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} } // Login Section ImGui::Separator(); static bool showLoginPopup = false; static bool isLogin = false; static std::string err; static char s[64] = ""; // Ensure this is initialized if (!isLogin) { ImGui::Text("AutoLogin"); ImGui::PushItemWidth(-1); // Perform login err = Login(s); // Ensure Login function is defined if (err == "OK") { isLogin = bValid && g_Auth == g_Token; // Ensure bValid, g_Auth, and g_Token are defined } } else { if (ImGui::Button("Login")) { showLoginPopup = true; } } // Render the confirmation popup for Login if (showLoginPopup) { ImGui::OpenPopup("Confirm Login"); showLoginPopup = false; } if (ImGui::BeginPopupModal("Confirm Login", NULL, ImGuiWindowFlags_AlwaysAutoResize)) { ImGui::Text("Do you want to use Aimbot?"); ImGui::Separator(); if (ImGui::Button("Yes", ImVec2(120, 0))) { // Update configuration settings for Aimbot Config.TeamID = true; // Ensure Config is defined Config.AimBot.Enable = true; Config.AimBot.VisCheck = true; Config.AimBot.IgnoreKnocked = true; Config.AimBot.RecoilComparison = false; Config.AimBot.Target = EAimTarget::Chest; Config.AimBot.Trigger = Any; Config.AimBot.Cross = 270.0f; Config.Meter = 200.0f; Config.AimBot.Recc = 1.2f; ImGui::CloseCurrentPopup(); } ImGui::SameLine(); if (ImGui::Button("No", ImVec2(120, 0))) { Config.AimBot.Enable = false; Config.Magic2 = true; Config.SmallCrossHair = true; Config.Recoil = false; ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } ImGui::End(); // Render toasts on top of everything ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 5.f); ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(43.f / 255.f, 43.f / 255.f, 43.f / 255.f, 100.f / 255.f)); ImGui::RenderNotifications(); // Ensure this function is defined ImGui::PopStyleVar(1); ImGui::PopStyleColor(1); // Final rendering ImGui::GetIO().DeltaTime = 1 / Config.FPSControlSize; // Ensure FPSControlSize is defined ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); }
Jisne created nahi diya useki maa ka bhosdaBy @mr_manny01
// Forward declaration of render function void render(int glWidth, int glHeight); // Existing function pointer EGLBoolean (*orig_GLThreadSwapBuffers)(EGLDisplay dpy, EGLSurface surface); EGLBoolean _GLThreadSwapBuffers(EGLDisplay dpy, EGLSurface surface) { int glWidth, glHeight; // Query width and height of the surface eglQuerySurface(dpy, surface, EGL_WIDTH, &glWidth); eglQuerySurface(dpy, surface, EGL_HEIGHT, &glHeight); // Return original swap buffers if width or height is invalid if (glWidth <= 0 || glHeight <= 0) return orig_GLThreadSwapBuffers(dpy, surface); // Check if g_App is valid if (!g_App) return orig_GLThreadSwapBuffers(dpy, surface); // Get the screen dimensions screenWidth = ANativeWindow_getWidth(g_App->window); screenHeight = ANativeWindow_getHeight(g_App->window); density = AConfiguration_getDensity(g_App->config); static bool initImGui = false; if (!initImGui) { // Initialize ImGui ImGui::CreateContext(); ImGui::StyleColorsLight(); ImGuiStyle* style = &ImGui::GetStyle(); // Configure ImGui styles style->ScrollbarRounding = 2.0f; style->ScrollbarSize = 5.0f; style->WindowPadding = ImVec2(3, 3); style->WindowRounding = 3.0f; style->FramePadding = ImVec2(3, 3); style->FrameRounding = 2.0f; style->FrameBorderSize = 2.0f; style->WindowBorderSize = 2.0f; ImGui::StyleColorsClassic(); // Use classic colors // Set custom colors for ImGui style->Colors[ImGuiCol_Text] = ImVec4(0.92f, 0.92f, 0.92f, 1.00f); // ... (Add all your custom color settings here) ... style->Colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); style->ScaleAllSizes(std::max(2.5f, density / 400.0f)); ImGui_ImplAndroid_Init(); ImGui_ImplOpenGL3_Init("#version 300 es"); ImGuiIO& io = ImGui::GetIO(); // Load fonts io.Fonts->AddFontFromMemoryTTF((void*)Custom_data, Custom_size, 28.0f, NULL, io.Fonts->GetGlyphRangesChineseFull()); // Add Font Awesome font (ensure font_awesome_data and font_awesome_size are defined) io.Fonts->AddFontFromMemoryCompressedTTF(font_awesome_data, font_awesome_size, 19.0f, NULL, NULL); io.ConfigWindowsMoveFromTitleBarOnly = true; initImGui = true; } ImGuiIO& io = ImGui::GetIO(); // Extract item colors from JSON (ensure items_data is defined and parsed) for (auto& i : items_data) { for (auto& item : i["Items"]) { int r, g, b; sscanf(item["itemTextColor"].get<std::string>().c_str(), "#%02X%02X%02X", &r, &g, &b); ItemColors[item["itemId"].get<int>()] = CREATE_COLOR(r, g, b, 255); // Ensure CREATE_COLOR is defined } } ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplAndroid_NewFrame(glWidth, glHeight); ImGui::NewFrame(); // Draw the ESP (Ensure DrawESP is defined) DrawESP(ImGui::GetBackgroundDrawList()); // Call the render function render(glWidth, glHeight); // Swap buffers and return return orig_GLThreadSwapBuffers(dpy, surface); } void render(int glWidth, int glHeight) { ImGui::SetNextWindowPos({ 50, 50 }, ImGuiCond_Once); ImGui::SetNextWindowSize({ 550, 550 }, ImGuiCond_Once); ImGui::Begin("Login wait", NULL, NULL); // "PLAY SAFE AVOID REPORTS" Header if (ImGui::CollapsingHeader("PLAY SAFE AVOID REPORTS", ImGuiTreeNodeFlags_DefaultOpen)) { // Button callbacks for notifications if (ImGui::Button("Success")) { ImGui::InsertNotification({ ImGuiToastType_Success, 3000, "login success!" });
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