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Autor Topic: Soucer Update 3 ExGammig (GS,CS,JS,DS)  (Visto 7995 veces)

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Offline misoia Posteado: January 11, 2024, 08:21:24 PM

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Projeto ExGaming UPDATE 3 !

ESTAMOS VAZANDO ESSA SOURCE E TEMOS ATÉ A UPDATE 5 !
SE VOCÊS GOSTAREM EU POSTO MAIN / GETMAIN

Link :

Esse é só um Aviso ⚠️

Gracias:

korron, Hugo, smil158, kennrj, emersonx13, wener1992, xianwen, shu2004, Bruno Macedo, matheusgomesb, Vengefull, conter, KhanhVuOnline, laulinh2, wildriff66, srsti, Hiếu Đại Ca, iRvX, alejamdro0, layzen1985, lokogordo, 774455, rando, Eternity, axell, ukvayha, lomgtomy, cao4ni, lahn, jeffzkie69, Hoangsy99, tutu100, jhonhy, hoangcungclub, kimjfsim, panda, dedek1, euthanoisocial, caleo100, mavine, thanhdat23, sayfmaster, aaoa17, landofphi, hans.ns, iCoder, HazzdeN, kasah, zeronycs, hoangha001, muphantom, Eronrw1, ldchinh, qixar, kanam3, imPusex, anonymousgh, raphaeldx1993, Hoangtu34, SPK, jocker195, comovenga, bruno.castro, m1sterio, Dode, cybercomaqp, tarikata, hieuvt, rafah102, dhiguin, natsu00, hoangtammedia, kizl01, maiconlive, lucasaraujo2002, yokkjll, gxemu, warrior, ezesosa, llZeuzll, tuanpm1, dgogamesv2, sayf, Rifah, networks1, Betell Host, elcrom, plyn, ruhkennedy, nexusjjj, eduardo253, 308508743, waynemartins, chipcoidj, wenleiady, jessy, tck, agtanalata, zhujianhui, salsacha, agusavila0, tuyendam, dainam, tauro20, Rindy, birdy491, aemoscon, Dieguinho, GoldSun, jserrao80, martinmaya, larab2012, pablosk4, ValkyrieDevs, subdark05, eliasjxd, muedit, leonardofcruz, rugaro, Lotto4K4k, rivaldo123, marco123, darkes607, igorcv, jhonneduard, vitordodo157, AN4K1N, karaca, NghienMU, angel321, jesus1994, Nelsinhohj, 297457989, HaPKoTuK, projectmu, khanhvu, ziza, kenh14, dangiis, junao, deltime, boylasd, ssaul, byweltin@gmail.com, DragonIsland, Tester1838a, a269633915, skinmuonline, hlinxuan20, SVnext, okilove23, bond2012, Xysad, zLeon777, dizzys, scfmt, ntcong295810, powerpatic, Smudevelop, tammadall, bielol15, joaovithor1, lordkaus, filipesoares, MsotoC, jeuzinn, kove0816, ellite3, gabrielsjb, aof10022535, polho1, 4312204, ronglovel, erickmalfoy, Lude, ScottLy, backerchen, josue3pc, GOMINOLA, comelon666, somlee, delvador, hellboycp33, frajola, zpzwb113, OBBY, goliloco, victorrz17, InFamous, BaTmaaN, princekannon001, muccone, qq670348570@hotmail, 0911300989, shuyin1992, kidnokid, wongda, 331515194, Bladimir1, redf0x, hanlinda, mjkjo01, roshux, neeck1234, usersa, DjGamer, xlbiellx, giahuy, bereto, imjay8, lucasvieira, jukas, andreyzz, anubismari, 452745444, hald22, KhongGianOL, hola23, xd22troxa, antoniodel, NoobDK, felipesanto, tiagozika, jcmatias, ledemkhoc, GATITO, azard, FOX, jaes, tcbaoanh, ductruong1, Xingaw, antonionnigomes, walassi12, satanzao, amuleto2023, s00x, npt.formu, timaster, adamdouglascl, ProTecno, phuongcuongmsqm, brunoap, Tvxxz, SHILDKING, nocry, muwells6, Ryzenn, bin9xhn2, vaneavanea31, HayllanderBR, vnfiac, Amarilofx, nylanpro, Matt1995, omgsf, caminhada, uBroken, mantios, Dizzy, k33n00, lkt22, dedicadobk, gega, herjuni, Tmchien44, T-LEGENDARY, kimrubi, Greenland, lehuuducmjnh, djkaku, josehdrago, Ga4umy4u, dangnhapnee, Part1zanBelarus, GabrielDev, xufqing, kellington, wellwisher22, Miisoia, Hax.Gaming, beecubin, ItSoEasy, BDCAM, quyanxu, vnshell, alesul31, CorsarioDgx, mutantekut, Darckz, c4nhsatcodong, alexfy, nhantac, zHammer, dakosmu, god_mode, samsunggon, coolgepds, djagripnos, bigmed, myway, stopk, dahouzi, rodrigoo22, saske98, 1732313, wallaceh, mugloves99, qingfeng767, calibur, harry130, hoangbon, Genilson23, kaiocnx, zodiacddos, unico, zhangjianle865, lstuan, josejose, beibei, Genius05, whisky123, lthai2021, z348870672, hyonzinho666, hfhmu, Murilo, Juninsj22, leonardo24, lizbeth, deathsquad, spartacus, xlockee, jonathadll

Offline Juninsj22 #1 Posteado: January 11, 2024, 09:24:01 PM

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 please

posta tudo os arquivos completo ai pra gente ver esse ExGamimg  cool2

 please

::[DEV-TEAM]::
::[Emulador]::

Gracias:


Offline josejose #2 Posteado: January 11, 2024, 09:28:51 PM

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si compartes solo los .exe almenos idica que tienen con fotos xd. no sirve de nada tener esas source sin main y getmain xd nots


Offline Darckz #3 Posteado: January 12, 2024, 12:50:04 AM | Modificado: January 12, 2024, 01:18:31 AM by Darckz

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- Posta o main Tmb ... Não vai ter muita utilidade sem o restante do protejo . ( Muserver, cliente, getmain)

Gracias:


Online T-LEGENDARY #4 Posteado: January 12, 2024, 07:22:43 AM | Modificado: January 12, 2024, 07:24:18 AM by T-LEGENDARY

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Posta completo pra darmos uma olhada mais no projecto.  MAIN / GETMAIN , posta muserver e cliente tambem @misoia

Gracias:


Offline CorsarioDgx #5 Posteado: January 12, 2024, 10:20:40 PM

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  • mx

Gracias:


Offline Juninsj22 #6 Posteado: January 13, 2024, 07:31:15 PM

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 aplausos



UPDATE 5 SOURCE  please

::[DEV-TEAM]::
::[Emulador]::

Gracias:


Offline mublackout #7 Posteado: January 17, 2024, 12:13:26 PM

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A SOURCE UP5, por favor ! ;d

Gracias:


Online c4nhsatcodong #8 Posteado: January 18, 2024, 03:02:34 AM

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La fuente de prueba tiene muchos errores graves que ocurren al operar el servidor, por lo que la función debe tomarse de esta fuente.


Publicar un anuncio Mu Online gratis - Mu Online Community GRATIS.
Post free Mu Online ads - FREE Mu Online Community
https://www.facebook.com/groups/274190243227367/
https://www.facebook.com/groups/435291436622354/

Gracias:


Offline somlee #9 Posteado: January 21, 2024, 02:43:38 PM

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posta a interface ou cliente season 2  :'( :'( :'( :'( :'( :'( :'(


Online c4nhsatcodong #10 Posteado: January 23, 2024, 09:05:34 PM

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Descubrí el motivo por el cual se perdió la pantalla SD. Publico la solución aquí y lo paso bien.





Pass: Cộng đồng Mu Online FREE

Publicar un anuncio Mu Online gratis - Mu Online Community GRATIS.
Post free Mu Online ads - FREE Mu Online Community
https://www.facebook.com/groups/274190243227367/
https://www.facebook.com/groups/435291436622354/

Offline nhantac #11 Posteado: January 23, 2024, 11:41:21 PM

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Descubrí el motivo por el cual se perdió la pantalla SD. Publico la solución aquí y lo paso bien.



 

Pass: Cộng đồng Mu Online FREE
customitem bị lỗi t ko add đc item mới, bro có fix đc cái đó ko


Online c4nhsatcodong #12 Posteado: January 24, 2024, 09:35:38 AM

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Descubrí el motivo por el cual se perdió la pantalla SD. Publico la solución aquí y lo paso bien.



 

Pass: Cộng đồng Mu Online FREE
customitem bị lỗi t ko add đc item mới, bro có fix đc cái đó ko

Mình nhìn code thấy chỗ họ viết thừa rồi , tại m không dùng code này hnao rảnh m update nhé.  grin2

Publicar un anuncio Mu Online gratis - Mu Online Community GRATIS.
Post free Mu Online ads - FREE Mu Online Community
https://www.facebook.com/groups/274190243227367/
https://www.facebook.com/groups/435291436622354/

Offline polho1 #13 Posteado: January 24, 2024, 10:44:44 AM

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POSTA UPDATE 5 COM A SOUCER FAZ A BOA PRA COMUNIDADE DE MUONLINE


Offline dark32 #14 Posteado: January 24, 2024, 11:51:26 AM | Modificado: January 24, 2024, 11:53:04 AM by dark32

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BUG: La MasterExp no se actualiza al momento, al matar a un mob la MasterExp se fija en 0.00% pero solo visual por que al reconectar se actualiza.

Spoiler for Hiden:

Alguno sabe como reparar eso?


Offline spartacus #15 Posteado: January 24, 2024, 04:04:21 PM

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Descubrí el motivo por el cual se perdió la pantalla SD. Publico la solución aquí y lo paso bien.



 

Pass: Cộng đồng Mu Online FREE

En qué parte de la fuente fijaste la SD?


Online c4nhsatcodong #16 Posteado: January 29, 2024, 09:15:40 PM

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¿Alguien puede compartir MuTool 2.1 para editar Amulet?. lo apreciaré



Publicar un anuncio Mu Online gratis - Mu Online Community GRATIS.
Post free Mu Online ads - FREE Mu Online Community
https://www.facebook.com/groups/274190243227367/
https://www.facebook.com/groups/435291436622354/

Offline spartacus #17 Posteado: February 14, 2024, 01:35:39 PM

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Descubrí el motivo por el cual se perdió la pantalla SD. Publico la solución aquí y lo paso bien.



 

Pass: Cộng đồng Mu Online FREE

Could you teach me how you left the move list in its original form?
Because in the source it comes with a custom interface.


Offline Juninsj22 #18 Posteado: February 17, 2024, 03:19:30 PM | Modificado: July 03, 2024, 12:26:15 PM by Juninsj22

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::[DEV-TEAM]::
::[Emulador]::

Offline skinmuonline #19 Posteado: July 03, 2024, 10:31:39 AM

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Offline victorrz17 #20 Posteado: December 06, 2024, 06:05:48 AM

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el evento mata mata no funciona correctamente podrias subir el evento correcto ya que al seleccionar los jugadores para ir a duelo los gates no funcionan plz

Gracias:


Offline euthanoisocial #21 Posteado: February 23, 2025, 08:39:11 AM

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"You're missing the Ultil folder and Imgui.lib library to compile the source code. Can you please share them again?"


Offline euthanoisocial #22 Posteado: February 23, 2025, 09:04:56 AM

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Code: [Select]
#include "StdAfx.h"
#include "imgui.hpp"
#include "SEASON3B.h"
#include "NewUIGui.h"

CNewUIGui::CNewUIGui(void)
{
show_in_game_browser_window = true;
show_demo_window = true;
show_another_window = true;
}

CNewUIGui::~CNewUIGui(void)
{
this->Release();
}

void CNewUIGui::Create()
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGui_ImplWin32_Init(g_hWnd);
ImGui_ImplOpenGL2_Init();
}

void CNewUIGui::Release()
{
ImGuiContext* context = ImGui::GetCurrentContext();
if (!context) return;

ImGui_ImplOpenGL2_Shutdown();
ImGui::DestroyContext();
}

IMGUI_IMPL_API LRESULT CNewUIGui::UpdateProcHandelr(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (context == NULL) return 0;

if (context->HoveredWindow == NULL) return 0;

ImGuiIO& io = ImGui::GetIO();

switch (msg)
{
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
{
int button = 0;
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
::SetCapture(hwnd);
io.MouseDown[button] = true;
return 1;
}
case WM_LBUTTONUP:
case WM_RBUTTONUP:
case WM_MBUTTONUP:
case WM_XBUTTONUP:
{
int button = 0;
if (msg == WM_LBUTTONUP) { button = 0; }
if (msg == WM_RBUTTONUP) { button = 1; }
if (msg == WM_MBUTTONUP) { button = 2; }
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
io.MouseDown[button] = false;
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
::ReleaseCapture();
return 1;
}
case WM_MOUSEWHEEL:
io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
return 1;
case WM_MOUSEHWHEEL:
io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
return 1;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
if (wParam < 256)
{
io.KeysDown[wParam] = 1;
}

return 1;
case WM_KEYUP:
case WM_SYSKEYUP:
if (wParam < 256)
io.KeysDown[wParam] = 0;
return 1;
case WM_KILLFOCUS:
memset(io.KeysDown, 0, sizeof(io.KeysDown));
return 1;
case WM_CHAR:
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacterUTF16((unsigned short)wParam);
return 1;
}
return 0;
}

bool CNewUIGui::UpdateMouseEvent()
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (context == NULL) return 0;

if (context->HoveredWindow == NULL) return 0;

return true;
}

void CNewUIGui::RenderDemo(bool arc1, bool arc2)
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (!context) return;

ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();

if (show_demo_window) ImGui::ShowDemoWindow(&show_demo_window);

ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
{
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::Checkbox("In Game Browser", &show_in_game_browser_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();
}

ImGui::Render();

ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
}

int CNewUIGui::CreateColorEdit(char* label, float* clcolor)
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (!context) return 0;

ImGui::ColorEdit3("clear color", clcolor);

ImVec4 color = ImVec4(clcolor[0], clcolor[1], clcolor[2], 1.0f);
ImU32 colorInt = ImGui::ColorConvertFloat4ToU32(color);

return colorInt;
}

void CNewUIGui::WindowsEmtyp(bool no_titlebar, bool no_scrollbar, bool no_menu, bool no_move, bool no_resize, bool no_collapse, bool no_close, bool no_nav, bool no_background, bool no_bring_to_front)
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (!context) return;

ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();

ImGuiWindowFlags window_flags = 0;
if (no_titlebar)        window_flags |= ImGuiWindowFlags_NoTitleBar;
if (no_scrollbar)       window_flags |= ImGuiWindowFlags_NoScrollbar;
if (!no_menu)           window_flags |= ImGuiWindowFlags_MenuBar;
if (no_move)            window_flags |= ImGuiWindowFlags_NoMove;
if (no_resize)          window_flags |= ImGuiWindowFlags_NoResize;
if (no_collapse)        window_flags |= ImGuiWindowFlags_NoCollapse;
if (no_nav)             window_flags |= ImGuiWindowFlags_NoNav;
if (no_background)      window_flags |= ImGuiWindowFlags_NoBackground;
if (no_bring_to_front)  window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;
//if (no_close)           p_open = NULL;
bool p_open;

ImGui::SetNextWindowSize(ImVec2(1, 1), ImGuiCond_FirstUseEver);

ImGui::Begin(":", NULL, window_flags);
}

void CNewUIGui::ComboBoxWithIntStringPair(const char* label, int& selectedIndex, std::vector<std::pair<int, std::string>>& items)
{
ImGui::SameLine();
static const char* currentItem = NULL;
static int currentIndex = 0;

int itemCount = (int)items.size();
std::vector<const char*> itemsAsCharArray;

for (int i = 0; i < itemCount; i++)
{
itemsAsCharArray.push_back(items[i].second.c_str());
}

for (int i = 0; i < itemCount; i++)
{
if (selectedIndex == items[i].first && currentIndex != i || currentItem == NULL)
{
currentItem = items[i].second.c_str();
currentIndex = i;
selectedIndex = items[i].first;

i = itemCount;
}
}

if (ImGui::BeginCombo(label, currentItem))
{
for (int i = 0; i < itemCount; i++)
{
const bool isSelected = (currentIndex == i);
if (ImGui::Selectable(items[i].second.c_str(), isSelected))
{
currentItem = items[i].second.c_str();
currentIndex = i;
selectedIndex = items[i].first;
}
if (isSelected)
{
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
}

void CNewUIGui::AddImGuiInputfloat(char* id, float& value)
{
ImGui::InputFloat(id, &value, 0, 0, "%.5f");
}

void CNewUIGui::AddImGuiInputInt(char* id, int& value)
{
ImGui::InputInt(id, &value);
}

void CNewUIGui::AddGroupRadioButton(int Numeador, int& Selected)
{
for (int i = 0; i < Numeador; i++)
{
char Name[50] = {'\0',};

sprintf(Name, "Opcion %d", 1 + i);

if (i > 0) ImGui::SameLine();

if (ImGui::RadioButton(Name, Selected == i))
{
Selected = i;
}
}
}

void CNewUIGui::InitChild(char* id, int x, int y, float width, float height)
{
if (x > 0)
{
ImGui::SetCursorPosX(x);
}
if (y > 0)
{
ImGui::SetCursorPosY(y);
}
ImGui::BeginChild(id, ImVec2(width, height), true);
}

void CNewUIGui::EndChild()
{
ImGui::EndChild();
}

void CNewUIGui::CreateChild(char * id, int x, int y, float width, float height)
{
ImGui::SetCursorPosX(x);
ImGui::SetCursorPosY(y);
ImGui::BeginChild(id, ImVec2(width, height), true);

ImGui::EndChild();
}

void CNewUIGui::AddWindows(const char* Title, POINT m_Pos, POINT m_Size)
{
ImGuiWindowFlags window_flags = 0;

window_flags |= ImGuiWindowFlags_NoResize;

window_flags |= ImGuiWindowFlags_NoCollapse;

ImGui::SetNextWindowSize(ImVec2(m_Size.x, m_Size.y), ImGuiCond_Always);
ImGui::SetNextWindowPos(ImVec2(m_Pos.x, m_Pos.y), ImGuiCond_Always);

ImGui::Begin(Title, 0, window_flags);
}

bool CNewUIGui::InitWindows(const char* Title, POINT& m_Pos, POINT& m_Size, bool& p_open)
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (!context) return 0;

ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();

ImGuiWindowFlags window_flags = 0;

window_flags |= ImGuiWindowFlags_NoResize;

window_flags |= ImGuiWindowFlags_NoCollapse;

ImGui::SetNextWindowSize(ImVec2(m_Size.x, m_Size.y), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(m_Pos.x, m_Pos.y), ImGuiCond_FirstUseEver);

ImGui::Begin(Title, &p_open, window_flags);

// Obtener posicion y tamaño de la ventana
ImVec2 window_pos = ImGui::GetWindowPos();
m_Pos.x = static_cast<int>(window_pos.x);
m_Pos.y = static_cast<int>(window_pos.y);

ImVec2 window_size = ImGui::GetWindowSize();
m_Size.x = static_cast<int>(window_size.x);
m_Size.y = static_cast<int>(window_size.y);

return true;
}

POINT CNewUIGui::InitWindows(int iPos_x, int iPos_y, int Width, int Height, bool& p_open, char* szText)
{
POINT m_Pos;

ImGuiContext* context = ImGui::GetCurrentContext();

if (!context) return m_Pos;

ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();

ImGuiWindowFlags window_flags = 0;

window_flags |= ImGuiWindowFlags_NoResize;

window_flags |= ImGuiWindowFlags_NoCollapse;

ImGui::SetNextWindowSize(ImVec2(Width, Height), ImGuiCond_FirstUseEver);

ImGui::Begin(szText, &p_open, window_flags);

//ImGui::Spacing();
//
//ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
//ImGui::Spacing();
//
//
//ImGui::Text("Window position: (%.0f, %.0f)\n", windowPos.x, windowPos.y);

ImGui::Spacing();

ImVec2 windowPos = ImGui::GetWindowPos();
m_Pos.x = windowPos.x;
m_Pos.y = windowPos.y;

return m_Pos;
}

void CNewUIGui::RenderTabBar(char* Identificador, int &sTab, std::list<std::string>& textlist)
{
bool new_tab_selected = false;

static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;

if (ImGui::BeginTabBar(Identificador, tab_bar_flags))
{
std::list<std::string>::iterator it = textlist.begin();

for (int i = 0; it != textlist.end(); ++it, i++)
{
if (ImGui::BeginTabItem(it->c_str()))
{
if (ImGui::IsItemActive())
{
sTab = i;
}

ImGui::EndTabItem();
}
}

ImGui::EndTabBar();
ImGui::Spacing();
}
}

void CNewUIGui::SameLine()
{
ImGui::SameLine();
}

void CNewUIGui::AddSpacing(int Number)
{
for (int i = 0; i < Number; i++) ImGui::Spacing();
}

void CNewUIGui::NextWidth(int Width, int Height)
{
ImGui::SetNextWindowSize(ImVec2(Width, Height));
}

float* CNewUIGui::SizeText(char* szText)
{
float m_Pos[2];
m_Pos[0] = ImGui::CalcTextSize(szText).x;
m_Pos[1] = ImGui::CalcTextSize(szText).y;

return m_Pos;
}

void CNewUIGui::AddImGuiTextLabel(bool SameLine, char* label, ...)
{
if (SameLine) ImGui::SameLine();

va_list args;
va_start(args, label);

char buffer[1024];

vsnprintf(buffer, 1024, label, args);

va_end(args);

ImGui::Text("%s", buffer);
}

void CNewUIGui::AddImGuiText(char* label, bool SameLine, bool NextLine)
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (!context) return;

if (SameLine) ImGui::SameLine();

ImGui::Text(label);

if (NextLine) ImGui::Spacing();
}

void CNewUIGui::AddImGuiTextColor(char* label, float* vColor, bool SameLine, bool NextLine, int Aling, int window_width)
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (!context) return;

if (SameLine) ImGui::SameLine();

if (Aling == 3)
{
ImGui::SetCursorPosX((window_width - ImGui::CalcTextSize(label).x) / 2.0f);
}

ImGui::PushStyleColor(ImGuiCol_Text, (ImVec4)ImColor(vColor[0], vColor[1], vColor[2], 1.0f));
ImGui::Text(label);
ImGui::PopStyleColor();

if (NextLine) ImGui::Spacing();
}

void CNewUIGui::AddImgGuiSlider(char* label, int& control, int min, int max)
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (!context) return;

ImGui::SliderInt(label, &control, min, max);

ImGui::Spacing();
}

void CNewUIGui::AddImgGuiSlider(char* label, float& control, float min, float max)
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (!context) return;

ImGui::SliderFloat(label, &control, min, max);

ImGui::Spacing();
}


bool CNewUIGui::AddImGuiCheckbox(char* label, bool& pCheck, bool SameLine, float Marginx, float spacing_w)
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (!context) return 0;

if (SameLine) ImGui::SameLine(Marginx);

return ImGui::Checkbox(label, &pCheck);
}

bool CNewUIGui::AddImGuiButton(char* szText, float iPos_x, float iPos_y, int Width, int Height)
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (!context) return 0;

if (iPos_x > 0)
{
ImVec2 lastPos = ImGui::GetCursorPos();

float x = lastPos.x + iPos_x;
float y = lastPos.y + iPos_y;

ImGui::SetCursorPos(ImVec2(x, y));
}

return ImGui::Button(szText);
}

void CNewUIGui::RenderBitmaps(GLuint uiBitmapIndex)
{
BITMAP_t* pText = FindTexture(uiBitmapIndex);

if (pText)
{
BindTexture(uiBitmapIndex);

if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Image(reinterpret_cast<void*>(pText->TextureNumber), ImVec2(pText->output_width, pText->output_height));
ImGui::EndTooltip();
}
}
}

void CNewUIGui::CrearTooltip(float x, float y)
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (!context) return;

if (x > 0 && y > 0)
{
ImVec2 pos = ImVec2(x, y);
ImGui::SetNextWindowPos(pos, ImGuiCond_Always, ImVec2(0, 0));
}
else if (x == 0 && y != 0)
{
ImVec2 pos = ImVec2(ImGui::GetIO().DisplaySize.x, y);
ImGui::SetNextWindowPos(pos, ImGuiCond_Always, ImVec2(0, 0));
}

ImGui::BeginTooltip();
}

void CNewUIGui::FinishTooltip()
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (!context) return;

ImGui::EndTooltip();
}

void CNewUIGui::FinishWindows()
{
ImGuiContext* context = ImGui::GetCurrentContext();

if (!context) return;

ImGui::End();

ImGui::Render();

ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
}


ComboBox::ComboBox()
{
currentItem = NULL;
currentIndex = 0;
}

ComboBox::~ComboBox()
{
}

void ComboBox::Render(const char* label, int& selectedIndex, std::vector<std::pair<int, std::string>>& items)
{
ImGui::SameLine();

int itemCount = (int)items.size();

for (int i = 0; i < itemCount; i++)
{
if (selectedIndex == items[i].first && currentIndex != i || currentItem == NULL)
{
currentItem = items[i].second.c_str();
currentIndex = i;
selectedIndex = items[i].first;

i = itemCount;
}
}

if (ImGui::BeginCombo(label, currentItem))
{
for (int i = 0; i < itemCount; i++)
{
const bool isSelected = (currentIndex == i);
if (ImGui::Selectable(items[i].second.c_str(), isSelected))
{
currentItem = items[i].second.c_str();
currentIndex = i;
selectedIndex = items[i].first;
}
if (isSelected)
{
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
}

GUITextInput::GUITextInput()
{
hasFocus = 0;
}

GUITextInput::~GUITextInput()
{
}

void GUITextInput::RenderInt(char* id, int& value)
{
ImGui::InputInt(id, &value);

hasFocus = ImGui::IsItemActive();
}

void GUITextInput::RenderFloat(char* id, float& value)
{
ImGui::InputFloat(id, &value, 0.0003, 0.001, "%.5f");

hasFocus = ImGui::IsItemActive();
}
Missing imgui.hpp and lib ImGUI, reup pleaseee


Offline ukvayha #23 Posteado: March 06, 2025, 05:05:29 AM

  • 0 puntos por ventas
  • *
  • Rank: Principiante
  • Posts: 4
  • Gracias recibida: 0
  • vn
La fuente de prueba tiene muchos errores graves que ocurren al operar el servidor, por lo que la función debe tomarse de esta fuente.



Share cái này đi bro


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