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authorboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
committerboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
commit3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch)
tree26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /cheat/tf2/d3d.hpp
parente4729e4393d90271a3814c7a79950a660c48325a (diff)
cleaned up
in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever. i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64
Diffstat (limited to 'cheat/tf2/d3d.hpp')
-rw-r--r--cheat/tf2/d3d.hpp126
1 files changed, 126 insertions, 0 deletions
diff --git a/cheat/tf2/d3d.hpp b/cheat/tf2/d3d.hpp
new file mode 100644
index 0000000..a927ee3
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+++ b/cheat/tf2/d3d.hpp
@@ -0,0 +1,126 @@
+#ifndef D3D_HEADER //stackoverflow my niggas
+#define D3D_HEADER
+
+#include <d3d9.h>
+#include <d3dx9.h>
+
+#pragma comment(lib, "d3d9.lib")
+#pragma comment(lib, "d3dx9.lib")
+#pragma warning(disable : 4838)
+
+#include <xnamath.h>
+#include <windows.h>
+
+#include <dwmapi.h>
+#pragma comment(lib, "dwmapi.lib")
+
+#include "util.hpp"
+#include "color.hpp"
+#include "renderer.hpp"
+
+enum D3DFontFlags_t {
+ D3DFONTFLAG_OUTLINE = 0x10,
+ D3DFONTFLAG_DROPSHADOW = 0x100,
+};
+
+enum GradientType_t;
+
+namespace features { class c_chams; }
+
+//suck my dick
+namespace d3d
+{
+ struct d3d_vertex_t {
+ d3d_vertex_t( float x, float y, float z, clr_t color ) :
+ m_x( x ), m_y( y ), m_z( z ),
+ m_clr( D3DCOLOR_RGBA( color.r( ), color.g( ), color.b( ), color.a( ) ) ) { };
+
+ d3d_vertex_t( ) : m_x( 0.f ), m_y( 0.f ), m_z( 0.f ),
+ m_clr( 0 ) { };
+
+ float m_x;
+ float m_y;
+ float m_z;
+ float m_rhw = 0.f;
+ D3DCOLOR m_clr;
+ };
+
+ constexpr size_t VERTEX_SIZE = sizeof( d3d_vertex_t );
+
+ struct d3d_fonts_t {
+ void release( );
+ void create( IDirect3DDevice9* device );
+
+ ID3DXFont* f_12;
+ ID3DXFont* f_esp_small;
+ ID3DXFont* f_16;
+ ID3DXFont* f_18;
+ ID3DXFont* f_menu;
+ ID3DXFont* f_con;
+ };
+
+ class c_renderer {
+ private:
+ friend class features::c_chams;
+
+ IDirect3DDevice9* m_device;
+ IDirect3DStateBlock9* m_block;
+ IDirect3DTexture9* m_chams;
+ IDirect3DTexture9* m_sil_txt;
+ IDirect3DVertexBuffer9* m_buffer;
+ IDirect3DSurface9* m_surface;
+ public:
+ ulong_t m_width;
+ ulong_t m_height;
+
+ c_renderer( ) { };
+ c_renderer( IDirect3DDevice9* device );
+ ~c_renderer( );
+
+ void on_device_lost( );
+ void on_device_reset( );
+ auto get_device( ) {
+ return m_device;
+ }
+
+ bool run_frame( IDirect3DDevice9* device );
+ void begin( );
+ void end( );
+
+ void draw_line( clr_t color, int x0, int y0, int x1, int y1 );
+ void draw_rect( clr_t color, int x, int y, int w, int h );
+ void draw_filled_rect( clr_t color, int x, int y, int w, int h );
+ void draw_circle( clr_t color, int x, int y, int r, int steps = 48 );
+ void draw_filled_circle( clr_t color, int x, int y, int r, int steps = 48 );
+ void draw_gradient( clr_t start, clr_t end, int x, int y, int w, int h, GradientType_t type );
+
+ void draw_text( ID3DXFont* font, clr_t color, int x, int y, FontAlign_t align, long font_flags, const char* msg );
+
+ template < FontAlign_t align = ALIGN_CENTER >
+ void draw_text( ID3DXFont* font, clr_t color, int x, int y, long font_flags, const char* msg, ... ) {
+ char* buffer = ( char* )_alloca( 2048 );
+ va_list list{ };
+
+ memset( buffer, 0, 2048 );
+
+ __crt_va_start( list, msg );
+ vsprintf_s( buffer, 2048, msg, list );
+ __crt_va_end( list );
+
+ draw_text( font, color, x, y, align, font_flags, buffer );
+ }
+
+ int get_text_width( ID3DXFont* font, long font_flags, const char* msg, ... );
+ int get_text_height( ID3DXFont* font, long font_flags, const char* msg, ... );
+
+ private:
+ void invalidate_objects( );
+ void create_objects( );
+ };
+
+ extern d3d::d3d_fonts_t fonts;
+}
+
+extern d3d::c_renderer g_d3d;
+
+#endif \ No newline at end of file