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Draw.cpp
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Draw.cpp
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#include "Draw.h"
#include "Common.h"
#include "Cheat.h"
#include "spdlog/spdlog.h"
#include "imgui/imgui.h"
#include "imgui/imgui_impl_dx9.h"
#include "imgui/imgui_impl_win32.h"
#include <d3d9.h>
static LPDIRECT3D9 g_pD3D = nullptr;
static LPDIRECT3DDEVICE9 g_pd3dDevice = nullptr;
static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
static D3DPRESENT_PARAMETERS g_d3dpp = {};
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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 (wParam == SIZE_MINIMIZED)
return 0;
g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
g_ResizeHeight = (UINT)HIWORD(lParam);
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 ::DefWindowProcW(hWnd, msg, wParam, lParam);
}
bool CreateDeviceD3D(HWND hWnd)
{
if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)
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 = nullptr; }
if (g_pD3D) { g_pD3D->Release(); g_pD3D = nullptr; }
}
void ResetDevice()
{
ImGui_ImplDX9_InvalidateDeviceObjects();
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
if (hr == D3DERR_INVALIDCALL)
IM_ASSERT(0);
ImGui_ImplDX9_CreateDeviceObjects();
}
DWORD WINAPI Thread_MonitorGameWnd(PVOID pParam)
{
RECT GameWndRect;
while (1)
{
// 获取游戏窗口位置
GetWindowRect(g_GameHwnd, &GameWndRect);
// 移动 imgui 窗口
MoveWindow(
g_ImguiHwnd,
GameWndRect.left, GameWndRect.top,
GameWndRect.right - GameWndRect.left, GameWndRect.bottom - GameWndRect.top,
TRUE);
Sleep(100);
}
}
BOOL StartImguiDraw()
{
// 注册窗口类、创建窗口
WNDCLASSEX wc = {
sizeof(wc),
CS_CLASSDC,
WndProc,
0L, 0L,
GetModuleHandle(nullptr),
nullptr, nullptr, nullptr, nullptr,
"lysm_imgui_class",
nullptr };
if (0 == ::RegisterClassEx(&wc))
{
spdlog::error("RegisterClassEx error:{}", GetLastError());
return FALSE;
}
g_ImguiHwnd = ::CreateWindowEx(
WS_EX_TRANSPARENT | WS_EX_TOPMOST | WS_EX_LAYERED,
wc.lpszClassName,
"lysm_imgui_title",
WS_POPUP,
0, 0, 100, 100,
nullptr, nullptr,
wc.hInstance,
nullptr);
if (!g_ImguiHwnd)
{
spdlog::error("CreateWindowEx error:{}", GetLastError());
return FALSE;
}
// 指定颜色透明
if (0 == ::SetLayeredWindowAttributes(g_ImguiHwnd, RGB(0, 100, 200), NULL, LWA_COLORKEY))
{
spdlog::error("SetLayeredWindowAttributes error:{}", GetLastError());
return FALSE;
}
// 绘制窗口跟随游戏窗口移动
CreateThread(0, 0, Thread_MonitorGameWnd, 0, 0, 0);
// 创建 d3d 设备
if (!CreateDeviceD3D(g_ImguiHwnd))
{
spdlog::error("CreateDeviceD3D error");
CleanupDeviceD3D();
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return FALSE;
}
// 显示窗口
::ShowWindow(g_ImguiHwnd, SW_SHOWDEFAULT);
::UpdateWindow(g_ImguiHwnd);
// 初始化 imgui
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// 设置 imgui 主题风格
ImGui::StyleColorsDark();
// 设置 dx 版本
ImGui_ImplWin32_Init(g_ImguiHwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
// 消息循环
bool done = false;
HRESULT result;
D3DCOLOR clear_col_dx;
ImVec4 clear_color = ImGui::ColorConvertU32ToFloat4(IM_COL32(0, 100, 200, 255));
while (!done)
{
// 消息循环
MSG msg;
while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
if (msg.message == WM_QUIT)
done = true;
}
if (done)
break;
// 处理窗口大小变化
if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
{
g_d3dpp.BackBufferWidth = g_ResizeWidth;
g_d3dpp.BackBufferHeight = g_ResizeHeight;
g_ResizeWidth = g_ResizeHeight = 0;
ResetDevice();
}
// 启动 imgui
ImGui_ImplDX9_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
// 构造游戏透视窗口
bool perspective_window = true;
if (perspective_window)
{
static bool use_work_area = true;
static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoBackground;
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos);
ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size);
ImGui::Begin("Perspective Window", &perspective_window, flags);
ImDrawList* draw_list = ImGui::GetWindowDrawList();
for (UINT i = 1; i < g_PlayerCount; ++i)
{
float x1 = g_PlayerInfo[i].ScreenX1 - (g_PlayerInfo[i].ScreenY2 - g_PlayerInfo[i].ScreenY1) / 4;
float x2 = g_PlayerInfo[i].ScreenX1 + (g_PlayerInfo[i].ScreenY2 - g_PlayerInfo[i].ScreenY1) / 4;
if (g_PlayerInfo[0].Camp == g_PlayerInfo[i].Camp)
{
draw_list->AddRect(
ImVec2(x1, g_PlayerInfo[i].ScreenY1),
ImVec2(x2, g_PlayerInfo[i].ScreenY2),
IM_COL32(0, 255, 0, 255),
2.0);
}
else
{
draw_list->AddRect(
ImVec2(x1, g_PlayerInfo[i].ScreenY1),
ImVec2(x2, g_PlayerInfo[i].ScreenY2),
IM_COL32(255, 0, 0, 255),
2.0);
}
}
ImGui::End();
}
// 显示
ImGui::EndFrame();
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
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, nullptr, 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();
}
result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
ResetDevice();
}
ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
::DestroyWindow(g_ImguiHwnd);
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return TRUE;
}