作者:小阿栗
Imgui又称为Dear ImGui,它是与平台无关的C++轻量级跨平台图形界面库,没有任何第三方依赖,可以将Imgui的源码直接加到项目中使用,也可以编译成dll, Imgui使用DX或者OpenGL进行界面渲染,Imgui主要用于游戏行业。
这里我们需要用到两个工具Detours-master(微软的hook库)和imgui-master,主要讲D3D9HOOK。
我们先来创建一个DLL项目。步骤如下:
1.选择新建项目
![](https://img-blog.csdnimg.cn/img_convert/0cbfcf25f7a36f7b0058b10166fbc772.png)
2.选择Windows桌面->动态链接库(DLL)->D3D9HOOK,点击确定
![](https://img-blog.csdnimg.cn/img_convert/189a1eec29c059e531e8458d37cc8dcc.png)
3.删除framework.h、pch.h以及pch.cpp文件。添加一个dllmain.h头文件
![](https://img-blog.csdnimg.cn/img_convert/065302a971a13e9e54146b07e0ecfb3b.png)
4.dllmain.cpp中要包含头文件添加#include <Windows.h>
![](https://img-blog.csdnimg.cn/img_convert/0343deea49ada07c35074fc4cd2301c0.png)
5. 配置
5.1 选择属性
![](https://img-blog.csdnimg.cn/img_convert/8d45245ce71412f643002d432e029cec.png)
5.2 修改运行库以及Spectre缓解,选择应用
![](https://img-blog.csdnimg.cn/img_convert/856ca4e0a31e94e5e9a7ab7a5eb70c7f.png)
5.3 配置include路径,点击“宏”,搜索DX,根据地址找到文件位置,将 $(DXSDK_DIR)include填入,应用
![](https://img-blog.csdnimg.cn/img_convert/f6a72302af37f9dee02cbfbe2e1139fa.png)
5.4 搜索DX,将$(DXSDK_DIR)Lib填入,搜索$(platformTarget),将$(DXSDK_DIR)lib\$(platformTarget)填入,应用
(图片注释:配置好会自动匹配x86/x64不需要再改)
![](https://img-blog.csdnimg.cn/img_convert/4acb173f61a00942dc288387347bf81c.png)
5.5 新增d3d9.lib,d3dx9.lib这两个依赖项,应用
![](https://img-blog.csdnimg.cn/img_convert/40d701c99965576bab50a6f1b9894411.png)
6. 配置好环境后,编译HOOK库(编译x86和x64两个版本)
X86:找到Visual Studio2017,打开“x86 Native Tools Prompt for VS 2017”,然后cd到路径里nmake进行编译
![](https://img-blog.csdnimg.cn/img_convert/faa2184b0eb84d14e4098eb4ed8a52be.png)
X64:找到Visual Studio2017,打开“适用于VS 2017的 x64 本机工具命令提示”,然后cd到路径里nmake进行编译
![](https://img-blog.csdnimg.cn/img_convert/a7590f6721973a31d27624b4f4cf3983.png)
7.打开项目文件夹
![](https://img-blog.csdnimg.cn/img_convert/94b5abbf030033f32adf13ec9d898fe5.png)
8.新建一个目录Detours,将lib.x86、lib.x64和include复制过来(将lib.去掉方便后续识别)
![](https://img-blog.csdnimg.cn/img_convert/d53c74804af6b9d0d1746d2c794ad7e3.png)
9.新建筛选器,命名Detours
![](https://img-blog.csdnimg.cn/img_convert/c2b9b69bfd481b2fef89abc17a8f31d5.png)
10.在Detours中添加现有项,选定两个头文件detours.h和detver.h
![](https://img-blog.csdnimg.cn/img_convert/e5e59e71259bc129b15e3334e0f8d8a5.png)
11.配置lib库
11.1选择属性
![](https://img-blog.csdnimg.cn/img_convert/fd8c4c3449548b2e4c043858883cd9b7.png)
11.2 编辑包含目录,宏-包含目录-$(ProjectDir)Detours\include,应用
![](https://img-blog.csdnimg.cn/img_convert/d47e1e16d50e6c80545b0a44c940a0c0.png)
11.3编辑附加库目录,宏-附加库目录-$(ProjectDir)Detours\Lib\$(platformTarget),应用
![](https://img-blog.csdnimg.cn/img_convert/2bd2045a3e260c730a991a7e00903499.png)
11.4 编辑附加依赖项,添加detours.lib,应用
![](https://img-blog.csdnimg.cn/img_convert/e2ee7b81ad92d91994b63787fbe84578.png)
11.5 不使用预编译头
![](https://img-blog.csdnimg.cn/img_convert/8a1057cb12553397a167fe9baa4948e2.png)
12.配置imgui
12.1在D3D9HOOK目录下,新建imgui文件夹,将imgui-master中backends里imgui_impl_dx9.cpp、imgui_impl_dx9.h和imgui_impl_win32.cpp、imgui_impl_win32.h;及主目录下所有.cpp和.h都复制到imgui文件夹中
![](https://img-blog.csdnimg.cn/img_convert/e283d97ce17bae9b5cfcab9c625cabd3.png)
12.2新建筛选器,命名imgui
![](https://img-blog.csdnimg.cn/img_convert/75173e8380e143c3c275ae388229311b.png)
12.3在imgui中添加现有项,选定目录下所有文件
![](https://img-blog.csdnimg.cn/img_convert/a927f09a3b2e0d0298feab849fb6daf4.png)
12.4.dllmain.h中包含导进来的所有头文件
![](https://img-blog.csdnimg.cn/img_convert/55758c2d4831e2ce268651157d8b6163.png)
13.主线程imgui窗口的实现
typedef HRESULT (WINAPI * FuncReset)(IDirect3DDevice9 *pIDirect3DDevice9,D3DPRESENT_PARAMETERS *pPresentationParameters);
typedef HRESULT (WINAPI * FuncEndScene)(IDirect3DDevice9 *pIDirect3DDevice9);
typedef LRESULT(WINAPI * FuncWndProc)(const HWND, UINT, WPARAM, LPARAM);
HWND g_hWnd = NULL;
IDirect3D9 * g_IDirect3D9;
D3DPRESENT_PARAMETERS g_d3dpp;
IDirect3DDevice9* g_pIDirect3DDevice9;
FuncReset OldReset;
FuncEndScene OldEndScene;
FuncWndProc OldWndProc;
DWORD * dwDeviceVirtualTable = NULL;
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI GrkWndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, message, wParam, lParam))
{
return TRUE;
}
return CallWindowProc(OldWndProc, hWnd, message, wParam, lParam);
}
VOID StartHook(PVOID * OldFunctionAddr, PVOID NewFunctionAddr)
{
DetourTransactionBegin();
DetourUpdateThread(GetCurrentThread());
DetourAttach(OldFunctionAddr, NewFunctionAddr);
DetourTransactionCommit();
}
VOID UnHook(PVOID * OldFunctionAddr, PVOID NewFunctionAddr)
{
DetourTransactionBegin();
DetourUpdateThread(GetCurrentThread());
DetourDetach(OldFunctionAddr, NewFunctionAddr);
DetourTransactionCommit();
}
HRESULT WINAPI GrkReset(IDirect3DDevice9 *pIDirect3DDevice9, D3DPRESENT_PARAMETERS *d3dpp)
{
UnHook((PVOID*)(&OldReset), GrkReset);
ImGui_ImplDX9_InvalidateDeviceObjects();
HRESULT bRet = pIDirect3DDevice9->Reset(d3dpp);
ImGui_ImplDX9_CreateDeviceObjects();
StartHook((PVOID*)(&OldReset), GrkReset);
return bRet;
}
HRESULT WINAPI GrkEndScene(IDirect3DDevice9 *pIDirect3DDevice9)
{
UnHook((PVOID*)(&OldEndScene), GrkEndScene);
static bool bFlag = TRUE;
if (bFlag)
{
bFlag = FALSE;
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO & io = ImGui::GetIO();
io.ConfigFlags = ImGuiConfigFlags_NoMouseCursorChange;
io.WantSaveIniSettings = false;
io.IniFilename = NULL;
ImGui::StyleColorsClassic();
ImFontConfig imfConfig;
imfConfig.FontDataOwnedByAtlas = false;
ImGui_ImplWin32_Init(g_hWnd);
ImGui_ImplDX9_Init(pIDirect3DDevice9);
OldWndProc = (WNDPROC)SetWindowLongPtr(g_hWnd, GWL_WNDPROC, (LONG_PTR)GrkWndProc);
}
HRESULT hRet = pIDirect3DDevice9->EndScene();
ImGui_ImplDX9_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
ImGui::SetNextWindowPos(ImVec2(0, 0), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(300, 300));
ImGui::Begin("GrkTools");
ImGui::End();
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
StartHook((PVOID*)(&OldEndScene), GrkEndScene);
return hRet;
}
DWORD WindowThreadCallBack(LPVOID lpBuffer)
{
g_hWnd = FindWindowA("Direct3DWindowClass", NULL);
g_IDirect3D9 = Direct3DCreate9(D3D_SDK_VERSION);
memset(&g_d3dpp, 0, 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;
HRESULT hRet = g_IDirect3D9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &g_d3dpp, &g_pIDirect3DDevice9);
dwDeviceVirtualTable = (DWORD *)*(DWORD *)g_pIDirect3DDevice9;
OldReset = (FuncReset)dwDeviceVirtualTable[16];
OldEndScene = (FuncEndScene)dwDeviceVirtualTable[42];
StartHook((PVOID*)(&OldReset), GrkReset);
StartHook((PVOID*)(&OldEndScene), GrkEndScene);
return 0;
}
BOOL APIENTRY DllMain( HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)WindowThreadCallBack, NULL, NULL, NULL);
break;
case DLL_THREAD_ATTACH:
break;
case DLL_THREAD_DETACH:
break;
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}
14.测试
14.1打开文件夹,把动态链接库D3D9HOOK.dll粘贴到桌面上
![](https://img-blog.csdnimg.cn/img_convert/cfc6927740415d01acd1392b670e0f78.png)
14.2打开pick,启动代码注入器,将动态链接库D3D9HOOK.dll进行注入
测试成功:在pick左上角出现窗口<span
![](https://img-blog.csdnimg.cn/img_convert/ffd4449cd420d5dcb4b75585ea75ff99.png)
这样,就手动创建了一个基础的imgui的框架<span