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View Full Version : |Source| Soucer Update 3 ExGammig (Src,MS, Client)



Goten
01-13-2024, 01:41 PM
Projeto ExGaming UPDATE 3 ! Completo.
Obs:Não tenho changelog

https://i.ibb.co/r5Fy2K0/310844034-473938798082657-2062458178817497705-n.jpg


**Hidden Content: Check the thread to see hidden data.**

Créditos pela liberação dos arquivos:
misoia

daniel
01-15-2024, 04:41 PM
os itens n fucionar

Jukas
01-20-2024, 02:18 AM
falta arquivos de itens no cliente tem eles ai ??

e o editor vc tem ?

Goten
01-20-2024, 02:02 PM
Não tenho :(

Darck
01-20-2024, 10:47 PM
os itens n fucionar


ai meu bom :: >> LINK (http://www.mediafire.com/file/nv3raola6mkalfd/Item.exe/file)

TECHWOLF
08-05-2024, 01:59 AM
Hola gracias por aportar la carpeta ítem, ya que sin ella el cliente no dejaba cargar, tendrías la carpeta �� player con los ítems agregados por favor ya que no se visualiza ningún los set, por favor,muchas gracias.

euthanoisocial
02-23-2025, 01:36 PM
"You're missing the Ultil folder and Imgui.lib library to compile the source code. Can you please share them again?"

29 minutes:------- Atualizado -------


#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::GetDrawDat a());
}


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::GetDrawDat a());
}




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

gamerbr
04-22-2025, 10:59 PM
Eu até tenho essa Source completa, com uma Custom adicionada de criar conta, porém tenho que trabalhar mais nela, para mandar ela para vocês

manojl
04-23-2025, 07:05 AM
Eu até tenho essa Source completa, com uma Custom adicionada de criar conta, porém tenho que trabalhar mais nela, para mandar ela para vocês

libera ae ai pfv <3

caminhada
04-23-2025, 11:42 PM
ajuda ? nos itens tudo invisivel