drnseven / d3d12-hook-imgui Goto Github PK
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d3d12 hook with imgui, directx12 hook, dx12 hook, d3d12 api hook
I'm not well experienced actually in D3D12.
I'm writing a tool to get a Screen Shot in Diablo II: Resurrected which uses D3D12.
But I failed with using API in gdi32.dll like
bool PrintWindow(
IntPtr hwnd, // Window to copy,Handle to the window that will be copied.
IntPtr hdcBlt, // HDC to print into,Handle to the device context.
UInt32 nFlags // Optional flags,Specifies the drawing options. It can be one of the following values.
);
It gives me a whole black image....
So what should I do?
Thanks for help...
Hello. I ran into a problem that after the injection at the moment the game starts, the ImGui menu appears for a couple of seconds and then disappears. When the game is already running, I inject, there is no reaction. I suspect something is changing in those couple of seconds, but I can't figure out what it is. What is the best way for me to do this to find out?
followed the instructions built and injected the dll it injects but nothing shows up i looked in the vs for hotkey but didnt find anything?
How to change the pixel shader to achieve the purpose of changing the color of the character。
I have read the directx 12 book, but I cannot get the target-PipelineState.
How to rewrite the state of the deep template to achieve wallhook.
I only get PipelineState through HOOK-SetPipelineState, and ID3DBlob through GetCachedBlob. ID3DBlob will not be converted to D3D12_GRAPHICS_PIPELINE_STATE_DESC.
Hello,
I have been trying unsuccessfully for hours to prevent the crash when resizing the window. Unfortunately, my Google search on this problem with D3D12 was also unsuccessful. Maybe someone has already encountered this problem and found a solution. I would be very happy, thank you.
Hey, I've tried injecting multiple different projects into the ElementDemo you mentioned you tested on, including yours, but nothing has been working. I used the window included with imguis DX12Example and removed all the code that would normally render the menu from the project so that I could test injections on it. That worked, but now I'm even more confused, any idea what might be causing this? Maybe I'm missing a library or SDK or something? I compiled the project into a dll for x64 release and used xenos injector.
How do we increase the instant count?
When i make a crosshair and i hide menu with 'insert' the crosshair disapears even through I am using GetBackgroundDrawList.
Any ideas?
int m_width = ImGui::GetIO().DisplaySize.x;
int m_height = ImGui::GetIO().DisplaySize.y;
static bool Cross = false;
static bool no_recoil = false;
static bool no_spread = false;
static bool no_sway = false;
static bool no_bulletdrop = false;
static bool show_res = false;
static bool show_time = false;
if (GetAsyncKeyState(VK_DELETE) & 1) // toggle crosshair with delete key
Cross = !Cross;
if (ImGui::CollapsingHeader("Misc"))
{
if (ImGui::BeginTable("Options", 3))
{
ImGui::TableNextColumn(); ImGui::Checkbox("No Recoil", &no_recoil);
ImGui::TableNextColumn(); ImGui::Checkbox("No Spread", &no_spread);
ImGui::TableNextColumn(); ImGui::Checkbox("No Sway", &no_sway);
ImGui::TableNextColumn(); ImGui::Checkbox("No Bulletdrop", &no_bulletdrop);
ImGui::TableNextColumn(); ImGui::Checkbox("Show Resolution", &show_res);
ImGui::TableNextColumn(); ImGui::Checkbox("Show Time", &show_time);
ImGui::TableNextColumn(); ImGui::Checkbox("Crosshair", &Cross);
if (Cross)
{
ImGui::Begin("#crosshair", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoCollapse |
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoScrollbar);
ImGui::GetBackgroundDrawList()->AddCircle(ImVec2(m_width / 2, m_height / 2), 6, IM_COL32(255, 0, 0, 255), 100, 0.0f);
ImGui::End();
}
// ImGui::Render(); (Causes Crash)
ImGui::EndTable();
}
}
```
Vulkan hook imgui?
When you press insert, the menu opens and the game freezes, does not respond to any input. Hangs only when closing the menu through the debugger.
Judging by line 201, this should have worked with Cyberpunk.
//cyberpunk 2077 no pants hack (low settings)
As I understand the problem in the method on line 62
LRESULT APIENTRY WndProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { if (ShowMenu) { ImGui_ImplWin32_WndProcHandler(hwnd, uMsg, wParam, lParam); return true; } return CallWindowProc(Process::WndProc, hwnd, uMsg, wParam, lParam); }
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