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Menu.cpp
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#include "Menu.hpp"
namespace DX9Base {
void Menu::Draw()
{
if (g_GameVariables->m_ShowMenu)
MainMenu();
if (g_GameVariables->m_ShowHud)
HUD(&g_GameVariables->m_ShowHud);
if (g_GameVariables->m_ShowDemo)
ImGui::ShowDemoWindow();
}
void Menu::MainMenu()
{
if (!ImGui::Begin("[DX9] ImGui Internal Base", &g_GameVariables->m_ShowMenu, 96))
{
ImGui::End();
return;
}
if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None))
{
if (ImGui::BeginTabItem("MAIN"))
{
//Tabs::TABMain();
ImGui::Text("[DX9] ImGui INTERNAL MENU (PREVIEW)");
ImGui::Text("BUILD VERSION: v1.0");
ImGui::Text("BUILD DATE: 5/30/2022");
ImGui::Checkbox("SHOW IMGUI DEMO", &g_GameVariables->m_ShowDemo);
if (ImGui::Checkbox("SHOW DEBUG CONSOLE", &g_GameVariables->m_ShowConsole)) {
switch (g_GameVariables->m_ShowConsole) {
case(TRUE):
ShowWindow(g_Console->g_hWnd, SW_SHOW);
break;
case(FALSE):
ShowWindow(g_Console->g_hWnd, SW_HIDE);
break;
}
}
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
if (ImGui::Button("UNHOOK DLL", ImVec2(ImGui::GetWindowContentRegionWidth() - 3, 20))) g_Killswitch = TRUE;
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::End();
}
void Menu::HUD(bool* p_open)
{
// Here you can draw a secondary window to show the user what menu items they have active
// This makes it easier on the user , include a method to show and hide the HUD
}
void Menu::Loops()
{
/// Code inside this function body will execute every 1ms
// Best used for constant writes and for anything that you need written while the menu is not shown
if (g_GameData->bINFINITEHEALTH) {
}
if (g_GameData->bINFINITEAMMO) {
}
}
}