【C++】從零開始的CS:GO逆向分析2——配置GLFW+IMGUI環境并創建透明窗口

【C++】從零開始的CS:GO逆向分析2——配置GLFW+IMGUI環境并創建透明窗口 使用的環境:Visual Studio 2017,創建一個控制臺程序作為工程文件1.配置glfw在github上下載GLFW https://github.com/glfw/glfw,github上的版本會比官網的高解壓后使用Visual Studio打開文件夾
 

【C++】從零開始的CS:GO逆向分析2——配置GLFW+IMGUI環境并創建透明窗口

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 選擇生成32位項目
【C++】從零開始的CS:GO逆向分析2——配置GLFW+IMGUI環境并創建透明窗口

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選擇全部重新生成,然后選擇 安裝->glfw
【C++】從零開始的CS:GO逆向分析2——配置GLFW+IMGUI環境并創建透明窗口

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在下面的生成信息可以看到需要的文件生成的位置
【C++】從零開始的CS:GO逆向分析2——配置GLFW+IMGUI環境并創建透明窗口

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打開后,將include、lib文件夾復制到自己的工程文件夾
【C++】從零開始的CS:GO逆向分析2——配置GLFW+IMGUI環境并創建透明窗口

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加入后配置自己的工程
【C++】從零開始的CS:GO逆向分析2——配置GLFW+IMGUI環境并創建透明窗口

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項目屬性->c/c++ ->常規 下的附加包含目錄 , 輸入$(ProjectDir)include 添加
項目屬性->鏈接器->常規 下的附加庫目錄,輸入$(ProjectDir)lib 添加
項目屬性->鏈接器->輸入 下的附加依賴項 輸入 glfw3.lib;opengl32.lib; 添加
配置好后,用代碼測試一下
#include <GLFW/glfw3.h>#pragma comment(lib,"glfw3.lib")int main(void){GLFWwindow* window;/* Initialize the library */if (!glfwInit())return -1;/* Create a windowed mode window and its OpenGL context */window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);if (!window){glfwTerminate();return -1;}/* Make the window's context current */glfwMakeContextCurrent(window);/* Loop until the user closes the window */while (!glfwWindowShouldClose(window)){/* Render here */glClear(GL_COLOR_BUFFER_BIT);/* Swap front and back buffers */glfwSwapBuffers(window);/* Poll for and process events */glfwPollEvents();}glfwTerminate();return 0;}如果出現一個窗口則說明配置正確,配置有問題的可以檢查一下包含的目錄 是不是 自己復制到的目錄
2.配置IMGUI+glfw打開glfw下載Binaries
把文件夾里的glew32s.lib復制到自己項目的lib文件夾里
把GL文件夾復制到之前的include文件夾里
在項目屬性->鏈接器->輸入 下的附加依賴項 中增加 glew32s.lib;
在項目屬性 ->c/c++ ->預處理器 的預處理定義下增加GLEW_STATIC
在實例代碼中增加頭文件 #include<GL/glew.h>
在if (!glfwInit())return -1;后增加代碼glewInit(); (增加的代碼) , 成功運行則配置成功下載IMGUI
在自己項目的include文件夾下新建一個imgui文件夾 , 將imgui-master中以下的文件復制進去
【C++】從零開始的CS:GO逆向分析2——配置GLFW+IMGUI環境并創建透明窗口

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打開imgui的example項目,找到example_glfw_opengl3,在自己項目include文件夾中,創建這五個同名文件,將內容保存進去(其實就是把這幾個文件也復制過去)
【C++】從零開始的CS:GO逆向分析2——配置GLFW+IMGUI環境并創建透明窗口

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在自己的項目中新建篩選器(imgui),添加現有項,將include/imgui文件夾里的cpp文件都添加進去
 
【C++】從零開始的CS:GO逆向分析2——配置GLFW+IMGUI環境并創建透明窗口

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  測試代碼,如果正常創建則環境正常
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)// 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/imgui.h"#include "imgui/imgui_impl_glfw.h"#include "imgui/imgui_impl_opengl3.h"#include <stdio.h>#if defined(IMGUI_IMPL_OPENGL_ES2)#include <GLES2/gl2.h>#endif#include <GLFW/glfw3.h> // Will drag system OpenGL headers// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)#pragma comment(lib, "legacy_stdio_definitions")#endifstatic void glfw_error_callback(int error, const char* description){fprintf(stderr, "Glfw Error %d: %s\n", error, description);}int main(int, char**){// Setup windowglfwSetErrorCallback(glfw_error_callback);if (!glfwInit())return 1;// Decide GL+GLSL versions#if defined(IMGUI_IMPL_OPENGL_ES2)// GL ES 2.0 + GLSL 100const char* glsl_version = "#version 100";glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);#elif defined(__APPLE__)// GL 3.2 + GLSL 150const char* glsl_version = "#version 150";glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);// 3.2+ onlyglfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);// Required on Mac#else// GL 3.0 + GLSL 130const char* glsl_version = "#version 130";glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);// 3.2+ only//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);// 3.0+ only#endif// Create window with graphics contextGLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);if (window == NULL)return 1;glfwMakeContextCurrent(window);glfwSwapInterval(1); // Enable vsync// Setup Dear ImGui contextIMGUI_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 styleImGui::StyleColorsDark();//ImGui::StyleColorsLight();// Setup Platform/Renderer backendsImGui_ImplGlfw_InitForOpenGL(window, true);ImGui_ImplOpenGL3_Init(glsl_version);// Load Fonts// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.// - Read 'docs/FONTS.md' for more instructions and details.// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !//io.Fonts->AddFontDefault();//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());//IM_ASSERT(font != NULL);// Our statebool show_demo_window = true;bool show_another_window = false;ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);// Main loopwhile (!glfwWindowShouldClose(window)){// Poll and handle events (inputs, window resize, etc.)// 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.glfwPollEvents();// Start the Dear ImGui frameImGui_ImplOpenGL3_NewFrame();ImGui_ImplGlfw_NewFrame();ImGui::NewFrame();// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).if (show_demo_window)ImGui::ShowDemoWindow(&show_demo_window);// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.{static float f = 0.0f;static int counter = 0;ImGui::Begin("Hello, world!");// Create a window called "Hello, world!" and append into it.ImGui::Text("This is some useful text.");// Display some text (you can use a format strings too)ImGui::Checkbox("Demo Window", &show_demo_window);// Edit bools storing our window open/close stateImGui::Checkbox("Another Window", &show_another_window);ImGui::SliderFloat("float", &f, 0.0f, 1.0f);// Edit 1 float using a slider from 0.0f to 1.0fImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a colorif (ImGui::Button("Button"))// Buttons return true when clicked (most widgets return true when edited/activated)counter++;ImGui::SameLine();ImGui::Text("counter = %d", counter);ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);ImGui::End();}// 3. Show another simple window.if (show_another_window){ImGui::Begin("Another Window", &show_another_window);// Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)ImGui::Text("Hello from another window!");if (ImGui::Button("Close Me"))show_another_window = false;ImGui::End();}// RenderingImGui::Render();int display_w, display_h;glfwGetFramebufferSize(window, &display_w, &display_h);glViewport(0, 0, display_w, display_h);glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);glClear(GL_COLOR_BUFFER_BIT);ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());glfwSwapBuffers(window);}// CleanupImGui_ImplOpenGL3_Shutdown();ImGui_ImplGlfw_Shutdown();ImGui::DestroyContext();glfwDestroyWindow(window);glfwTerminate();return 0;}

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