r5sdk/r5dev/thirdparty/imgui/src/imgui_utility.cpp

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Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
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/*-----------------------------------------------------------------------------
* _imgui_utility.cpp
*-----------------------------------------------------------------------------*/
#include "core/stdafx.h"
#include "tier0/commandline.h"
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
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#include "thirdparty/imgui/include/imgui_utility.h"
int Stricmp(const char* s1, const char* s2)
{
int d;
while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1)
{
s1++; s2++;
}
return d;
}
int Strnicmp(const char* s1, const char* s2, int n)
{
int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1)
{
s1++; s2++; n--;
}
return d;
}
char* Strdup(const char* s)
{
IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); if (buf != NULL)
{
return (char*)memcpy(buf, (const void*)s, len);
}
return NULL;
}
void Strtrim(char* s)
{
char* str_end = s + strlen(s);
while (str_end > s && str_end[-1] == ' ')
str_end--; *str_end = 0;
}
void ImGuiConfig::Load()
{
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fs::path fsPath = "platform\\imgui.json";
DevMsg(eDLL_T::MS, "Loading ImGui config file '%s'\n", fsPath.relative_path().string().c_str());
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
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if (fs::exists(fsPath))
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
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{
try
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
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{
nlohmann::json jsIn;
std::ifstream configFile(fsPath, std::ios::binary); // Parse config file.
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
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configFile >> jsIn;
configFile.close();
if (!jsIn.is_null())
{
if (!jsIn["config"].is_null())
{
// IConsole
IConsole_Config.m_nBind0 = jsIn["config"]["IConsole"]["bind0"].get<int>();
IConsole_Config.m_nBind1 = jsIn["config"]["IConsole"]["bind1"].get<int>();
// IBrowser
IBrowser_Config.m_nBind0 = jsIn["config"]["IBrowser"]["bind0"].get<int>();
IBrowser_Config.m_nBind1 = jsIn["config"]["IBrowser"]["bind1"].get<int>();
}
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
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}
}
catch (const std::exception& ex)
{
Warning(eDLL_T::MS, "Exception while parsing ImGui config file:\n%s\n", ex.what());
return;
}
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
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}
}
void ImGuiConfig::Save()
{
nlohmann::json jsOut;
// IConsole
jsOut["config"]["IConsole"]["bind0"] = IConsole_Config.m_nBind0;
jsOut["config"]["IConsole"]["bind1"] = IConsole_Config.m_nBind1;
// IBrowser
jsOut["config"]["IBrowser"]["bind0"] = IBrowser_Config.m_nBind0;
jsOut["config"]["IBrowser"]["bind1"] = IBrowser_Config.m_nBind1;
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fs::path fsPath = "platform\\imgui.json";
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
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DevMsg(eDLL_T::MS, "Saving ImGui config file '%s'\n", fsPath.string().c_str());
std::ofstream outFile(fsPath, std::ios::out | std::ios::trunc); // Write config file.
outFile << jsOut.dump(4); // Dump it into config file.
outFile.close(); // Close the file handle.
}
int ImGuiConfig::InitStyle() const
{
int result = -1;
ImGuiStyle& style = ImGui::GetStyle();
ImVec4* colors = style.Colors;
if (strcmp(CommandLine()->ParmValue("-imgui_theme", ""), "modern") == 0)
{
colors[ImGuiCol_Text] = ImVec4(0.81f, 0.81f, 0.81f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.56f, 0.56f, 0.56f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.12f, 0.37f, 0.75f, 0.50f);
colors[ImGuiCol_WindowBg] = ImVec4(0.13f, 0.15f, 0.18f, 1.00f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.78f);
colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.13f, 0.17f, 1.00f);
colors[ImGuiCol_Border] = ImVec4(0.61f, 0.61f, 0.61f, 0.50f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.04f, 0.04f, 0.04f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.78f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.04f, 0.06f, 0.10f, 1.00f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.04f, 0.07f, 0.12f, 1.00f);
colors[ImGuiCol_TitleBg] = ImVec4(0.26f, 0.51f, 0.78f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.26f, 0.51f, 0.78f, 1.00f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.11f, 0.13f, 0.17f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.16f, 0.20f, 0.24f, 1.00f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.23f, 0.36f, 0.51f, 1.00f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.30f, 0.46f, 0.65f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.31f, 0.49f, 0.69f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.31f, 0.43f, 0.43f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.56f, 0.57f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.31f, 0.43f, 0.43f, 1.00f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.38f, 0.52f, 0.53f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.41f, 0.56f, 0.57f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.31f, 0.43f, 0.43f, 1.00f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.38f, 0.53f, 0.53f, 1.00f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.41f, 0.56f, 0.57f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.53f, 0.53f, 0.57f, 0.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.81f, 0.81f, 0.81f, 0.50f);
colors[ImGuiCol_Tab] = ImVec4(0.31f, 0.43f, 0.43f, 1.00f);
colors[ImGuiCol_TabHovered] = ImVec4(0.38f, 0.53f, 0.53f, 1.00f);
colors[ImGuiCol_TabActive] = ImVec4(0.41f, 0.56f, 0.57f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.14f, 0.19f, 0.24f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.20f, 0.26f, 0.33f, 1.00f);
colors[ImGuiCol_TableBorderLight] = ImVec4(0.22f, 0.29f, 0.37f, 1.00f);
style.WindowBorderSize = 1.0f;
style.FrameBorderSize = 0.0f;
style.ChildBorderSize = 0.0f;
style.PopupBorderSize = 1.0f;
style.TabBorderSize = 1.0f;
style.WindowRounding = 4.0f;
style.FrameRounding = 1.0f;
style.ChildRounding = 1.0f;
style.PopupRounding = 3.0f;
style.TabRounding = 1.0f;
style.ScrollbarRounding = 3.0f;
result = 0;
}
else if (strcmp(CommandLine()->ParmValue("-imgui_theme", ""), "legacy") == 0)
{
colors[ImGuiCol_Text] = ImVec4(0.81f, 0.81f, 0.81f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.56f, 0.56f, 0.56f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.12f, 0.37f, 0.75f, 0.50f);
colors[ImGuiCol_WindowBg] = ImVec4(0.27f, 0.27f, 0.27f, 1.00f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.27f, 0.27f, 0.27f, 1.00f);
colors[ImGuiCol_Border] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.04f, 0.04f, 0.04f, 0.64f);
colors[ImGuiCol_FrameBg] = ImVec4(0.13f, 0.13f, 0.13f, 1.00f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.19f, 0.19f, 0.19f, 1.00f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.24f, 0.24f, 0.24f, 1.00f);
colors[ImGuiCol_TitleBg] = ImVec4(0.22f, 0.22f, 0.22f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.27f, 0.27f, 0.27f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.22f, 0.22f, 0.22f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.10f, 0.10f, 0.10f, 1.00f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.53f, 0.53f, 0.53f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.63f, 0.63f, 0.63f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.53f, 0.53f, 0.53f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.35f, 0.35f, 0.35f, 1.00f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.45f, 0.45f, 0.45f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.52f, 0.52f, 0.52f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.35f, 0.35f, 0.35f, 1.00f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.45f, 1.00f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.53f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.53f, 0.53f, 0.57f, 1.00f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.53f, 0.53f, 0.53f, 1.00f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.63f, 0.63f, 0.63f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.52f, 0.52f, 0.52f, 1.00f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.63f, 0.63f, 0.63f, 1.00f);
colors[ImGuiCol_Tab] = ImVec4(0.18f, 0.18f, 0.18f, 1.00f);
colors[ImGuiCol_TabHovered] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
colors[ImGuiCol_TabActive] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
style.WindowBorderSize = 0.0f;
style.FrameBorderSize = 1.0f;
style.ChildBorderSize = 1.0f;
style.PopupBorderSize = 1.0f;
style.TabBorderSize = 1.0f;
style.WindowRounding = 4.0f;
style.FrameRounding = 1.0f;
style.ChildRounding = 1.0f;
style.PopupRounding = 3.0f;
style.TabRounding = 1.0f;
style.ScrollbarRounding = 1.0f;
result = 1;
}
else
{
colors[ImGuiCol_Text] = ImVec4(0.81f, 0.81f, 0.81f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.56f, 0.56f, 0.56f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.12f, 0.37f, 0.75f, 0.50f);
colors[ImGuiCol_WindowBg] = ImVec4(0.27f, 0.29f, 0.31f, 1.00f);
colors[ImGuiCol_ChildBg] = ImVec4(0.04f, 0.06f, 0.08f, 1.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.27f, 0.29f, 0.31f, 1.00f);
colors[ImGuiCol_Border] = ImVec4(0.08f, 0.10f, 0.12f, 1.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.13f, 0.15f, 0.16f, 1.00f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.19f, 0.21f, 0.23f, 1.00f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.24f, 0.26f, 0.28f, 1.00f);
colors[ImGuiCol_TitleBg] = ImVec4(0.20f, 0.22f, 0.24f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.22f, 0.24f, 0.26f, 1.00f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.22f, 0.24f, 0.26f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.10f, 0.12f, 0.14f, 1.00f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.41f, 0.43f, 0.45f, 1.00f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.53f, 0.55f, 0.57f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.63f, 0.65f, 0.67f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.61f, 0.63f, 0.65f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.41f, 0.43f, 0.45f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.53f, 0.55f, 0.57f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.35f, 0.37f, 0.39f, 1.00f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.45f, 0.47f, 0.49f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.52f, 0.54f, 0.56f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.35f, 0.37f, 0.39f, 1.00f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.47f, 0.49f, 1.00f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.55f, 0.57f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.08f, 0.10f, 0.12f, 1.00f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.53f, 0.55f, 0.57f, 1.00f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.63f, 0.65f, 0.67f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.41f, 0.43f, 0.45f, 1.00f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.52f, 0.54f, 0.56f, 1.00f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.63f, 0.65f, 0.67f, 1.00f);
colors[ImGuiCol_Tab] = ImVec4(0.18f, 0.20f, 0.22f, 1.00f);
colors[ImGuiCol_TabHovered] = ImVec4(0.39f, 0.41f, 0.43f, 1.00f);
colors[ImGuiCol_TabActive] = ImVec4(0.39f, 0.41f, 0.43f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.21f, 0.23f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.33f, 0.35f, 1.00f);
colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.25f, 0.27f, 1.00f);
style.WindowBorderSize = 1.0f;
style.FrameBorderSize = 1.0f;
style.ChildBorderSize = 1.0f;
style.PopupBorderSize = 1.0f;
style.TabBorderSize = 1.0f;
style.WindowRounding = 4.0f;
style.FrameRounding = 1.0f;
style.ChildRounding = 2.0f;
style.PopupRounding = 3.0f;
style.TabRounding = 1.0f;
style.ScrollbarRounding = 1.0f;
result = 2;
}
style.ItemSpacing = ImVec2(4, 4);
style.FramePadding = ImVec2(4, 4);
style.WindowPadding = ImVec2(5, 5);
style.WindowMinSize = ImVec2(750, 510);
return result;
}
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
ImGuiConfig* g_pImGuiConfig = new ImGuiConfig();