【C++】從零開始的CS:GO逆向分析2——設定GLFW+IMGUI環境並建立透明視窗

2022-09-28 21:08:41
【C++】從零開始的CS:GO逆向分析2——設定GLFW+IMGUI環境並建立透明視窗
 
使用的環境:Visual Studio 2017,建立一個控制檯程式作為工程檔案

1.設定glfw

在github上下載GLFW https://github.com/glfw/glfw,github上的版本會比官網的高

解壓後使用Visual Studio開啟資料夾

 
 
選擇生成32位元專案

 

選擇全部重新生成,然後選擇 安裝->glfw

 

 

 在下面的生成資訊可以看到需要的檔案生成的位置

 

 

開啟後,將include、lib資料夾複製到自己的工程資料夾

 

加入後設定自己的工程

專案屬性->c/c++ ->常規 下的附加包含目錄,輸入$(ProjectDir)include 新增

專案屬性->連結器->常規 下的附加庫目錄 ,輸入$(ProjectDir)lib 新增

專案屬性->連結器->輸入 下的附加依賴項 輸入 glfw3.lib;opengl32.lib; 新增

設定好後,用程式碼測試一下

#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;
}

 如果出現一個視窗則說明設定正確,設定有問題的可以檢查一下包含的目錄 是不是 自己複製到的目錄

 

2.設定IMGUI+glfw

開啟glfw下載Binaries

把資料夾裡的glew32s.lib複製到自己專案的lib資料夾裡

 把GL資料夾複製到之前的include資料夾裡

在專案屬性->連結器->輸入 下的附加依賴項 中增加 glew32s.lib;

在專案屬性 ->c/c++ ->前處理器 的預處理定義下增加GLEW_STATIC

 在範例程式碼中增加標頭檔案 #include<GL/glew.h>

if (!glfwInit())
    return -1;
後增加程式碼
glewInit(); (增加的程式碼),成功執行則設定成功

 

 下載IMGUI

在自己專案的include資料夾下新建一個imgui資料夾,將imgui-master中以下的檔案複製進去

 

開啟imgui的example專案,找到example_glfw_opengl3,在自己專案include資料夾中,建立這五個同名檔案,將內容儲存進去(其實就是把這幾個檔案也複製過去)

 

在自己的專案中新建篩選器(imgui),新增現有項,將include/imgui資料夾裡的cpp檔案都新增進去

 
 
 

測試程式碼,如果正常建立則環境正常

// 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")
#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;
}

 至此,環境設定完畢

 
需要補充幾個用得到glfw程式碼:
讓滑鼠事件透過建立的視窗
glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);

讓視窗透明
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, true);

置頂視窗
glfwWindowHint(GLFW_FLOATING, true);

禁止更改視窗大小
glfwWindowHint(GLFW_RESIZABLE, false);

視窗最大化
glfwWindowHint(GLFW_MAXIMIZED, true);

設定沒有標題列
glfwSetWindowAttrib(window, GLFW_DECORATED, false);

 

刪除掉沒有用的程式碼,刪掉介面顯示的程式碼,設定視窗透明,設定視窗最大化,設定滑鼠通過,設定視窗不允許resize,就可以得到一個透明的視窗,即下面的程式碼

#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: %s\n", error, description);
}

int main()
{
    glfwSetErrorCallback(glfw_error_callback);
    if (!glfwInit())
        return 1;
    GLFWmonitor *monitor = glfwGetPrimaryMonitor();
    //###########################設定視窗###########################
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); //###########################設定視窗########################### GLFWwindow* window = glfwCreateWindow(Width, Height, "titile", NULL, NULL); if (window == NULL) return 1; glfwSetWindowAttrib(window, GLFW_DECORATED, false); //設定沒有標題列 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,已經設定好了glfw+imgui的環境,並且建立了透明視窗,下一章用第一篇裡的偏移值做點事