mirror of https://github.com/ocornut/imgui.git
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
616 lines
30 KiB
616 lines
30 KiB
// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
|
|
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
|
|
|
// Implemented features:
|
|
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
|
|
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
|
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
|
|
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
|
|
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
|
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
|
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
|
|
|
#include "imgui.h"
|
|
#include "imgui_impl_win32.h"
|
|
#ifndef WIN32_LEAN_AND_MEAN
|
|
#define WIN32_LEAN_AND_MEAN
|
|
#endif
|
|
#include <windows.h>
|
|
#include <tchar.h>
|
|
#include <dwmapi.h>
|
|
|
|
// Configuration flags to add in your imconfig.h file:
|
|
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
|
|
|
|
// Using XInput for gamepad (will load DLL dynamically)
|
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
#include <xinput.h>
|
|
typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
|
|
typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
|
#endif
|
|
|
|
// CHANGELOG
|
|
// (minor and older changes stripped away, please see git history for details)
|
|
// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
|
|
// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host windo doesn't have focus.
|
|
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
|
|
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
|
// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
|
|
// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
|
|
// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
|
|
// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
|
|
// 2021-01-25: Inputs: Dynamically loading XInput DLL.
|
|
// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
|
|
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
|
|
// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
|
|
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
|
|
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
|
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
|
|
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
|
|
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
|
|
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
|
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
|
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
|
// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
|
|
// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
|
|
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
|
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
|
|
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
|
// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
|
|
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
|
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
|
// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
|
|
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
|
|
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
|
|
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
|
|
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
|
|
|
|
struct ImGui_ImplWin32_Data
|
|
{
|
|
HWND hWnd;
|
|
HWND MouseHwnd;
|
|
bool MouseTracked;
|
|
INT64 Time;
|
|
INT64 TicksPerSecond;
|
|
ImGuiMouseCursor LastMouseCursor;
|
|
bool HasGamepad;
|
|
bool WantUpdateHasGamepad;
|
|
|
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
HMODULE XInputDLL;
|
|
PFN_XInputGetCapabilities XInputGetCapabilities;
|
|
PFN_XInputGetState XInputGetState;
|
|
#endif
|
|
|
|
ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
|
|
};
|
|
|
|
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
|
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
|
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
|
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
|
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
|
|
{
|
|
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
|
|
}
|
|
|
|
// Functions
|
|
bool ImGui_ImplWin32_Init(void* hwnd)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
|
|
|
|
INT64 perf_frequency, perf_counter;
|
|
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
|
|
return false;
|
|
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
|
|
return false;
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
|
|
io.BackendPlatformUserData = (void*)bd;
|
|
io.BackendPlatformName = "imgui_impl_win32";
|
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
|
|
|
bd->hWnd = (HWND)hwnd;
|
|
bd->WantUpdateHasGamepad = true;
|
|
bd->TicksPerSecond = perf_frequency;
|
|
bd->Time = perf_counter;
|
|
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
|
|
|
io.ImeWindowHandle = hwnd;
|
|
|
|
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
|
|
io.KeyMap[ImGuiKey_Tab] = VK_TAB;
|
|
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
|
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
|
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
|
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
|
|
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
|
|
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
|
|
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
|
io.KeyMap[ImGuiKey_End] = VK_END;
|
|
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
|
|
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
|
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
|
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
|
|
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
|
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
|
io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
|
|
io.KeyMap[ImGuiKey_A] = 'A';
|
|
io.KeyMap[ImGuiKey_C] = 'C';
|
|
io.KeyMap[ImGuiKey_V] = 'V';
|
|
io.KeyMap[ImGuiKey_X] = 'X';
|
|
io.KeyMap[ImGuiKey_Y] = 'Y';
|
|
io.KeyMap[ImGuiKey_Z] = 'Z';
|
|
|
|
// Dynamically load XInput library
|
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
const char* xinput_dll_names[] =
|
|
{
|
|
"xinput1_4.dll", // Windows 8+
|
|
"xinput1_3.dll", // DirectX SDK
|
|
"xinput9_1_0.dll", // Windows Vista, Windows 7
|
|
"xinput1_2.dll", // DirectX SDK
|
|
"xinput1_1.dll" // DirectX SDK
|
|
};
|
|
for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
|
|
if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
|
|
{
|
|
bd->XInputDLL = dll;
|
|
bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
|
|
bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
|
|
break;
|
|
}
|
|
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplWin32_Shutdown()
|
|
{
|
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
|
IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Unload XInput library
|
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
if (bd->XInputDLL)
|
|
::FreeLibrary(bd->XInputDLL);
|
|
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
|
|
io.BackendPlatformName = NULL;
|
|
io.BackendPlatformUserData = NULL;
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
static bool ImGui_ImplWin32_UpdateMouseCursor()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
|
return false;
|
|
|
|
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
|
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
|
{
|
|
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
|
::SetCursor(NULL);
|
|
}
|
|
else
|
|
{
|
|
// Show OS mouse cursor
|
|
LPTSTR win32_cursor = IDC_ARROW;
|
|
switch (imgui_cursor)
|
|
{
|
|
case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
|
|
case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
|
|
case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
|
|
case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
|
|
case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
|
|
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
|
|
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
|
|
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
|
|
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
|
|
}
|
|
::SetCursor(::LoadCursor(NULL, win32_cursor));
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static void ImGui_ImplWin32_UpdateMousePos()
|
|
{
|
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IM_ASSERT(bd->hWnd != 0);
|
|
|
|
const ImVec2 mouse_pos_prev = io.MousePos;
|
|
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
|
|
|
// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
|
|
HWND focused_window = ::GetForegroundWindow();
|
|
HWND hovered_window = bd->MouseHwnd;
|
|
HWND mouse_window = NULL;
|
|
if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd)))
|
|
mouse_window = hovered_window;
|
|
else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd)))
|
|
mouse_window = focused_window;
|
|
if (mouse_window == NULL)
|
|
return;
|
|
|
|
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
|
if (io.WantSetMousePos)
|
|
{
|
|
POINT pos = { (int)mouse_pos_prev.x, (int)mouse_pos_prev.y };
|
|
if (::ClientToScreen(bd->hWnd, &pos))
|
|
::SetCursorPos(pos.x, pos.y);
|
|
}
|
|
|
|
// Set Dear ImGui mouse position from OS position
|
|
POINT pos;
|
|
if (::GetCursorPos(&pos) && ::ScreenToClient(mouse_window, &pos))
|
|
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
|
|
}
|
|
|
|
// Gamepad navigation mapping
|
|
static void ImGui_ImplWin32_UpdateGamepads()
|
|
{
|
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
|
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
|
return;
|
|
|
|
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
|
|
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
|
|
if (bd->WantUpdateHasGamepad)
|
|
{
|
|
XINPUT_CAPABILITIES caps;
|
|
bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
|
|
bd->WantUpdateHasGamepad = false;
|
|
}
|
|
|
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
XINPUT_STATE xinput_state;
|
|
if (bd->HasGamepad && bd->XInputGetState && bd->XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
|
|
{
|
|
const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
|
|
#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
|
|
#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
|
|
MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
|
|
MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
|
|
MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
|
|
MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
|
|
MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
|
|
MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
|
|
MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
|
|
MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
|
|
MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
|
|
MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
|
|
MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
|
|
MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
|
|
MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
|
MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
|
MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
|
MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
|
|
#undef MAP_BUTTON
|
|
#undef MAP_ANALOG
|
|
}
|
|
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
}
|
|
|
|
void ImGui_ImplWin32_NewFrame()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
|
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
|
|
|
|
// Setup display size (every frame to accommodate for window resizing)
|
|
RECT rect = { 0, 0, 0, 0 };
|
|
::GetClientRect(bd->hWnd, &rect);
|
|
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
|
|
|
// Setup time step
|
|
INT64 current_time = 0;
|
|
::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
|
|
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
|
|
bd->Time = current_time;
|
|
|
|
// Update OS mouse position
|
|
ImGui_ImplWin32_UpdateMousePos();
|
|
|
|
// Update OS mouse cursor with the cursor requested by imgui
|
|
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
|
if (bd->LastMouseCursor != mouse_cursor)
|
|
{
|
|
bd->LastMouseCursor = mouse_cursor;
|
|
ImGui_ImplWin32_UpdateMouseCursor();
|
|
}
|
|
|
|
// Update game controllers (if enabled and available)
|
|
ImGui_ImplWin32_UpdateGamepads();
|
|
}
|
|
|
|
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
|
|
#ifndef WM_MOUSEHWHEEL
|
|
#define WM_MOUSEHWHEEL 0x020E
|
|
#endif
|
|
#ifndef DBT_DEVNODES_CHANGED
|
|
#define DBT_DEVNODES_CHANGED 0x0007
|
|
#endif
|
|
|
|
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
|
|
// Call from your application's message handler.
|
|
// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
|
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
|
// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
|
|
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
|
|
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
|
|
#if 0
|
|
// Copy this line into your .cpp file to forward declare the function.
|
|
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
|
#endif
|
|
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
if (ImGui::GetCurrentContext() == NULL)
|
|
return 0;
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
|
|
|
switch (msg)
|
|
{
|
|
case WM_MOUSEMOVE:
|
|
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
|
|
bd->MouseHwnd = hwnd;
|
|
if (!bd->MouseTracked)
|
|
{
|
|
TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 };
|
|
::TrackMouseEvent(&tme);
|
|
bd->MouseTracked = true;
|
|
}
|
|
break;
|
|
case WM_MOUSELEAVE:
|
|
if (bd->MouseHwnd == hwnd)
|
|
bd->MouseHwnd = NULL;
|
|
bd->MouseTracked = false;
|
|
break;
|
|
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
|
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
|
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
|
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
|
|
{
|
|
int button = 0;
|
|
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
|
|
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
|
|
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
|
|
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
|
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
|
|
::SetCapture(hwnd);
|
|
io.MouseDown[button] = true;
|
|
return 0;
|
|
}
|
|
case WM_LBUTTONUP:
|
|
case WM_RBUTTONUP:
|
|
case WM_MBUTTONUP:
|
|
case WM_XBUTTONUP:
|
|
{
|
|
int button = 0;
|
|
if (msg == WM_LBUTTONUP) { button = 0; }
|
|
if (msg == WM_RBUTTONUP) { button = 1; }
|
|
if (msg == WM_MBUTTONUP) { button = 2; }
|
|
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
|
io.MouseDown[button] = false;
|
|
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
|
|
::ReleaseCapture();
|
|
return 0;
|
|
}
|
|
case WM_MOUSEWHEEL:
|
|
io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
|
|
return 0;
|
|
case WM_MOUSEHWHEEL:
|
|
io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
|
|
return 0;
|
|
case WM_KEYDOWN:
|
|
case WM_KEYUP:
|
|
case WM_SYSKEYDOWN:
|
|
case WM_SYSKEYUP:
|
|
{
|
|
bool down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
|
|
if (wParam < 256)
|
|
io.KeysDown[wParam] = down;
|
|
if (wParam == VK_CONTROL)
|
|
io.KeyCtrl = down;
|
|
if (wParam == VK_SHIFT)
|
|
io.KeyShift = down;
|
|
if (wParam == VK_MENU)
|
|
io.KeyAlt = down;
|
|
return 0;
|
|
}
|
|
case WM_SETFOCUS:
|
|
case WM_KILLFOCUS:
|
|
io.AddFocusEvent(msg == WM_SETFOCUS);
|
|
return 0;
|
|
case WM_CHAR:
|
|
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
|
if (wParam > 0 && wParam < 0x10000)
|
|
io.AddInputCharacterUTF16((unsigned short)wParam);
|
|
return 0;
|
|
case WM_SETCURSOR:
|
|
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
|
|
return 1;
|
|
return 0;
|
|
case WM_DEVICECHANGE:
|
|
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
|
|
bd->WantUpdateHasGamepad = true;
|
|
return 0;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// DPI-related helpers (optional)
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// - Use to enable DPI awareness without having to create an application manifest.
|
|
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
|
|
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
|
|
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
|
|
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
|
//---------------------------------------------------------------------------------------------------------
|
|
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
|
|
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
|
|
// If you are trying to implement your own backend for your own engine, you may ignore that noise.
|
|
//---------------------------------------------------------------------------------------------------------
|
|
|
|
// Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
|
|
// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
|
|
static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
|
|
{
|
|
typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
|
|
static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL;
|
|
if (RtlVerifyVersionInfoFn == NULL)
|
|
if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
|
|
RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
|
|
if (RtlVerifyVersionInfoFn == NULL)
|
|
return FALSE;
|
|
|
|
RTL_OSVERSIONINFOEXW versionInfo = { };
|
|
ULONGLONG conditionMask = 0;
|
|
versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
|
|
versionInfo.dwMajorVersion = major;
|
|
versionInfo.dwMinorVersion = minor;
|
|
VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
|
|
VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
|
|
return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
|
|
}
|
|
|
|
#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
|
|
#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
|
|
#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
|
|
#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
|
|
|
|
#ifndef DPI_ENUMS_DECLARED
|
|
typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
|
|
typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
|
|
#endif
|
|
#ifndef _DPI_AWARENESS_CONTEXTS_
|
|
DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
|
|
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
|
|
#endif
|
|
#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
|
|
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
|
|
#endif
|
|
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
|
|
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
|
|
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
|
|
|
|
// Helper function to enable DPI awareness without setting up a manifest
|
|
void ImGui_ImplWin32_EnableDpiAwareness()
|
|
{
|
|
if (_IsWindows10OrGreater())
|
|
{
|
|
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
|
|
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
|
|
{
|
|
SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
|
|
return;
|
|
}
|
|
}
|
|
if (_IsWindows8Point1OrGreater())
|
|
{
|
|
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
|
|
if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
|
|
{
|
|
SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
|
|
return;
|
|
}
|
|
}
|
|
#if _WIN32_WINNT >= 0x0600
|
|
::SetProcessDPIAware();
|
|
#endif
|
|
}
|
|
|
|
#if defined(_MSC_VER) && !defined(NOGDI)
|
|
#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
|
|
#endif
|
|
|
|
float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
|
|
{
|
|
UINT xdpi = 96, ydpi = 96;
|
|
if (_IsWindows8Point1OrGreater())
|
|
{
|
|
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
|
|
static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL;
|
|
if (GetDpiForMonitorFn == NULL && shcore_dll != NULL)
|
|
GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
|
|
if (GetDpiForMonitorFn != NULL)
|
|
{
|
|
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
|
|
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
|
return xdpi / 96.0f;
|
|
}
|
|
}
|
|
#ifndef NOGDI
|
|
const HDC dc = ::GetDC(NULL);
|
|
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
|
|
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
|
|
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
|
::ReleaseDC(NULL, dc);
|
|
#endif
|
|
return xdpi / 96.0f;
|
|
}
|
|
|
|
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
|
|
{
|
|
HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
|
|
return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------
|
|
// Transparency related helpers (optional)
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
#if defined(_MSC_VER)
|
|
#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
|
|
#endif
|
|
|
|
// [experimental]
|
|
// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
|
|
// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
|
|
void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
|
|
{
|
|
if (!_IsWindowsVistaOrGreater())
|
|
return;
|
|
|
|
BOOL composition;
|
|
if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
|
|
return;
|
|
|
|
BOOL opaque;
|
|
DWORD color;
|
|
if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
|
|
{
|
|
HRGN region = ::CreateRectRgn(0, 0, -1, -1);
|
|
DWM_BLURBEHIND bb = {};
|
|
bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
|
|
bb.hRgnBlur = region;
|
|
bb.fEnable = TRUE;
|
|
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
|
|
::DeleteObject(region);
|
|
}
|
|
else
|
|
{
|
|
DWM_BLURBEHIND bb = {};
|
|
bb.dwFlags = DWM_BB_ENABLE;
|
|
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------
|
|
|