【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

 【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
 
选择生成32位项目

【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

 

选择全部重新生成,然后选择 安装->glfw

 【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

 

 在下面的生成信息可以看到需要的文件生成的位置

 【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

 

打开后,将include、lib文件夹复制到自己的工程文件夹

【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

 

加入后配置自己的工程

【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

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

#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<GL/glew.h>

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

【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

 

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)

【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

 

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

 【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
 
 

测试代码,如果正常创建则环境正常

// 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") #endif  static void glfw_error_callback(int error, const char* description) {     fprintf(stderr, "Glfw Error %d: %sn", 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; }

 至此,环境配置完毕

 
需要补充几个用得到glfw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);

 

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

#include <stdio.h> #include<Windows.h> #include <GLFW/glfw3.h> #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: %sn", 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; }

 

 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

发表评论

相关文章

当前内容话题
  • 0