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Автор темы
- #1
ну я вчера накодил, все было вроде збс или не чекал низ. Сегодня захожу нижняя часть кода, которую вообще не трогали вся в ошибках, с чем это может быть связано?
весь код
UPD::
а я заебланил, лиишнюю } воткнул
кстати, может кто хелпануть как в таких ошибках искать проблему?
оно ведь даже не ведет где была вызвана ошибка
весь код
1:
// Dear ImGui: standalone example application for DirectX 11
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#include "imgui.h"
#include "imgui_impl_win32.h"
#include "imgui_impl_dx11.h"
#include <d3d11.h>
#include "Custom.hpp"
#include "Custom.cpp"
#include <vector>
#include <tchar.h>
// Data
static ID3D11Device* g_pd3dDevice = nullptr;
static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
static IDXGISwapChain* g_pSwapChain = nullptr;
static bool g_SwapChainOccluded = false;
static UINT g_ResizeWidth = 0, g_ResizeHeight = 0;
static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
void CleanupRenderTarget();
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
void ButtonColor(int r, int g, int b)
{
ImGuiStyle& style = ImGui::GetStyle();
style.Colors[ImGuiCol_Button] = ImColor(r, g, b);
style.Colors[ImGuiCol_ButtonHovered] = ImColor(r, g, b);
style.Colors[ImGuiCol_ButtonActive] = ImColor(r, g, b);
}
void styled()
{
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 0.f;
style.FramePadding = ImVec2(4, 0);
style.WindowPadding = ImVec2(0, 0);
style.ItemSpacing = ImVec2(0, 0);
style.ScrollbarSize = 10.f;
style.ScrollbarRounding = 0.f;
style.GrabMinSize = 5.f;
}
void color()
{
ImGuiStyle& style = ImGui::GetStyle();
style.Colors[ImGuiCol_Text] = ImVec4(0.86f, 0.93f, 0.89f, 0.78f);
style.Colors[ImGuiCol_TextDisabled] = ImVec4(0.86f, 0.93f, 0.89f, 0.78f);
style.Colors[ImGuiCol_WindowBg] = ImColor(15, 15, 15, 255);
style.Colors[ImGuiCol_Border] = ImColor(15, 15, 15, 255);
style.Colors[ImGuiCol_FrameBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.09f);
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.04f, 0.04f, 0.04f, 0.88f);
style.Colors[ImGuiCol_TitleBg] = ImVec4(0.20f, 0.22f, 0.27f, 1.00f);
style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.20f, 0.22f, 0.27f, 0.75f);
style.Colors[ImGuiCol_TitleBgActive] = ImVec4(0.15f, 0.60f, 0.78f, 1.00f);
style.Colors[ImGuiCol_MenuBarBg] = ImVec4(0.35f, 0.35f, 0.35f, 1.00f);
style.Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.13f, 0.13f, 0.13f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.09f, 0.15f, 0.16f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.15f, 0.60f, 0.78f, 0.78f);
style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.15f, 0.60f, 0.78f, 1.00f);
style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.15f, 0.60f, 0.78f, 1.00f);
style.Colors[ImGuiCol_Button] = ImVec4(0.24f, 0.40f, 0.95f, 1.00f);
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.24f, 0.40f, 0.95f, 0.59f);
style.Colors[ImGuiCol_ButtonActive] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.24f, 0.40f, 0.95f, 0.59f);
style.Colors[ImGuiCol_HeaderActive] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
}
ImFont* verdanaBold;
ImFont* impact;
// Main code
int main(int, char**)
{
// Create application window
//ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
::RegisterClassExW(&wc);
HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 1;
}
// Show the window
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
// 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_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// 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 a nullptr. 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.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - 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("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
ImFontConfig cfg;
cfg.OversampleH = 1;
cfg.GlyphOffset = ImVec2(0, -1);
io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\verdana.ttf", 12.f, &cfg);
verdanaBold = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\verdanab.ttf", 12.f);
impact = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\impact.ttf", 30.f);
// Main loop
bool done = false;
while (!done)
{
// Poll and handle messages (inputs, window resize, etc.)
// See the WndProc() function below for our to dispatch events to the Win32 backend.
MSG msg;
while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
if (msg.message == WM_QUIT)
done = true;
}
if (done)
break;
// Handle window being minimized or screen locked
if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
{
::Sleep(10);
continue;
}
g_SwapChainOccluded = false;
// Handle window resize (we don't resize directly in the WM_SIZE handler)
if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
{
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0);
g_ResizeWidth = g_ResizeHeight = 0;
CreateRenderTarget();
}
// Start the Dear ImGui frame
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_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 create a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGuiIO& io = ImGui::GetIO();
ImGuiStyle& style = ImGui::GetStyle();
ImVec2 pos;
style.Colors[ImGuiCol_Text] = ImVec4(0.86f, 0.93f, 0.89f, 0.78f);
style.Colors[ImGuiCol_TextDisabled] = ImVec4(0.86f, 0.93f, 0.89f, 0.78f);
style.Colors[ImGuiCol_WindowBg] = ImColor(15, 15, 15, 255);
style.Colors[ImGuiCol_Border] = ImColor(15, 15, 15, 255);
style.Colors[ImGuiCol_FrameBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.09f);
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.04f, 0.04f, 0.04f, 0.88f);
style.Colors[ImGuiCol_TitleBg] = ImVec4(0.20f, 0.22f, 0.27f, 1.00f);
style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.20f, 0.22f, 0.27f, 0.75f);
style.Colors[ImGuiCol_TitleBgActive] = ImVec4(0.15f, 0.60f, 0.78f, 1.00f);
style.Colors[ImGuiCol_MenuBarBg] = ImVec4(0.35f, 0.35f, 0.35f, 1.00f);
style.Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.13f, 0.13f, 0.13f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.09f, 0.15f, 0.16f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.15f, 0.60f, 0.78f, 0.78f);
style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.15f, 0.60f, 0.78f, 1.00f);
style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.15f, 0.60f, 0.78f, 1.00f);
style.Colors[ImGuiCol_Button] = ImVec4(0.24f, 0.40f, 0.95f, 1.00f);
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.24f, 0.40f, 0.95f, 0.59f);
style.Colors[ImGuiCol_ButtonActive] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
style.Colors[ImGuiCol_Header] = ImVec4(0.24f, 0.40f, 0.95f, 1.00f);
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.24f, 0.40f, 0.95f, 0.59f);
style.Colors[ImGuiCol_HeaderActive] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
static int iTab = 1;
static int sliderValue = 50;
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, { 0, 0 });
ImGui::SetNextWindowSize(ImVec2(840, 560));
ImGui::Begin("skeetttt", NULL, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoScrollbar);
{
ImGui::PopStyleVar();
ImGui::SetWindowSize({ 680, 510 });
ImGuiContext& g = *GImGui;
ImGuiWindow* window = ImGui::GetCurrentWindow();
ImDrawList* draw = ImGui::GetWindowDrawList();
ImVec2 p = ImGui::GetWindowPos();
// border
{
draw->AddRect(p, { p.x + window->Size.x, p.y + window->Size.y }, ImColor(41, 41, 41), window->WindowRounding, 15, 18);
draw->AddRect(p, { p.x + window->Size.x, p.y + window->Size.y }, ImGui::GetColorU32(ImGuiCol_BorderShadow), window->WindowRounding);
draw->AddRect({ p.x + 1, p.y + 1 }, { p.x + window->Size.x - 1, p.y + window->Size.y - 1 }, ImColor(59, 59, 59), window->WindowRounding);
draw->AddRect({ p.x + 9, p.y + 9 }, { p.x + window->Size.x - 9, p.y + window->Size.y - 9 }, ImColor(59, 59, 59), window->WindowRounding);
}
static int tab = 0;
ImGui::SetCursorPos({ 27, 31 });
ImGui::BeginGroup();
{
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, { 0, 0 });
if (custom->tab("RAGE", tab == 0)) tab = 0;
if (custom->tab("LEGIT", tab == 1)) tab = 1;
if (custom->tab("VISUALS", tab == 2)) tab = 2;
if (custom->tab("MISC", tab == 3)) tab = 3;
if (custom->tab("SKINS", tab == 4)) tab = 4;
if (custom->tab("HOTKEYS", tab == 5)) tab = 5;
if (custom->tab("PLAYERS", tab == 6)) tab = 6;
ImGui::PopStyleVar();
}
ImGui::EndGroup();
ImGui::SetCursorPos({ 164, 31 });
custom->begin_child("Player ESP", { 236, 448 });
{
bool bools[10];
int ints[10];
int col[3];
float color[4];
static std::unordered_map<int, bool> data;
ImGui::Checkbox("Bunny hop", &bools[0]);
ImGui::Checkbox("Bunny hop##1", &bools[1]);
ImGui::SliderInt("Override FOV", &ints[0], 0, 100);
ImGui::Combo("Z-Hop", &ints[1], "One\0Two\0Three\0Four\0");
ImGui::Button("Button", { 139, 29 });
}
custom->end_child();
int config;
ImGui::SetCursorPos({ 29, 310 });
ImGui::BeginChild("configs", { 116, 169 });
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, { 0, 5 });
ImGui::BeginGroup();
ImGui::Combo("##config", &config, "One\0Two\0Three\0Four\0");
ImGui::Button("Load", { 116, 27 });
ImGui::Button("Save", { 116, 27 });
ImGui::Button("Reset", { 116, 27 });
ImGui::Button("Unload", { 116, 27 });
ImGui::EndGroup();
ImGui::PopStyleVar();
ImGui::EndChild();
}
ImGui::End();
}
}
// Rendering
ImGui::Render();
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Present
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
}
// Cleanup
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
::DestroyWindow(hwnd);
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 0;
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
if (res != S_OK)
return false;
CreateRenderTarget();
return true;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
}
void CreateRenderTarget()
{
ID3D11Texture2D* pBackBuffer;
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
pBackBuffer->Release();
}
void CleanupRenderTarget()
{
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler
// 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.
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);
}
ну я вчера накодил, все было вроде збс или не чекал низ. Сегодня захожу нижняя часть кода, которую вообще не трогали вся в ошибках, с чем это может быть связано?
весь код
1:// Dear ImGui: standalone example application for DirectX 11 // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq // - Getting Started https://dearimgui.com/getting-started // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp #include "imgui.h" #include "imgui_impl_win32.h" #include "imgui_impl_dx11.h" #include <d3d11.h> #include "Custom.hpp" #include "Custom.cpp" #include <vector> #include <tchar.h> // Data static ID3D11Device* g_pd3dDevice = nullptr; static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr; static IDXGISwapChain* g_pSwapChain = nullptr; static bool g_SwapChainOccluded = false; static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr; // Forward declarations of helper functions bool CreateDeviceD3D(HWND hWnd); void CleanupDeviceD3D(); void CreateRenderTarget(); void CleanupRenderTarget(); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); void ButtonColor(int r, int g, int b) { ImGuiStyle& style = ImGui::GetStyle(); style.Colors[ImGuiCol_Button] = ImColor(r, g, b); style.Colors[ImGuiCol_ButtonHovered] = ImColor(r, g, b); style.Colors[ImGuiCol_ButtonActive] = ImColor(r, g, b); } void styled() { ImGuiStyle& style = ImGui::GetStyle(); style.WindowRounding = 0.f; style.FramePadding = ImVec2(4, 0); style.WindowPadding = ImVec2(0, 0); style.ItemSpacing = ImVec2(0, 0); style.ScrollbarSize = 10.f; style.ScrollbarRounding = 0.f; style.GrabMinSize = 5.f; } void color() { ImGuiStyle& style = ImGui::GetStyle(); style.Colors[ImGuiCol_Text] = ImVec4(0.86f, 0.93f, 0.89f, 0.78f); style.Colors[ImGuiCol_TextDisabled] = ImVec4(0.86f, 0.93f, 0.89f, 0.78f); style.Colors[ImGuiCol_WindowBg] = ImColor(15, 15, 15, 255); style.Colors[ImGuiCol_Border] = ImColor(15, 15, 15, 255); style.Colors[ImGuiCol_FrameBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.09f); style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.04f, 0.04f, 0.04f, 0.88f); style.Colors[ImGuiCol_TitleBg] = ImVec4(0.20f, 0.22f, 0.27f, 1.00f); style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.20f, 0.22f, 0.27f, 0.75f); style.Colors[ImGuiCol_TitleBgActive] = ImVec4(0.15f, 0.60f, 0.78f, 1.00f); style.Colors[ImGuiCol_MenuBarBg] = ImVec4(0.35f, 0.35f, 0.35f, 1.00f); style.Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.13f, 0.13f, 0.13f, 1.00f); style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.09f, 0.15f, 0.16f, 1.00f); style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.15f, 0.60f, 0.78f, 0.78f); style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.15f, 0.60f, 0.78f, 1.00f); style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.15f, 0.60f, 0.78f, 1.00f); style.Colors[ImGuiCol_Button] = ImVec4(0.24f, 0.40f, 0.95f, 1.00f); style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.24f, 0.40f, 0.95f, 0.59f); style.Colors[ImGuiCol_ButtonActive] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.24f, 0.40f, 0.95f, 0.59f); style.Colors[ImGuiCol_HeaderActive] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); } ImFont* verdanaBold; ImFont* impact; // Main code int main(int, char**) { // Create application window //ImGui_ImplWin32_EnableDpiAwareness(); WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; ::RegisterClassExW(&wc); HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) { CleanupDeviceD3D(); ::UnregisterClassW(wc.lpszClassName, wc.hInstance); return 1; } // Show the window ::ShowWindow(hwnd, SW_SHOWDEFAULT); ::UpdateWindow(hwnd); // 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_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); // 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 a nullptr. 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. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != nullptr); // Our state bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); ImFontConfig cfg; cfg.OversampleH = 1; cfg.GlyphOffset = ImVec2(0, -1); io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\verdana.ttf", 12.f, &cfg); verdanaBold = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\verdanab.ttf", 12.f); impact = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\impact.ttf", 30.f); // Main loop bool done = false; while (!done) { // Poll and handle messages (inputs, window resize, etc.) // See the WndProc() function below for our to dispatch events to the Win32 backend. MSG msg; while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) { ::TranslateMessage(&msg); ::DispatchMessage(&msg); if (msg.message == WM_QUIT) done = true; } if (done) break; // Handle window being minimized or screen locked if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) { ::Sleep(10); continue; } g_SwapChainOccluded = false; // Handle window resize (we don't resize directly in the WM_SIZE handler) if (g_ResizeWidth != 0 && g_ResizeHeight != 0) { CleanupRenderTarget(); g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0); g_ResizeWidth = g_ResizeHeight = 0; CreateRenderTarget(); } // Start the Dear ImGui frame ImGui_ImplDX11_NewFrame(); ImGui_ImplWin32_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 create a named window. { static float f = 0.0f; static int counter = 0; ImGuiIO& io = ImGui::GetIO(); ImGuiStyle& style = ImGui::GetStyle(); ImVec2 pos; style.Colors[ImGuiCol_Text] = ImVec4(0.86f, 0.93f, 0.89f, 0.78f); style.Colors[ImGuiCol_TextDisabled] = ImVec4(0.86f, 0.93f, 0.89f, 0.78f); style.Colors[ImGuiCol_WindowBg] = ImColor(15, 15, 15, 255); style.Colors[ImGuiCol_Border] = ImColor(15, 15, 15, 255); style.Colors[ImGuiCol_FrameBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.09f); style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.04f, 0.04f, 0.04f, 0.88f); style.Colors[ImGuiCol_TitleBg] = ImVec4(0.20f, 0.22f, 0.27f, 1.00f); style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.20f, 0.22f, 0.27f, 0.75f); style.Colors[ImGuiCol_TitleBgActive] = ImVec4(0.15f, 0.60f, 0.78f, 1.00f); style.Colors[ImGuiCol_MenuBarBg] = ImVec4(0.35f, 0.35f, 0.35f, 1.00f); style.Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.13f, 0.13f, 0.13f, 1.00f); style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.09f, 0.15f, 0.16f, 1.00f); style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.15f, 0.60f, 0.78f, 0.78f); style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.15f, 0.60f, 0.78f, 1.00f); style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.15f, 0.60f, 0.78f, 1.00f); style.Colors[ImGuiCol_Button] = ImVec4(0.24f, 0.40f, 0.95f, 1.00f); style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.24f, 0.40f, 0.95f, 0.59f); style.Colors[ImGuiCol_ButtonActive] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); style.Colors[ImGuiCol_Header] = ImVec4(0.24f, 0.40f, 0.95f, 1.00f); style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.24f, 0.40f, 0.95f, 0.59f); style.Colors[ImGuiCol_HeaderActive] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); static int iTab = 1; static int sliderValue = 50; ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, { 0, 0 }); ImGui::SetNextWindowSize(ImVec2(840, 560)); ImGui::Begin("skeetttt", NULL, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoScrollbar); { ImGui::PopStyleVar(); ImGui::SetWindowSize({ 680, 510 }); ImGuiContext& g = *GImGui; ImGuiWindow* window = ImGui::GetCurrentWindow(); ImDrawList* draw = ImGui::GetWindowDrawList(); ImVec2 p = ImGui::GetWindowPos(); // border { draw->AddRect(p, { p.x + window->Size.x, p.y + window->Size.y }, ImColor(41, 41, 41), window->WindowRounding, 15, 18); draw->AddRect(p, { p.x + window->Size.x, p.y + window->Size.y }, ImGui::GetColorU32(ImGuiCol_BorderShadow), window->WindowRounding); draw->AddRect({ p.x + 1, p.y + 1 }, { p.x + window->Size.x - 1, p.y + window->Size.y - 1 }, ImColor(59, 59, 59), window->WindowRounding); draw->AddRect({ p.x + 9, p.y + 9 }, { p.x + window->Size.x - 9, p.y + window->Size.y - 9 }, ImColor(59, 59, 59), window->WindowRounding); } static int tab = 0; ImGui::SetCursorPos({ 27, 31 }); ImGui::BeginGroup(); { ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, { 0, 0 }); if (custom->tab("RAGE", tab == 0)) tab = 0; if (custom->tab("LEGIT", tab == 1)) tab = 1; if (custom->tab("VISUALS", tab == 2)) tab = 2; if (custom->tab("MISC", tab == 3)) tab = 3; if (custom->tab("SKINS", tab == 4)) tab = 4; if (custom->tab("HOTKEYS", tab == 5)) tab = 5; if (custom->tab("PLAYERS", tab == 6)) tab = 6; ImGui::PopStyleVar(); } ImGui::EndGroup(); ImGui::SetCursorPos({ 164, 31 }); custom->begin_child("Player ESP", { 236, 448 }); { bool bools[10]; int ints[10]; int col[3]; float color[4]; static std::unordered_map<int, bool> data; ImGui::Checkbox("Bunny hop", &bools[0]); ImGui::Checkbox("Bunny hop##1", &bools[1]); ImGui::SliderInt("Override FOV", &ints[0], 0, 100); ImGui::Combo("Z-Hop", &ints[1], "One\0Two\0Three\0Four\0"); ImGui::Button("Button", { 139, 29 }); } custom->end_child(); int config; ImGui::SetCursorPos({ 29, 310 }); ImGui::BeginChild("configs", { 116, 169 }); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, { 0, 5 }); ImGui::BeginGroup(); ImGui::Combo("##config", &config, "One\0Two\0Three\0Four\0"); ImGui::Button("Load", { 116, 27 }); ImGui::Button("Save", { 116, 27 }); ImGui::Button("Reset", { 116, 27 }); ImGui::Button("Unload", { 116, 27 }); ImGui::EndGroup(); ImGui::PopStyleVar(); ImGui::EndChild(); } ImGui::End(); } } // Rendering ImGui::Render(); const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); // Present HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED); } // Cleanup ImGui_ImplDX11_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); CleanupDeviceD3D(); ::DestroyWindow(hwnd); ::UnregisterClassW(wc.lpszClassName, wc.hInstance); return 0; } // Helper functions bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 2; sd.BufferDesc.Width = 0; sd.BufferDesc.Height = 0; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; UINT createDeviceFlags = 0; //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; D3D_FEATURE_LEVEL featureLevel; const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available. res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext); if (res != S_OK) return false; CreateRenderTarget(); return true; } void CleanupDeviceD3D() { CleanupRenderTarget(); if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; } if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; } if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } } void CreateRenderTarget() { ID3D11Texture2D* pBackBuffer; g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView); pBackBuffer->Release(); } void CleanupRenderTarget() { if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; } } // Forward declare message handler from imgui_impl_win32.cpp extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Win32 message handler // 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. 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); }
UPD::
а я заебланил, лиишнюю } воткнул
кстати, может кто хелпануть как в таких ошибках искать проблему?
оно ведь даже не ведет где была вызвана ошибка