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Psychonaut. Newbie cheater
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Joined: 25 Aug 2012 Posts: 10
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Posted: Wed Aug 29, 2012 10:37 am Post subject: I little direction |
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| Im having a rough time finding a tutorial for a C++ trainer (GUI not just CMD) or template, Id appreciate any help. ive been out of the game awhile the last thing i had was Jacksons Vb6 template but im leaning toward C now. Thanks in advance
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jakel007 Cheater
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Joined: 28 Jul 2012 Posts: 29
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Posted: Wed Aug 29, 2012 1:33 pm Post subject: |
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| If you want I could help you a bit with c# Trainer. If you were using vb, coding in c++ may be hard. PM me if interested, I can direct you to few good tutorials.
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n0 m3rcY Cheater
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Joined: 18 Jun 2012 Posts: 42
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Posted: Wed Aug 29, 2012 2:31 pm Post subject: |
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Well it depends on what you want. If you want just a normal winapi dialog you can use visual studio's designer or handle your own WM_COMMAND calls from the button ID.
If you want something like the oldschool ones without having to use GDI/DirectX, you can use DIBs. First, you'll need to declare a BITMAPINFO struct variable and fill the bmiHeader with the width and height from your dialog, and the size, planes, and bitcount. Then, you'll need to call CreateCompatibleDC() on the device context of your hwnd to the main window. Then, use SelectObject() and as the second parameter call CreateDIBSection to have your dib on your dialog. As the fourth parameter, you'll need a buffer of bytes that is width*height*4.
Then, during each WM_PAINT call, you'll need to call BitBlt on your hwnd.
To change the dib and get effects like starfields/plasma/whatever, you'll need to come up with some form of math to manipulate pixel by pixel on your dib buffer. Code below to show you how to set pixels using the dib buffer in case you got confused.
Research the DIB format a little bit so you can understand the rest like bitcount, planes, and size. It stores data in rows and a few other quirks.
| Code: | void AddPixel(int x, int y, unsigned char r, unsigned char g, unsigned char b, unsigned char *dib)
{
static int location = 0;
location = (y * dib_width) + x;
dib[location * 4] = b;
dib[location * 4 + 1] = g;
dib[location * 4 + 2] = r;
// dib[location * 4 + 3] = a; // alpha for transparency
}
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Psychonaut. Newbie cheater
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Joined: 25 Aug 2012 Posts: 10
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Posted: Thu Aug 30, 2012 3:37 pm Post subject: |
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| Thank you sir, I appreciate your input
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