// Dear ImGui: standalone example application for DirectX 9 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #include "imgui.h" #define IMGUI_DEFINE_MATH_OPERATORS #include "imgui_internal.h" #include "imgui_impl_dx9.h" #include "imgui_impl_win32.h" #include #include #include "byte_array.h" #include "nav_elements.h" #include "etc_elements.h" //namespace fonts ImFont* medium; ImFont* bold; ImFont* tab_icons; ImFont* logo; ImFont* tab_title; ImFont* tab_title_icon; ImFont* subtab_title; ImFont* combo_arrow; enum heads { rage, antiaim, visuals, settings, skins, configs, scripts }; enum sub_heads { general, accuracy, exploits, _general, advanced }; // Data static LPDIRECT3D9 g_pD3D = NULL; static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; static D3DPRESENT_PARAMETERS g_d3dpp = {}; // Forward declarations of helper functions bool CreateDeviceD3D(HWND hWnd); void CleanupDeviceD3D(); void ResetDevice(); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Main code int main(int, char**) { // Create application window //ImGui_ImplWin32_EnableDpiAwareness(); WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; ::RegisterClassEx(&wc); HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) { CleanupDeviceD3D(); ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 1; } // Show the window ::ShowWindow(hwnd, SW_SHOWDEFAULT); ::UpdateWindow(hwnd); // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); // Setup Platform/Renderer backends ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX9_Init(g_pd3dDevice); // Load Fonts ImFontConfig font_config; font_config.PixelSnapH = false; font_config.OversampleH = 5; font_config.OversampleV = 5; font_config.RasterizerMultiply = 1.2f; static const ImWchar ranges[] = { 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement 0x2DE0, 0x2DFF, // Cyrillic Extended-A 0xA640, 0xA69F, // Cyrillic Extended-B 0xE000, 0xE226, // icons 0, }; font_config.GlyphRanges = ranges; medium = io.Fonts->AddFontFromMemoryTTF(PTRootUIMedium, sizeof(PTRootUIMedium), 15.0f, &font_config, ranges); bold = io.Fonts->AddFontFromMemoryTTF(PTRootUIBold, sizeof(PTRootUIBold), 15.0f, &font_config, ranges); tab_icons = io.Fonts->AddFontFromMemoryTTF(clarityfont, sizeof(clarityfont), 15.0f, &font_config, ranges); logo = io.Fonts->AddFontFromMemoryTTF(clarityfont, sizeof(clarityfont), 21.0f, &font_config, ranges); tab_title = io.Fonts->AddFontFromMemoryTTF(PTRootUIBold, sizeof(PTRootUIBold), 19.0f, &font_config, ranges); tab_title_icon = io.Fonts->AddFontFromMemoryTTF(clarityfont, sizeof(clarityfont), 18.0f, &font_config, ranges); subtab_title = io.Fonts->AddFontFromMemoryTTF(PTRootUIBold, sizeof(PTRootUIBold), 15.0f, &font_config, ranges); combo_arrow = io.Fonts->AddFontFromMemoryTTF(combo, sizeof(combo), 9.0f, &font_config, ranges); // Our state ImVec4 clear_color = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); // Main loop bool done = false; while (!done) { // Poll and handle messages (inputs, window resize, etc.) // See the WndProc() function below for our to dispatch events to the Win32 backend. MSG msg; while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { ::TranslateMessage(&msg); ::DispatchMessage(&msg); if (msg.message == WM_QUIT) done = true; } if (done) break; // Start the Dear ImGui frame ImGui_ImplDX9_NewFrame(); ImGui_ImplWin32_NewFrame(); ImGui::NewFrame(); static heads tab{ rage }; static sub_heads subtab{ general }; const char* tab_name = tab == rage ? "Ragebot" : tab == antiaim ? "Anti-aim" : tab == visuals ? "Visuals" : tab == settings ? "Settings" : tab == skins ? "Skins" : tab == configs ? "Configs" : tab == scripts ? "Scripts" : 0; const char* tab_icon = tab == rage ? "B" : tab == antiaim ? "C" : tab == visuals ? "D" : tab == settings ? "E" : tab == skins ? "F" : tab == configs ? "G" : tab == scripts ? "H" : 0; static bool boolean, boolean_1 = false; static int sliderscalar, combo = 0; const char* combo_items[3] = { "Value", "Value 1", "Value 2" }; ImGui::SetNextWindowSize({ 730, 460 }); ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, { 0, 0 }); ImGui::Begin("hi world", nullptr, ImGuiWindowFlags_NoDecoration); { auto draw = ImGui::GetWindowDrawList(); auto pos = ImGui::GetWindowPos(); auto size = ImGui::GetWindowSize(); ImGuiStyle style = ImGui::GetStyle(); draw->AddRectFilled(pos, ImVec2(pos.x + 210, pos.y + size.y), ImColor(24, 24, 26), style.WindowRounding, ImDrawFlags_RoundCornersLeft); draw->AddLine(ImVec2(pos.x + 210, pos.y + 2), ImVec2(pos.x + 210, pos.y + size.y - 2), ImColor(1.0f, 1.0f, 1.0f, 0.03f)); draw->AddLine(ImVec2(pos.x + 47, pos.y + 2), ImVec2(pos.x + 47, pos.y + size.y - 2), ImColor(1.0f, 1.0f, 1.0f, 0.03f)); draw->AddLine(ImVec2(pos.x + 2, pos.y + 47), ImVec2(pos.x + 47, pos.y + 47), ImColor(1.0f, 1.0f, 1.0f, 0.03f)); draw->AddLine(ImVec2(pos.x + 63, pos.y + 47), ImVec2(pos.x + 195, pos.y + 47), ImColor(1.0f, 1.0f, 1.0f, 0.03f)); draw->AddText(logo, 21.0f, ImVec2(pos.x + 14, pos.y + 12), ImColor(147, 190, 66), "A"); draw->AddText(tab_title_icon, 18.0f, ImVec2(pos.x + 65, pos.y + 14), ImColor(147, 190, 66), tab_icon); draw->AddText(tab_title, 19.0f, ImVec2(pos.x + 93, pos.y + 15), ImColor(1.0f, 1.0f, 1.0f), tab_name); draw->AddRect(pos + ImVec2(1, 1), pos + size - ImVec2(1, 1), ImColor(1.0f, 1.0f, 1.0f, 0.03f), style.WindowRounding); ImGui::SetCursorPos({ 8, 56 }); ImGui::BeginGroup(); { if (elements::tab("B", tab == rage)) { tab = rage; } if (elements::tab("C", tab == antiaim)) { tab = antiaim; } if (elements::tab("D", tab == visuals)) { tab = visuals; } if (elements::tab("E", tab == settings)) { tab = settings; } if (elements::tab("F", tab == skins)) { tab = skins; } if (elements::tab("G", tab == configs)) { tab = configs; } if (elements::tab("H", tab == scripts)) { tab = scripts; } } ImGui::EndGroup(); switch (tab) { case rage: draw->AddText(subtab_title, 15.0f, ImVec2(pos.x + 72, pos.y + 60), ImColor(1.0f, 1.0f, 1.0f, 0.4f), "MAIN"); ImGui::SetCursorPos({ 57, 86 }); ImGui::BeginGroup(); { if (elements::subtab("General", subtab == general)) { subtab = general; } if (elements::subtab("Accuracy", subtab == accuracy)) { subtab = accuracy; } if (elements::subtab("Exploits", subtab == exploits)) { subtab = exploits; } } ImGui::EndGroup(); switch (subtab) { case accuracy: ImGui::SetCursorPos({ 226, 16 }); e_elements::begin_child("walking thru", ImVec2(240, 300)); { ImGui::Checkbox("Toggle", &boolean); ImGui::Checkbox("Toggle 1", &boolean_1); ImGui::SliderInt("Slider", &sliderscalar, 0, 100, "%d%%", ImGuiSliderFlags_None); ImGui::Combo("Combobox", &combo, combo_items, IM_ARRAYSIZE(combo_items)); } e_elements::end_child(); ImGui::SetCursorPos({ 476, 16 }); e_elements::begin_child("the river", ImVec2(240, 240)); { } e_elements::end_child(); ImGui::SetCursorPos({ 226, 332 }); e_elements::begin_child("water in", ImVec2(240, 114)); { } e_elements::end_child(); ImGui::SetCursorPos({ 476, 272 }); e_elements::begin_child("my shoes", ImVec2(240, 174)); { } e_elements::end_child(); break; } break; } } ImGui::End(); ImGui::PopStyleVar(); // Rendering ImGui::EndFrame(); g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f)); g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); if (g_pd3dDevice->BeginScene() >= 0) { ImGui::Render(); ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); g_pd3dDevice->EndScene(); } HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL); // Handle loss of D3D9 device if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) ResetDevice(); } ImGui_ImplDX9_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); CleanupDeviceD3D(); ::DestroyWindow(hwnd); ::UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } // Helper functions bool CreateDeviceD3D(HWND hWnd) { if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) return false; // Create the D3DDevice ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); g_d3dpp.Windowed = TRUE; g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition. g_d3dpp.EnableAutoDepthStencil = TRUE; g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) return false; return true; } void CleanupDeviceD3D() { if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; } } void ResetDevice() { ImGui_ImplDX9_InvalidateDeviceObjects(); HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); if (hr == D3DERR_INVALIDCALL) IM_ASSERT(0); ImGui_ImplDX9_CreateDeviceObjects(); } // Forward declare message handler from imgui_impl_win32.cpp extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Win32 message handler // 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. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) return true; switch (msg) { case WM_SIZE: if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) { g_d3dpp.BackBufferWidth = LOWORD(lParam); g_d3dpp.BackBufferHeight = HIWORD(lParam); ResetDevice(); } return 0; case WM_SYSCOMMAND: if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu return 0; break; case WM_DESTROY: ::PostQuitMessage(0); return 0; } return ::DefWindowProc(hWnd, msg, wParam, lParam); }