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GlosSI/GlosSITarget/ProcessPriority.h

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#pragma once
#include <Windows.h>
#include "imgui.h"
#include "Overlay.h"
namespace ProcessPriority {
static int current_priority = HIGH_PRIORITY_CLASS;
inline void init()
{
SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS);
Overlay::AddOverlayElem([](bool window_has_focus) {
ImGui::SetNextWindowPos({913, 418}, ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSizeConstraints({170, 325}, {1000, 1000});
ImGui::Begin("Process Priority");
ImGui::Text("Might help with input-lag or bad game performance");
if (ImGui::RadioButton("Realtime", current_priority == REALTIME_PRIORITY_CLASS)) {
SetPriorityClass(GetCurrentProcess(), REALTIME_PRIORITY_CLASS);
current_priority = REALTIME_PRIORITY_CLASS;
}
if (ImGui::RadioButton("High", current_priority == HIGH_PRIORITY_CLASS)) {
SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS);
current_priority = HIGH_PRIORITY_CLASS;
}
if (ImGui::RadioButton("Above Normal", current_priority == ABOVE_NORMAL_PRIORITY_CLASS)) {
SetPriorityClass(GetCurrentProcess(), ABOVE_NORMAL_PRIORITY_CLASS);
current_priority = ABOVE_NORMAL_PRIORITY_CLASS;
}
if (ImGui::RadioButton("Normal", current_priority == NORMAL_PRIORITY_CLASS)) {
SetPriorityClass(GetCurrentProcess(), NORMAL_PRIORITY_CLASS);
current_priority = NORMAL_PRIORITY_CLASS;
}
if (ImGui::RadioButton("Below Normal", current_priority == BELOW_NORMAL_PRIORITY_CLASS)) {
SetPriorityClass(GetCurrentProcess(), BELOW_NORMAL_PRIORITY_CLASS);
current_priority = BELOW_NORMAL_PRIORITY_CLASS;
}
if (ImGui::RadioButton("Low", current_priority == IDLE_PRIORITY_CLASS)) {
SetPriorityClass(GetCurrentProcess(), IDLE_PRIORITY_CLASS);
current_priority = IDLE_PRIORITY_CLASS;
}
ImGui::End();
});
}
} // namespace ProcessPriority