【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
阅读原文时间:2023年07月09日阅读:1

【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

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

 

选择生成32位项目

选择全部重新生成,然后选择 安装->glfw

在下面的生成信息可以看到需要的文件生成的位置

打开后,将include、lib文件夹复制到自己的工程文件夹

加入后配置自己的工程

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
#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

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


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

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)

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

 

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
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include
#endif
#include // 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,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
#include
#include
#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();
//###########################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