#include "views/view.hpp" namespace big { void view::esp_settings() { ImGui::Checkbox("ESP Enabled", &g.esp.enabled); if (g.esp.enabled) { ImGui::Checkbox("Hide Self", &g.esp.hide_self); ImGui::Text("Global Render Distance (min, max)"); ImGui::SliderFloat2("###Global Render Distance", g.esp.global_render_distance, 0.f, 1500.f); ImGui::Checkbox("Tracer", &g.esp.tracer); if (g.esp.tracer) { ImGui::Text("Tracer Draw Position (x, y)"); ImGui::SliderFloat2("###Draw Position", g.esp.tracer_draw_position, 0.f, 1.f); ImGui::Text("Tracer Render Distance (min, max)"); ImGui::SliderFloat2("###Tracer Render Distance", g.esp.tracer_render_distance, g.esp.global_render_distance[0], g.esp.global_render_distance[1]); } ImGui::Checkbox("Box ESP", &g.esp.box); if (g.esp.box) { ImGui::Text("Box Render Distance (min, max)"); ImGui::SliderFloat2("###Box Render Distance", g.esp.box_render_distance, g.esp.global_render_distance[0], g.esp.global_render_distance[1]); } ImGui::Checkbox("Show Player Name", &g.esp.name); ImGui::Checkbox("Show Player Distance", &g.esp.distance); ImGui::Checkbox("Show Player Godmode", &g.esp.god); ImGui::Checkbox("Show Player Health", &g.esp.health); ImGui::Checkbox("Show Player Armor", &g.esp.armor); ImGui::Checkbox("Should ESP Color Change with Distance", &g.esp.change_esp_color_from_dist); if (g.esp.health) ImGui::Checkbox("Should Healthbar Scale with Distance", &g.esp.scale_health_from_dist); if (g.esp.armor) ImGui::Checkbox("Should Armorbar Scale with Distance", &g.esp.scale_armor_from_dist); static ImVec4 col_enemy = ImGui::ColorConvertU32ToFloat4(g.esp.enemy_color); static ImVec4 col_enemy_near = ImGui::ColorConvertU32ToFloat4(g.esp.enemy_near_color); static ImVec4 col_default = ImGui::ColorConvertU32ToFloat4(g.esp.default_color); static ImVec4 col_friend = ImGui::ColorConvertU32ToFloat4(g.esp.friend_color); ImGui::Text("Distance threshold (min, max)"); ImGui::SliderFloat2("###Distance threshold", g.esp.distance_threshold, g.esp.global_render_distance[0], g.esp.global_render_distance[1]); if (ImGui::TreeNode("ESP Colors (RGBA)")) { if (g.esp.change_esp_color_from_dist) { ImGui::Text("Enemy Close Color:"); if (ImGui::ColorEdit4("###Enemy ESP Color##esp_picker", (float*)&col_enemy, ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_NoSidePreview)) { g.esp.enemy_color = ImGui::ColorConvertFloat4ToU32(col_enemy); } ImGui::Text("Enemy Near Color:"); if (ImGui::ColorEdit4("###Enemy Near ESP Color##esp_picker", (float*)&col_enemy_near, ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_NoSidePreview)) { g.esp.enemy_near_color = ImGui::ColorConvertFloat4ToU32(col_enemy_near); } } ImGui::Text("Default Color:"); if (ImGui::ColorEdit4("###Default ESP Color##esp_picker", (float*)&col_default, ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_NoSidePreview)) { g.esp.default_color = ImGui::ColorConvertFloat4ToU32(col_default); } ImGui::Text("Friendly Color:"); if (ImGui::ColorEdit4("###Friend ESP Color##friend_picker", (float*)&col_friend, ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_NoSidePreview)) { g.esp.friend_color = ImGui::ColorConvertFloat4ToU32(col_friend); } } } } }