
|
||||
if (!img) continue;
|
||||
const char* nm = il2cpp_image_get_name(img);
|
||||
if (!nm) continue;
|
||||
if (_stricmp(nm, image_name) == 0)
|
||||
return (Il2CppImage*)img;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Gets the singleton instance of EFT.CameraControl.CameraManager via IL2CPP runtime invoke.
|
||||
* @Param image Il2CppImage pointer of Assembly-CSharp.dll
|
||||
* @returN Pointer to the CameraManager instance, or nullptr on failure
|
||||
*/
|
||||
void* get_camera_manager_instance(Il2CppImage* image)
|
||||
{
|
||||
// 1. Find CameraManager class
|
||||
auto cameraManagerClass = il2cpp_class_from_name(image, "EFT.CameraControl", "CameraManager");
|
||||
if (!cameraManagerClass) return nullptr;
|
||||
|
||||
// 2. Find and cache get_Instance method (only search on first execution)
|
||||
if (!g_cachedGetInstanceMethod) {
|
||||
void* iter = nullptr;
|
||||
const Il2CppMethod* method;
|
||||
while ((method = (const Il2CppMethod*)il2cpp_class_get_methods(cameraManagerClass, &iter)))
|
||||
{
|
||||
const char* mname = il2cpp_method_get_name(method);
|
||||
if (!mname) continue;
|
||||
if (strcmp(mname, "get_Instance") == 0) {
|
||||
g_cachedGetInstanceMethod = method;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!g_cachedGetInstanceMethod) return nullptr; // get_Instance not found
|
||||
}
|
||||
|
||||
// 3. Execute il2cpp_runtime_invoke
|
||||
if (!il2cpp_runtime_invoke) return nullptr; // Ensure API is loaded
|
||||
|
||||
void* exc = nullptr; // Exception pointer
|
||||
// Call static method get_Instance, so instance object pointer is nullptr
|
||||
void* instance = il2cpp_runtime_invoke(g_cachedGetInstanceMethod, nullptr, nullptr, &exc);
|
||||
|
||||
// 4. Check call result and exception
|
||||
if (exc) {
|
||||
// In a real application, exception information could be logged
|
||||
return nullptr;
|
||||
}
|
||||
return instance;
|
||||
}
|
||||
|
||||
// Get TarkovApplication instance
|
||||
void* get_tarkov_application_instance(Il2CppClass* klass)
|
||||
{
|
||||
uintptr_t static_fields_ptr = *(uintptr_t*)((uintptr_t)klass + STATIC_FIELDS_OFFSET);
|
||||
if (!static_fields_ptr) return nullptr;
|
||||
uintptr_t* static_fields = (uintptr_t*)static_fields_ptr;
|
||||
for (int i = 0; i < 32; i++)
|
||||
{
|
||||
uintptr_t candidate = static_fields[i];
|
||||
if (!candidate) continue;
|
||||
Il2CppClass* objClass = *(Il2CppClass**)candidate;
|
||||
if (objClass == klass)
|
||||
return (void*)candidate;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// =================================================================
|
||||
// 2. Main Execution Logic
|
||||
// =================================================================
|
||||
|
||||
void start()
|
||||
{
|
||||
// Enable console output
|
||||
AllocConsole();
|
||||
FILE* conout = nullptr;
|
||||
if (freopen_s(&conout, "CONOUT$", "w", stdout) != 0)
|
||||
{
|
||||
printf("freopen_s failed\n");
|
||||
}
|
||||
if (freopen_s(&conout, "CONOUT$", "w", stderr) != 0)
|
||||
{
|
||||
printf("freopen_s failed\n");
|
||||
}
|
||||
if (freopen_s(&conout, "CONIN$", "r", stdin) != 0)
|
||||
{
|
||||
printf("freopen_s failed\n");
|
||||
}
|
||||
|
||||
// 1. Wait for GameAssembly.dll to load and get IL2CPP API addresses
|
||||
HMODULE il2cpp = nullptr;
|
||||
while (!(il2cpp = GetModuleHandleA("GameAssembly.dll")))
|
||||
{
|
||||
log_info("[-] Waiting for GameAssembly.dll...");
|
||||
Sleep(2000);
|
||||
}
|
||||
printf("GameAssembly Address = %p\n", il2cpp);
|
||||
|
||||
// Get all required IL2CPP core function pointers
|
||||
il2cpp_get_root_domain = (il2cpp_get_root_domain_prot)GetProcAddress(il2cpp, "il2cpp_domain_get");
|
||||
il2cpp_thread_attach = (il2cpp_thread_attach_prot)GetProcAddress(il2cpp, "il2cpp_thread_attach");
|
||||
il2cpp_domain_get_assemblies = (il2cpp_domain_get_assemblies_prot)GetProcAddress(il2cpp, "il2cpp_domain_get_assemblies");
|
||||
il2cpp_class_from_name = (il2cpp_class_from_name_prot)GetProcAddress(il2cpp, "il2cpp_class_from_name");
|
||||
il2cpp_class_get_methods = (il2cpp_class_get_methods_prot)GetProcAddress(il2cpp, "il2cpp_class_get_methods");
|
||||
il2cpp_method_get_name = (il2cpp_method_get_name_prot)GetProcAddress(il2cpp, "il2cpp_method_get_name");
|
||||
il2cpp_assembly_get_image = (il2cpp_assembly_get_image_prot)GetProcAddress(il2cpp, "il2cpp_assembly_get_image");
|
||||
il2cpp_image_get_name = (il2cpp_image_get_name_prot)GetProcAddress(il2cpp, "il2cpp_image_get_name");
|
||||
// Load runtime invoke function
|
||||
il2cpp_runtime_invoke = (il2cpp_runtime_invoke_prot)GetProcAddress(il2cpp, "il2cpp_runtime_invoke");
|
||||
|
||||
// Add a startup delay to avoid operating too early
|
||||
printf("[-] Waiting for game window.");
|
||||
while (!isGameReady())
|
||||
{
|
||||
printf(".");
|
||||
Sleep(100);
|
||||
}
|
||||
printf("\n");
|
||||
|
||||
Il2CppDomain* domain = il2cpp_get_root_domain();
|
||||
if (!domain) {
|
||||
log_info("[-] Could not get root domain. Exiting.");
|
||||
return;
|
||||
}
|
||||
il2cpp_thread_attach(domain);
|
||||
// 2. Wait for Assembly-CSharp.dll to load
|
||||
Il2CppImage* image = nullptr;
|
||||
while (!(image = il2cpp_image_loaded("Assembly-CSharp.dll")))
|
||||
{
|
||||
log_info("[-] Waiting for Assembly-CSharp.dll...");
|
||||
Sleep(2000);
|
||||
}
|
||||
printf("[+] Assembly-CSharp.dll Address @ %p\n", image);
|
||||
|
||||
// 3. Thread Attach: Must be done after the core DLL (Assembly-CSharp) is loaded
|
||||
il2cpp_thread_attach(domain);
|
||||
printf("[+] Successfully attached to IL2CPP domain\n");
|
||||
|
||||
// 4. Find and apply BattleEye & UI patches
|
||||
|
||||
// Find EFT.TarkovApplication class
|
||||
auto main_app = il2cpp_class_from_name(image, "EFT", "TarkovApplication");
|
||||
if (!main_app)
|
||||
{
|
||||
printf("[-] Could not find TarkovApplication. Patching aborted.\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("[+] TarkovApplication Address @ %p\n", main_app);
|
||||
// Patch BattleEye initialization method
|
||||
const Il2CppMethod* be = find_battleye_init(main_app);
|
||||
if (be)
|
||||
{
|
||||
log_info("[+] BattleEye initialization method found.");
|
||||
patch_method_ret(be);
|
||||
}
|
||||
else {
|
||||
log_info("[-] BattleEye initialization method not found. Will attempt manual DLL unload.");
|
||||
}
|
||||
}
|
||||
|
||||
// Find EFT.UI.PreloaderUI class to disable the error screen
|
||||
auto preloader_ui = il2cpp_class_from_name(image, "EFT.UI", "PreloaderUI");
|
||||
if (!preloader_ui)
|
||||
{
|
||||
printf("[-] Could not find PreloaderUI. Skipping error screen patch.\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("[+] PreloaderUI Address @ %p\n", preloader_ui);
|
||||
// Patch ShowErrorScreen
|
||||
error_screen_methods.clear();
|
||||
const Il2CppMethod* m = nullptr;
|
||||
void* iter = nullptr;
|
||||
while ((m = (const Il2CppMethod*)il2cpp_class_get_methods(preloader_ui, &iter)))
|
||||
{
|
||||
const char* name = il2cpp_method_get_name(m);
|
||||
if (!name) continue;
|
||||
if (strcmp(name, "ShowErrorScreen") == 0)
|
||||
{
|
||||
printf("[+] Found ShowErrorScreen @ %p\n", m);
|
||||
error_screen_methods.push_back(m);
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto& method_to_patch : error_screen_methods)
|
||||
patch_method_ret(method_to_patch);
|
||||
}
|
||||
|
||||
// 5. Apply core PVE patches (RET Hooks)
|
||||
|
||||
// Make the player immortal and disable fall damage
|
||||
patch_methods_with_logging(il2cpp_class_from_name(image, "EFT.HealthSystem", "ActiveHealthController"),
|
||||
"EFT.HealthSystem", "ActiveHealthController",
|
||||
{ "ChangeHydration", "ChangeEnergy", "HandleFall", "SetEncumbered", "SetOverEncumbered", "AddFatigue" });
|
||||
|
||||
// Infinite stamina
|
||||
patch_methods_with_logging(il2cpp_class_from_name(image, "", "Stamina"),
|
||||
"", "Stamina", { "Process", "Consume" });
|
||||
|
||||
// Disable AI attack and tracking
|
||||
patch_methods_with_logging(il2cpp_class_from_name(image, "EFT", "BotMemory"),
|
||||
"EFT", "BotMemory",
|
||||
{ "Spotted", "SetLastTimeSeeEnemy", "LoseVisionCurrentEnemy", "LastEnemyVisionOld", "set_GoalEnemy" });
|
||||
|
||||
// Disable recoil (multiple classes)
|
||||
patch_methods_with_logging(il2cpp_class_from_name(image, "EFT.Animations.NewRecoil", "NewRecoilShotEffect"),
|
||||
"EFT.Animations.NewRecoil", "NewRecoilShotEffect",
|
||||
{ "AddRecoilForce" });
|
||||
patch_methods_with_logging(il2cpp_class_from_name(image, "EFT.Animations", "NewRotationRecoilProcess"),
|
||||
"EFT.Animations", "NewRotationRecoilProcess",
|
||||
{ "CalculateRecoil" });
|
||||
patch_methods_with_logging(il2cpp_class_from_name(image, "EFT.Animations", "OldRecoilShotEffect"),
|
||||
"EFT.Animations", "OldRecoilShotEffect",
|
||||
{ "AddRecoilForce" });
|
||||
patch_methods_with_logging(il2cpp_class_from_name(image, "EFT.Animations", "OldRotationRecoilProcess"),
|
||||
"EFT.Animations", "OldRotationRecoilProcess",
|
||||
{ "CalculateRecoil" });
|
||||
patch_methods_with_logging(il2cpp_class_from_name(image, "EFT.Animations", "RecoilProcessBase"),
|
||||
"EFT.Animations", "RecoilProcessBase",
|
||||
{ "CalculateRecoil" });
|
||||
|
||||
// Disable boundary and trap damage
|
||||
patch_methods_with_logging(il2cpp_class_from_name(image, "EFT.Interactive", "BarbedWire"),
|
||||
"EFT.Interactive", "BarbedWire",
|
||||
{ "AddPenalty", "ProceedDamage" });
|
||||
patch_methods_with_logging(il2cpp_class_from_name(image, "EFT.Interactive", "Minefield"),
|
||||
"EFT.Interactive", "Minefield",
|
||||
{ "DealExplosionDamage", "Explode" });
|
||||
patch_methods_with_logging(il2cpp_class_from_name(image, "EFT.Interactive", "SniperFiringZone"),
|
||||
"EFT.Interactive", "SniperFiringZone",
|
||||
{ "Shoot" });
|
||||
|
||||
// Disable weapon wear/durability loss
|
||||
patch_methods_with_logging(il2cpp_class_from_name(image, "EFT.InventoryLogic", "Weapon"),
|
||||
"EFT.InventoryLogic", "Weapon",
|
||||
{ "OnShot" });
|
||||
|
||||
// Can breach any door with the "Breach" option successfully
|
||||
auto door_class = il2cpp_class_from_name(image, "EFT.Interactive", "Door");
|
||||
find_methods_by_names(door_class, { "BreachSuccessRoll" });
|
||||
if (!found_methods.empty())
|
||||
{
|
||||
void* fn = *(void**)found_methods[0];
|
||||
patch_bool_getter(fn, true);
|
||||
log_info("Patched Door.BreachSuccessRoll @ %p to return TRUE", fn);
|
||||
}
|
||||
|
||||
// 6. Apply Boolean Getter Patches (Force return False)
|
||||
|
||||
auto skill_class = il2cpp_class_from_name(image, "EFT", "SkillManager");
|
||||
if (skill_class) {
|
||||
find_methods_by_names(skill_class, { "get_AttentionEliteLuckySearchValue" });
|
||||
if (!found_methods.empty()) {
|
||||
struct MyIl2CppMethod { void* methodPointer; };
|
||||
void* fn = ((MyIl2CppMethod*)found_methods[0])->methodPointer;
|
||||
if (fn) {
|
||||
patch_float_getter(fn, 1.0f);
|
||||
printf("patched EFT.SkillManager.get_AttentionEliteLuckySearchValue @ %p -> returns 1.0f\n", fn);
|
||||
}
|
||||
else {
|
||||
printf("[-] methodPointer is null for get_AttentionEliteLuckySearchValue\n");
|
||||
}
|
||||
}
|
||||
else {
|
||||
printf("[-] EFT.SkillManager.get_AttentionEliteLuckySearchValue unfound\n");
|
||||
}
|
||||
}
|
||||
else {
|
||||
printf("[-] EFT.SkillManager unfound\n");
|
||||
}
|
||||
|
||||
auto weapon_class = il2cpp_class_from_name(image, "EFT.InventoryLogic", "Weapon");
|
||||
// Disable weapon malfunction
|
||||
find_methods_by_names(weapon_class, { "get_AllowMalfunction" });
|
||||
if (!found_methods.empty())
|
||||
{
|
||||
void* fn = *(void**)found_methods[0];
|
||||
patch_bool_getter(fn, false);
|
||||
log_info("Patched get_AllowMalfunction @ %p to return FALSE", fn);
|
||||
}
|
||||
// Disable weapon overheating
|
||||
find_methods_by_names(weapon_class, { "get_AllowOverheat" });
|
||||
if (!found_methods.empty())
|
||||
{
|
||||
void* fn = *(void**)found_methods[0];
|
||||
patch_bool_getter(fn, false);
|
||||
log_info("Patched get_AllowOverheat @ %p to return FALSE", fn);
|
||||
}
|
||||
|
||||
// 7. Unload BattleEye client DLL
|
||||
HMODULE beclient = GetModuleHandleA("BEClient_x64.dll");
|
||||
if (beclient)
|
||||
{
|
||||
printf("[+] BEClient_x64 @ %p is unloading...\n", beclient);
|
||||
FreeLibrary(beclient);
|
||||
}
|
||||
|
||||
// =================================================================
|
||||
// 8. Idle Loop and CameraManager Tracking (Core Merge)
|
||||
// =================================================================
|
||||
|
||||
log_info("\n[+] All patches applied. Entering idle tracking loop. Hooking menu.");
|
||||
|
||||
CreateThread(nullptr, 0, (LPTHREAD_START_ROUTINE)HookPresent, nullptr, 0, nullptr);
|
||||
|
||||
// Keep the thread alive to prevent it from exiting the IL2CPP domain, avoiding fatal GC errors.
|
||||
while (true)
|
||||
{
|
||||
// TarkovApplication instance tracking
|
||||
if (!g_TarkovApplicationInstance)
|
||||
{
|
||||
g_TarkovApplicationInstance = get_tarkov_application_instance(main_app);
|
||||
if (g_TarkovApplicationInstance)
|
||||
log_info("[+] TarkovApplication = 0x%llX", (uintptr_t)g_TarkovApplicationInstance);
|
||||
}
|
||||
|
||||
// CameraManager tracking logic
|
||||
void* cm = get_camera_manager_instance(image);
|
||||
if (cm)
|
||||
{
|
||||
// Track CameraManager instance changes - print on initial detection OR when instance changes
|
||||
if (cm != g_CameraManagerInstance)
|
||||
{
|
||||
if (!g_CameraManagerInstance) {
|
||||
log_info("[+] CameraManager initial detection: 0x%llX", (uintptr_t)cm);
|
||||
}
|
||||
else {
|
||||
log_info("[+] CameraManager instance updated: 0x%llX", (uintptr_t)cm);
|
||||
}
|
||||
g_CameraManagerInstance = cm;
|
||||
}
|
||||
}
|
||||
|
||||
// Keep the thread active, using 3-second sleep to minimize CPU usage and set the tracking interval
|
||||
Sleep(3000);
|
||||
}
|
||||
}
|
||||
|
||||
// =================================================================
|
||||
// 3. DLL Entry Point
|
||||
// =================================================================
|
||||
|
||||
BOOL APIENTRY DllMain(HMODULE hModule, DWORD reason, LPVOID)
|
||||
{
|
||||
// Create a new thread to run the main logic when the DLL is attached to the process
|
||||
if (reason == DLL_PROCESS_ATTACH)
|
||||
CreateThread(nullptr, 0, (LPTHREAD_START_ROUTINE)start, nullptr, 0, nullptr);
|
||||
return TRUE;
|
||||
}
|
||||
7
ioperator/framework.h
Normal file
7
ioperator/framework.h
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
#define WIN32_LEAN_AND_MEAN // 从 Windows 头文件中排除极少使用的内容
|
||||
// Windows 头文件
|
||||
#include <windows.h>
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
166
ioperator/iOperator.vcxproj
Normal file
166
ioperator/iOperator.vcxproj
Normal file
|
|
@ -0,0 +1,166 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>17.0</VCProjectVersion>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<ProjectGuid>{e27a8a44-4579-488b-9d79-c5634c6a9650}</ProjectGuid>
|
||||
<RootNamespace>battleyent</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
<ProjectName>iOperator</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v145</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v145</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v145</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="Shared">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ExternalIncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);$(ProjectDir)imgui</ExternalIncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;BATTLEYENT_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<PrecompiledHeader>Use</PrecompiledHeader>
|
||||
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableUAC>false</EnableUAC>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;BATTLEYENT_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<PrecompiledHeader>Use</PrecompiledHeader>
|
||||
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableUAC>false</EnableUAC>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_DEBUG;BATTLEYENT_EXPORTS;_WINDOWS;_USRDLL;IMGUI_USER_CONFIG="imconfig_custom.h";%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<PrecompiledHeader>Use</PrecompiledHeader>
|
||||
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
|
||||
<LanguageStandard>stdcpplatest</LanguageStandard>
|
||||
<LanguageStandard_C>stdclatest</LanguageStandard_C>
|
||||
<CompileAs>CompileAsCpp</CompileAs>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableUAC>false</EnableUAC>
|
||||
<AdditionalDependencies>$(CoreLibraryDependencies);%(AdditionalDependencies);d3d11.lib;
|
||||
dxgi.lib</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>NDEBUG;BATTLEYENT_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<PrecompiledHeader>Use</PrecompiledHeader>
|
||||
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableUAC>false</EnableUAC>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="framework.h" />
|
||||
<ClInclude Include="imconfig_custom.h" />
|
||||
<ClInclude Include="offsets.h" />
|
||||
<ClInclude Include="pch.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="dllmain.cpp">
|
||||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Use</PrecompiledHeader>
|
||||
</ClCompile>
|
||||
<ClCompile Include="pch.cpp">
|
||||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Create</PrecompiledHeader>
|
||||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
|
||||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
|
||||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Create</PrecompiledHeader>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
39
ioperator/iOperator.vcxproj.filters
Normal file
39
ioperator/iOperator.vcxproj.filters
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="源文件">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="头文件">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="资源文件">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="framework.h">
|
||||
<Filter>头文件</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="pch.h">
|
||||
<Filter>头文件</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="offsets.h">
|
||||
<Filter>头文件</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="imconfig_custom.h">
|
||||
<Filter>头文件</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="dllmain.cpp">
|
||||
<Filter>源文件</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="pch.cpp">
|
||||
<Filter>源文件</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
2
ioperator/imconfig_custom.h
Normal file
2
ioperator/imconfig_custom.h
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
#pragma once
|
||||
#define IMGUI_DEFINE_MATH_OPERATORS
|
||||
147
ioperator/imgui/imconfig.h
Normal file
147
ioperator/imgui/imconfig.h
Normal file
|
|
@ -0,0 +1,147 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// DEAR IMGUI COMPILE-TIME OPTIONS
|
||||
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
|
||||
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
|
||||
//-----------------------------------------------------------------------------
|
||||
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
|
||||
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
|
||||
//-----------------------------------------------------------------------------
|
||||
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
|
||||
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
|
||||
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
|
||||
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#pragma once
|
||||
|
||||
//---- Define assertion handler. Defaults to calling assert().
|
||||
// - If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
|
||||
// - Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.
|
||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||||
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
|
||||
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
|
||||
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
|
||||
// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
|
||||
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
|
||||
//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
|
||||
//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
|
||||
//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
|
||||
|
||||
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
|
||||
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
|
||||
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
|
||||
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
|
||||
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
|
||||
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
|
||||
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
|
||||
|
||||
//---- Don't implement some functions to reduce linkage requirements.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
|
||||
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
|
||||
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
|
||||
//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
|
||||
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
|
||||
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
|
||||
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
|
||||
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||||
//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert.
|
||||
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
|
||||
|
||||
//---- Enable Test Engine / Automation features.
|
||||
//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details.
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
||||
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
|
||||
|
||||
//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support.
|
||||
//#define IMGUI_USE_BGRA_PACKED_COLOR
|
||||
|
||||
//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate.
|
||||
//#define IMGUI_USE_LEGACY_CRC32_ADLER
|
||||
|
||||
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
|
||||
//#define IMGUI_USE_WCHAR32
|
||||
|
||||
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
|
||||
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
|
||||
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
|
||||
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
|
||||
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined.
|
||||
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
|
||||
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
|
||||
//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined.
|
||||
|
||||
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
|
||||
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
|
||||
//#define IMGUI_USE_STB_SPRINTF
|
||||
|
||||
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
|
||||
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
|
||||
// Note that imgui_freetype.cpp may be used _without_ this define, if you manually call ImFontAtlas::SetFontLoader(). The define is simply a convenience.
|
||||
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
|
||||
//#define IMGUI_ENABLE_FREETYPE
|
||||
|
||||
//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
|
||||
// Only works in combination with IMGUI_ENABLE_FREETYPE.
|
||||
// - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It will support more fonts and may load them faster. See misc/freetype/README for instructions.
|
||||
// - Both require headers to be available in the include path + program to be linked with the library code (not provided).
|
||||
// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
|
||||
//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG
|
||||
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
|
||||
//---- Use stb_truetype to build and rasterize the font atlas (default)
|
||||
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
|
||||
//#define IMGUI_ENABLE_STB_TRUETYPE
|
||||
|
||||
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
|
||||
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
|
||||
/*
|
||||
#define IM_VEC2_CLASS_EXTRA \
|
||||
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
|
||||
operator MyVec2() const { return MyVec2(x,y); }
|
||||
|
||||
#define IM_VEC4_CLASS_EXTRA \
|
||||
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
|
||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||||
*/
|
||||
//---- ...Or use Dear ImGui's own very basic math operators.
|
||||
//#define IMGUI_DEFINE_MATH_OPERATORS
|
||||
|
||||
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
|
||||
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
|
||||
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
|
||||
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
||||
//#define ImDrawIdx unsigned int
|
||||
|
||||
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
|
||||
//struct ImDrawList;
|
||||
//struct ImDrawCmd;
|
||||
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
||||
//#define ImDrawCallback MyImDrawCallback
|
||||
|
||||
//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
|
||||
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
|
||||
//#define IM_DEBUG_BREAK IM_ASSERT(0)
|
||||
//#define IM_DEBUG_BREAK __debugbreak()
|
||||
|
||||
//---- Debug Tools: Enable highlight ID conflicts _before_ hovering items. When io.ConfigDebugHighlightIdConflicts is set.
|
||||
// (THIS WILL SLOW DOWN DEAR IMGUI. Only use occasionally and disable after use)
|
||||
//#define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
|
||||
|
||||
//---- Debug Tools: Enable slower asserts
|
||||
//#define IMGUI_DEBUG_PARANOID
|
||||
|
||||
//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
|
||||
/*
|
||||
namespace ImGui
|
||||
{
|
||||
void MyFunction(const char* name, MyMatrix44* mtx);
|
||||
}
|
||||
*/
|
||||
18102
ioperator/imgui/imgui.cpp
Normal file
18102
ioperator/imgui/imgui.cpp
Normal file
File diff suppressed because it is too large
Load diff
4178
ioperator/imgui/imgui.h
Normal file
4178
ioperator/imgui/imgui.h
Normal file
File diff suppressed because it is too large
Load diff
6353
ioperator/imgui/imgui_draw.cpp
Normal file
6353
ioperator/imgui/imgui_draw.cpp
Normal file
File diff suppressed because it is too large
Load diff
679
ioperator/imgui/imgui_impl_dx11.cpp
Normal file
679
ioperator/imgui/imgui_impl_dx11.cpp
Normal file
|
|
@ -0,0 +1,679 @@
|
|||
// dear imgui: Renderer Backend for DirectX11
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
||||
// 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
|
||||
// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler.
|
||||
// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
||||
// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
|
||||
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
|
||||
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
|
||||
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
|
||||
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
|
||||
// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2016-05-07: DirectX11: Disabling depth-write.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_dx11.h"
|
||||
|
||||
// DirectX
|
||||
#include <stdio.h>
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
#endif
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#endif
|
||||
|
||||
// DirectX11 data
|
||||
struct ImGui_ImplDX11_Texture
|
||||
{
|
||||
ID3D11Texture2D* pTexture;
|
||||
ID3D11ShaderResourceView* pTextureView;
|
||||
};
|
||||
|
||||
struct ImGui_ImplDX11_Data
|
||||
{
|
||||
ID3D11Device* pd3dDevice;
|
||||
ID3D11DeviceContext* pd3dDeviceContext;
|
||||
IDXGIFactory* pFactory;
|
||||
ID3D11Buffer* pVB;
|
||||
ID3D11Buffer* pIB;
|
||||
ID3D11VertexShader* pVertexShader;
|
||||
ID3D11InputLayout* pInputLayout;
|
||||
ID3D11Buffer* pVertexConstantBuffer;
|
||||
ID3D11PixelShader* pPixelShader;
|
||||
ID3D11SamplerState* pTexSamplerLinear;
|
||||
ID3D11RasterizerState* pRasterizerState;
|
||||
ID3D11BlendState* pBlendState;
|
||||
ID3D11DepthStencilState* pDepthStencilState;
|
||||
int VertexBufferSize;
|
||||
int IndexBufferSize;
|
||||
|
||||
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
||||
};
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER_DX11
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
|
||||
// Setup viewport
|
||||
D3D11_VIEWPORT vp = {};
|
||||
vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x;
|
||||
vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = vp.TopLeftY = 0;
|
||||
device_ctx->RSSetViewports(1, &vp);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
D3D11_MAPPED_SUBRESOURCE mapped_resource;
|
||||
if (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
|
||||
{
|
||||
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
float mvp[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||
device_ctx->Unmap(bd->pVertexConstantBuffer, 0);
|
||||
}
|
||||
|
||||
// Setup shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
device_ctx->IASetInputLayout(bd->pInputLayout);
|
||||
device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
|
||||
device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
|
||||
device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
|
||||
device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
|
||||
device_ctx->PSSetSamplers(0, 1, &bd->pTexSamplerLinear);
|
||||
device_ctx->GSSetShader(nullptr, nullptr, 0);
|
||||
device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
|
||||
device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
|
||||
device_ctx->RSSetState(bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Render function
|
||||
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
||||
return;
|
||||
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
ID3D11DeviceContext* device = bd->pd3dDeviceContext;
|
||||
|
||||
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
|
||||
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
ImGui_ImplDX11_UpdateTexture(tex);
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D11_BUFFER_DESC desc = {};
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
|
||||
return;
|
||||
}
|
||||
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D11_BUFFER_DESC desc = {};
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
||||
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Upload vertex/index data into a single contiguous GPU buffer
|
||||
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
|
||||
if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||
return;
|
||||
if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||
return;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
|
||||
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
|
||||
for (const ImDrawList* draw_list : draw_data->CmdLists)
|
||||
{
|
||||
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
vtx_dst += draw_list->VtxBuffer.Size;
|
||||
idx_dst += draw_list->IdxBuffer.Size;
|
||||
}
|
||||
device->Unmap(bd->pVB, 0);
|
||||
device->Unmap(bd->pIB, 0);
|
||||
|
||||
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||
struct BACKUP_DX11_STATE
|
||||
{
|
||||
UINT ScissorRectsCount, ViewportsCount;
|
||||
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||
ID3D11RasterizerState* RS;
|
||||
ID3D11BlendState* BlendState;
|
||||
FLOAT BlendFactor[4];
|
||||
UINT SampleMask;
|
||||
UINT StencilRef;
|
||||
ID3D11DepthStencilState* DepthStencilState;
|
||||
ID3D11ShaderResourceView* PSShaderResource;
|
||||
ID3D11SamplerState* PSSampler;
|
||||
ID3D11PixelShader* PS;
|
||||
ID3D11VertexShader* VS;
|
||||
ID3D11GeometryShader* GS;
|
||||
UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
|
||||
ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
|
||||
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
DXGI_FORMAT IndexBufferFormat;
|
||||
ID3D11InputLayout* InputLayout;
|
||||
};
|
||||
BACKUP_DX11_STATE old = {};
|
||||
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||
device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||
device->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||
device->RSGetState(&old.RS);
|
||||
device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
||||
device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||
device->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
device->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
|
||||
device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
|
||||
device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
|
||||
device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
|
||||
|
||||
device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||
device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||
device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
device->IAGetInputLayout(&old.InputLayout);
|
||||
|
||||
// Setup desired DX state
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, device);
|
||||
|
||||
// Setup render state structure (for callbacks and custom texture bindings)
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
ImGui_ImplDX11_RenderState render_state;
|
||||
render_state.Device = bd->pd3dDevice;
|
||||
render_state.DeviceContext = bd->pd3dDeviceContext;
|
||||
render_state.SamplerDefault = bd->pTexSamplerLinear;
|
||||
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
|
||||
platform_io.Renderer_RenderState = &render_state;
|
||||
|
||||
// Render command lists
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_idx_offset = 0;
|
||||
int global_vtx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale;
|
||||
for (const ImDrawList* draw_list : draw_data->CmdLists)
|
||||
{
|
||||
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback != nullptr)
|
||||
{
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, device);
|
||||
else
|
||||
pcmd->UserCallback(draw_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
||||
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
device->RSSetScissorRects(1, &r);
|
||||
|
||||
// Bind texture, Draw
|
||||
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
|
||||
device->PSSetShaderResources(0, 1, &texture_srv);
|
||||
device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
}
|
||||
}
|
||||
global_idx_offset += draw_list->IdxBuffer.Size;
|
||||
global_vtx_offset += draw_list->VtxBuffer.Size;
|
||||
}
|
||||
platform_io.Renderer_RenderState = nullptr;
|
||||
|
||||
// Restore modified DX state
|
||||
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||
device->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||
device->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||
device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||
device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||
device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||
device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
|
||||
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
|
||||
device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
|
||||
device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
|
||||
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
|
||||
device->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
if (ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData)
|
||||
{
|
||||
IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
|
||||
backend_tex->pTextureView->Release();
|
||||
backend_tex->pTexture->Release();
|
||||
IM_DELETE(backend_tex);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
// Create and upload new texture to graphics system
|
||||
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
||||
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
||||
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
||||
unsigned int* pixels = (unsigned int*)tex->GetPixels();
|
||||
ImGui_ImplDX11_Texture* backend_tex = IM_NEW(ImGui_ImplDX11_Texture)();
|
||||
|
||||
// Create texture
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Width = (UINT)tex->Width;
|
||||
desc.Height = (UINT)tex->Height;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
D3D11_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture);
|
||||
IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!");
|
||||
|
||||
// Create texture view
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srvDesc, &backend_tex->pTextureView);
|
||||
IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!");
|
||||
|
||||
// Store identifiers
|
||||
tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView);
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
tex->BackendUserData = backend_tex;
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
// Update selected blocks. We only ever write to textures regions which have never been used before!
|
||||
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
|
||||
ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData;
|
||||
IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
|
||||
for (ImTextureRect& r : tex->Updates)
|
||||
{
|
||||
D3D11_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r .h), (UINT)1 };
|
||||
bd->pd3dDeviceContext->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0);
|
||||
}
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
|
||||
ImGui_ImplDX11_DestroyTexture(tex);
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return false;
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX11 sample code but remove this dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
||||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
PS_INPUT main(VS_INPUT input)\
|
||||
{\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
}";
|
||||
|
||||
ID3DBlob* vertexShaderBlob;
|
||||
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the input layout
|
||||
D3D11_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
vertexShaderBlob->Release();
|
||||
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D11_BUFFER_DESC desc = {};
|
||||
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
sampler sampler0;\
|
||||
Texture2D texture0;\
|
||||
\
|
||||
float4 main(PS_INPUT input) : SV_Target\
|
||||
{\
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||
return out_col; \
|
||||
}";
|
||||
|
||||
ID3DBlob* pixelShaderBlob;
|
||||
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
|
||||
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
|
||||
{
|
||||
pixelShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
pixelShaderBlob->Release();
|
||||
}
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D11_BLEND_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.RenderTarget[0].BlendEnable = true;
|
||||
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
||||
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
||||
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D11_RASTERIZER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.FillMode = D3D11_FILL_SOLID;
|
||||
desc.CullMode = D3D11_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
|
||||
}
|
||||
|
||||
// Create depth-stencil State
|
||||
{
|
||||
D3D11_DEPTH_STENCIL_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.DepthEnable = false;
|
||||
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.StencilEnable = false;
|
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.BackFace = desc.FrontFace;
|
||||
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
|
||||
}
|
||||
|
||||
// Create texture sampler
|
||||
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||
{
|
||||
D3D11_SAMPLER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
desc.MipLODBias = 0.f;
|
||||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
if (!bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
// Destroy all textures
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplDX11_DestroyTexture(tex);
|
||||
|
||||
if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
|
||||
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
|
||||
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
|
||||
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
|
||||
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
|
||||
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx11";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = nullptr;
|
||||
IDXGIAdapter* pDXGIAdapter = nullptr;
|
||||
IDXGIFactory* pFactory = nullptr;
|
||||
|
||||
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
||||
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
||||
{
|
||||
bd->pd3dDevice = device;
|
||||
bd->pd3dDeviceContext = device_context;
|
||||
bd->pFactory = pFactory;
|
||||
}
|
||||
if (pDXGIDevice) pDXGIDevice->Release();
|
||||
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||
bd->pd3dDevice->AddRef();
|
||||
bd->pd3dDeviceContext->AddRef();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
|
||||
|
||||
if (!bd->pVertexShader)
|
||||
if (!ImGui_ImplDX11_CreateDeviceObjects())
|
||||
IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!");
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
51
ioperator/imgui/imgui_impl_dx11.h
Normal file
51
ioperator/imgui/imgui_impl_dx11.h
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
// dear imgui: Renderer Backend for DirectX11
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct ID3D11Device;
|
||||
struct ID3D11DeviceContext;
|
||||
struct ID3D11SamplerState;
|
||||
struct ID3D11Buffer;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
|
||||
// (Please open an issue if you feel you need access to more data)
|
||||
struct ImGui_ImplDX11_RenderState
|
||||
{
|
||||
ID3D11Device* Device;
|
||||
ID3D11DeviceContext* DeviceContext;
|
||||
ID3D11SamplerState* SamplerDefault;
|
||||
ID3D11Buffer* VertexConstantBuffer;
|
||||
};
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
974
ioperator/imgui/imgui_impl_win32.cpp
Normal file
974
ioperator/imgui/imgui_impl_win32.cpp
Normal file
|
|
@ -0,0 +1,974 @@
|
|||
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Configuration flags to add in your imconfig file:
|
||||
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state.
|
||||
// 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed.
|
||||
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
||||
// 2025-04-30: Inputs: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594)
|
||||
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
|
||||
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
|
||||
// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
|
||||
// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
|
||||
// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
|
||||
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
|
||||
// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
|
||||
// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
|
||||
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
|
||||
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
|
||||
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
|
||||
// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
|
||||
// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
|
||||
// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
|
||||
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
|
||||
// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
|
||||
// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
|
||||
// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
|
||||
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
|
||||
// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
|
||||
// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
|
||||
// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
|
||||
// 2021-01-25: Inputs: Dynamically loading XInput DLL.
|
||||
// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
|
||||
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
|
||||
// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
|
||||
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
|
||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
|
||||
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
|
||||
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
|
||||
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||
// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
|
||||
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||
// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
|
||||
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
|
||||
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
|
||||
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
|
||||
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui_impl_win32.h"
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
|
||||
#include <tchar.h>
|
||||
#include <dwmapi.h>
|
||||
|
||||
// Using XInput for gamepad (will load DLL dynamically)
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
#include <xinput.h>
|
||||
typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
|
||||
typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
#endif
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
|
||||
struct ImGui_ImplWin32_Data
|
||||
{
|
||||
HWND hWnd;
|
||||
HWND MouseHwnd;
|
||||
int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area
|
||||
int MouseButtonsDown;
|
||||
INT64 Time;
|
||||
INT64 TicksPerSecond;
|
||||
ImGuiMouseCursor LastMouseCursor;
|
||||
UINT32 KeyboardCodePage;
|
||||
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
bool HasGamepad;
|
||||
bool WantUpdateHasGamepad;
|
||||
HMODULE XInputDLL;
|
||||
PFN_XInputGetCapabilities XInputGetCapabilities;
|
||||
PFN_XInputGetState XInputGetState;
|
||||
#endif
|
||||
|
||||
ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io)
|
||||
{
|
||||
return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io)
|
||||
{
|
||||
// Retrieve keyboard code page, required for handling of non-Unicode Windows.
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
|
||||
HKL keyboard_layout = ::GetKeyboardLayout(0);
|
||||
LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
|
||||
if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
|
||||
bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
|
||||
INT64 perf_frequency, perf_counter;
|
||||
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
|
||||
return false;
|
||||
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
|
||||
return false;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_win32";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->hWnd = (HWND)hwnd;
|
||||
bd->TicksPerSecond = perf_frequency;
|
||||
bd->Time = perf_counter;
|
||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
|
||||
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
|
||||
|
||||
// Dynamically load XInput library
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
bd->WantUpdateHasGamepad = true;
|
||||
const char* xinput_dll_names[] =
|
||||
{
|
||||
"xinput1_4.dll", // Windows 8+
|
||||
"xinput1_3.dll", // DirectX SDK
|
||||
"xinput9_1_0.dll", // Windows Vista, Windows 7
|
||||
"xinput1_2.dll", // DirectX SDK
|
||||
"xinput1_1.dll" // DirectX SDK
|
||||
};
|
||||
for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
|
||||
if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
|
||||
{
|
||||
bd->XInputDLL = dll;
|
||||
bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
|
||||
bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
|
||||
break;
|
||||
}
|
||||
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
{
|
||||
return ImGui_ImplWin32_InitEx(hwnd, false);
|
||||
}
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
|
||||
{
|
||||
// OpenGL needs CS_OWNDC
|
||||
return ImGui_ImplWin32_InitEx(hwnd, true);
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_Shutdown()
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
// Unload XInput library
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
if (bd->XInputDLL)
|
||||
::FreeLibrary(bd->XInputDLL);
|
||||
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||
platform_io.ClearPlatformHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor)
|
||||
{
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return false;
|
||||
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
::SetCursor(nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
LPTSTR win32_cursor = IDC_ARROW;
|
||||
switch (imgui_cursor)
|
||||
{
|
||||
case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
|
||||
case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
|
||||
case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
|
||||
case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
|
||||
case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
|
||||
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
|
||||
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
|
||||
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
|
||||
case ImGuiMouseCursor_Wait: win32_cursor = IDC_WAIT; break;
|
||||
case ImGuiMouseCursor_Progress: win32_cursor = IDC_APPSTARTING; break;
|
||||
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
|
||||
}
|
||||
::SetCursor(::LoadCursor(nullptr, win32_cursor));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
static bool IsVkDown(int vk)
|
||||
{
|
||||
return (::GetKeyState(vk) & 0x8000) != 0;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
|
||||
{
|
||||
io.AddKeyEvent(key, down);
|
||||
io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
|
||||
IM_UNUSED(native_scancode);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io)
|
||||
{
|
||||
// Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
|
||||
if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
|
||||
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT);
|
||||
if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
|
||||
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT);
|
||||
|
||||
// Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
|
||||
if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
|
||||
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN);
|
||||
if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
|
||||
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN);
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
|
||||
{
|
||||
io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
|
||||
io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
|
||||
io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
|
||||
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
|
||||
}
|
||||
|
||||
static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
|
||||
IM_ASSERT(bd->hWnd != 0);
|
||||
|
||||
HWND focused_window = ::GetForegroundWindow();
|
||||
const bool is_app_focused = (focused_window == bd->hWnd);
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
|
||||
if (::ClientToScreen(bd->hWnd, &pos))
|
||||
::SetCursorPos(pos.x, pos.y);
|
||||
}
|
||||
|
||||
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
|
||||
// This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
|
||||
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
|
||||
{
|
||||
POINT pos;
|
||||
if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
|
||||
io.AddMousePosEvent((float)pos.x, (float)pos.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Gamepad navigation mapping
|
||||
static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
|
||||
{
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
|
||||
|
||||
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
|
||||
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
|
||||
if (bd->WantUpdateHasGamepad)
|
||||
{
|
||||
XINPUT_CAPABILITIES caps = {};
|
||||
bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
|
||||
bd->WantUpdateHasGamepad = false;
|
||||
}
|
||||
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
XINPUT_STATE xinput_state;
|
||||
XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
|
||||
if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
|
||||
return;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
|
||||
#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
|
||||
MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
|
||||
MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
|
||||
MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
|
||||
MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
||||
MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
IM_UNUSED(io);
|
||||
#endif
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect = { 0, 0, 0, 0 };
|
||||
::GetClientRect(bd->hWnd, &rect);
|
||||
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time = 0;
|
||||
::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
|
||||
bd->Time = current_time;
|
||||
|
||||
// Update OS mouse position
|
||||
ImGui_ImplWin32_UpdateMouseData(io);
|
||||
|
||||
// Process workarounds for known Windows key handling issues
|
||||
ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
|
||||
|
||||
// Update OS mouse cursor with the cursor requested by imgui
|
||||
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
||||
if (bd->LastMouseCursor != mouse_cursor)
|
||||
{
|
||||
bd->LastMouseCursor = mouse_cursor;
|
||||
ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor);
|
||||
}
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplWin32_UpdateGamepads(io);
|
||||
}
|
||||
|
||||
// Map VK_xxx to ImGuiKey_xxx.
|
||||
// Not static to allow third-party code to use that if they want to (but undocumented)
|
||||
ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam);
|
||||
ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED.
|
||||
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
|
||||
return ImGuiKey_KeypadEnter;
|
||||
|
||||
const int scancode = (int)LOBYTE(HIWORD(lParam));
|
||||
//IMGUI_DEBUG_LOG("scancode %3d, keycode = 0x%02X\n", scancode, wParam);
|
||||
switch (wParam)
|
||||
{
|
||||
case VK_TAB: return ImGuiKey_Tab;
|
||||
case VK_LEFT: return ImGuiKey_LeftArrow;
|
||||
case VK_RIGHT: return ImGuiKey_RightArrow;
|
||||
case VK_UP: return ImGuiKey_UpArrow;
|
||||
case VK_DOWN: return ImGuiKey_DownArrow;
|
||||
case VK_PRIOR: return ImGuiKey_PageUp;
|
||||
case VK_NEXT: return ImGuiKey_PageDown;
|
||||
case VK_HOME: return ImGuiKey_Home;
|
||||
case VK_END: return ImGuiKey_End;
|
||||
case VK_INSERT: return ImGuiKey_Insert;
|
||||
case VK_DELETE: return ImGuiKey_Delete;
|
||||
case VK_BACK: return ImGuiKey_Backspace;
|
||||
case VK_SPACE: return ImGuiKey_Space;
|
||||
case VK_RETURN: return ImGuiKey_Enter;
|
||||
case VK_ESCAPE: return ImGuiKey_Escape;
|
||||
//case VK_OEM_7: return ImGuiKey_Apostrophe;
|
||||
case VK_OEM_COMMA: return ImGuiKey_Comma;
|
||||
//case VK_OEM_MINUS: return ImGuiKey_Minus;
|
||||
case VK_OEM_PERIOD: return ImGuiKey_Period;
|
||||
//case VK_OEM_2: return ImGuiKey_Slash;
|
||||
//case VK_OEM_1: return ImGuiKey_Semicolon;
|
||||
//case VK_OEM_PLUS: return ImGuiKey_Equal;
|
||||
//case VK_OEM_4: return ImGuiKey_LeftBracket;
|
||||
//case VK_OEM_5: return ImGuiKey_Backslash;
|
||||
//case VK_OEM_6: return ImGuiKey_RightBracket;
|
||||
//case VK_OEM_3: return ImGuiKey_GraveAccent;
|
||||
case VK_CAPITAL: return ImGuiKey_CapsLock;
|
||||
case VK_SCROLL: return ImGuiKey_ScrollLock;
|
||||
case VK_NUMLOCK: return ImGuiKey_NumLock;
|
||||
case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
|
||||
case VK_PAUSE: return ImGuiKey_Pause;
|
||||
case VK_NUMPAD0: return ImGuiKey_Keypad0;
|
||||
case VK_NUMPAD1: return ImGuiKey_Keypad1;
|
||||
case VK_NUMPAD2: return ImGuiKey_Keypad2;
|
||||
case VK_NUMPAD3: return ImGuiKey_Keypad3;
|
||||
case VK_NUMPAD4: return ImGuiKey_Keypad4;
|
||||
case VK_NUMPAD5: return ImGuiKey_Keypad5;
|
||||
case VK_NUMPAD6: return ImGuiKey_Keypad6;
|
||||
case VK_NUMPAD7: return ImGuiKey_Keypad7;
|
||||
case VK_NUMPAD8: return ImGuiKey_Keypad8;
|
||||
case VK_NUMPAD9: return ImGuiKey_Keypad9;
|
||||
case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
|
||||
case VK_DIVIDE: return ImGuiKey_KeypadDivide;
|
||||
case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
||||
case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
|
||||
case VK_ADD: return ImGuiKey_KeypadAdd;
|
||||
case VK_LSHIFT: return ImGuiKey_LeftShift;
|
||||
case VK_LCONTROL: return ImGuiKey_LeftCtrl;
|
||||
case VK_LMENU: return ImGuiKey_LeftAlt;
|
||||
case VK_LWIN: return ImGuiKey_LeftSuper;
|
||||
case VK_RSHIFT: return ImGuiKey_RightShift;
|
||||
case VK_RCONTROL: return ImGuiKey_RightCtrl;
|
||||
case VK_RMENU: return ImGuiKey_RightAlt;
|
||||
case VK_RWIN: return ImGuiKey_RightSuper;
|
||||
case VK_APPS: return ImGuiKey_Menu;
|
||||
case '0': return ImGuiKey_0;
|
||||
case '1': return ImGuiKey_1;
|
||||
case '2': return ImGuiKey_2;
|
||||
case '3': return ImGuiKey_3;
|
||||
case '4': return ImGuiKey_4;
|
||||
case '5': return ImGuiKey_5;
|
||||
case '6': return ImGuiKey_6;
|
||||
case '7': return ImGuiKey_7;
|
||||
case '8': return ImGuiKey_8;
|
||||
case '9': return ImGuiKey_9;
|
||||
case 'A': return ImGuiKey_A;
|
||||
case 'B': return ImGuiKey_B;
|
||||
case 'C': return ImGuiKey_C;
|
||||
case 'D': return ImGuiKey_D;
|
||||
case 'E': return ImGuiKey_E;
|
||||
case 'F': return ImGuiKey_F;
|
||||
case 'G': return ImGuiKey_G;
|
||||
case 'H': return ImGuiKey_H;
|
||||
case 'I': return ImGuiKey_I;
|
||||
case 'J': return ImGuiKey_J;
|
||||
case 'K': return ImGuiKey_K;
|
||||
case 'L': return ImGuiKey_L;
|
||||
case 'M': return ImGuiKey_M;
|
||||
case 'N': return ImGuiKey_N;
|
||||
case 'O': return ImGuiKey_O;
|
||||
case 'P': return ImGuiKey_P;
|
||||
case 'Q': return ImGuiKey_Q;
|
||||
case 'R': return ImGuiKey_R;
|
||||
case 'S': return ImGuiKey_S;
|
||||
case 'T': return ImGuiKey_T;
|
||||
case 'U': return ImGuiKey_U;
|
||||
case 'V': return ImGuiKey_V;
|
||||
case 'W': return ImGuiKey_W;
|
||||
case 'X': return ImGuiKey_X;
|
||||
case 'Y': return ImGuiKey_Y;
|
||||
case 'Z': return ImGuiKey_Z;
|
||||
case VK_F1: return ImGuiKey_F1;
|
||||
case VK_F2: return ImGuiKey_F2;
|
||||
case VK_F3: return ImGuiKey_F3;
|
||||
case VK_F4: return ImGuiKey_F4;
|
||||
case VK_F5: return ImGuiKey_F5;
|
||||
case VK_F6: return ImGuiKey_F6;
|
||||
case VK_F7: return ImGuiKey_F7;
|
||||
case VK_F8: return ImGuiKey_F8;
|
||||
case VK_F9: return ImGuiKey_F9;
|
||||
case VK_F10: return ImGuiKey_F10;
|
||||
case VK_F11: return ImGuiKey_F11;
|
||||
case VK_F12: return ImGuiKey_F12;
|
||||
case VK_F13: return ImGuiKey_F13;
|
||||
case VK_F14: return ImGuiKey_F14;
|
||||
case VK_F15: return ImGuiKey_F15;
|
||||
case VK_F16: return ImGuiKey_F16;
|
||||
case VK_F17: return ImGuiKey_F17;
|
||||
case VK_F18: return ImGuiKey_F18;
|
||||
case VK_F19: return ImGuiKey_F19;
|
||||
case VK_F20: return ImGuiKey_F20;
|
||||
case VK_F21: return ImGuiKey_F21;
|
||||
case VK_F22: return ImGuiKey_F22;
|
||||
case VK_F23: return ImGuiKey_F23;
|
||||
case VK_F24: return ImGuiKey_F24;
|
||||
case VK_BROWSER_BACK: return ImGuiKey_AppBack;
|
||||
case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// Fallback to scancode
|
||||
// https://handmade.network/forums/t/2011-keyboard_inputs_-_scancodes,_raw_input,_text_input,_key_names
|
||||
switch (scancode)
|
||||
{
|
||||
case 41: return ImGuiKey_GraveAccent; // VK_OEM_8 in EN-UK, VK_OEM_3 in EN-US, VK_OEM_7 in FR, VK_OEM_5 in DE, etc.
|
||||
case 12: return ImGuiKey_Minus;
|
||||
case 13: return ImGuiKey_Equal;
|
||||
case 26: return ImGuiKey_LeftBracket;
|
||||
case 27: return ImGuiKey_RightBracket;
|
||||
case 86: return ImGuiKey_Oem102;
|
||||
case 43: return ImGuiKey_Backslash;
|
||||
case 39: return ImGuiKey_Semicolon;
|
||||
case 40: return ImGuiKey_Apostrophe;
|
||||
case 51: return ImGuiKey_Comma;
|
||||
case 52: return ImGuiKey_Period;
|
||||
case 53: return ImGuiKey_Slash;
|
||||
default: break;
|
||||
}
|
||||
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
|
||||
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
|
||||
#ifndef WM_MOUSEHWHEEL
|
||||
#define WM_MOUSEHWHEEL 0x020E
|
||||
#endif
|
||||
#ifndef DBT_DEVNODES_CHANGED
|
||||
#define DBT_DEVNODES_CHANGED 0x0007
|
||||
#endif
|
||||
|
||||
// Helper to obtain the source of mouse messages.
|
||||
// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
|
||||
// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
|
||||
static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo()
|
||||
{
|
||||
LPARAM extra_info = ::GetMessageExtraInfo();
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
||||
return ImGuiMouseSource_Pen;
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
||||
return ImGuiMouseSource_TouchScreen;
|
||||
return ImGuiMouseSource_Mouse;
|
||||
}
|
||||
|
||||
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
|
||||
// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
||||
// When implementing your own backend, 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, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
|
||||
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
|
||||
|
||||
// Copy either line into your .cpp file to forward declare the function:
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext()
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext()
|
||||
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
|
||||
// We silently allow both context or just only backend data to be nullptr.
|
||||
if (ImGui::GetCurrentContext() == nullptr)
|
||||
return 0;
|
||||
return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO());
|
||||
}
|
||||
|
||||
// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext().
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io)
|
||||
{
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
|
||||
if (bd == nullptr)
|
||||
return 0;
|
||||
switch (msg)
|
||||
{
|
||||
case WM_MOUSEMOVE:
|
||||
case WM_NCMOUSEMOVE:
|
||||
{
|
||||
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
|
||||
ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
|
||||
const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
|
||||
bd->MouseHwnd = hwnd;
|
||||
if (bd->MouseTrackedArea != area)
|
||||
{
|
||||
TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
|
||||
TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
|
||||
if (bd->MouseTrackedArea != 0)
|
||||
::TrackMouseEvent(&tme_cancel);
|
||||
::TrackMouseEvent(&tme_track);
|
||||
bd->MouseTrackedArea = area;
|
||||
}
|
||||
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
|
||||
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
|
||||
return 0;
|
||||
io.AddMouseSourceEvent(mouse_source);
|
||||
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
|
||||
return 0;
|
||||
}
|
||||
case WM_MOUSELEAVE:
|
||||
case WM_NCMOUSELEAVE:
|
||||
{
|
||||
const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
|
||||
if (bd->MouseTrackedArea == area)
|
||||
{
|
||||
if (bd->MouseHwnd == hwnd)
|
||||
bd->MouseHwnd = nullptr;
|
||||
bd->MouseTrackedArea = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
case WM_DESTROY:
|
||||
if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0)
|
||||
{
|
||||
TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
|
||||
::TrackMouseEvent(&tme_cancel);
|
||||
bd->MouseHwnd = nullptr;
|
||||
bd->MouseTrackedArea = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
return 0;
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
|
||||
{
|
||||
ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
|
||||
int button = 0;
|
||||
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
|
||||
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
|
||||
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
|
||||
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
HWND hwnd_with_capture = ::GetCapture();
|
||||
if (bd->MouseButtonsDown != 0 && hwnd_with_capture != hwnd) // Did we externally lost capture?
|
||||
bd->MouseButtonsDown = 0;
|
||||
if (bd->MouseButtonsDown == 0 && hwnd_with_capture == nullptr)
|
||||
::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds.
|
||||
bd->MouseButtonsDown |= 1 << button;
|
||||
io.AddMouseSourceEvent(mouse_source);
|
||||
io.AddMouseButtonEvent(button, true);
|
||||
return 0;
|
||||
}
|
||||
case WM_LBUTTONUP:
|
||||
case WM_RBUTTONUP:
|
||||
case WM_MBUTTONUP:
|
||||
case WM_XBUTTONUP:
|
||||
{
|
||||
ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
|
||||
int button = 0;
|
||||
if (msg == WM_LBUTTONUP) { button = 0; }
|
||||
if (msg == WM_RBUTTONUP) { button = 1; }
|
||||
if (msg == WM_MBUTTONUP) { button = 2; }
|
||||
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||
bd->MouseButtonsDown &= ~(1 << button);
|
||||
if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
|
||||
::ReleaseCapture();
|
||||
io.AddMouseSourceEvent(mouse_source);
|
||||
io.AddMouseButtonEvent(button, false);
|
||||
return 0;
|
||||
}
|
||||
case WM_MOUSEWHEEL:
|
||||
io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
|
||||
return 0;
|
||||
case WM_MOUSEHWHEEL:
|
||||
io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
|
||||
return 0;
|
||||
case WM_KEYDOWN:
|
||||
case WM_KEYUP:
|
||||
case WM_SYSKEYDOWN:
|
||||
case WM_SYSKEYUP:
|
||||
{
|
||||
const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
|
||||
if (wParam < 256)
|
||||
{
|
||||
// Submit modifiers
|
||||
ImGui_ImplWin32_UpdateKeyModifiers(io);
|
||||
|
||||
// Obtain virtual key code and convert to ImGuiKey
|
||||
const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
|
||||
const int vk = (int)wParam;
|
||||
const int scancode = (int)LOBYTE(HIWORD(lParam));
|
||||
|
||||
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
|
||||
if (key == ImGuiKey_PrintScreen && !is_key_down)
|
||||
ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode);
|
||||
|
||||
// Submit key event
|
||||
if (key != ImGuiKey_None)
|
||||
ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode);
|
||||
|
||||
// Submit individual left/right modifier events
|
||||
if (vk == VK_SHIFT)
|
||||
{
|
||||
// Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
|
||||
if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
|
||||
if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
|
||||
}
|
||||
else if (vk == VK_CONTROL)
|
||||
{
|
||||
if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
|
||||
if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
|
||||
}
|
||||
else if (vk == VK_MENU)
|
||||
{
|
||||
if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
|
||||
if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
case WM_SETFOCUS:
|
||||
case WM_KILLFOCUS:
|
||||
io.AddFocusEvent(msg == WM_SETFOCUS);
|
||||
return 0;
|
||||
case WM_INPUTLANGCHANGE:
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
||||
return 0;
|
||||
case WM_CHAR:
|
||||
if (::IsWindowUnicode(hwnd))
|
||||
{
|
||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||
if (wParam > 0 && wParam < 0x10000)
|
||||
io.AddInputCharacterUTF16((unsigned short)wParam);
|
||||
}
|
||||
else
|
||||
{
|
||||
wchar_t wch = 0;
|
||||
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
|
||||
io.AddInputCharacter(wch);
|
||||
}
|
||||
return 0;
|
||||
case WM_SETCURSOR:
|
||||
// This is required to restore cursor when transitioning from e.g resize borders to client area.
|
||||
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
|
||||
return 1;
|
||||
return 0;
|
||||
case WM_DEVICECHANGE:
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
|
||||
bd->WantUpdateHasGamepad = true;
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// DPI-related helpers (optional)
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// - Use to enable DPI awareness without having to create an application manifest.
|
||||
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
|
||||
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
|
||||
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
|
||||
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
|
||||
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
|
||||
// If you are trying to implement your own backend for your own engine, you may ignore that noise.
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
|
||||
// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
|
||||
static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
|
||||
{
|
||||
typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
|
||||
static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
|
||||
if (RtlVerifyVersionInfoFn == nullptr)
|
||||
if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
|
||||
RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
|
||||
if (RtlVerifyVersionInfoFn == nullptr)
|
||||
return FALSE;
|
||||
|
||||
RTL_OSVERSIONINFOEXW versionInfo = { };
|
||||
ULONGLONG conditionMask = 0;
|
||||
versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
|
||||
versionInfo.dwMajorVersion = major;
|
||||
versionInfo.dwMinorVersion = minor;
|
||||
VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
|
||||
VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
|
||||
return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
|
||||
}
|
||||
|
||||
#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
|
||||
#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
|
||||
#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
|
||||
#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
|
||||
|
||||
#ifndef DPI_ENUMS_DECLARED
|
||||
typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
|
||||
typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
|
||||
#endif
|
||||
#ifndef _DPI_AWARENESS_CONTEXTS_
|
||||
DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
|
||||
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
|
||||
#endif
|
||||
#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
|
||||
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
|
||||
#endif
|
||||
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
|
||||
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
|
||||
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
|
||||
|
||||
// Helper function to enable DPI awareness without setting up a manifest
|
||||
void ImGui_ImplWin32_EnableDpiAwareness()
|
||||
{
|
||||
if (_IsWindows10OrGreater())
|
||||
{
|
||||
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
|
||||
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
|
||||
{
|
||||
SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (_IsWindows8Point1OrGreater())
|
||||
{
|
||||
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
|
||||
if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
|
||||
{
|
||||
SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
|
||||
return;
|
||||
}
|
||||
}
|
||||
#if _WIN32_WINNT >= 0x0600
|
||||
::SetProcessDPIAware();
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined(_MSC_VER) && !defined(NOGDI)
|
||||
#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
|
||||
#endif
|
||||
|
||||
float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
|
||||
{
|
||||
UINT xdpi = 96, ydpi = 96;
|
||||
if (_IsWindows8Point1OrGreater())
|
||||
{
|
||||
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
|
||||
static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
|
||||
if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
|
||||
GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
|
||||
if (GetDpiForMonitorFn != nullptr)
|
||||
{
|
||||
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
|
||||
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
||||
return xdpi / 96.0f;
|
||||
}
|
||||
}
|
||||
#ifndef NOGDI
|
||||
const HDC dc = ::GetDC(nullptr);
|
||||
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
|
||||
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
|
||||
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
||||
::ReleaseDC(nullptr, dc);
|
||||
#endif
|
||||
return xdpi / 96.0f;
|
||||
}
|
||||
|
||||
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
|
||||
{
|
||||
HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
|
||||
return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
// Transparency related helpers (optional)
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
#if defined(_MSC_VER)
|
||||
#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
|
||||
#endif
|
||||
|
||||
// [experimental]
|
||||
// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
|
||||
// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
|
||||
void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
|
||||
{
|
||||
if (!_IsWindowsVistaOrGreater())
|
||||
return;
|
||||
|
||||
BOOL composition;
|
||||
if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
|
||||
return;
|
||||
|
||||
BOOL opaque;
|
||||
DWORD color;
|
||||
if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
|
||||
{
|
||||
HRGN region = ::CreateRectRgn(0, 0, -1, -1);
|
||||
DWM_BLURBEHIND bb = {};
|
||||
bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
|
||||
bb.hRgnBlur = region;
|
||||
bb.fEnable = TRUE;
|
||||
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
|
||||
::DeleteObject(region);
|
||||
}
|
||||
else
|
||||
{
|
||||
DWM_BLURBEHIND bb = {};
|
||||
bb.dwFlags = DWM_BB_ENABLE;
|
||||
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
53
ioperator/imgui/imgui_impl_win32.h
Normal file
53
ioperator/imgui/imgui_impl_win32.h
Normal file
|
|
@ -0,0 +1,53 @@
|
|||
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
|
||||
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
|
||||
|
||||
// Win32 message handler your application need to call.
|
||||
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
|
||||
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
|
||||
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
||||
|
||||
#if 0
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
#endif
|
||||
|
||||
// DPI-related helpers (optional)
|
||||
// - Use to enable DPI awareness without having to create an application manifest.
|
||||
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
|
||||
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
|
||||
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
|
||||
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
|
||||
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
|
||||
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
|
||||
|
||||
// Transparency related helpers (optional) [experimental]
|
||||
// - Use to enable alpha compositing transparency with the desktop.
|
||||
// - Use together with e.g. clearing your framebuffer with zero-alpha.
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
3961
ioperator/imgui/imgui_internal.h
Normal file
3961
ioperator/imgui/imgui_internal.h
Normal file
File diff suppressed because it is too large
Load diff
4569
ioperator/imgui/imgui_tables.cpp
Normal file
4569
ioperator/imgui/imgui_tables.cpp
Normal file
File diff suppressed because it is too large
Load diff
10787
ioperator/imgui/imgui_widgets.cpp
Normal file
10787
ioperator/imgui/imgui_widgets.cpp
Normal file
File diff suppressed because it is too large
Load diff
627
ioperator/imgui/imstb_rectpack.h
Normal file
627
ioperator/imgui/imstb_rectpack.h
Normal file
|
|
@ -0,0 +1,627 @@
|
|||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_rect_pack.h 1.01.
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
//
|
||||
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
// Does not do rotation.
|
||||
//
|
||||
// Before #including,
|
||||
//
|
||||
// #define STB_RECT_PACK_IMPLEMENTATION
|
||||
//
|
||||
// in the file that you want to have the implementation.
|
||||
//
|
||||
// Not necessarily the awesomest packing method, but better than
|
||||
// the totally naive one in stb_truetype (which is primarily what
|
||||
// this is meant to replace).
|
||||
//
|
||||
// Has only had a few tests run, may have issues.
|
||||
//
|
||||
// More docs to come.
|
||||
//
|
||||
// No memory allocations; uses qsort() and assert() from stdlib.
|
||||
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
|
||||
//
|
||||
// This library currently uses the Skyline Bottom-Left algorithm.
|
||||
//
|
||||
// Please note: better rectangle packers are welcome! Please
|
||||
// implement them to the same API, but with a different init
|
||||
// function.
|
||||
//
|
||||
// Credits
|
||||
//
|
||||
// Library
|
||||
// Sean Barrett
|
||||
// Minor features
|
||||
// Martins Mozeiko
|
||||
// github:IntellectualKitty
|
||||
//
|
||||
// Bugfixes / warning fixes
|
||||
// Jeremy Jaussaud
|
||||
// Fabian Giesen
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
|
||||
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
|
||||
// 0.99 (2019-02-07) warning fixes
|
||||
// 0.11 (2017-03-03) return packing success/fail result
|
||||
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
||||
// 0.09 (2016-08-27) fix compiler warnings
|
||||
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
|
||||
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
|
||||
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
|
||||
// 0.05: added STBRP_ASSERT to allow replacing assert
|
||||
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
|
||||
// 0.01: initial release
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// See end of file for license information.
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// INCLUDE SECTION
|
||||
//
|
||||
|
||||
#ifndef STB_INCLUDE_STB_RECT_PACK_H
|
||||
#define STB_INCLUDE_STB_RECT_PACK_H
|
||||
|
||||
#define STB_RECT_PACK_VERSION 1
|
||||
|
||||
#ifdef STBRP_STATIC
|
||||
#define STBRP_DEF static
|
||||
#else
|
||||
#define STBRP_DEF extern
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef struct stbrp_context stbrp_context;
|
||||
typedef struct stbrp_node stbrp_node;
|
||||
typedef struct stbrp_rect stbrp_rect;
|
||||
|
||||
typedef int stbrp_coord;
|
||||
|
||||
#define STBRP__MAXVAL 0x7fffffff
|
||||
// Mostly for internal use, but this is the maximum supported coordinate value.
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
||||
// Assign packed locations to rectangles. The rectangles are of type
|
||||
// 'stbrp_rect' defined below, stored in the array 'rects', and there
|
||||
// are 'num_rects' many of them.
|
||||
//
|
||||
// Rectangles which are successfully packed have the 'was_packed' flag
|
||||
// set to a non-zero value and 'x' and 'y' store the minimum location
|
||||
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
|
||||
// if you imagine y increasing downwards). Rectangles which do not fit
|
||||
// have the 'was_packed' flag set to 0.
|
||||
//
|
||||
// You should not try to access the 'rects' array from another thread
|
||||
// while this function is running, as the function temporarily reorders
|
||||
// the array while it executes.
|
||||
//
|
||||
// To pack into another rectangle, you need to call stbrp_init_target
|
||||
// again. To continue packing into the same rectangle, you can call
|
||||
// this function again. Calling this multiple times with multiple rect
|
||||
// arrays will probably produce worse packing results than calling it
|
||||
// a single time with the full rectangle array, but the option is
|
||||
// available.
|
||||
//
|
||||
// The function returns 1 if all of the rectangles were successfully
|
||||
// packed and 0 otherwise.
|
||||
|
||||
struct stbrp_rect
|
||||
{
|
||||
// reserved for your use:
|
||||
int id;
|
||||
|
||||
// input:
|
||||
stbrp_coord w, h;
|
||||
|
||||
// output:
|
||||
stbrp_coord x, y;
|
||||
int was_packed; // non-zero if valid packing
|
||||
|
||||
}; // 16 bytes, nominally
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
|
||||
// Initialize a rectangle packer to:
|
||||
// pack a rectangle that is 'width' by 'height' in dimensions
|
||||
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
|
||||
//
|
||||
// You must call this function every time you start packing into a new target.
|
||||
//
|
||||
// There is no "shutdown" function. The 'nodes' memory must stay valid for
|
||||
// the following stbrp_pack_rects() call (or calls), but can be freed after
|
||||
// the call (or calls) finish.
|
||||
//
|
||||
// Note: to guarantee best results, either:
|
||||
// 1. make sure 'num_nodes' >= 'width'
|
||||
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
|
||||
//
|
||||
// If you don't do either of the above things, widths will be quantized to multiples
|
||||
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
|
||||
//
|
||||
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
|
||||
// may run out of temporary storage and be unable to pack some rectangles.
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
|
||||
// Optionally call this function after init but before doing any packing to
|
||||
// change the handling of the out-of-temp-memory scenario, described above.
|
||||
// If you call init again, this will be reset to the default (false).
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
|
||||
// Optionally select which packing heuristic the library should use. Different
|
||||
// heuristics will produce better/worse results for different data sets.
|
||||
// If you call init again, this will be reset to the default.
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP_HEURISTIC_Skyline_default=0,
|
||||
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
|
||||
STBRP_HEURISTIC_Skyline_BF_sortHeight
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// the details of the following structures don't matter to you, but they must
|
||||
// be visible so you can handle the memory allocations for them
|
||||
|
||||
struct stbrp_node
|
||||
{
|
||||
stbrp_coord x,y;
|
||||
stbrp_node *next;
|
||||
};
|
||||
|
||||
struct stbrp_context
|
||||
{
|
||||
int width;
|
||||
int height;
|
||||
int align;
|
||||
int init_mode;
|
||||
int heuristic;
|
||||
int num_nodes;
|
||||
stbrp_node *active_head;
|
||||
stbrp_node *free_head;
|
||||
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
|
||||
};
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// IMPLEMENTATION SECTION
|
||||
//
|
||||
|
||||
#ifdef STB_RECT_PACK_IMPLEMENTATION
|
||||
#ifndef STBRP_SORT
|
||||
#include <stdlib.h>
|
||||
#define STBRP_SORT qsort
|
||||
#endif
|
||||
|
||||
#ifndef STBRP_ASSERT
|
||||
#include <assert.h>
|
||||
#define STBRP_ASSERT assert
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define STBRP__NOTUSED(v) (void)(v)
|
||||
#define STBRP__CDECL __cdecl
|
||||
#else
|
||||
#define STBRP__NOTUSED(v) (void)sizeof(v)
|
||||
#define STBRP__CDECL
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP__INIT_skyline = 1
|
||||
};
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
|
||||
{
|
||||
switch (context->init_mode) {
|
||||
case STBRP__INIT_skyline:
|
||||
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
|
||||
context->heuristic = heuristic;
|
||||
break;
|
||||
default:
|
||||
STBRP_ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
|
||||
{
|
||||
if (allow_out_of_mem)
|
||||
// if it's ok to run out of memory, then don't bother aligning them;
|
||||
// this gives better packing, but may fail due to OOM (even though
|
||||
// the rectangles easily fit). @TODO a smarter approach would be to only
|
||||
// quantize once we've hit OOM, then we could get rid of this parameter.
|
||||
context->align = 1;
|
||||
else {
|
||||
// if it's not ok to run out of memory, then quantize the widths
|
||||
// so that num_nodes is always enough nodes.
|
||||
//
|
||||
// I.e. num_nodes * align >= width
|
||||
// align >= width / num_nodes
|
||||
// align = ceil(width/num_nodes)
|
||||
|
||||
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i=0; i < num_nodes-1; ++i)
|
||||
nodes[i].next = &nodes[i+1];
|
||||
nodes[i].next = NULL;
|
||||
context->init_mode = STBRP__INIT_skyline;
|
||||
context->heuristic = STBRP_HEURISTIC_Skyline_default;
|
||||
context->free_head = &nodes[0];
|
||||
context->active_head = &context->extra[0];
|
||||
context->width = width;
|
||||
context->height = height;
|
||||
context->num_nodes = num_nodes;
|
||||
stbrp_setup_allow_out_of_mem(context, 0);
|
||||
|
||||
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
|
||||
context->extra[0].x = 0;
|
||||
context->extra[0].y = 0;
|
||||
context->extra[0].next = &context->extra[1];
|
||||
context->extra[1].x = (stbrp_coord) width;
|
||||
context->extra[1].y = (1<<30);
|
||||
context->extra[1].next = NULL;
|
||||
}
|
||||
|
||||
// find minimum y position if it starts at x1
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
{
|
||||
stbrp_node *node = first;
|
||||
int x1 = x0 + width;
|
||||
int min_y, visited_width, waste_area;
|
||||
|
||||
STBRP__NOTUSED(c);
|
||||
|
||||
STBRP_ASSERT(first->x <= x0);
|
||||
|
||||
#if 0
|
||||
// skip in case we're past the node
|
||||
while (node->next->x <= x0)
|
||||
++node;
|
||||
#else
|
||||
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
|
||||
#endif
|
||||
|
||||
STBRP_ASSERT(node->x <= x0);
|
||||
|
||||
min_y = 0;
|
||||
waste_area = 0;
|
||||
visited_width = 0;
|
||||
while (node->x < x1) {
|
||||
if (node->y > min_y) {
|
||||
// raise min_y higher.
|
||||
// we've accounted for all waste up to min_y,
|
||||
// but we'll now add more waste for everything we've visted
|
||||
waste_area += visited_width * (node->y - min_y);
|
||||
min_y = node->y;
|
||||
// the first time through, visited_width might be reduced
|
||||
if (node->x < x0)
|
||||
visited_width += node->next->x - x0;
|
||||
else
|
||||
visited_width += node->next->x - node->x;
|
||||
} else {
|
||||
// add waste area
|
||||
int under_width = node->next->x - node->x;
|
||||
if (under_width + visited_width > width)
|
||||
under_width = width - visited_width;
|
||||
waste_area += under_width * (min_y - node->y);
|
||||
visited_width += under_width;
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
*pwaste = waste_area;
|
||||
return min_y;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int x,y;
|
||||
stbrp_node **prev_link;
|
||||
} stbrp__findresult;
|
||||
|
||||
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
|
||||
{
|
||||
int best_waste = (1<<30), best_x, best_y = (1 << 30);
|
||||
stbrp__findresult fr;
|
||||
stbrp_node **prev, *node, *tail, **best = NULL;
|
||||
|
||||
// align to multiple of c->align
|
||||
width = (width + c->align - 1);
|
||||
width -= width % c->align;
|
||||
STBRP_ASSERT(width % c->align == 0);
|
||||
|
||||
// if it can't possibly fit, bail immediately
|
||||
if (width > c->width || height > c->height) {
|
||||
fr.prev_link = NULL;
|
||||
fr.x = fr.y = 0;
|
||||
return fr;
|
||||
}
|
||||
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
while (node->x + width <= c->width) {
|
||||
int y,waste;
|
||||
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
|
||||
// bottom left
|
||||
if (y < best_y) {
|
||||
best_y = y;
|
||||
best = prev;
|
||||
}
|
||||
} else {
|
||||
// best-fit
|
||||
if (y + height <= c->height) {
|
||||
// can only use it if it first vertically
|
||||
if (y < best_y || (y == best_y && waste < best_waste)) {
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
best_x = (best == NULL) ? 0 : (*best)->x;
|
||||
|
||||
// if doing best-fit (BF), we also have to try aligning right edge to each node position
|
||||
//
|
||||
// e.g, if fitting
|
||||
//
|
||||
// ____________________
|
||||
// |____________________|
|
||||
//
|
||||
// into
|
||||
//
|
||||
// | |
|
||||
// | ____________|
|
||||
// |____________|
|
||||
//
|
||||
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
|
||||
//
|
||||
// This makes BF take about 2x the time
|
||||
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
|
||||
tail = c->active_head;
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
// find first node that's admissible
|
||||
while (tail->x < width)
|
||||
tail = tail->next;
|
||||
while (tail) {
|
||||
int xpos = tail->x - width;
|
||||
int y,waste;
|
||||
STBRP_ASSERT(xpos >= 0);
|
||||
// find the left position that matches this
|
||||
while (node->next->x <= xpos) {
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
|
||||
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
|
||||
if (y + height <= c->height) {
|
||||
if (y <= best_y) {
|
||||
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||
best_x = xpos;
|
||||
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
tail = tail->next;
|
||||
}
|
||||
}
|
||||
|
||||
fr.prev_link = best;
|
||||
fr.x = best_x;
|
||||
fr.y = best_y;
|
||||
return fr;
|
||||
}
|
||||
|
||||
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
|
||||
{
|
||||
// find best position according to heuristic
|
||||
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
|
||||
stbrp_node *node, *cur;
|
||||
|
||||
// bail if:
|
||||
// 1. it failed
|
||||
// 2. the best node doesn't fit (we don't always check this)
|
||||
// 3. we're out of memory
|
||||
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
|
||||
res.prev_link = NULL;
|
||||
return res;
|
||||
}
|
||||
|
||||
// on success, create new node
|
||||
node = context->free_head;
|
||||
node->x = (stbrp_coord) res.x;
|
||||
node->y = (stbrp_coord) (res.y + height);
|
||||
|
||||
context->free_head = node->next;
|
||||
|
||||
// insert the new node into the right starting point, and
|
||||
// let 'cur' point to the remaining nodes needing to be
|
||||
// stiched back in
|
||||
|
||||
cur = *res.prev_link;
|
||||
if (cur->x < res.x) {
|
||||
// preserve the existing one, so start testing with the next one
|
||||
stbrp_node *next = cur->next;
|
||||
cur->next = node;
|
||||
cur = next;
|
||||
} else {
|
||||
*res.prev_link = node;
|
||||
}
|
||||
|
||||
// from here, traverse cur and free the nodes, until we get to one
|
||||
// that shouldn't be freed
|
||||
while (cur->next && cur->next->x <= res.x + width) {
|
||||
stbrp_node *next = cur->next;
|
||||
// move the current node to the free list
|
||||
cur->next = context->free_head;
|
||||
context->free_head = cur;
|
||||
cur = next;
|
||||
}
|
||||
|
||||
// stitch the list back in
|
||||
node->next = cur;
|
||||
|
||||
if (cur->x < res.x + width)
|
||||
cur->x = (stbrp_coord) (res.x + width);
|
||||
|
||||
#ifdef _DEBUG
|
||||
cur = context->active_head;
|
||||
while (cur->x < context->width) {
|
||||
STBRP_ASSERT(cur->x < cur->next->x);
|
||||
cur = cur->next;
|
||||
}
|
||||
STBRP_ASSERT(cur->next == NULL);
|
||||
|
||||
{
|
||||
int count=0;
|
||||
cur = context->active_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
cur = context->free_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
STBRP_ASSERT(count == context->num_nodes+2);
|
||||
}
|
||||
#endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
if (p->h > q->h)
|
||||
return -1;
|
||||
if (p->h < q->h)
|
||||
return 1;
|
||||
return (p->w > q->w) ? -1 : (p->w < q->w);
|
||||
}
|
||||
|
||||
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
|
||||
}
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
||||
{
|
||||
int i, all_rects_packed = 1;
|
||||
|
||||
// we use the 'was_packed' field internally to allow sorting/unsorting
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = i;
|
||||
}
|
||||
|
||||
// sort according to heuristic
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
||||
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
if (rects[i].w == 0 || rects[i].h == 0) {
|
||||
rects[i].x = rects[i].y = 0; // empty rect needs no space
|
||||
} else {
|
||||
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
||||
if (fr.prev_link) {
|
||||
rects[i].x = (stbrp_coord) fr.x;
|
||||
rects[i].y = (stbrp_coord) fr.y;
|
||||
} else {
|
||||
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// unsort
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||
|
||||
// set was_packed flags and all_rects_packed status
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
|
||||
if (!rects[i].was_packed)
|
||||
all_rects_packed = 0;
|
||||
}
|
||||
|
||||
// return the all_rects_packed status
|
||||
return all_rects_packed;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
------------------------------------------------------------------------------
|
||||
This software is available under 2 licenses -- choose whichever you prefer.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE A - MIT License
|
||||
Copyright (c) 2017 Sean Barrett
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||
This is free and unencumbered software released into the public domain.
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
commercial or non-commercial, and by any means.
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
this software under copyright law.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
||||
1527
ioperator/imgui/imstb_textedit.h
Normal file
1527
ioperator/imgui/imstb_textedit.h
Normal file
File diff suppressed because it is too large
Load diff
5085
ioperator/imgui/imstb_truetype.h
Normal file
5085
ioperator/imgui/imstb_truetype.h
Normal file
File diff suppressed because it is too large
Load diff
719
ioperator/kiero/kiero.cpp
Normal file
719
ioperator/kiero/kiero.cpp
Normal file
|
|
@ -0,0 +1,719 @@
|
|||
#include "kiero.h"
|
||||
#include <Windows.h>
|
||||
#include <assert.h>
|
||||
|
||||
#if KIERO_INCLUDE_D3D9
|
||||
# include <d3d9.h>
|
||||
#endif
|
||||
|
||||
#if KIERO_INCLUDE_D3D10
|
||||
# include <dxgi.h>
|
||||
# include <d3d10_1.h>
|
||||
# include <d3d10.h>
|
||||
#endif
|
||||
|
||||
#if KIERO_INCLUDE_D3D11
|
||||
# include <dxgi.h>
|
||||
# include <d3d11.h>
|
||||
#endif
|
||||
|
||||
#if KIERO_INCLUDE_D3D12
|
||||
# include <dxgi.h>
|
||||
# include <d3d12.h>
|
||||
#endif
|
||||
|
||||
#if KIERO_INCLUDE_OPENGL
|
||||
# include <gl/GL.h>
|
||||
#endif
|
||||
|
||||
#if KIERO_INCLUDE_VULKAN
|
||||
# include <vulkan/vulkan.h>
|
||||
#endif
|
||||
|
||||
#if KIERO_USE_MINHOOK
|
||||
# include "minhook/include/MinHook.h"
|
||||
#endif
|
||||
|
||||
#ifdef _UNICODE
|
||||
# define KIERO_TEXT(text) L##text
|
||||
#else
|
||||
# define KIERO_TEXT(text) text
|
||||
#endif
|
||||
|
||||
#define KIERO_ARRAY_SIZE(arr) ((size_t)(sizeof(arr)/sizeof(arr[0])))
|
||||
|
||||
static kiero::RenderType::Enum g_renderType = kiero::RenderType::None;
|
||||
static uint150_t* g_methodsTable = NULL;
|
||||
|
||||
kiero::Status::Enum kiero::init(RenderType::Enum _renderType)
|
||||
{
|
||||
if (g_renderType != RenderType::None)
|
||||
{
|
||||
return Status::AlreadyInitializedError;
|
||||
}
|
||||
|
||||
if (_renderType != RenderType::None)
|
||||
{
|
||||
if (_renderType >= RenderType::D3D9 && _renderType <= RenderType::D3D12)
|
||||
{
|
||||
WNDCLASSEX windowClass;
|
||||
windowClass.cbSize = sizeof(WNDCLASSEX);
|
||||
windowClass.style = CS_HREDRAW | CS_VREDRAW;
|
||||
windowClass.lpfnWndProc = DefWindowProc;
|
||||
windowClass.cbClsExtra = 0;
|
||||
windowClass.cbWndExtra = 0;
|
||||
windowClass.hInstance = GetModuleHandle(NULL);
|
||||
windowClass.hIcon = NULL;
|
||||
windowClass.hCursor = NULL;
|
||||
windowClass.hbrBackground = NULL;
|
||||
windowClass.lpszMenuName = NULL;
|
||||
windowClass.lpszClassName = KIERO_TEXT("Kiero");
|
||||
windowClass.hIconSm = NULL;
|
||||
|
||||
::RegisterClassEx(&windowClass);
|
||||
|
||||
HWND window = ::CreateWindow(windowClass.lpszClassName, KIERO_TEXT("Kiero DirectX Window"), WS_OVERLAPPEDWINDOW, 0, 0, 100, 100, NULL, NULL, windowClass.hInstance, NULL);
|
||||
|
||||
if (_renderType == RenderType::D3D9)
|
||||
{
|
||||
#if KIERO_INCLUDE_D3D9
|
||||
HMODULE libD3D9;
|
||||
if ((libD3D9 = ::GetModuleHandle(KIERO_TEXT("d3d9.dll"))) == NULL)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::ModuleNotFoundError;
|
||||
}
|
||||
|
||||
void* Direct3DCreate9;
|
||||
if ((Direct3DCreate9 = ::GetProcAddress(libD3D9, "Direct3DCreate9")) == NULL)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
LPDIRECT3D9 direct3D9;
|
||||
if ((direct3D9 = ((LPDIRECT3D9(__stdcall*)(uint32_t))(Direct3DCreate9))(D3D_SDK_VERSION)) == NULL)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
D3DPRESENT_PARAMETERS params;
|
||||
params.BackBufferWidth = 0;
|
||||
params.BackBufferHeight = 0;
|
||||
params.BackBufferFormat = D3DFMT_UNKNOWN;
|
||||
params.BackBufferCount = 0;
|
||||
params.MultiSampleType = D3DMULTISAMPLE_NONE;
|
||||
params.MultiSampleQuality = NULL;
|
||||
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
params.hDeviceWindow = window;
|
||||
params.Windowed = 1;
|
||||
params.EnableAutoDepthStencil = 0;
|
||||
params.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
|
||||
params.Flags = NULL;
|
||||
params.FullScreen_RefreshRateInHz = 0;
|
||||
params.PresentationInterval = 0;
|
||||
|
||||
LPDIRECT3DDEVICE9 device;
|
||||
if (direct3D9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_DISABLE_DRIVER_MANAGEMENT, ¶ms, &device) < 0)
|
||||
{
|
||||
direct3D9->Release();
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
g_methodsTable = (uint150_t*)::calloc(119, sizeof(uint150_t));
|
||||
::memcpy(g_methodsTable, *(uint150_t**)device, 119 * sizeof(uint150_t));
|
||||
|
||||
#if KIERO_USE_MINHOOK
|
||||
MH_Initialize();
|
||||
#endif
|
||||
|
||||
device->Release();
|
||||
device = NULL;
|
||||
|
||||
direct3D9->Release();
|
||||
direct3D9 = NULL;
|
||||
|
||||
g_renderType = RenderType::D3D9;
|
||||
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
|
||||
return Status::Success;
|
||||
#endif
|
||||
}
|
||||
else if (_renderType == RenderType::D3D10)
|
||||
{
|
||||
#if KIERO_INCLUDE_D3D10
|
||||
HMODULE libDXGI;
|
||||
HMODULE libD3D10;
|
||||
if ((libDXGI = ::GetModuleHandle(KIERO_TEXT("dxgi.dll"))) == NULL || (libD3D10 = ::GetModuleHandle(KIERO_TEXT("d3d10.dll"))) == NULL)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::ModuleNotFoundError;
|
||||
}
|
||||
|
||||
void* CreateDXGIFactory;
|
||||
if ((CreateDXGIFactory = ::GetProcAddress(libDXGI, "CreateDXGIFactory")) == NULL)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
IDXGIFactory* factory;
|
||||
if (((long(__stdcall*)(const IID&, void**))(CreateDXGIFactory))(__uuidof(IDXGIFactory), (void**)&factory) < 0)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
IDXGIAdapter* adapter;
|
||||
if (factory->EnumAdapters(0, &adapter) == DXGI_ERROR_NOT_FOUND)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
void* D3D10CreateDeviceAndSwapChain;
|
||||
if ((D3D10CreateDeviceAndSwapChain = ::GetProcAddress(libD3D10, "D3D10CreateDeviceAndSwapChain")) == NULL)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
DXGI_RATIONAL refreshRate;
|
||||
refreshRate.Numerator = 60;
|
||||
refreshRate.Denominator = 1;
|
||||
|
||||
DXGI_MODE_DESC bufferDesc;
|
||||
bufferDesc.Width = 100;
|
||||
bufferDesc.Height = 100;
|
||||
bufferDesc.RefreshRate = refreshRate;
|
||||
bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
|
||||
bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
|
||||
|
||||
DXGI_SAMPLE_DESC sampleDesc;
|
||||
sampleDesc.Count = 1;
|
||||
sampleDesc.Quality = 0;
|
||||
|
||||
DXGI_SWAP_CHAIN_DESC swapChainDesc;
|
||||
swapChainDesc.BufferDesc = bufferDesc;
|
||||
swapChainDesc.SampleDesc = sampleDesc;
|
||||
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
swapChainDesc.BufferCount = 1;
|
||||
swapChainDesc.OutputWindow = window;
|
||||
swapChainDesc.Windowed = 1;
|
||||
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
|
||||
IDXGISwapChain* swapChain;
|
||||
ID3D10Device* device;
|
||||
|
||||
if (((long(__stdcall*)(
|
||||
IDXGIAdapter*,
|
||||
D3D10_DRIVER_TYPE,
|
||||
HMODULE,
|
||||
UINT,
|
||||
UINT,
|
||||
DXGI_SWAP_CHAIN_DESC*,
|
||||
IDXGISwapChain**,
|
||||
ID3D10Device**))(D3D10CreateDeviceAndSwapChain))(adapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &swapChainDesc, &swapChain, &device) < 0)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
g_methodsTable = (uint150_t*)::calloc(116, sizeof(uint150_t));
|
||||
::memcpy(g_methodsTable, *(uint150_t**)swapChain, 18 * sizeof(uint150_t));
|
||||
::memcpy(g_methodsTable + 18, *(uint150_t**)device, 98 * sizeof(uint150_t));
|
||||
|
||||
#if KIERO_USE_MINHOOK
|
||||
MH_Initialize();
|
||||
#endif
|
||||
|
||||
swapChain->Release();
|
||||
swapChain = NULL;
|
||||
|
||||
device->Release();
|
||||
device = NULL;
|
||||
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
|
||||
g_renderType = RenderType::D3D10;
|
||||
|
||||
return Status::Success;
|
||||
#endif
|
||||
}
|
||||
else if (_renderType == RenderType::D3D11)
|
||||
{
|
||||
#if KIERO_INCLUDE_D3D11
|
||||
HMODULE libD3D11;
|
||||
if ((libD3D11 = ::GetModuleHandle(KIERO_TEXT("d3d11.dll"))) == NULL)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::ModuleNotFoundError;
|
||||
}
|
||||
|
||||
void* D3D11CreateDeviceAndSwapChain;
|
||||
if ((D3D11CreateDeviceAndSwapChain = ::GetProcAddress(libD3D11, "D3D11CreateDeviceAndSwapChain")) == NULL)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
D3D_FEATURE_LEVEL featureLevel;
|
||||
const D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_11_0 };
|
||||
|
||||
DXGI_RATIONAL refreshRate;
|
||||
refreshRate.Numerator = 60;
|
||||
refreshRate.Denominator = 1;
|
||||
|
||||
DXGI_MODE_DESC bufferDesc;
|
||||
bufferDesc.Width = 100;
|
||||
bufferDesc.Height = 100;
|
||||
bufferDesc.RefreshRate = refreshRate;
|
||||
bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
|
||||
bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
|
||||
|
||||
DXGI_SAMPLE_DESC sampleDesc;
|
||||
sampleDesc.Count = 1;
|
||||
sampleDesc.Quality = 0;
|
||||
|
||||
DXGI_SWAP_CHAIN_DESC swapChainDesc;
|
||||
swapChainDesc.BufferDesc = bufferDesc;
|
||||
swapChainDesc.SampleDesc = sampleDesc;
|
||||
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
swapChainDesc.BufferCount = 1;
|
||||
swapChainDesc.OutputWindow = window;
|
||||
swapChainDesc.Windowed = 1;
|
||||
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
|
||||
IDXGISwapChain* swapChain;
|
||||
ID3D11Device* device;
|
||||
ID3D11DeviceContext* context;
|
||||
|
||||
if (((long(__stdcall*)(
|
||||
IDXGIAdapter*,
|
||||
D3D_DRIVER_TYPE,
|
||||
HMODULE,
|
||||
UINT,
|
||||
const D3D_FEATURE_LEVEL*,
|
||||
UINT,
|
||||
UINT,
|
||||
const DXGI_SWAP_CHAIN_DESC*,
|
||||
IDXGISwapChain**,
|
||||
ID3D11Device**,
|
||||
D3D_FEATURE_LEVEL*,
|
||||
ID3D11DeviceContext**))(D3D11CreateDeviceAndSwapChain))(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, featureLevels, 2, D3D11_SDK_VERSION, &swapChainDesc, &swapChain, &device, &featureLevel, &context) < 0)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
g_methodsTable = (uint150_t*)::calloc(205, sizeof(uint150_t));
|
||||
::memcpy(g_methodsTable, *(uint150_t**)swapChain, 18 * sizeof(uint150_t));
|
||||
::memcpy(g_methodsTable + 18, *(uint150_t**)device, 43 * sizeof(uint150_t));
|
||||
::memcpy(g_methodsTable + 18 + 43, *(uint150_t**)context, 144 * sizeof(uint150_t));
|
||||
|
||||
#if KIERO_USE_MINHOOK
|
||||
MH_Initialize();
|
||||
#endif
|
||||
|
||||
swapChain->Release();
|
||||
swapChain = NULL;
|
||||
|
||||
device->Release();
|
||||
device = NULL;
|
||||
|
||||
context->Release();
|
||||
context = NULL;
|
||||
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
|
||||
g_renderType = RenderType::D3D11;
|
||||
|
||||
return Status::Success;
|
||||
#endif
|
||||
}
|
||||
else if (_renderType == RenderType::D3D12)
|
||||
{
|
||||
#if KIERO_INCLUDE_D3D12
|
||||
HMODULE libDXGI;
|
||||
HMODULE libD3D12;
|
||||
if ((libDXGI = ::GetModuleHandle(KIERO_TEXT("dxgi.dll"))) == NULL || (libD3D12 = ::GetModuleHandle(KIERO_TEXT("d3d12.dll"))) == NULL)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::ModuleNotFoundError;
|
||||
}
|
||||
|
||||
void* CreateDXGIFactory;
|
||||
if ((CreateDXGIFactory = ::GetProcAddress(libDXGI, "CreateDXGIFactory")) == NULL)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
IDXGIFactory* factory;
|
||||
if (((long(__stdcall*)(const IID&, void**))(CreateDXGIFactory))(__uuidof(IDXGIFactory), (void**)&factory) < 0)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
IDXGIAdapter* adapter;
|
||||
if (factory->EnumAdapters(0, &adapter) == DXGI_ERROR_NOT_FOUND)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
void* D3D12CreateDevice;
|
||||
if ((D3D12CreateDevice = ::GetProcAddress(libD3D12, "D3D12CreateDevice")) == NULL)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
ID3D12Device* device;
|
||||
if (((long(__stdcall*)(IUnknown*, D3D_FEATURE_LEVEL, const IID&, void**))(D3D12CreateDevice))(adapter, D3D_FEATURE_LEVEL_11_0, __uuidof(ID3D12Device), (void**)&device) < 0)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
D3D12_COMMAND_QUEUE_DESC queueDesc;
|
||||
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
queueDesc.Priority = 0;
|
||||
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
queueDesc.NodeMask = 0;
|
||||
|
||||
ID3D12CommandQueue* commandQueue;
|
||||
if (device->CreateCommandQueue(&queueDesc, __uuidof(ID3D12CommandQueue), (void**)&commandQueue) < 0)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
ID3D12CommandAllocator* commandAllocator;
|
||||
if (device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, __uuidof(ID3D12CommandAllocator), (void**)&commandAllocator) < 0)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
ID3D12GraphicsCommandList* commandList;
|
||||
if (device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator, NULL, __uuidof(ID3D12GraphicsCommandList), (void**)&commandList) < 0)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
DXGI_RATIONAL refreshRate;
|
||||
refreshRate.Numerator = 60;
|
||||
refreshRate.Denominator = 1;
|
||||
|
||||
DXGI_MODE_DESC bufferDesc;
|
||||
bufferDesc.Width = 100;
|
||||
bufferDesc.Height = 100;
|
||||
bufferDesc.RefreshRate = refreshRate;
|
||||
bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
|
||||
bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
|
||||
|
||||
DXGI_SAMPLE_DESC sampleDesc;
|
||||
sampleDesc.Count = 1;
|
||||
sampleDesc.Quality = 0;
|
||||
|
||||
DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
|
||||
swapChainDesc.BufferDesc = bufferDesc;
|
||||
swapChainDesc.SampleDesc = sampleDesc;
|
||||
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
swapChainDesc.BufferCount = 2;
|
||||
swapChainDesc.OutputWindow = window;
|
||||
swapChainDesc.Windowed = 1;
|
||||
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
|
||||
IDXGISwapChain* swapChain;
|
||||
if (factory->CreateSwapChain(commandQueue, &swapChainDesc, &swapChain) < 0)
|
||||
{
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
return Status::UnknownError;
|
||||
}
|
||||
|
||||
g_methodsTable = (uint150_t*)::calloc(150, sizeof(uint150_t));
|
||||
::memcpy(g_methodsTable, *(uint150_t**)device, 44 * sizeof(uint150_t));
|
||||
::memcpy(g_methodsTable + 44, *(uint150_t**)commandQueue, 19 * sizeof(uint150_t));
|
||||
::memcpy(g_methodsTable + 44 + 19, *(uint150_t**)commandAllocator, 9 * sizeof(uint150_t));
|
||||
::memcpy(g_methodsTable + 44 + 19 + 9, *(uint150_t**)commandList, 60 * sizeof(uint150_t));
|
||||
::memcpy(g_methodsTable + 44 + 19 + 9 + 60, *(uint150_t**)swapChain, 18 * sizeof(uint150_t));
|
||||
|
||||
#if KIERO_USE_MINHOOK
|
||||
MH_Initialize();
|
||||
#endif
|
||||
|
||||
device->Release();
|
||||
device = NULL;
|
||||
|
||||
commandQueue->Release();
|
||||
commandQueue = NULL;
|
||||
|
||||
commandAllocator->Release();
|
||||
commandAllocator = NULL;
|
||||
|
||||
commandList->Release();
|
||||
commandList = NULL;
|
||||
|
||||
swapChain->Release();
|
||||
swapChain = NULL;
|
||||
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
|
||||
g_renderType = RenderType::D3D12;
|
||||
|
||||
return Status::Success;
|
||||
#endif
|
||||
}
|
||||
|
||||
::DestroyWindow(window);
|
||||
::UnregisterClass(windowClass.lpszClassName, windowClass.hInstance);
|
||||
|
||||
return Status::NotSupportedError;
|
||||
}
|
||||
else if (_renderType != RenderType::Auto)
|
||||
{
|
||||
if (_renderType == RenderType::OpenGL)
|
||||
{
|
||||
#if KIERO_INCLUDE_OPENGL
|
||||
HMODULE libOpenGL32;
|
||||
if ((libOpenGL32 = ::GetModuleHandle(KIERO_TEXT("opengl32.dll"))) == NULL)
|
||||
{
|
||||
return Status::ModuleNotFoundError;
|
||||
}
|
||||
|
||||
const char* const methodsNames[] = {
|
||||
"glAccum", "glAlphaFunc", "glAreTexturesResident", "glArrayElement", "glBegin", "glBindTexture", "glBitmap", "glBlendFunc", "glCallList", "glCallLists", "glClear", "glClearAccum",
|
||||
"glClearColor", "glClearDepth", "glClearIndex", "glClearStencil", "glClipPlane", "glColor3b", "glColor3bv", "glColor3d", "glColor3dv", "glColor3f", "glColor3fv", "glColor3i", "glColor3iv",
|
||||
"glColor3s", "glColor3sv", "glColor3ub", "glColor3ubv", "glColor3ui", "glColor3uiv", "glColor3us", "glColor3usv", "glColor4b", "glColor4bv", "glColor4d", "glColor4dv", "glColor4f",
|
||||
"glColor4fv", "glColor4i", "glColor4iv", "glColor4s", "glColor4sv", "glColor4ub", "glColor4ubv", "glColor4ui", "glColor4uiv", "glColor4us", "glColor4usv", "glColorMask", "glColorMaterial",
|
||||
"glColorPointer", "glCopyPixels", "glCopyTexImage1D", "glCopyTexImage2D", "glCopyTexSubImage1D", "glCopyTexSubImage2D", "glCullFaceglCullFace", "glDeleteLists", "glDeleteTextures",
|
||||
"glDepthFunc", "glDepthMask", "glDepthRange", "glDisable", "glDisableClientState", "glDrawArrays", "glDrawBuffer", "glDrawElements", "glDrawPixels", "glEdgeFlag", "glEdgeFlagPointer",
|
||||
"glEdgeFlagv", "glEnable", "glEnableClientState", "glEnd", "glEndList", "glEvalCoord1d", "glEvalCoord1dv", "glEvalCoord1f", "glEvalCoord1fv", "glEvalCoord2d", "glEvalCoord2dv",
|
||||
"glEvalCoord2f", "glEvalCoord2fv", "glEvalMesh1", "glEvalMesh2", "glEvalPoint1", "glEvalPoint2", "glFeedbackBuffer", "glFinish", "glFlush", "glFogf", "glFogfv", "glFogi", "glFogiv",
|
||||
"glFrontFace", "glFrustum", "glGenLists", "glGenTextures", "glGetBooleanv", "glGetClipPlane", "glGetDoublev", "glGetError", "glGetFloatv", "glGetIntegerv", "glGetLightfv", "glGetLightiv",
|
||||
"glGetMapdv", "glGetMapfv", "glGetMapiv", "glGetMaterialfv", "glGetMaterialiv", "glGetPixelMapfv", "glGetPixelMapuiv", "glGetPixelMapusv", "glGetPointerv", "glGetPolygonStipple",
|
||||
"glGetString", "glGetTexEnvfv", "glGetTexEnviv", "glGetTexGendv", "glGetTexGenfv", "glGetTexGeniv", "glGetTexImage", "glGetTexLevelParameterfv", "glGetTexLevelParameteriv",
|
||||
"glGetTexParameterfv", "glGetTexParameteriv", "glHint", "glIndexMask", "glIndexPointer", "glIndexd", "glIndexdv", "glIndexf", "glIndexfv", "glIndexi", "glIndexiv", "glIndexs", "glIndexsv",
|
||||
"glIndexub", "glIndexubv", "glInitNames", "glInterleavedArrays", "glIsEnabled", "glIsList", "glIsTexture", "glLightModelf", "glLightModelfv", "glLightModeli", "glLightModeliv", "glLightf",
|
||||
"glLightfv", "glLighti", "glLightiv", "glLineStipple", "glLineWidth", "glListBase", "glLoadIdentity", "glLoadMatrixd", "glLoadMatrixf", "glLoadName", "glLogicOp", "glMap1d", "glMap1f",
|
||||
"glMap2d", "glMap2f", "glMapGrid1d", "glMapGrid1f", "glMapGrid2d", "glMapGrid2f", "glMaterialf", "glMaterialfv", "glMateriali", "glMaterialiv", "glMatrixMode", "glMultMatrixd",
|
||||
"glMultMatrixf", "glNewList", "glNormal3b", "glNormal3bv", "glNormal3d", "glNormal3dv", "glNormal3f", "glNormal3fv", "glNormal3i", "glNormal3iv", "glNormal3s", "glNormal3sv",
|
||||
"glNormalPointer", "glOrtho", "glPassThrough", "glPixelMapfv", "glPixelMapuiv", "glPixelMapusv", "glPixelStoref", "glPixelStorei", "glPixelTransferf", "glPixelTransferi", "glPixelZoom",
|
||||
"glPointSize", "glPolygonMode", "glPolygonOffset", "glPolygonStipple", "glPopAttrib", "glPopClientAttrib", "glPopMatrix", "glPopName", "glPrioritizeTextures", "glPushAttrib",
|
||||
"glPushClientAttrib", "glPushMatrix", "glPushName", "glRasterPos2d", "glRasterPos2dv", "glRasterPos2f", "glRasterPos2fv", "glRasterPos2i", "glRasterPos2iv", "glRasterPos2s",
|
||||
"glRasterPos2sv", "glRasterPos3d", "glRasterPos3dv", "glRasterPos3f", "glRasterPos3fv", "glRasterPos3i", "glRasterPos3iv", "glRasterPos3s", "glRasterPos3sv", "glRasterPos4d",
|
||||
"glRasterPos4dv", "glRasterPos4f", "glRasterPos4fv", "glRasterPos4i", "glRasterPos4iv", "glRasterPos4s", "glRasterPos4sv", "glReadBuffer", "glReadPixels", "glRectd", "glRectdv", "glRectf",
|
||||
"glRectfv", "glRecti", "glRectiv", "glRects", "glRectsv", "glRenderMode", "glRotated", "glRotatef", "glScaled", "glScalef", "glScissor", "glSelectBuffer", "glShadeModel", "glStencilFunc",
|
||||
"glStencilMask", "glStencilOp", "glTexCoord1d", "glTexCoord1dv", "glTexCoord1f", "glTexCoord1fv", "glTexCoord1i", "glTexCoord1iv", "glTexCoord1s", "glTexCoord1sv", "glTexCoord2d",
|
||||
"glTexCoord2dv", "glTexCoord2f", "glTexCoord2fv", "glTexCoord2i", "glTexCoord2iv", "glTexCoord2s", "glTexCoord2sv", "glTexCoord3d", "glTexCoord3dv", "glTexCoord3f", "glTexCoord3fv",
|
||||
"glTexCoord3i", "glTexCoord3iv", "glTexCoord3s", "glTexCoord3sv", "glTexCoord4d", "glTexCoord4dv", "glTexCoord4f", "glTexCoord4fv", "glTexCoord4i", "glTexCoord4iv", "glTexCoord4s",
|
||||
"glTexCoord4sv", "glTexCoordPointer", "glTexEnvf", "glTexEnvfv", "glTexEnvi", "glTexEnviv", "glTexGend", "glTexGendv", "glTexGenf", "glTexGenfv", "glTexGeni", "glTexGeniv", "glTexImage1D",
|
||||
"glTexImage2D", "glTexParameterf", "glTexParameterfv", "glTexParameteri", "glTexParameteriv", "glTexSubImage1D", "glTexSubImage2D", "glTranslated", "glTranslatef", "glVertex2d",
|
||||
"glVertex2dv", "glVertex2f", "glVertex2fv", "glVertex2i", "glVertex2iv", "glVertex2s", "glVertex2sv", "glVertex3d", "glVertex3dv", "glVertex3f", "glVertex3fv", "glVertex3i", "glVertex3iv",
|
||||
"glVertex3s", "glVertex3sv", "glVertex4d", "glVertex4dv", "glVertex4f", "glVertex4fv", "glVertex4i", "glVertex4iv", "glVertex4s", "glVertex4sv", "glVertexPointer", "glViewport"
|
||||
};
|
||||
|
||||
size_t size = KIERO_ARRAY_SIZE(methodsNames);
|
||||
|
||||
g_methodsTable = (uint150_t*)::calloc(size, sizeof(uint150_t));
|
||||
|
||||
for (int i = 0; i < size; i++)
|
||||
{
|
||||
g_methodsTable[i] = (uint150_t)::GetProcAddress(libOpenGL32, methodsNames[i]);
|
||||
}
|
||||
|
||||
#if KIERO_USE_MINHOOK
|
||||
MH_Initialize();
|
||||
#endif
|
||||
|
||||
g_renderType = RenderType::OpenGL;
|
||||
|
||||
return Status::Success;
|
||||
#endif
|
||||
}
|
||||
else if (_renderType == RenderType::Vulkan)
|
||||
{
|
||||
#if KIERO_INCLUDE_VULKAN
|
||||
HMODULE libVulkan;
|
||||
if ((libVulkan = GetModuleHandle(KIERO_TEXT("vulkan-1.dll"))) == NULL)
|
||||
{
|
||||
return Status::ModuleNotFoundError;
|
||||
}
|
||||
|
||||
const char* const methodsNames[] = {
|
||||
"vkCreateInstance", "vkDestroyInstance", "vkEnumeratePhysicalDevices", "vkGetPhysicalDeviceFeatures", "vkGetPhysicalDeviceFormatProperties", "vkGetPhysicalDeviceImageFormatProperties",
|
||||
"vkGetPhysicalDeviceProperties", "vkGetPhysicalDeviceQueueFamilyProperties", "vkGetPhysicalDeviceMemoryProperties", "vkGetInstanceProcAddr", "vkGetDeviceProcAddr", "vkCreateDevice",
|
||||
"vkDestroyDevice", "vkEnumerateInstanceExtensionProperties", "vkEnumerateDeviceExtensionProperties", "vkEnumerateDeviceLayerProperties", "vkGetDeviceQueue", "vkQueueSubmit", "vkQueueWaitIdle",
|
||||
"vkDeviceWaitIdle", "vkAllocateMemory", "vkFreeMemory", "vkMapMemory", "vkUnmapMemory", "vkFlushMappedMemoryRanges", "vkInvalidateMappedMemoryRanges", "vkGetDeviceMemoryCommitment",
|
||||
"vkBindBufferMemory", "vkBindImageMemory", "vkGetBufferMemoryRequirements", "vkGetImageMemoryRequirements", "vkGetImageSparseMemoryRequirements", "vkGetPhysicalDeviceSparseImageFormatProperties",
|
||||
"vkQueueBindSparse", "vkCreateFence", "vkDestroyFence", "vkResetFences", "vkGetFenceStatus", "vkWaitForFences", "vkCreateSemaphore", "vkDestroySemaphore", "vkCreateEvent", "vkDestroyEvent",
|
||||
"vkGetEventStatus", "vkSetEvent", "vkResetEvent", "vkCreateQueryPool", "vkDestroyQueryPool", "vkGetQueryPoolResults", "vkCreateBuffer", "vkDestroyBuffer", "vkCreateBufferView", "vkDestroyBufferView",
|
||||
"vkCreateImage", "vkDestroyImage", "vkGetImageSubresourceLayout", "vkCreateImageView", "vkDestroyImageView", "vkCreateShaderModule", "vkDestroyShaderModule", "vkCreatePipelineCache",
|
||||
"vkDestroyPipelineCache", "vkGetPipelineCacheData", "vkMergePipelineCaches", "vkCreateGraphicsPipelines", "vkCreateComputePipelines", "vkDestroyPipeline", "vkCreatePipelineLayout",
|
||||
"vkDestroyPipelineLayout", "vkCreateSampler", "vkDestroySampler", "vkCreateDescriptorSetLayout", "vkDestroyDescriptorSetLayout", "vkCreateDescriptorPool", "vkDestroyDescriptorPool",
|
||||
"vkResetDescriptorPool", "vkAllocateDescriptorSets", "vkFreeDescriptorSets", "vkUpdateDescriptorSets", "vkCreateFramebuffer", "vkDestroyFramebuffer", "vkCreateRenderPass", "vkDestroyRenderPass",
|
||||
"vkGetRenderAreaGranularity", "vkCreateCommandPool", "vkDestroyCommandPool", "vkResetCommandPool", "vkAllocateCommandBuffers", "vkFreeCommandBuffers", "vkBeginCommandBuffer", "vkEndCommandBuffer",
|
||||
"vkResetCommandBuffer", "vkCmdBindPipeline", "vkCmdSetViewport", "vkCmdSetScissor", "vkCmdSetLineWidth", "vkCmdSetDepthBias", "vkCmdSetBlendConstants", "vkCmdSetDepthBounds",
|
||||
"vkCmdSetStencilCompareMask", "vkCmdSetStencilWriteMask", "vkCmdSetStencilReference", "vkCmdBindDescriptorSets", "vkCmdBindIndexBuffer", "vkCmdBindVertexBuffers", "vkCmdDraw", "vkCmdDrawIndexed",
|
||||
"vkCmdDrawIndirect", "vkCmdDrawIndexedIndirect", "vkCmdDispatch", "vkCmdDispatchIndirect", "vkCmdCopyBuffer", "vkCmdCopyImage", "vkCmdBlitImage", "vkCmdCopyBufferToImage", "vkCmdCopyImageToBuffer",
|
||||
"vkCmdUpdateBuffer", "vkCmdFillBuffer", "vkCmdClearColorImage", "vkCmdClearDepthStencilImage", "vkCmdClearAttachments", "vkCmdResolveImage", "vkCmdSetEvent", "vkCmdResetEvent", "vkCmdWaitEvents",
|
||||
"vkCmdPipelineBarrier", "vkCmdBeginQuery", "vkCmdEndQuery", "vkCmdResetQueryPool", "vkCmdWriteTimestamp", "vkCmdCopyQueryPoolResults", "vkCmdPushConstants", "vkCmdBeginRenderPass", "vkCmdNextSubpass",
|
||||
"vkCmdEndRenderPass", "vkCmdExecuteCommands"
|
||||
};
|
||||
|
||||
size_t size = KIERO_ARRAY_SIZE(methodsNames);
|
||||
|
||||
g_methodsTable = (uint150_t*)::calloc(size, sizeof(uint150_t));
|
||||
|
||||
for (int i = 0; i < size; i++)
|
||||
{
|
||||
g_methodsTable[i] = (uint150_t)::GetProcAddress(libVulkan, methodsNames[i]);
|
||||
}
|
||||
|
||||
#if KIERO_USE_MINHOOK
|
||||
MH_Initialize();
|
||||
#endif
|
||||
|
||||
g_renderType = RenderType::Vulkan;
|
||||
|
||||
return Status::Success;
|
||||
#endif
|
||||
}
|
||||
|
||||
return Status::NotSupportedError;
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderType::Enum type = RenderType::None;
|
||||
|
||||
if (::GetModuleHandle(KIERO_TEXT("d3d9.dll")) != NULL)
|
||||
{
|
||||
type = RenderType::D3D9;
|
||||
}
|
||||
else if (::GetModuleHandle(KIERO_TEXT("d3d10.dll")) != NULL)
|
||||
{
|
||||
type = RenderType::D3D10;
|
||||
}
|
||||
else if (::GetModuleHandle(KIERO_TEXT("d3d11.dll")) != NULL)
|
||||
{
|
||||
type = RenderType::D3D11;
|
||||
}
|
||||
else if (::GetModuleHandle(KIERO_TEXT("d3d12.dll")) != NULL)
|
||||
{
|
||||
type = RenderType::D3D12;
|
||||
}
|
||||
else if (::GetModuleHandle(KIERO_TEXT("opengl32.dll")) != NULL)
|
||||
{
|
||||
type = RenderType::OpenGL;
|
||||
}
|
||||
else if (::GetModuleHandle(KIERO_TEXT("vulkan-1.dll")) != NULL)
|
||||
{
|
||||
type = RenderType::Vulkan;
|
||||
}
|
||||
else
|
||||
{
|
||||
return Status::NotSupportedError;
|
||||
}
|
||||
|
||||
return init(type);
|
||||
}
|
||||
}
|
||||
|
||||
return Status::Success;
|
||||
}
|
||||
|
||||
void kiero::shutdown()
|
||||
{
|
||||
if (g_renderType != RenderType::None)
|
||||
{
|
||||
#if KIERO_USE_MINHOOK
|
||||
MH_DisableHook(MH_ALL_HOOKS);
|
||||
#endif
|
||||
|
||||
::free(g_methodsTable);
|
||||
g_methodsTable = NULL;
|
||||
g_renderType = RenderType::None;
|
||||
}
|
||||
}
|
||||
|
||||
kiero::Status::Enum kiero::bind(uint16_t _index, void** _original, void* _function)
|
||||
{
|
||||
// TODO: Need own detour function
|
||||
|
||||
assert(_original != NULL && _function != NULL);
|
||||
|
||||
if (g_renderType != RenderType::None)
|
||||
{
|
||||
#if KIERO_USE_MINHOOK
|
||||
void* target = (void*)g_methodsTable[_index];
|
||||
if (MH_CreateHook(target, _function, _original) != MH_OK || MH_EnableHook(target) != MH_OK)
|
||||
{
|
||||
return Status::UnknownError;
|
||||
}
|
||||
#endif
|
||||
|
||||
return Status::Success;
|
||||
}
|
||||
|
||||
return Status::NotInitializedError;
|
||||
}
|
||||
|
||||
void kiero::unbind(uint16_t _index)
|
||||
{
|
||||
if (g_renderType != RenderType::None)
|
||||
{
|
||||
#if KIERO_USE_MINHOOK
|
||||
MH_DisableHook((void*)g_methodsTable[_index]);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
kiero::RenderType::Enum kiero::getRenderType()
|
||||
{
|
||||
return g_renderType;
|
||||
}
|
||||
|
||||
uint150_t* kiero::getMethodsTable()
|
||||
{
|
||||
return g_methodsTable;
|
||||
}
|
||||
78
ioperator/kiero/kiero.h
Normal file
78
ioperator/kiero/kiero.h
Normal file
|
|
@ -0,0 +1,78 @@
|
|||
#ifndef __KIERO_H__
|
||||
#define __KIERO_H__
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
#define KIERO_VERSION "1.2.12"
|
||||
|
||||
#define KIERO_INCLUDE_D3D9 0 // 1 if you need D3D9 hook
|
||||
#define KIERO_INCLUDE_D3D10 0 // 1 if you need D3D10 hook
|
||||
#define KIERO_INCLUDE_D3D11 0 // 1 if you need D3D11 hook
|
||||
#define KIERO_INCLUDE_D3D12 0 // 1 if you need D3D12 hook
|
||||
#define KIERO_INCLUDE_OPENGL 0 // 1 if you need OpenGL hook
|
||||
#define KIERO_INCLUDE_VULKAN 0 // 1 if you need Vulkan hook
|
||||
#define KIERO_USE_MINHOOK 0 // 1 if you will use kiero::bind function
|
||||
|
||||
#define KIERO_ARCH_X64 0
|
||||
#define KIERO_ARCH_X86 0
|
||||
|
||||
#if defined(_M_X64)
|
||||
# undef KIERO_ARCH_X64
|
||||
# define KIERO_ARCH_X64 1
|
||||
#else
|
||||
# undef KIERO_ARCH_X86
|
||||
# define KIERO_ARCH_X86 1
|
||||
#endif
|
||||
|
||||
#if KIERO_ARCH_X64
|
||||
typedef uint64_t uint150_t;
|
||||
#else
|
||||
typedef uint32_t uint150_t;
|
||||
#endif
|
||||
|
||||
namespace kiero
|
||||
{
|
||||
struct Status
|
||||
{
|
||||
enum Enum
|
||||
{
|
||||
UnknownError = -1,
|
||||
NotSupportedError = -2,
|
||||
ModuleNotFoundError = -3,
|
||||
|
||||
AlreadyInitializedError = -4,
|
||||
NotInitializedError = -5,
|
||||
|
||||
Success = 0,
|
||||
};
|
||||
};
|
||||
|
||||
struct RenderType
|
||||
{
|
||||
enum Enum
|
||||
{
|
||||
None,
|
||||
|
||||
D3D9,
|
||||
D3D10,
|
||||
D3D11,
|
||||
D3D12,
|
||||
|
||||
OpenGL,
|
||||
Vulkan,
|
||||
|
||||
Auto
|
||||
};
|
||||
};
|
||||
|
||||
Status::Enum init(RenderType::Enum renderType);
|
||||
void shutdown();
|
||||
|
||||
Status::Enum bind(uint16_t index, void** original, void* function);
|
||||
void unbind(uint16_t index);
|
||||
|
||||
RenderType::Enum getRenderType();
|
||||
uint150_t* getMethodsTable();
|
||||
}
|
||||
|
||||
#endif // __KIERO_H__
|
||||
185
ioperator/minhook/include/MinHook.h
Normal file
185
ioperator/minhook/include/MinHook.h
Normal file
|
|
@ -0,0 +1,185 @@
|
|||
/*
|
||||
* MinHook - The Minimalistic API Hooking Library for x64/x86
|
||||
* Copyright (C) 2009-2017 Tsuda Kageyu.
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions
|
||||
* are met:
|
||||
*
|
||||
* 1. Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* 2. Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
* PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER
|
||||
* OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#if !(defined _M_IX86) && !(defined _M_X64) && !(defined __i386__) && !(defined __x86_64__)
|
||||
#error MinHook supports only x86 and x64 systems.
|
||||
#endif
|
||||
|
||||
#include <windows.h>
|
||||
|
||||
// MinHook Error Codes.
|
||||
typedef enum MH_STATUS
|
||||
{
|
||||
// Unknown error. Should not be returned.
|
||||
MH_UNKNOWN = -1,
|
||||
|
||||
// Successful.
|
||||
MH_OK = 0,
|
||||
|
||||
// MinHook is already initialized.
|
||||
MH_ERROR_ALREADY_INITIALIZED,
|
||||
|
||||
// MinHook is not initialized yet, or already uninitialized.
|
||||
MH_ERROR_NOT_INITIALIZED,
|
||||
|
||||
// The hook for the specified target function is already created.
|
||||
MH_ERROR_ALREADY_CREATED,
|
||||
|
||||
// The hook for the specified target function is not created yet.
|
||||
MH_ERROR_NOT_CREATED,
|
||||
|
||||
// The hook for the specified target function is already enabled.
|
||||
MH_ERROR_ENABLED,
|
||||
|
||||
// The hook for the specified target function is not enabled yet, or already
|
||||
// disabled.
|
||||
MH_ERROR_DISABLED,
|
||||
|
||||
// The specified pointer is invalid. It points the address of non-allocated
|
||||
// and/or non-executable region.
|
||||
MH_ERROR_NOT_EXECUTABLE,
|
||||
|
||||
// The specified target function cannot be hooked.
|
||||
MH_ERROR_UNSUPPORTED_FUNCTION,
|
||||
|
||||
// Failed to allocate memory.
|
||||
MH_ERROR_MEMORY_ALLOC,
|
||||
|
||||
// Failed to change the memory protection.
|
||||
MH_ERROR_MEMORY_PROTECT,
|
||||
|
||||
// The specified module is not loaded.
|
||||
MH_ERROR_MODULE_NOT_FOUND,
|
||||
|
||||
// The specified function is not found.
|
||||
MH_ERROR_FUNCTION_NOT_FOUND
|
||||
}
|
||||
MH_STATUS;
|
||||
|
||||
// Can be passed as a parameter to MH_EnableHook, MH_DisableHook,
|
||||
// MH_QueueEnableHook or MH_QueueDisableHook.
|
||||
#define MH_ALL_HOOKS NULL
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
// Initialize the MinHook library. You must call this function EXACTLY ONCE
|
||||
// at the beginning of your program.
|
||||
MH_STATUS WINAPI MH_Initialize(VOID);
|
||||
|
||||
// Uninitialize the MinHook library. You must call this function EXACTLY
|
||||
// ONCE at the end of your program.
|
||||
MH_STATUS WINAPI MH_Uninitialize(VOID);
|
||||
|
||||
// Creates a hook for the specified target function, in disabled state.
|
||||
// Parameters:
|
||||
// pTarget [in] A pointer to the target function, which will be
|
||||
// overridden by the detour function.
|
||||
// pDetour [in] A pointer to the detour function, which will override
|
||||
// the target function.
|
||||
// ppOriginal [out] A pointer to the trampoline function, which will be
|
||||
// used to call the original target function.
|
||||
// This parameter can be NULL.
|
||||
MH_STATUS WINAPI MH_CreateHook(LPVOID pTarget, LPVOID pDetour, LPVOID *ppOriginal);
|
||||
|
||||
// Creates a hook for the specified API function, in disabled state.
|
||||
// Parameters:
|
||||
// pszModule [in] A pointer to the loaded module name which contains the
|
||||
// target function.
|
||||
// pszProcName [in] A pointer to the target function name, which will be
|
||||
// overridden by the detour function.
|
||||
// pDetour [in] A pointer to the detour function, which will override
|
||||
// the target function.
|
||||
// ppOriginal [out] A pointer to the trampoline function, which will be
|
||||
// used to call the original target function.
|
||||
// This parameter can be NULL.
|
||||
MH_STATUS WINAPI MH_CreateHookApi(
|
||||
LPCWSTR pszModule, LPCSTR pszProcName, LPVOID pDetour, LPVOID *ppOriginal);
|
||||
|
||||
// Creates a hook for the specified API function, in disabled state.
|
||||
// Parameters:
|
||||
// pszModule [in] A pointer to the loaded module name which contains the
|
||||
// target function.
|
||||
// pszProcName [in] A pointer to the target function name, which will be
|
||||
// overridden by the detour function.
|
||||
// pDetour [in] A pointer to the detour function, which will override
|
||||
// the target function.
|
||||
// ppOriginal [out] A pointer to the trampoline function, which will be
|
||||
// used to call the original target function.
|
||||
// This parameter can be NULL.
|
||||
// ppTarget [out] A pointer to the target function, which will be used
|
||||
// with other functions.
|
||||
// This parameter can be NULL.
|
||||
MH_STATUS WINAPI MH_CreateHookApiEx(
|
||||
LPCWSTR pszModule, LPCSTR pszProcName, LPVOID pDetour, LPVOID *ppOriginal, LPVOID *ppTarget);
|
||||
|
||||
// Removes an already created hook.
|
||||
// Parameters:
|
||||
// pTarget [in] A pointer to the target function.
|
||||
MH_STATUS WINAPI MH_RemoveHook(LPVOID pTarget);
|
||||
|
||||
// Enables an already created hook.
|
||||
// Parameters:
|
||||
// pTarget [in] A pointer to the target function.
|
||||
// If this parameter is MH_ALL_HOOKS, all created hooks are
|
||||
// enabled in one go.
|
||||
MH_STATUS WINAPI MH_EnableHook(LPVOID pTarget);
|
||||
|
||||
// Disables an already created hook.
|
||||
// Parameters:
|
||||
// pTarget [in] A pointer to the target function.
|
||||
// If this parameter is MH_ALL_HOOKS, all created hooks are
|
||||
// disabled in one go.
|
||||
MH_STATUS WINAPI MH_DisableHook(LPVOID pTarget);
|
||||
|
||||
// Queues to enable an already created hook.
|
||||
// Parameters:
|
||||
// pTarget [in] A pointer to the target function.
|
||||
// If this parameter is MH_ALL_HOOKS, all created hooks are
|
||||
// queued to be enabled.
|
||||
MH_STATUS WINAPI MH_QueueEnableHook(LPVOID pTarget);
|
||||
|
||||
// Queues to disable an already created hook.
|
||||
// Parameters:
|
||||
// pTarget [in] A pointer to the target function.
|
||||
// If this parameter is MH_ALL_HOOKS, all created hooks are
|
||||
// queued to be disabled.
|
||||
MH_STATUS WINAPI MH_QueueDisableHook(LPVOID pTarget);
|
||||
|
||||
// Applies all queued changes in one go.
|
||||
MH_STATUS WINAPI MH_ApplyQueued(VOID);
|
||||
|
||||
// Translates the MH_STATUS to its name as a string.
|
||||
const char * WINAPI MH_StatusToString(MH_STATUS status);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
BIN
ioperator/minhook/lib/libMinHook.x64.lib
Normal file
BIN
ioperator/minhook/lib/libMinHook.x64.lib
Normal file
Binary file not shown.
BIN
ioperator/minhook/lib/libMinHook.x86.lib
Normal file
BIN
ioperator/minhook/lib/libMinHook.x86.lib
Normal file
Binary file not shown.
254
ioperator/offsets.h
Normal file
254
ioperator/offsets.h
Normal file
|
|
@ -0,0 +1,254 @@
|
|||
#pragma once
|
||||
#include <cstdint>
|
||||
|
||||
// =================================================================
|
||||
// EFT Offsets Header - Extracted from post-injection memory layout
|
||||
// Supports modular features: ImGui overlays, ESP, Aimbot, Item ESP, etc.
|
||||
// Usage: uintptr_t localPlayer = CameraManager + EFT::Offsets::Game::CameraManager::LocalPlayer;
|
||||
// float stamina = *(float*)((LocalPlayer + EFT::Offsets::Game::LocalPlayer::Physical + EFT::Offsets::Game::Physical::Stamina) + EFT::Offsets::Game::Stamina::Current);
|
||||
// =================================================================
|
||||
|
||||
namespace EFT::Offsets {
|
||||
// Base pointers (set at runtime via pattern scan or manual input)
|
||||
inline static uintptr_t g_TarkovApplication = 0;
|
||||
inline static uintptr_t g_CameraManager = 0;
|
||||
|
||||
namespace Game {
|
||||
struct CameraManager {
|
||||
static constexpr uintptr_t EffectsController = 0x18;
|
||||
static constexpr uintptr_t LocalPlayer = 0x108;
|
||||
static constexpr uintptr_t ThermalVision = 0x48;
|
||||
};
|
||||
|
||||
struct LocalPlayer {
|
||||
static constexpr uintptr_t Physical = 0x8F8;
|
||||
static constexpr uintptr_t HealthController = 0x940;
|
||||
static constexpr uintptr_t HandsController = 0x960;
|
||||
static constexpr uintptr_t InventoryController = 0x958;
|
||||
static constexpr uintptr_t Profile = 0x8E0;
|
||||
static constexpr uintptr_t FirearmsController = 0xD0; // FireArmsPTR
|
||||
};
|
||||
|
||||
struct Physical {
|
||||
static constexpr uintptr_t Stamina = 0x68;
|
||||
static constexpr uintptr_t HandsStamina = 0x70;
|
||||
static constexpr uintptr_t Oxygen = 0x78;
|
||||
};
|
||||
|
||||
struct Stamina {
|
||||
static constexpr uintptr_t Current = 0x10; // float
|
||||
};
|
||||
|
||||
struct HealthController {
|
||||
static constexpr uintptr_t MetabolismDisabled = 0x25; // byte
|
||||
static constexpr uintptr_t DamageCoeff = 0x34; // float
|
||||
};
|
||||
|
||||
struct HandsController {
|
||||
static constexpr uintptr_t WeaponPrefab = 0xD8;
|
||||
static constexpr uintptr_t WeaponData = 0x180;
|
||||
static constexpr uintptr_t Components = 0x40;
|
||||
};
|
||||
|
||||
struct WeaponComponents {
|
||||
static constexpr uintptr_t Weapon = 0x10;
|
||||
static constexpr uintptr_t WeaponComponent = 0x20;
|
||||
static constexpr uintptr_t WeaponComponent2 = 0x30;
|
||||
};
|
||||
|
||||
struct WeaponComponent {
|
||||
static constexpr uintptr_t Durability = 0x1C; // float
|
||||
static constexpr uintptr_t MaxDurability = 0x18; // float
|
||||
static constexpr uintptr_t WeaponItem = 0x10;
|
||||
static constexpr uintptr_t WeaponTemplate = 0x20;
|
||||
static constexpr uintptr_t MagSlotCache = 0xC8; // From Weapon
|
||||
};
|
||||
|
||||
struct WeaponTemplate {
|
||||
static constexpr uintptr_t AllowJam = 0x308; // bool
|
||||
static constexpr uintptr_t AllowMisfire = 0x30A; // bool
|
||||
static constexpr uintptr_t AllowSlide = 0x30B; // bool
|
||||
static constexpr uintptr_t AllowOverheat = 0x320; // bool
|
||||
};
|
||||
|
||||
struct FirearmsController {
|
||||
static constexpr uintptr_t ProceduralWeaponAnimation = 0x20;
|
||||
static constexpr uintptr_t Shooting = 0x58;
|
||||
};
|
||||
|
||||
struct Shooting {
|
||||
static constexpr uintptr_t NewShotRecoil = 0x20;
|
||||
};
|
||||
|
||||
struct NewShotRecoil {
|
||||
static constexpr uintptr_t UseOffset = 0x10; // bool?
|
||||
static constexpr uintptr_t RecoilEffectOn = 0x11; // bool
|
||||
static constexpr uintptr_t ProgressPowerOn = 0x12; // bool?
|
||||
static constexpr uintptr_t ProgressPowerShot = 0x14; // float?
|
||||
};
|
||||
|
||||
struct Magazine {
|
||||
static constexpr uintptr_t ContainedItem = 0x48;
|
||||
static constexpr uintptr_t Cartridges = 0xA8;
|
||||
};
|
||||
|
||||
struct Cartridges {
|
||||
static constexpr uintptr_t Items = 0x18;
|
||||
static constexpr uintptr_t Item = 0x10; // Array base
|
||||
static constexpr uintptr_t Item0 = 0x20; // First cartridge
|
||||
static constexpr uintptr_t Stack = 0x24; // From Item
|
||||
};
|
||||
|
||||
struct CartridgeItem {
|
||||
static constexpr uintptr_t BulletTemplate = 0x60;
|
||||
static constexpr uintptr_t BulletDamage = 0x150; // float
|
||||
static constexpr uintptr_t BulletPenetrationPower = 0x164; // float
|
||||
};
|
||||
|
||||
struct Profile {
|
||||
static constexpr uintptr_t Skills = 0x80;
|
||||
static constexpr uintptr_t FenceInfo = 0x120;
|
||||
};
|
||||
|
||||
struct FenceInfo {
|
||||
static constexpr uintptr_t Standing = 0x60;
|
||||
};
|
||||
|
||||
struct Skills {
|
||||
// Weapon Skills
|
||||
static constexpr uintptr_t Pistol = 0x230;
|
||||
static constexpr uintptr_t Revolver = 0x238;
|
||||
static constexpr uintptr_t SMG = 0x240;
|
||||
static constexpr uintptr_t Assault = 0x248;
|
||||
static constexpr uintptr_t Shotgun = 0x250;
|
||||
static constexpr uintptr_t Sniper = 0x258;
|
||||
static constexpr uintptr_t LMG = 0x260;
|
||||
static constexpr uintptr_t HMG = 0x268;
|
||||
static constexpr uintptr_t Launcher = 0x270;
|
||||
static constexpr uintptr_t AttachedLauncher = 0x278;
|
||||
static constexpr uintptr_t Melee = 0x288;
|
||||
static constexpr uintptr_t DMR = 0x290;
|
||||
static constexpr uintptr_t Throwing = 0x298;
|
||||
static constexpr uintptr_t AimDrills = 0x2A0;
|
||||
static constexpr uintptr_t RecoilControl = 0x2A8;
|
||||
static constexpr uintptr_t TroublesShooting = 0x2B0; // Typo in original: TroublesSooting
|
||||
|
||||
// General Skills
|
||||
static constexpr uintptr_t Perception = 0x528;
|
||||
static constexpr uintptr_t Intellect = 0x530;
|
||||
static constexpr uintptr_t Attention = 0x538;
|
||||
static constexpr uintptr_t Immunity = 0x540;
|
||||
static constexpr uintptr_t Charisma = 0x548;
|
||||
static constexpr uintptr_t Endurance = 0x558;
|
||||
static constexpr uintptr_t Strength = 0x560;
|
||||
static constexpr uintptr_t Vitality = 0x568;
|
||||
static constexpr uintptr_t Health = 0x570;
|
||||
static constexpr uintptr_t Metabolism = 0x578;
|
||||
static constexpr uintptr_t StressResistance = 0x580;
|
||||
static constexpr uintptr_t Sniping = 0x588;
|
||||
static constexpr uintptr_t CovertMovement = 0x590;
|
||||
static constexpr uintptr_t ProneMovement = 0x598;
|
||||
static constexpr uintptr_t LightVests = 0x5A0;
|
||||
static constexpr uintptr_t HeavyVests = 0x5A8;
|
||||
static constexpr uintptr_t WeaponModding = 0x5B0;
|
||||
static constexpr uintptr_t AdvancedModding = 0x5B8;
|
||||
static constexpr uintptr_t Lockpicking = 0x5C0;
|
||||
static constexpr uintptr_t Surgery = 0x5C8;
|
||||
static constexpr uintptr_t Search = 0x5D0;
|
||||
static constexpr uintptr_t WeaponTreatment = 0x5D8;
|
||||
static constexpr uintptr_t MagDrills = 0x5E0;
|
||||
static constexpr uintptr_t Freetrading = 0x5E8;
|
||||
static constexpr uintptr_t Barter = 0x5F0;
|
||||
static constexpr uintptr_t Crafting = 0x5F8;
|
||||
static constexpr uintptr_t HideoutManagement = 0x600;
|
||||
static constexpr uintptr_t BotReload = 0x750;
|
||||
};
|
||||
|
||||
struct Skill {
|
||||
static constexpr uintptr_t CurrentValue = 0x28; // float (51000.0f = max level)
|
||||
};
|
||||
|
||||
struct InventoryController {
|
||||
static constexpr uintptr_t Inventory = 0x100;
|
||||
};
|
||||
|
||||
struct Inventory {
|
||||
static constexpr uintptr_t Equipment = 0x18;
|
||||
static constexpr uintptr_t Slots = 0x80;
|
||||
};
|
||||
|
||||
struct Slots {
|
||||
static constexpr uintptr_t BackpackSlot = 0x60;
|
||||
};
|
||||
|
||||
struct BackpackSlot {
|
||||
static constexpr uintptr_t ContainedItem = 0x48;
|
||||
static constexpr uintptr_t Grids = 0x78;
|
||||
};
|
||||
|
||||
struct Grid {
|
||||
static constexpr uintptr_t SearchableGrid0 = 0x20; // First grid
|
||||
static constexpr uintptr_t ItemCollection = 0x48;
|
||||
};
|
||||
|
||||
struct ItemCollection {
|
||||
static constexpr uintptr_t ItemList = 0x18;
|
||||
static constexpr uintptr_t Items = 0x10; // Array: Item0 @ +0x20, Item1 @ +0x28, ..., Item10 @ +0x70 (step 8)
|
||||
};
|
||||
|
||||
struct BackpackItem {
|
||||
static constexpr uintptr_t StackObjectsCount = 0x24; // int
|
||||
static constexpr uintptr_t SpawnedInSession = 0x68; // bool?
|
||||
static constexpr uintptr_t Template = 0x60;
|
||||
};
|
||||
|
||||
struct ItemTemplate {
|
||||
static constexpr uintptr_t Name = 0x10;
|
||||
};
|
||||
|
||||
struct ItemName {
|
||||
static constexpr uintptr_t String = 0x14; // char*
|
||||
};
|
||||
|
||||
// Raid Features (from TarkovApplication)
|
||||
struct TarkovApplication {
|
||||
static constexpr uintptr_t RaidSettings = 0xD0;
|
||||
static constexpr uintptr_t SelectedLocation = 0xA8;
|
||||
};
|
||||
|
||||
struct RaidSettings {
|
||||
static constexpr uintptr_t MapId = 0x28;
|
||||
static constexpr uintptr_t ForceOnlineRaidInPVE = 0x32; // bool
|
||||
static constexpr uintptr_t ForceOfflineRaidInPVE = 0x33; // bool
|
||||
static constexpr uintptr_t EscapeTimeLimit = 0x84; // float?
|
||||
static constexpr uintptr_t MaxBotsPerZone = 0x90; // int
|
||||
static constexpr uintptr_t Waves = 0xB8;
|
||||
};
|
||||
|
||||
struct MapIdObj {
|
||||
static constexpr uintptr_t MapName = 0x14; // char*
|
||||
};
|
||||
|
||||
struct Waves {
|
||||
static constexpr uintptr_t WildSpawnWave[8] = { 0x20, 0x28, 0x30, 0x38, 0x40, 0x48, 0x50, 0x58 };
|
||||
};
|
||||
|
||||
struct WildSpawnWave {
|
||||
static constexpr uintptr_t TimeMin = 0x10; // float
|
||||
static constexpr uintptr_t TimeMax = 0x14; // float
|
||||
static constexpr uintptr_t SlotsMin = 0x18; // int
|
||||
static constexpr uintptr_t SlotsMax = 0x1C; // int
|
||||
static constexpr uintptr_t WildSpawnType = 0x2C;
|
||||
};
|
||||
|
||||
// Thermal Vision (from CameraManager + 0x48)
|
||||
struct ThermalVision {
|
||||
static constexpr uintptr_t On = 0x20; // bool
|
||||
static constexpr uintptr_t IsNoisy = 0x21; // bool
|
||||
static constexpr uintptr_t IsMotionBlurred = 0x23; // bool
|
||||
static constexpr uintptr_t IsGlitch = 0x24; // bool
|
||||
static constexpr uintptr_t UnsharpRadiusBlur = 0x90; // float
|
||||
static constexpr uintptr_t UnsharpBias = 0x94; // float
|
||||
};
|
||||
}
|
||||
}
|
||||
11
ioperator/pch.cpp
Normal file
11
ioperator/pch.cpp
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
// pch.cpp: 与预编译标头对应的源文件
|
||||
|
||||
#include "pch.h"
|
||||
|
||||
#include "imgui/imgui.cpp"
|
||||
#include "imgui/imgui_draw.cpp"
|
||||
#include "imgui/imgui_widgets.cpp"
|
||||
#include "imgui/imgui_tables.cpp"
|
||||
#include "imgui/imgui_impl_win32.cpp"
|
||||
#include "imgui/imgui_impl_dx11.cpp"
|
||||
// 当使用预编译的头时,需要使用此源文件,编译才能成功。
|
||||
50
ioperator/pch.h
Normal file
50
ioperator/pch.h
Normal file
|
|
@ -0,0 +1,50 @@
|
|||
// pch.h: 这是预编译标头文件。
|
||||
// 下方列出的文件仅编译一次,提高了将来生成的生成性能。
|
||||
// 这还将影响 IntelliSense 性能,包括代码完成和许多代码浏览功能。
|
||||
// 但是,如果此处列出的文件中的任何一个在生成之间有更新,它们全部都将被重新编译。
|
||||
// 请勿在此处添加要频繁更新的文件,这将使得性能优势无效。
|
||||
|
||||
#ifndef PCH_H
|
||||
#define PCH_H
|
||||
|
||||
// DX11
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
#include <d3d11.h>
|
||||
#include <dxgi.h>
|
||||
|
||||
#pragma comment(lib, "d3d11.lib")
|
||||
#pragma comment(lib, "dxgi.lib")
|
||||
|
||||
// STD
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <cstdarg>
|
||||
#include <cstdio>
|
||||
#include <mutex> // Include for thread synchronization, optimizing logging safety
|
||||
|
||||
// =======================
|
||||
// IMGUI
|
||||
// =======================
|
||||
#include "imgui/imgui.h"
|
||||
#include "imgui/imgui_impl_win32.h"
|
||||
#include "imgui/imgui_impl_dx11.h"
|
||||
|
||||
// =======================
|
||||
// KIERO
|
||||
// =======================
|
||||
#include "kiero/kiero.h"
|
||||
|
||||
// =======================
|
||||
// MINHOOK
|
||||
// =======================
|
||||
#include "minhook/include/MinHook.h"
|
||||
|
||||
// =======================
|
||||
// USER DEFINED
|
||||
// =======================
|
||||
#include "offsets.h"
|
||||
|
||||
#endif // PCH_H
|
||||
Loading…
Add table
Add a link
Reference in a new issue