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Some comments on what you've suggested so far. (I'm very familiar with ImGui and use it in multiple game-related projects.)
1. You can cut down the 'bloat' as well by disabling the demo code. Code:
#define IMGUI_DISABLE_DEMO_WINDOWS Code:
AddFontFromMemoryTTF AddFontFromMemoryCompressedTTF AddFontFromMemoryCompressedBase85TTF https://github.com/ocornut/imgui/blob/master/examples/imgui_impl_win32.cpp#L344 Using this setup will also link against gdi32.dll as an extra import. As for the scaling of things, ImGui has a means of doing these steps globally instead of having to track and handle the scaling yourself per-object/per-font. For fonts, the ImGui::IO object holds a setting value for this called: Code:
ImGui::GetIO().FontGlobalScale https://github.com/ocornut/imgui/issues/1786#issuecomment-523332319 As for handling rendering, ImGui is designed for games but can be implemented into [virtually] anything as you are in control of how it renders. There used to be a GDI/GDI+ renderer for it but was discontinued as time went on. For a keygen, this would probably be the ideal framework to use as the renderer instead of Direct3D/OpenGL/SDL to keep resources low (if that matters to you). GDI/GDI+ is also back-supported since Windows XP so it should work on any Windows machine, so the total support coverage will be easier to deal with. You can find a pull request that is for a GDI renderer here: https://github.com/ocornut/imgui/pull/2724 I'd recommend using GDI+ instead though for the newer features and better performance. Along with that, you can also introduce layered window usage if need be to completely remove the window and make things transparent by doing this. You can render ImGui to a GDI+ bitmap/surface and use UpdateLayeredWindow to do the final draw/blit with transparency as needed. (Be sure to render the ImGui scene with the needed transparent color key so the unused/background area is the proper color etc.)
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