Microsoft Research Detours Package
imgui
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Microsoft Research Detours Package | imgui | |
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17 | 351 | |
4,871 | 55,717 | |
2.1% | - | |
2.7 | 9.7 | |
about 1 month ago | 4 days ago | |
C++ | C++ | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Microsoft Research Detours Package
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AMD's Anti-Lag feature is getting gamers banned from Counter-Strike 2
Nit: AFAIU there is no literal modification of machine code going on—instead the import address table (IAT, the Windows counterpart of Linux’s GOT) is patched (the Windows tradition calls this “detoured”, from the quite popular Microsoft hack[1] that does it).
[1] https://github.com/microsoft/Detours
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Any sufficiently advanced uninstaller is indistinguishable from malware
You essentially replace a function with your own. The project is at https://github.com/microsoft/Detours.
I’ve created a PowerShell module that wraps this library to make it easier to hook functions on the fly for testing https://github.com/jborean93/PSDetour. For example I used it to capture TLS session data for decryption https://gist.github.com/jborean93/6c1f1b3130f2675f1618da5663... as well as create an strace like functionality for various Win32 APIs (still expanding as I find more use cases) https://github.com/jborean93/PSDetour-Hooks
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#rescuerift
But the client is much different now, and most of that won't work anymore. The client is heavily obfuscated and you can't use a packet sniffer, the communications are encrypted, you CAN however use things like Microsoft Detours to peek at communications
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Hooking 🪝
If you mean is there an API to perform hooking, then I think the answer is no. There are libraries for doing this, including the official MS one: https://github.com/microsoft/Detours
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It looks like League of Legends' source code has leaked and is up for sale online
That's how things like steam or Nvidia overlays work, or fraps or OBS hook the output buffer; you can use official packages published by Microsoft for that, such as Detours.
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Having too many (1,000+) Microsoft Edge tabs open can break File Explorer in Windows 10
Inject a DLL into the process. The DLL hooks two API functions, RoGetActivationFactory() and RoActivateInstance(), using Detours library. When a WinRT class ID is passed in, compare it with WindowsUdk.UI.Shell.WindowTabManager, and if equal, return an error code.
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Is it possible to edit the XAML of the Win11 Taskbar?
3. Manual hooking (Not recommended): It's possible to use some hooking library like Microsoft Detours to hook the functions responsible for creating the UI layout. I highly unrecommend this method as it's the most method prone to be broken by any change Microsoft does.
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Is there a tool that you can attach to a game EXE file directly and it ll show you incoming and outgoing traffic for only that file?
Reference: https://github.com/microsoft/Detours
- Debugging C with Cosmopolitan Libc
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Using Landlock to Sandbox GNU Make
> With regards to chroot, I stand corrected. I knew it was a tree of symlinks, but I thought it was also more than that because symlinks alone don't seem like a sandbox. Honestly, Cosmopolitan's system appears to be more of a sandbox than that.
To be totally clear: the tree of symlinks thing is a fallback, used only when lacking platform support or when sandboxing is explicitly turned off [0]. On Linux, the normal sandboxing strategy is to use namespaces, like most container runtimes. On Mac it apparently uses sandbox-exec (some opaque Apple tool), as was mentioned above. Chroot, being both non-POSIX, requiring root access on many systems, and not providing the necessary facilities is not really a great fit -- which I assume is why it's not used.
There was experimental Windows sandbox support at one point [1] based on how MS does it for BuildXL (their own build tool for giant monorepos) [2]. Unfortunately it doesn't seem to be maintained, and under the hood it's kinda ugly -- it actively rewrites code in-memory to intercept calls to the Win32 APIs [3], which was apparently the cleanest/best way MS could come up with. However, from Bazel's POV it works in a roughly similar way -- you spawn subprocesses under a supervisor, which is in charge of spinning up whatever the target process is with restrictions on time/memory usage/file access.
On the "sandbox in the interpreter" thing: what kind of checks are you envisioning? It seems like putting checks at that level would end up leaving a lot out -- the goal of any build system is to eventually spawn an arbitrary process (Python, gcc, javac, some shell script, etc.) and so even with extensive checks in starlark you'd end up with accidental sandbox breaks all over the place. For pure starlark rules you could e.g. check that there are no inputs from /usr, but even then if gcc does it implicitly, you're SOL. Or am I thinking of the wrong kind of checks?
[0] https://bazel.build/docs/sandboxing#sandboxing-strategies
[1] https://github.com/bazelbuild/bazel/issues/5136#issuecomment...
[2] https://github.com/microsoft/BuildXL/blob/master/Documentati...
[3] https://github.com/microsoft/Detours/wiki
imgui
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Using raylib with Dear ImGui: Game Dev Debugging UI
include(cmake/CPM.cmake) function(raylib_imgui_setup_dependencies) message(STATUS "Include Dear ImGui") FetchContent_Declare( ImGui GIT_REPOSITORY https://github.com/ocornut/imgui GIT_TAG 277ae93c41314ba5f4c7444f37c4319cdf07e8cf) # v1.90.4 FetchContent_MakeAvailable(ImGui) FetchContent_GetProperties(ImGui SOURCE_DIR IMGUI_DIR) add_library( imgui STATIC ${imgui_SOURCE_DIR}/imgui.cpp ${imgui_SOURCE_DIR}/imgui_draw.cpp ${imgui_SOURCE_DIR}/imgui_widgets.cpp ${imgui_SOURCE_DIR}/imgui_tables.cpp) target_include_directories(imgui INTERFACE ${imgui_SOURCE_DIR}) include(cmake/CPM.cmake) message(STATUS "Include dbg-macro") cpmaddpackage( "gh:sharkdp/dbg-macro#fb9976f410f8b29105818b20278cd0be0e853fe8" )# v0.5.1 message(STATUS "Include fmtlib") cpmaddpackage("gh:fmtlib/fmt#e69e5f977d458f2650bb346dadf2ad30c5320281" )# 10.x message(STATUS "Include raylib") cpmaddpackage("gh:raysan5/raylib#ae50bfa2cc569c0f8d5bc4315d39db64005b1b0" )# v5.0 message(STATUS "Include spdlog") cpmaddpackage("gh:gabime/spdlog#7c02e204c92545f869e2f04edaab1f19fe8b19fd" )# v1.13.0 message(STATUS "Include rlImGui") FetchContent_Declare( rlImGui GIT_REPOSITORY https://github.com/raylib-extras/rlImGui GIT_TAG d765c1ef3d37cf939f88aaa272a59a2713d654c9) FetchContent_MakeAvailable(rlImGui) FetchContent_GetProperties(rlImGui SOURCE_DIR RLIMGUI_DIR) add_library(rlimgui STATIC ${rlimgui_SOURCE_DIR}/rlImgui.cpp) target_link_libraries(rlimgui PRIVATE imgui raylib) target_include_directories(rlimgui INTERFACE ${rlimgui_SOURCE_DIR}) endfunction()
- Ask HN: Fastest cross-platform GUI stack/strategy
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Immediate Mode GUI Programming
Immediate mode is a fuzzy concept, as witnessed by this writeup: https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradi...
- Nebula is an open-source and free-to-use modern C++ game engine
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Black Triangles
It's fun to see the evolution in e.g. these examples of image loading for Dear Imgui:
https://github.com/ocornut/imgui/wiki/Image-Loading-and-Disp...
DirectX9 will even load the image for you, DirectX11 okay we get a few more structures to fill out, DirectX12 is where it goes off the rails and we are filling out a bunch of UNKNOWN DONT_CARE JUST_DO_IT. Then of course Vulkan is the one that gets the big fat "this probably won't actually work for you" warning.
I understand whats happening, but you know sometimes I just want to display a fucking image.
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Dear ImGui: Bloat-free Graphical User interface with minimal dependencies
ImGui is engine/GPU agnostic
Themeing isn't a just a retained mode thing, you can do wonders with immediate UIs, even thought (dear)ImGui doesn't provide much, you can still do wonders: https://github.com/ocornut/imgui/issues/707#issuecomment-362...
More on that topic: https://www.youtube.com/watch?v=Z1qyvQsjK5Y
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Where do I start to learn C++ for a game development
Bonus: If you want to make desktop app with UI, then this is another great C++ library and it's also simple to learn as well. https://github.com/ocornut/imgui.
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GUI library for fast prototyping
AFAIK the Rust equivalent to C++'s Dear ImGui is egui.
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Stretching myself thin with Dear ImGui projects
They use a Dear ImGui, a C++ GUI library.
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PCSX2 Disables Wayland Support
Aside from bugs and driver issues, Wayland has some unfortunate design limitations. For example, Dear ImGui multi-viewports don't work because "Wayland doesn't let application read or write windows positions."
https://github.com/ocornut/imgui/wiki/Multi-Viewports
This is a feature available on Windows, macOS, and of course X11. Making choices like this means desktop Linux becomes even more of a weird island that nobody wants to support.
What are some alternatives?
Mhook - A Windows API hooking library
wxWidgets - Cross-Platform C++ GUI Library
orbit - C/C++ Performance Profiler
nuklear - A single-header ANSI C immediate mode cross-platform GUI library
pe-sieve - Scans a given process. Recognizes and dumps a variety of potentially malicious implants (replaced/injected PEs, shellcodes, hooks, in-memory patches).
NanoGUI - Minimalistic GUI library for OpenGL
pmaudit - "Poor Man's Audit" (lightweight build-auditing script)
GTK+ - Read-only mirror of https://gitlab.gnome.org/GNOME/gtk
samurai - ninja-compatible build tool written in C
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
WidescreenFixesPack - Plugins to make or improve widescreen resolutions support in games, add more features and fix bugs.
CEGUI