欧美bbbwbbbw肥妇,免费乱码人妻系列日韩,一级黄片

C++利用ImGUI繪制D3D外部菜單

 更新時(shí)間:2022年09月30日 11:55:19   作者:lyshark  
ImGUI 它是與平臺(tái)無(wú)關(guān)的C++輕量級(jí)跨平臺(tái)圖形界面庫(kù),沒(méi)有任何第三方依賴,可以將ImGUI的源碼直接加到項(xiàng)目中使用。本文將利用ImGUI繪制D3D外部菜單,需要的可以參考一下

ImGUI 它是與平臺(tái)無(wú)關(guān)的C++輕量級(jí)跨平臺(tái)圖形界面庫(kù),沒(méi)有任何第三方依賴,可以將ImGUI的源碼直接加到項(xiàng)目中使用,該框架通常會(huì)配合特定的D3Dx9等圖形開(kāi)發(fā)工具包一起使用,ImGUI常用來(lái)實(shí)現(xiàn)進(jìn)程內(nèi)的菜單功能,而有些輔助開(kāi)發(fā)作者也會(huì)使用該框架開(kāi)發(fā)菜單頁(yè)面,總體來(lái)說(shuō)這是一個(gè)很不錯(cuò)的繪圖庫(kù),如下將公開(kāi)新版ImGUI如何實(shí)現(xiàn)繪制外部菜單的功能。

ImGUI官方下載地址:https://github.com/ocornut/imgui/releases

在使用ImGUI頁(yè)面之前需要先來(lái)實(shí)現(xiàn)一個(gè)簡(jiǎn)單的附著功能,即如何將一個(gè)窗體附著到另一個(gè)窗體之上,其實(shí)代碼很簡(jiǎn)單,如下所示當(dāng)用戶輸入進(jìn)程PID時(shí),會(huì)自動(dòng)跟隨窗體并附著在窗體頂部。

#include <Windows.h>
#include <iostream>

struct handle_data
{
	unsigned long process_id;
	HWND best_handle;
};

// By: LyShark
BOOL IsMainWindow(HWND handle)
{
	return GetWindow(handle, GW_OWNER) == (HWND)0 && IsWindowVisible(handle);
}

BOOL CALLBACK EnumWindowsCallback(HWND handle, LPARAM lParam)
{
	// By: LyShark
	handle_data& data = *(handle_data*)lParam;
	unsigned long process_id = 0;
	GetWindowThreadProcessId(handle, &process_id);
	if (data.process_id != process_id || !IsMainWindow(handle)) {
		return TRUE;
	}
	data.best_handle = handle;
	return FALSE;
}

// By: LyShark
HWND FindMainWindow(unsigned long process_id)
{
	handle_data data;
	data.process_id = process_id;
	data.best_handle = 0;
	EnumWindows(EnumWindowsCallback, (LPARAM)&data);
	return data.best_handle;
}

int main(int argc, char* argv[])
{
	DWORD pid = 28396;

	std::cout << "輸入進(jìn)程PID: " << std::endl;
	std::cin >> pid;

	// 獲取屏幕寬和高
	int iWidth = ::GetSystemMetrics(SM_CXSCREEN);
	int iHeight = ::GetSystemMetrics(SM_CYSCREEN);

	// 根據(jù)PID尋找游戲窗口
	HWND hwnd = FindMainWindow(pid);

	while (1)
	{
		SetTimer(hwnd, 1, 150, NULL);

		// 實(shí)現(xiàn)透明必須設(shè)置WS_EX_LAYERED標(biāo)志
		LONG lWinStyleEx = GetWindowLong(hwnd, GWL_EXSTYLE);
		lWinStyleEx = lWinStyleEx | WS_EX_LAYERED;

		SetWindowLong(hwnd, GWL_EXSTYLE, lWinStyleEx);
		SetLayeredWindowAttributes(hwnd, 0, RGB(40, 40, 40), LWA_ALPHA);

		// 去掉標(biāo)題欄及邊框
		LONG_PTR Style = GetWindowLongPtr(hwnd, GWL_STYLE);
		Style = Style & ~WS_CAPTION & ~WS_SYSMENU & ~WS_SIZEBOX;
		SetWindowLongPtr(hwnd, GWL_STYLE, Style);

		// 至頂層窗口 最大化
		SetWindowPos(hwnd, HWND_TOPMOST, 0, 0, iWidth, iHeight, SWP_SHOWWINDOW);

		// 設(shè)置窗體可穿透鼠標(biāo)
		SetWindowLong(hwnd, GWL_EXSTYLE, WS_EX_TRANSPARENT | WS_EX_LAYERED);

		// 繪圖
		HDC hdc = ::GetDC(hwnd);
		HDC mdc = ::CreateCompatibleDC(hdc);

		// 創(chuàng)建畫(huà)筆
		HPEN hpen = CreatePen(PS_SOLID, 10, RGB(0, 255, 0));
		// DC 選擇畫(huà)筆
		SelectObject(hdc, hpen);
		// (畫(huà)筆)從初始點(diǎn)移動(dòng)到 50,50
		MoveToEx(hdc, 100, 100, NULL);
		// (畫(huà)筆)從初始點(diǎn)畫(huà)線到 100,100
		LineTo(hdc, 1000, 1000);

		RECT rect = {0};

		rect.bottom = 10;
		rect.left = 20;
		rect.right = 20;
		rect.top = 15;

		DrawText(hdc, L"hello lyshark.com", strlen("hello lyshark.com"), &rect, DT_CALCRECT | DT_CENTER | DT_SINGLELINE);
	}

	return 0;
}

繪制效果圖:

接著我們使用Imgui繪制一個(gè)動(dòng)態(tài)菜單,首先下載imgui并打開(kāi)項(xiàng)目中的examples目錄,找到example_win32_directx9打開(kāi)后自己配置好dx9SDK開(kāi)發(fā)工具包。

代碼直接調(diào)用,并附加到Counter-Strike Source游戲窗體之上即可,這段代碼也很簡(jiǎn)單。

#include "imgui.h"
#include "imgui_impl_dx9.h"
#include "imgui_impl_win32.h"

#include <d3d9.h>
#include <tchar.h>
#include <iostream>

#pragma execution_character_set("utf-8")

// 全局變量
// lyshark.com
static HWND hwnd;
static HWND GameHwnd;
static RECT WindowRectangle;
static int WindowWide, WindowHeight;

static LPDIRECT3D9 g_pD3D = NULL;
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static D3DPRESENT_PARAMETERS g_d3dpp = {};

// 單選框設(shè)置狀態(tài)
bool show_another_window = false;

// imgui 回調(diào)函數(shù)
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);

// By: LyShark
bool CreateDeviceD3D(HWND hWnd)
{
	if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
	{
		return false;
	}

	ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
	g_d3dpp.Windowed = TRUE;
	g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
	g_d3dpp.EnableAutoDepthStencil = TRUE;
	g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
	g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;

	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();
}

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)
		{
			return 0;
		}
		break;

	case WM_DESTROY:
		PostQuitMessage(0);
		return 0;
	}

	return DefWindowProc(hWnd, msg, wParam, lParam);
}

// 繪制主方法
// www.cnblogs.com/lyshark
void DrawImGUI()
{
	// 啟動(dòng)IMGUI自繪
	ImGui_ImplDX9_NewFrame();
	ImGui_ImplWin32_NewFrame();
	ImGui::NewFrame();

	static float f = 0.0f;
	static int counter = 0;
	static char sz[256] = { 0 };

	ImGui::Begin("LyShark 輔助GUI主菜單");
	ImGui::Text("這是一段測(cè)試字符串");
	ImGui::Checkbox("彈出子窗口", &show_another_window);
	ImGui::SliderFloat("浮點(diǎn)條", &f, 0.0f, 1.0f);

	ImGui::InputText("輸入內(nèi)容", sz, 256, 0, 0, 0);

	if (ImGui::Button("點(diǎn)我觸發(fā)"))
		counter++;
	ImGui::SameLine();
	ImGui::Text("觸發(fā)次數(shù) = %d", counter);

	ImGui::Text("當(dāng)前FPS: %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
	ImGui::End();

	if (show_another_window)
	{
		ImGui::Begin("我是子窗體", &show_another_window);
		ImGui::Text(" 您好,LyShark !");
		if (ImGui::Button("關(guān)閉窗體"))
			show_another_window = false;
		ImGui::End();
	}
	ImGui::EndFrame();
}

// 自身窗口循環(huán)事件
void WindowMessageLoop()
{
	bool done = false;
	while (!done)
	{
		// 每次都將窗體置頂并跟隨游戲窗體移動(dòng)
		GetWindowRect(GameHwnd, &WindowRectangle);
		WindowWide = (WindowRectangle.right) - (WindowRectangle.left);
		WindowHeight = (WindowRectangle.bottom) - (WindowRectangle.top);
		DWORD dwStyle = GetWindowLong(GameHwnd, GWL_STYLE);
		if (dwStyle & WS_BORDER)
		{
			WindowRectangle.top += 23;
			WindowHeight -= 23;
		}

		// 跟隨窗口移動(dòng)
		MoveWindow(hwnd, WindowRectangle.left + 8, WindowRectangle.top + 8, WindowWide - 11, WindowHeight - 11, true);

		// 開(kāi)始消息循環(huán)
		MSG msg;
		while (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
			if (msg.message == WM_QUIT)
			{
				done = true;
			}
		}

		if (done)
		{
			break;
		}

		// 開(kāi)始繪制
		DrawImGUI();

		g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
		g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
		g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
		g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0, 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);
		if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
		{
			ResetDevice();
		}
	}
}

int main(int argc, char *argv[])
{
	// 注冊(cè)窗體類(lèi)
	WNDCLASSEX wc;

	// 附加到指定窗體上
	wc.cbClsExtra = NULL;
	wc.cbSize = sizeof(WNDCLASSEX);
	wc.cbWndExtra = NULL;
	wc.hbrBackground = (HBRUSH)CreateSolidBrush(RGB(0, 0, 0));
	wc.hCursor = LoadCursor(0, IDC_ARROW);
	wc.hIcon = LoadIcon(0, IDI_APPLICATION);
	wc.hIconSm = LoadIcon(0, IDI_APPLICATION);
	wc.hInstance = GetModuleHandle(NULL);
	wc.lpfnWndProc = (WNDPROC)WndProc;
	wc.lpszClassName = L" ";
	wc.lpszMenuName = L" ";
	wc.style = CS_VREDRAW | CS_HREDRAW;

	RegisterClassEx(&wc);

	// 得到窗口句柄
	GameHwnd = FindWindowA(NULL, "Counter-Strike Source");
	GetWindowRect(GameHwnd, &WindowRectangle);
	WindowWide = WindowRectangle.right - WindowRectangle.left;
	WindowHeight = WindowRectangle.bottom - WindowRectangle.top;

	// 創(chuàng)建窗體
	hwnd = CreateWindowEx(WS_EX_TOPMOST | WS_EX_LAYERED | WS_EX_TOOLWINDOW, L" ", L" ", WS_POPUP, 1, 1, WindowWide, WindowHeight, 0, 0, wc.hInstance, 0);

	// 顯示窗口
	SetLayeredWindowAttributes(hwnd, 0, RGB(0, 0, 0), LWA_ALPHA);
	SetLayeredWindowAttributes(hwnd, 0, RGB(0, 0, 0), LWA_COLORKEY);
	ShowWindow(hwnd, SW_SHOW);

	// 初始化D3D
	if (!CreateDeviceD3D(hwnd))
	{
		CleanupDeviceD3D();
		UnregisterClass(wc.lpszClassName, wc.hInstance);
		return 0;
	}

	// 更新窗體
	UpdateWindow(hwnd);

	// 初始化ImGUI
	ImGui::CreateContext();
	ImGuiIO& io = ImGui::GetIO(); (void)io;
	io.Fonts->AddFontFromFileTTF("c:/windows/fonts/simhei.ttf", 13.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());

	ImGui::StyleColorsDark();
	ImGui_ImplWin32_Init(hwnd);
	ImGui_ImplDX9_Init(g_pd3dDevice);

	// 開(kāi)始執(zhí)行繪制循環(huán)事件
	WindowMessageLoop();

	ImGui_ImplDX9_Shutdown();
	ImGui_ImplWin32_Shutdown();
	ImGui::DestroyContext();

	CleanupDeviceD3D();
	DestroyWindow(hwnd);
	UnregisterClass(wc.lpszClassName, wc.hInstance);
	return 0;
}

繪制效果如下:

另外,Imgui也支持繪制到整個(gè)屏幕上,也可以當(dāng)作全局GUI界面來(lái)使用。

#include "imgui.h"
#include "imgui_impl_dx9.h"
#include "imgui_impl_win32.h"

#include <d3d9.h>
#include <tchar.h>
#include <iostream>

#pragma execution_character_set("utf-8")

// 全局變量
static HWND hwnd;
static HWND GameHwnd;
static RECT WindowRectangle;
static int WindowWide, WindowHeight;

static LPDIRECT3D9 g_pD3D = NULL;
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static D3DPRESENT_PARAMETERS g_d3dpp = {};

// 單選框設(shè)置狀態(tài)
bool show_another_window = false;

// imgui 回調(diào)函數(shù)
// By: LyShark
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);

bool CreateDeviceD3D(HWND hWnd)
{
	if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
	{
		return false;
	}

	ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
	g_d3dpp.Windowed = TRUE;
	g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
	g_d3dpp.EnableAutoDepthStencil = TRUE;
	g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
	g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;

	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;
	}
}
// https://www.cnblogs.com/lyshark
void ResetDevice()
{
	ImGui_ImplDX9_InvalidateDeviceObjects();
	HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
	if (hr == D3DERR_INVALIDCALL)
	{
		IM_ASSERT(0);
	}
	ImGui_ImplDX9_CreateDeviceObjects();
}

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)
		{
			return 0;
		}
		break;

	case WM_DESTROY:
		PostQuitMessage(0);
		return 0;
	}

	return DefWindowProc(hWnd, msg, wParam, lParam);
}

// 繪制主方法
// lyshark.com
void DrawImGUI()
{
	// 啟動(dòng)IMGUI自繪
	ImGui_ImplDX9_NewFrame();
	ImGui_ImplWin32_NewFrame();
	ImGui::NewFrame();

	static float f = 0.0f;
	static int counter = 0;
	static char sz[256] = { 0 };

	ImGui::Begin("LyShark 輔助GUI主菜單");
	ImGui::Text("這是一段測(cè)試字符串");
	ImGui::Checkbox("彈出子窗口", &show_another_window);
	ImGui::SliderFloat("浮點(diǎn)條", &f, 0.0f, 1.0f);

	ImGui::InputText("輸入內(nèi)容", sz, 256, 0, 0, 0);

	if (ImGui::Button("點(diǎn)我觸發(fā)"))
		counter++;
	ImGui::SameLine();
	ImGui::Text("觸發(fā)次數(shù) = %d", counter);

	ImGui::Text("當(dāng)前FPS: %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
	ImGui::End();

	if (show_another_window)
	{
		ImGui::Begin("我是子窗體", &show_another_window);
		ImGui::Text(" 您好,LyShark !");
		if (ImGui::Button("關(guān)閉窗體"))
			show_another_window = false;
		ImGui::End();
	}
	ImGui::EndFrame();
}

// 自身窗口循環(huán)事件
void WindowMessageLoop()
{
	bool done = false;
	while (!done)
	{
		// 每次都將窗體置頂并跟隨游戲窗體移動(dòng)
		GetWindowRect(GameHwnd, &WindowRectangle);
		WindowWide = (WindowRectangle.right) - (WindowRectangle.left);
		WindowHeight = (WindowRectangle.bottom) - (WindowRectangle.top);
		DWORD dwStyle = GetWindowLong(GameHwnd, GWL_STYLE);
		if (dwStyle & WS_BORDER)
		{
			WindowRectangle.top += 23;
			WindowHeight -= 23;
		}

		// 跟隨窗口移動(dòng)
		MoveWindow(hwnd, WindowRectangle.left + 8, WindowRectangle.top + 8, WindowWide - 11, WindowHeight - 11, true);

		// 開(kāi)始消息循環(huán)
		MSG msg;
		while (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
			if (msg.message == WM_QUIT)
			{
				done = true;
			}
		}

		if (done)
		{
			break;
		}

		// 開(kāi)始繪制
		DrawImGUI();

		g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
		g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
		g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
		g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0, 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);
		if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
		{
			ResetDevice();
		}
	}
}

int main(int argc, char *argv[])
{
	// 注冊(cè)窗體類(lèi)
	WNDCLASSEX wc;

	// 附加到整個(gè)屏幕上
	wc.cbClsExtra = NULL;
	wc.cbSize = sizeof(WNDCLASSEX);
	wc.cbWndExtra = NULL;
	wc.hbrBackground = (HBRUSH)CreateSolidBrush(RGB(0, 0, 0));
	wc.hCursor = LoadCursor(0, IDC_ARROW);
	wc.hIcon = LoadIcon(0, IDI_APPLICATION);
	wc.hIconSm = LoadIcon(0, IDI_APPLICATION);
	wc.hInstance = GetModuleHandle(NULL);
	wc.lpfnWndProc = (WNDPROC)WndProc;
	wc.lpszClassName = L" ";
	wc.lpszMenuName = L" ";
	wc.style = CS_VREDRAW | CS_HREDRAW;
	::RegisterClassEx(&wc);

	// 屏幕寬度和高度
	WindowWide = GetSystemMetrics(SM_CXSCREEN);
	WindowHeight = GetSystemMetrics(SM_CYSCREEN);

	// 創(chuàng)建窗體
	HWND hwnd = CreateWindowEx(WS_EX_TOPMOST | WS_EX_LAYERED | WS_EX_TOOLWINDOW, L" ", L" ", WS_POPUP, 1, 1, WindowWide, WindowHeight, 0, 0, wc.hInstance, 0);

	// 顯示窗口
	SetLayeredWindowAttributes(hwnd, 0, 1.0f, LWA_ALPHA);
	SetLayeredWindowAttributes(hwnd, 0, RGB(0, 0, 0), LWA_COLORKEY);
	ShowWindow(hwnd, SW_SHOW);

	// 初始化D3D
	if (!CreateDeviceD3D(hwnd))
	{
		CleanupDeviceD3D();
		UnregisterClass(wc.lpszClassName, wc.hInstance);
		return 0;
	}

	// 更新窗體
	UpdateWindow(hwnd);

	// 初始化ImGUI
	ImGui::CreateContext();
	ImGuiIO& io = ImGui::GetIO(); (void)io;
	io.Fonts->AddFontFromFileTTF("c:/windows/fonts/simhei.ttf", 13.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());

	ImGui::StyleColorsDark();
	ImGui_ImplWin32_Init(hwnd);
	ImGui_ImplDX9_Init(g_pd3dDevice);

	// 開(kāi)始執(zhí)行繪制循環(huán)事件
	WindowMessageLoop();

	ImGui_ImplDX9_Shutdown();
	ImGui_ImplWin32_Shutdown();
	ImGui::DestroyContext();

	CleanupDeviceD3D();
	DestroyWindow(hwnd);
	UnregisterClass(wc.lpszClassName, wc.hInstance);
	return 0;
}

繪制效果如下:

以上就是C++利用ImGUI繪制D3D外部菜單的詳細(xì)內(nèi)容,更多關(guān)于C++ ImGUI繪制D3D外部菜單的資料請(qǐng)關(guān)注腳本之家其它相關(guān)文章!

相關(guān)文章

  • 深入理解c++中virtual關(guān)鍵字

    深入理解c++中virtual關(guān)鍵字

    本篇文章主要是對(duì)c++中virtual關(guān)鍵字進(jìn)行了詳細(xì)的介紹,需要的朋友可以過(guò)來(lái)參考下,希望對(duì)大家有所幫助
    2014-02-02
  • QT Creator+OpenCV實(shí)現(xiàn)圖像灰度化的示例代碼

    QT Creator+OpenCV實(shí)現(xiàn)圖像灰度化的示例代碼

    這篇文章主要為大家詳細(xì)介紹了QT如何利用Creator和OpenCV實(shí)現(xiàn)圖像灰度化效果,文中的示例代碼講解詳細(xì),感興趣的小伙伴可以嘗試一下
    2022-12-12
  • C++ 虛函數(shù)及虛函數(shù)表詳解

    C++ 虛函數(shù)及虛函數(shù)表詳解

    這篇文章主要介紹了c++ 虛函數(shù)及虛函數(shù)表詳解,文中通過(guò)示例代碼介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友們下面隨著小編來(lái)一起學(xué)習(xí)學(xué)習(xí)吧
    2021-11-11
  • 簡(jiǎn)單比較C語(yǔ)言中的execl()函數(shù)與execlp()函數(shù)

    簡(jiǎn)單比較C語(yǔ)言中的execl()函數(shù)與execlp()函數(shù)

    這篇文章主要介紹了C語(yǔ)言中的execl()函數(shù)與execlp()函數(shù)的簡(jiǎn)單比較,是C語(yǔ)言入門(mén)學(xué)習(xí)中的基礎(chǔ)知識(shí),需要的朋友可以參考下
    2015-08-08
  • C++中move的使用及說(shuō)明

    C++中move的使用及說(shuō)明

    這篇文章主要介紹了C++中move的使用及說(shuō)明,具有很好的參考價(jià)值,希望對(duì)大家有所幫助,如有錯(cuò)誤或未考慮完全的地方,望不吝賜教
    2023-08-08
  • 詳解C++異常處理機(jī)制示例介紹

    詳解C++異常處理機(jī)制示例介紹

    任何東西都可以認(rèn)為是異常,錯(cuò)誤只是異常的一種。本文將帶大家了解C++中異常是什么,是如何捕獲和處理的等相關(guān)知識(shí)。文中示例代碼簡(jiǎn)潔易懂,感興趣的小伙伴可以了解一下
    2022-08-08
  • 在Qt中使用QtWebApp搭建HTTP服務(wù)器的詳細(xì)步驟

    在Qt中使用QtWebApp搭建HTTP服務(wù)器的詳細(xì)步驟

    QtWebApp是一個(gè)開(kāi)源項(xiàng)目,它基于著名的Qt?Framework開(kāi)發(fā),提供了一種在C++環(huán)境中構(gòu)建HTTP服務(wù)器的解決方案,這篇文章主要給大家介紹了關(guān)于在Qt中使用QtWebApp搭建HTTP服務(wù)器的詳細(xì)步驟,需要的朋友可以參考下
    2024-07-07
  • C語(yǔ)言實(shí)現(xiàn)簡(jiǎn)單的掃雷游戲操作

    C語(yǔ)言實(shí)現(xiàn)簡(jiǎn)單的掃雷游戲操作

    這篇文章主要為大家詳細(xì)介紹了C語(yǔ)言實(shí)現(xiàn)簡(jiǎn)單的掃雷游戲操作,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下
    2021-03-03
  • C語(yǔ)言楊氏矩陣實(shí)例教你編寫(xiě)

    C語(yǔ)言楊氏矩陣實(shí)例教你編寫(xiě)

    楊氏矩陣是一個(gè)數(shù)字矩陣,矩陣的每一行從左到右一次遞增,矩陣從上到下遞增,在這樣的矩陣中查找一個(gè)數(shù)字是否存在。時(shí)間復(fù)雜度小于O(N),有需要的朋友可以借鑒參考下,希望能夠有所幫助,祝大家多多進(jìn)步早日升職加薪
    2023-02-02
  • C++中的std::format?如何實(shí)現(xiàn)編譯期格式檢查

    C++中的std::format?如何實(shí)現(xiàn)編譯期格式檢查

    C++?20?的?std::format?是一個(gè)很神奇、很實(shí)用的工具,最神奇的地方在于它能在編譯期檢查字符串的格式是否正確,而且不需要什么特殊的使用方法,只需要像使用普通函數(shù)那樣傳參即可,這篇文章主要介紹了std::format?如何實(shí)現(xiàn)編譯期格式檢查,需要的朋友可以參考下
    2024-04-04

最新評(píng)論