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imgui-directx-11-kiero-hook's Introduction

ImGui-DirectX-11-Kiero-Hook

Universal ImGui implementation through DirectX 11 Hook (kiero)

Setting up the solution

  • Download and install DirectX SDK
  • Open the solution on Visual Studio and open the project Properties
  • Go to VC++ Directories -> Include Directories. Click on 'Edit' and select the Include folder
    located on your DirectX SDK installation path. It is generally this one:
    %programfiles(x86)%\Microsoft DirectX SDK (June 2010)\Include\
  • Now go to VC++ Directories -> Library Directories. Click on 'Edit' and select the library folder
    located on your DirectX SDK installation path. It is generally this one - choose x86 for 32bit and x64 for 64bit:
    %programfiles(x86)%\Microsoft DirectX SDK (June 2010)\Lib\
  • Done!

Kiero

You can find Kiero's official repository here

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imgui-directx-11-kiero-hook's Issues

Cannot be properly unloaded.

I tried to unload the DLL using FreeLibraryAndExitThread and it just crashes/freezes the application its injected to.
At the moment im just using "kiero::shutdown" which allows me to reinject. But after some time, having a look in Process Hacker, there are like 20 Modules all named the same because they werent unloaded. Perhaps the issue lies within ImGui.

If someone could help me to unload it correctly I would be very thankful.

[Potential bug] ImGui_ImplWin32_WndProcHandler does not return true.

I wondering about your desired outcome of this mousehook. ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam) will return 0 (false) on success. With this, your mouse will both interact with the game and with overlay.

LRESULT __stdcall WndProc(const HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {

	if (true && ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam))
		return true;

	return CallWindowProc(oWndProc, hWnd, uMsg, wParam, lParam);
}

I did it like;

LRESULT __stdcall WndProc(const HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
	if (menu_show_e)
	{
		ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
		return TRUE;
	}
	return CallWindowProc(oWndProc, hWnd, uMsg, wParam, lParam);
}

[Unknown Issue] DirectX11 Resize Buffer Hook; Crashing on OBS but functioning properly.

I've been trying to figure out what's wrong with my resize buffer hook, It's functioning properly, as usual, However, there's an issue with it that I don't know which causes it. If I were to hook the resize buffer and then use obs game capture It would crash after resizing.

HRESULT(__stdcall* original_resize_buffers)(IDXGISwapChain*, UINT, UINT, UINT, DXGI_FORMAT, UINT);

HRESULT new_resize_buffer(IDXGISwapChain* swap_chain, UINT buffer_count, UINT width, UINT heigth, DXGI_FORMAT new_format, UINT flags) {
    if (initialized) {
        SetWindowLongPtr(original_window, GWLP_WNDPROC, (LONG_PTR)original_window_proc);

        if (main_render_taget_view) {
            main_render_taget_view->Release();
            main_render_taget_view = nullptr;
        }

        initialized = false;
    }

    return original_resize_buffers(swap_chain, buffer_count, width, height, new_format, flags);
}
kiero::bind(13, (void**)&original_resize_buffers, new_resize_buffer);

I've also tried referencing to Microsoft's documentation about DXGI Click for documentation!

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