• 【C++】从零开始的CS:GO逆向分析2——配置GLFW+IMGUI环境并创建透明窗口


    【C++】从零开始的CS:GO逆向分析2——配置GLFW+IMGUI环境并创建透明窗口
     
    使用的环境:Visual Studio 2017,创建一个控制台程序作为工程文件

    1.配置glfw

    在github上下载GLFW https://github.com/glfw/glfw,github上的版本会比官网的高

    解压后使用Visual Studio打开文件夹

     
     
    选择生成32位项目

     

    选择全部重新生成,然后选择 安装->glfw

     

     

     在下面的生成信息可以看到需要的文件生成的位置

     

     

    打开后,将include、lib文件夹复制到自己的工程文件夹

     

    加入后配置自己的工程

    项目属性->c/c++ ->常规 下的附加包含目录,输入$(ProjectDir)include 添加

    项目属性->链接器->常规 下的附加库目录 ,输入$(ProjectDir)lib 添加

    项目属性->链接器->输入 下的附加依赖项 输入 glfw3.lib;opengl32.lib; 添加

    配置好后,用代码测试一下

    复制代码
    #include 
    #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;
    }
    复制代码

     如果出现一个窗口则说明配置正确,配置有问题的可以检查一下包含的目录 是不是 自己复制到的目录

     

    2.配置IMGUI+glfw

    打开glfw下载Binaries

    把文件夹里的glew32s.lib复制到自己项目的lib文件夹里

     把GL文件夹复制到之前的include文件夹里

    在项目属性->链接器->输入 下的附加依赖项 中增加 glew32s.lib;

    在项目属性 ->c/c++ ->预处理器 的预处理定义下增加GLEW_STATIC

     在实例代码中增加头文件 #include

    if (!glfwInit())
        return -1;
    后增加代码
    glewInit(); (增加的代码),成功运行则配置成功

     

     下载IMGUI

    在自己项目的include文件夹下新建一个imgui文件夹,将imgui-master中以下的文件复制进去

     

    打开imgui的example项目,找到example_glfw_opengl3,在自己项目include文件夹中,创建这五个同名文件,将内容保存进去(其实就是把这几个文件也复制过去)

     

    在自己的项目中新建筛选器(imgui),添加现有项,将include/imgui文件夹里的cpp文件都添加进去

     
     
     

    测试代码,如果正常创建则环境正常

    复制代码
    // 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 
    #if defined(IMGUI_IMPL_OPENGL_ES2)
    #include 
    #endif
    #include  // 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")
    #endif
    
    static void glfw_error_callback(int error, const char* description)
    {
        fprintf(stderr, "Glfw Error %d: %s\n", error, description);
    }
    
    int main(int, char**)
    {
        // Setup window
        glfwSetErrorCallback(glfw_error_callback);
        if (!glfwInit())
            return 1;
    
        // Decide GL+GLSL versions
    #if defined(IMGUI_IMPL_OPENGL_ES2)
        // GL ES 2.0 + GLSL 100
        const 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 150
        const 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+ only
        glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // Required on Mac
    #else
        // GL 3.0 + GLSL 130
        const 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 context
        GLFWwindow* 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 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();
        //ImGui::StyleColorsLight();
    
        // Setup Platform/Renderer backends
        ImGui_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 state
        bool show_demo_window = true;
        bool show_another_window = false;
        ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
    
        // Main loop
        while (!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 frame
            ImGui_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 state
                ImGui::Checkbox("Another Window", &show_another_window);
    
                ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
                ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
    
                if (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();
            }
    
            // Rendering
            ImGui::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);
        }
    
        // Cleanup
        ImGui_ImplOpenGL3_Shutdown();
        ImGui_ImplGlfw_Shutdown();
        ImGui::DestroyContext();
    
        glfwDestroyWindow(window);
        glfwTerminate();
    
        return 0;
    }
    复制代码

     至此,环境配置完毕

     
    需要补充几个用得到glfw代码:
    复制代码
    让鼠标事件透过创建的窗口
    glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);

    让窗口透明
    glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, true);

    置顶窗口
    glfwWindowHint(GLFW_FLOATING, true);

    禁止更改窗口大小
    glfwWindowHint(GLFW_RESIZABLE, false);

    窗口最大化
    glfwWindowHint(GLFW_MAXIMIZED, true);

    设置没有标题栏
    glfwSetWindowAttrib(window, GLFW_DECORATED, false);
    复制代码

     

    删除掉没有用的代码,删掉界面显示的代码,设置窗口透明,设置窗口最大化,设置鼠标通过,设置窗口不允许resize,就可以得到一个透明的窗口,即下面的代码

    复制代码
    #include 
    #include
    #include 
    #include "imgui/imgui.h"
    #include "imgui/imgui_impl_glfw.h"
    #include "imgui/imgui_impl_opengl3.h"
    #include "imgui/alifont.hpp"
    
    static void glfw_error_callback(int error, const char* description)
    {
        fprintf(stderr, "Glfw Error %d: %s\n", error, description);
    }
    
    int main()
    {
        glfwSetErrorCallback(glfw_error_callback);
        if (!glfwInit())
            return 1;
        GLFWmonitor *monitor = glfwGetPrimaryMonitor();
        //###########################设置窗口###########################
    const char* glsl_version = "#version 130"; int Height = glfwGetVideoMode(monitor)->height; int Width = glfwGetVideoMode(monitor)->width; glfwWindowHint(GLFW_FLOATING, true); glfwWindowHint(GLFW_RESIZABLE, false); glfwWindowHint(GLFW_MAXIMIZED, true); glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, true); glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE); //###########################设置窗口########################### GLFWwindow* window = glfwCreateWindow(Width, Height, "titile", NULL, NULL); if (window == NULL) return 1; glfwSetWindowAttrib(window, GLFW_DECORATED, false); //设置没有标题栏 ShowWindow(GetConsoleWindow(), SW_HIDE); glfwMakeContextCurrent(window); glfwSwapInterval(1); IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; ImGui::StyleColorsDark(); ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init(glsl_version); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); glClear(GL_COLOR_BUFFER_BIT); ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); ImGui::Render(); int display_w, display_h; glfwGetFramebufferSize(window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwDestroyWindow(window); glfwTerminate(); return 0; }
    复制代码

     

     

     

     至此,已经配置好了glfw+imgui的环境,并且创建了透明窗口,下一章用第一篇里的偏移值做点事

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  • 原文地址:https://www.cnblogs.com/water-wells/p/16728845.html