imgui_impl_win32.cpp 57 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186
  1. // dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
  2. // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
  3. // Implemented features:
  4. // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
  5. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
  6. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  7. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  8. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  11. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  12. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  13. #include "imgui.h"
  14. #include "imgui_impl_win32.h"
  15. #ifndef WIN32_LEAN_AND_MEAN
  16. #define WIN32_LEAN_AND_MEAN
  17. #endif
  18. #include <windows.h>
  19. #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  20. #include <tchar.h>
  21. #include <dwmapi.h>
  22. // Configuration flags to add in your imconfig.h file:
  23. //#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.
  24. // Using XInput for gamepad (will load DLL dynamically)
  25. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  26. #include <xinput.h>
  27. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  28. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  29. #endif
  30. // CHANGELOG
  31. // (minor and older changes stripped away, please see git history for details)
  32. // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  33. // 2022-01-12: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
  34. // 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  35. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  36. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  37. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  38. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  39. // 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).
  40. // 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).
  41. // 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).
  42. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  43. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  44. // 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.
  45. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  46. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  47. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  48. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  49. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  50. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  51. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  52. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  53. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  54. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  55. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  56. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  57. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  58. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  59. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  60. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  61. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  62. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  63. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  64. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  65. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  66. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  67. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  68. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  69. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  70. // Forward Declarations
  71. static void ImGui_ImplWin32_InitPlatformInterface();
  72. static void ImGui_ImplWin32_ShutdownPlatformInterface();
  73. static void ImGui_ImplWin32_UpdateMonitors();
  74. struct ImGui_ImplWin32_Data
  75. {
  76. HWND hWnd;
  77. HWND MouseHwnd;
  78. bool MouseTracked;
  79. int MouseButtonsDown;
  80. INT64 Time;
  81. INT64 TicksPerSecond;
  82. ImGuiMouseCursor LastMouseCursor;
  83. bool HasGamepad;
  84. bool WantUpdateHasGamepad;
  85. bool WantUpdateMonitors;
  86. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  87. HMODULE XInputDLL;
  88. PFN_XInputGetCapabilities XInputGetCapabilities;
  89. PFN_XInputGetState XInputGetState;
  90. #endif
  91. ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
  92. };
  93. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  94. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  95. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  96. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  97. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  98. {
  99. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
  100. }
  101. // Functions
  102. bool ImGui_ImplWin32_Init(void* hwnd)
  103. {
  104. ImGuiIO& io = ImGui::GetIO();
  105. IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
  106. INT64 perf_frequency, perf_counter;
  107. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  108. return false;
  109. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  110. return false;
  111. // Setup backend capabilities flags
  112. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  113. io.BackendPlatformUserData = (void*)bd;
  114. io.BackendPlatformName = "imgui_impl_win32";
  115. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  116. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  117. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  118. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
  119. bd->hWnd = (HWND)hwnd;
  120. bd->WantUpdateHasGamepad = true;
  121. bd->WantUpdateMonitors = true;
  122. bd->TicksPerSecond = perf_frequency;
  123. bd->Time = perf_counter;
  124. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  125. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  126. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  127. main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
  128. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  129. ImGui_ImplWin32_InitPlatformInterface();
  130. // Dynamically load XInput library
  131. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  132. const char* xinput_dll_names[] =
  133. {
  134. "xinput1_4.dll", // Windows 8+
  135. "xinput1_3.dll", // DirectX SDK
  136. "xinput9_1_0.dll", // Windows Vista, Windows 7
  137. "xinput1_2.dll", // DirectX SDK
  138. "xinput1_1.dll" // DirectX SDK
  139. };
  140. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  141. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  142. {
  143. bd->XInputDLL = dll;
  144. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  145. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  146. break;
  147. }
  148. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  149. return true;
  150. }
  151. void ImGui_ImplWin32_Shutdown()
  152. {
  153. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  154. IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
  155. ImGuiIO& io = ImGui::GetIO();
  156. ImGui_ImplWin32_ShutdownPlatformInterface();
  157. // Unload XInput library
  158. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  159. if (bd->XInputDLL)
  160. ::FreeLibrary(bd->XInputDLL);
  161. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  162. io.BackendPlatformName = NULL;
  163. io.BackendPlatformUserData = NULL;
  164. IM_DELETE(bd);
  165. }
  166. static bool ImGui_ImplWin32_UpdateMouseCursor()
  167. {
  168. ImGuiIO& io = ImGui::GetIO();
  169. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  170. return false;
  171. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  172. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  173. {
  174. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  175. ::SetCursor(NULL);
  176. }
  177. else
  178. {
  179. // Show OS mouse cursor
  180. LPTSTR win32_cursor = IDC_ARROW;
  181. switch (imgui_cursor)
  182. {
  183. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  184. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  185. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  186. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  187. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  188. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  189. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  190. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  191. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  192. }
  193. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  194. }
  195. return true;
  196. }
  197. static bool IsVkDown(int vk)
  198. {
  199. return (::GetKeyState(vk) & 0x8000) != 0;
  200. }
  201. static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  202. {
  203. ImGuiIO& io = ImGui::GetIO();
  204. io.AddKeyEvent(key, down);
  205. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  206. IM_UNUSED(native_scancode);
  207. }
  208. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  209. {
  210. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  211. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  212. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
  213. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  214. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
  215. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  216. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  217. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
  218. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  219. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
  220. }
  221. static void ImGui_ImplWin32_UpdateKeyModifiers()
  222. {
  223. ImGuiIO& io = ImGui::GetIO();
  224. ImGuiKeyModFlags key_mods =
  225. ((IsVkDown(VK_LCONTROL) || IsVkDown(VK_RCONTROL)) ? ImGuiKeyModFlags_Ctrl : 0) |
  226. ((IsVkDown(VK_LSHIFT) || IsVkDown(VK_RSHIFT)) ? ImGuiKeyModFlags_Shift : 0) |
  227. ((IsVkDown(VK_LMENU) || IsVkDown(VK_RMENU)) ? ImGuiKeyModFlags_Alt : 0) |
  228. ((IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)) ? ImGuiKeyModFlags_Super : 0);
  229. io.AddKeyModsEvent(key_mods);
  230. }
  231. // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
  232. // Because of that, it is a little more complicated than your typical single-viewport binding code!
  233. static void ImGui_ImplWin32_UpdateMouseData()
  234. {
  235. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  236. ImGuiIO& io = ImGui::GetIO();
  237. IM_ASSERT(bd->hWnd != 0);
  238. POINT mouse_screen_pos;
  239. bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
  240. HWND focused_window = ::GetForegroundWindow();
  241. const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
  242. if (is_app_focused)
  243. {
  244. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  245. // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
  246. if (io.WantSetMousePos)
  247. {
  248. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  249. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
  250. ::ClientToScreen(focused_window, &pos);
  251. ::SetCursorPos(pos.x, pos.y);
  252. }
  253. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  254. if (!io.WantSetMousePos && !bd->MouseTracked && has_mouse_screen_pos)
  255. {
  256. // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
  257. // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
  258. // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
  259. // (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.)
  260. POINT mouse_pos = mouse_screen_pos;
  261. if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
  262. ::ScreenToClient(bd->hWnd, &mouse_pos);
  263. io.MousePos = ImVec2((float)mouse_pos.x, (float)mouse_pos.y);
  264. }
  265. }
  266. // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
  267. // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
  268. // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
  269. // - This is _regardless_ of whether another viewport is focused or being dragged from.
  270. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the
  271. // rectangles and last focused time of every viewports it knows about. It will be unaware of foreign windows that may be sitting between or over your windows.
  272. io.MouseHoveredViewport = 0;
  273. if (has_mouse_screen_pos)
  274. if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
  275. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
  276. if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated?
  277. io.MouseHoveredViewport = viewport->ID;
  278. }
  279. // Gamepad navigation mapping
  280. static void ImGui_ImplWin32_UpdateGamepads()
  281. {
  282. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  283. ImGuiIO& io = ImGui::GetIO();
  284. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  285. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  286. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  287. return;
  288. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  289. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  290. if (bd->WantUpdateHasGamepad)
  291. {
  292. XINPUT_CAPABILITIES caps;
  293. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  294. bd->WantUpdateHasGamepad = false;
  295. }
  296. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  297. XINPUT_STATE xinput_state;
  298. if (bd->HasGamepad && bd->XInputGetState && bd->XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
  299. {
  300. const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  301. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  302. #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
  303. #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; }
  304. MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
  305. MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
  306. MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
  307. MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
  308. MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
  309. MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
  310. MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
  311. MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
  312. MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  313. MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  314. MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  315. MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  316. MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  317. MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  318. MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  319. MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
  320. #undef MAP_BUTTON
  321. #undef MAP_ANALOG
  322. }
  323. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  324. }
  325. static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
  326. {
  327. MONITORINFO info = {};
  328. info.cbSize = sizeof(MONITORINFO);
  329. if (!::GetMonitorInfo(monitor, &info))
  330. return TRUE;
  331. ImGuiPlatformMonitor imgui_monitor;
  332. imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
  333. imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
  334. imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
  335. imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
  336. imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  337. ImGuiPlatformIO& io = ImGui::GetPlatformIO();
  338. if (info.dwFlags & MONITORINFOF_PRIMARY)
  339. io.Monitors.push_front(imgui_monitor);
  340. else
  341. io.Monitors.push_back(imgui_monitor);
  342. return TRUE;
  343. }
  344. static void ImGui_ImplWin32_UpdateMonitors()
  345. {
  346. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  347. ImGui::GetPlatformIO().Monitors.resize(0);
  348. ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
  349. bd->WantUpdateMonitors = false;
  350. }
  351. void ImGui_ImplWin32_NewFrame()
  352. {
  353. ImGuiIO& io = ImGui::GetIO();
  354. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  355. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
  356. // Setup display size (every frame to accommodate for window resizing)
  357. RECT rect = { 0, 0, 0, 0 };
  358. ::GetClientRect(bd->hWnd, &rect);
  359. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  360. if (bd->WantUpdateMonitors)
  361. ImGui_ImplWin32_UpdateMonitors();
  362. // Setup time step
  363. INT64 current_time = 0;
  364. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  365. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  366. bd->Time = current_time;
  367. // Update OS mouse position
  368. ImGui_ImplWin32_UpdateMouseData();
  369. // Process workarounds for known Windows key handling issues
  370. ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
  371. // Update key modifiers
  372. ImGui_ImplWin32_UpdateKeyModifiers();
  373. // Update OS mouse cursor with the cursor requested by imgui
  374. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  375. if (bd->LastMouseCursor != mouse_cursor)
  376. {
  377. bd->LastMouseCursor = mouse_cursor;
  378. ImGui_ImplWin32_UpdateMouseCursor();
  379. }
  380. // Update game controllers (if enabled and available)
  381. ImGui_ImplWin32_UpdateGamepads();
  382. }
  383. // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
  384. #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
  385. // Map VK_xxx to ImGuiKey_xxx.
  386. static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
  387. {
  388. switch (wParam)
  389. {
  390. case VK_TAB: return ImGuiKey_Tab;
  391. case VK_LEFT: return ImGuiKey_LeftArrow;
  392. case VK_RIGHT: return ImGuiKey_RightArrow;
  393. case VK_UP: return ImGuiKey_UpArrow;
  394. case VK_DOWN: return ImGuiKey_DownArrow;
  395. case VK_PRIOR: return ImGuiKey_PageUp;
  396. case VK_NEXT: return ImGuiKey_PageDown;
  397. case VK_HOME: return ImGuiKey_Home;
  398. case VK_END: return ImGuiKey_End;
  399. case VK_INSERT: return ImGuiKey_Insert;
  400. case VK_DELETE: return ImGuiKey_Delete;
  401. case VK_BACK: return ImGuiKey_Backspace;
  402. case VK_SPACE: return ImGuiKey_Space;
  403. case VK_RETURN: return ImGuiKey_Enter;
  404. case VK_ESCAPE: return ImGuiKey_Escape;
  405. case VK_OEM_7: return ImGuiKey_Apostrophe;
  406. case VK_OEM_COMMA: return ImGuiKey_Comma;
  407. case VK_OEM_MINUS: return ImGuiKey_Minus;
  408. case VK_OEM_PERIOD: return ImGuiKey_Period;
  409. case VK_OEM_2: return ImGuiKey_Slash;
  410. case VK_OEM_1: return ImGuiKey_Semicolon;
  411. case VK_OEM_PLUS: return ImGuiKey_Equal;
  412. case VK_OEM_4: return ImGuiKey_LeftBracket;
  413. case VK_OEM_5: return ImGuiKey_Backslash;
  414. case VK_OEM_6: return ImGuiKey_RightBracket;
  415. case VK_OEM_3: return ImGuiKey_GraveAccent;
  416. case VK_CAPITAL: return ImGuiKey_CapsLock;
  417. case VK_SCROLL: return ImGuiKey_ScrollLock;
  418. case VK_NUMLOCK: return ImGuiKey_NumLock;
  419. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  420. case VK_PAUSE: return ImGuiKey_Pause;
  421. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  422. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  423. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  424. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  425. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  426. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  427. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  428. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  429. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  430. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  431. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  432. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  433. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  434. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  435. case VK_ADD: return ImGuiKey_KeypadAdd;
  436. case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
  437. case VK_LSHIFT: return ImGuiKey_LeftShift;
  438. case VK_LCONTROL: return ImGuiKey_LeftControl;
  439. case VK_LMENU: return ImGuiKey_LeftAlt;
  440. case VK_LWIN: return ImGuiKey_LeftSuper;
  441. case VK_RSHIFT: return ImGuiKey_RightShift;
  442. case VK_RCONTROL: return ImGuiKey_RightControl;
  443. case VK_RMENU: return ImGuiKey_RightAlt;
  444. case VK_RWIN: return ImGuiKey_RightSuper;
  445. case VK_APPS: return ImGuiKey_Menu;
  446. case '0': return ImGuiKey_0;
  447. case '1': return ImGuiKey_1;
  448. case '2': return ImGuiKey_2;
  449. case '3': return ImGuiKey_3;
  450. case '4': return ImGuiKey_4;
  451. case '5': return ImGuiKey_5;
  452. case '6': return ImGuiKey_6;
  453. case '7': return ImGuiKey_7;
  454. case '8': return ImGuiKey_8;
  455. case '9': return ImGuiKey_9;
  456. case 'A': return ImGuiKey_A;
  457. case 'B': return ImGuiKey_B;
  458. case 'C': return ImGuiKey_C;
  459. case 'D': return ImGuiKey_D;
  460. case 'E': return ImGuiKey_E;
  461. case 'F': return ImGuiKey_F;
  462. case 'G': return ImGuiKey_G;
  463. case 'H': return ImGuiKey_H;
  464. case 'I': return ImGuiKey_I;
  465. case 'J': return ImGuiKey_J;
  466. case 'K': return ImGuiKey_K;
  467. case 'L': return ImGuiKey_L;
  468. case 'M': return ImGuiKey_M;
  469. case 'N': return ImGuiKey_N;
  470. case 'O': return ImGuiKey_O;
  471. case 'P': return ImGuiKey_P;
  472. case 'Q': return ImGuiKey_Q;
  473. case 'R': return ImGuiKey_R;
  474. case 'S': return ImGuiKey_S;
  475. case 'T': return ImGuiKey_T;
  476. case 'U': return ImGuiKey_U;
  477. case 'V': return ImGuiKey_V;
  478. case 'W': return ImGuiKey_W;
  479. case 'X': return ImGuiKey_X;
  480. case 'Y': return ImGuiKey_Y;
  481. case 'Z': return ImGuiKey_Z;
  482. case VK_F1: return ImGuiKey_F1;
  483. case VK_F2: return ImGuiKey_F2;
  484. case VK_F3: return ImGuiKey_F3;
  485. case VK_F4: return ImGuiKey_F4;
  486. case VK_F5: return ImGuiKey_F5;
  487. case VK_F6: return ImGuiKey_F6;
  488. case VK_F7: return ImGuiKey_F7;
  489. case VK_F8: return ImGuiKey_F8;
  490. case VK_F9: return ImGuiKey_F9;
  491. case VK_F10: return ImGuiKey_F10;
  492. case VK_F11: return ImGuiKey_F11;
  493. case VK_F12: return ImGuiKey_F12;
  494. default: return ImGuiKey_None;
  495. }
  496. }
  497. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  498. #ifndef WM_MOUSEHWHEEL
  499. #define WM_MOUSEHWHEEL 0x020E
  500. #endif
  501. #ifndef DBT_DEVNODES_CHANGED
  502. #define DBT_DEVNODES_CHANGED 0x0007
  503. #endif
  504. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  505. // Call from your application's message handler.
  506. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  507. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  508. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  509. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  510. // 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.
  511. // 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.
  512. #if 0
  513. // Copy this line into your .cpp file to forward declare the function.
  514. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  515. #endif
  516. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  517. {
  518. if (ImGui::GetCurrentContext() == NULL)
  519. return 0;
  520. ImGuiIO& io = ImGui::GetIO();
  521. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  522. switch (msg)
  523. {
  524. case WM_MOUSEMOVE:
  525. {
  526. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  527. bd->MouseHwnd = hwnd;
  528. if (!bd->MouseTracked)
  529. {
  530. TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 };
  531. ::TrackMouseEvent(&tme);
  532. bd->MouseTracked = true;
  533. }
  534. POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
  535. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  536. ::ClientToScreen(hwnd, &mouse_pos);
  537. io.MousePos = ImVec2((float)mouse_pos.x, (float)mouse_pos.y);
  538. break;
  539. }
  540. case WM_MOUSELEAVE:
  541. if (bd->MouseHwnd == hwnd)
  542. bd->MouseHwnd = NULL;
  543. bd->MouseTracked = false;
  544. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  545. break;
  546. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  547. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  548. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  549. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  550. {
  551. int button = 0;
  552. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  553. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  554. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  555. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  556. if (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL)
  557. ::SetCapture(hwnd);
  558. bd->MouseButtonsDown |= 1 << button;
  559. io.MouseDown[button] = true;
  560. return 0;
  561. }
  562. case WM_LBUTTONUP:
  563. case WM_RBUTTONUP:
  564. case WM_MBUTTONUP:
  565. case WM_XBUTTONUP:
  566. {
  567. int button = 0;
  568. if (msg == WM_LBUTTONUP) { button = 0; }
  569. if (msg == WM_RBUTTONUP) { button = 1; }
  570. if (msg == WM_MBUTTONUP) { button = 2; }
  571. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  572. bd->MouseButtonsDown &= ~(1 << button);
  573. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  574. ::ReleaseCapture();
  575. io.MouseDown[button] = false;
  576. return 0;
  577. }
  578. case WM_MOUSEWHEEL:
  579. io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  580. return 0;
  581. case WM_MOUSEHWHEEL:
  582. io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  583. return 0;
  584. case WM_KEYDOWN:
  585. case WM_KEYUP:
  586. case WM_SYSKEYDOWN:
  587. case WM_SYSKEYUP:
  588. {
  589. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  590. if (wParam < 256)
  591. {
  592. // Obtain virtual key code
  593. // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
  594. int vk = (int)wParam;
  595. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  596. vk = IM_VK_KEYPAD_ENTER;
  597. // Submit key event
  598. const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
  599. const int scancode = (int)LOBYTE(HIWORD(lParam));
  600. if (key != ImGuiKey_None)
  601. ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
  602. // Submit individual left/right modifier events
  603. if (vk == VK_SHIFT)
  604. {
  605. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  606. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  607. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  608. }
  609. else if (vk == VK_CONTROL)
  610. {
  611. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftControl, is_key_down, VK_LCONTROL, scancode); }
  612. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightControl, is_key_down, VK_RCONTROL, scancode); }
  613. }
  614. else if (vk == VK_MENU)
  615. {
  616. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  617. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  618. }
  619. }
  620. return 0;
  621. }
  622. case WM_SETFOCUS:
  623. case WM_KILLFOCUS:
  624. io.AddFocusEvent(msg == WM_SETFOCUS);
  625. return 0;
  626. case WM_CHAR:
  627. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  628. if (wParam > 0 && wParam < 0x10000)
  629. io.AddInputCharacterUTF16((unsigned short)wParam);
  630. return 0;
  631. case WM_SETCURSOR:
  632. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  633. return 1;
  634. return 0;
  635. case WM_DEVICECHANGE:
  636. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  637. bd->WantUpdateHasGamepad = true;
  638. return 0;
  639. case WM_DISPLAYCHANGE:
  640. bd->WantUpdateMonitors = true;
  641. return 0;
  642. }
  643. return 0;
  644. }
  645. //--------------------------------------------------------------------------------------------------------
  646. // DPI-related helpers (optional)
  647. //--------------------------------------------------------------------------------------------------------
  648. // - Use to enable DPI awareness without having to create an application manifest.
  649. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  650. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  651. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  652. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  653. //---------------------------------------------------------------------------------------------------------
  654. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  655. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  656. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  657. //---------------------------------------------------------------------------------------------------------
  658. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  659. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  660. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  661. {
  662. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  663. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL;
  664. if (RtlVerifyVersionInfoFn == NULL)
  665. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  666. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  667. if (RtlVerifyVersionInfoFn == NULL)
  668. return FALSE;
  669. RTL_OSVERSIONINFOEXW versionInfo = { };
  670. ULONGLONG conditionMask = 0;
  671. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  672. versionInfo.dwMajorVersion = major;
  673. versionInfo.dwMinorVersion = minor;
  674. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  675. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  676. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  677. }
  678. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  679. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  680. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  681. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  682. #ifndef DPI_ENUMS_DECLARED
  683. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  684. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  685. #endif
  686. #ifndef _DPI_AWARENESS_CONTEXTS_
  687. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  688. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  689. #endif
  690. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  691. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  692. #endif
  693. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  694. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  695. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  696. // Helper function to enable DPI awareness without setting up a manifest
  697. void ImGui_ImplWin32_EnableDpiAwareness()
  698. {
  699. // Make sure monitors will be updated with latest correct scaling
  700. if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
  701. bd->WantUpdateMonitors = true;
  702. if (_IsWindows10OrGreater())
  703. {
  704. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  705. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  706. {
  707. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  708. return;
  709. }
  710. }
  711. if (_IsWindows8Point1OrGreater())
  712. {
  713. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  714. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  715. {
  716. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  717. return;
  718. }
  719. }
  720. #if _WIN32_WINNT >= 0x0600
  721. ::SetProcessDPIAware();
  722. #endif
  723. }
  724. #if defined(_MSC_VER) && !defined(NOGDI)
  725. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  726. #endif
  727. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  728. {
  729. UINT xdpi = 96, ydpi = 96;
  730. if (_IsWindows8Point1OrGreater())
  731. {
  732. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  733. static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL;
  734. if (GetDpiForMonitorFn == NULL && shcore_dll != NULL)
  735. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  736. if (GetDpiForMonitorFn != NULL)
  737. {
  738. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  739. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  740. return xdpi / 96.0f;
  741. }
  742. }
  743. #ifndef NOGDI
  744. const HDC dc = ::GetDC(NULL);
  745. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  746. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  747. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  748. ::ReleaseDC(NULL, dc);
  749. #endif
  750. return xdpi / 96.0f;
  751. }
  752. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  753. {
  754. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  755. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  756. }
  757. //--------------------------------------------------------------------------------------------------------
  758. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  759. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  760. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
  761. //--------------------------------------------------------------------------------------------------------
  762. // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
  763. struct ImGui_ImplWin32_ViewportData
  764. {
  765. HWND Hwnd;
  766. bool HwndOwned;
  767. DWORD DwStyle;
  768. DWORD DwExStyle;
  769. ImGui_ImplWin32_ViewportData() { Hwnd = NULL; HwndOwned = false; DwStyle = DwExStyle = 0; }
  770. ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == NULL); }
  771. };
  772. static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
  773. {
  774. if (flags & ImGuiViewportFlags_NoDecoration)
  775. *out_style = WS_POPUP;
  776. else
  777. *out_style = WS_OVERLAPPEDWINDOW;
  778. if (flags & ImGuiViewportFlags_NoTaskBarIcon)
  779. *out_ex_style = WS_EX_TOOLWINDOW;
  780. else
  781. *out_ex_style = WS_EX_APPWINDOW;
  782. if (flags & ImGuiViewportFlags_TopMost)
  783. *out_ex_style |= WS_EX_TOPMOST;
  784. }
  785. static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
  786. {
  787. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  788. viewport->PlatformUserData = vd;
  789. // Select style and parent window
  790. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
  791. HWND parent_window = NULL;
  792. if (viewport->ParentViewportId != 0)
  793. if (ImGuiViewport* parent_viewport = ImGui::FindViewportByID(viewport->ParentViewportId))
  794. parent_window = (HWND)parent_viewport->PlatformHandle;
  795. // Create window
  796. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  797. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  798. vd->Hwnd = ::CreateWindowEx(
  799. vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name
  800. rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
  801. parent_window, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param
  802. vd->HwndOwned = true;
  803. viewport->PlatformRequestResize = false;
  804. viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
  805. }
  806. static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
  807. {
  808. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  809. if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
  810. {
  811. if (::GetCapture() == vd->Hwnd)
  812. {
  813. // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
  814. ::ReleaseCapture();
  815. ::SetCapture(bd->hWnd);
  816. }
  817. if (vd->Hwnd && vd->HwndOwned)
  818. ::DestroyWindow(vd->Hwnd);
  819. vd->Hwnd = NULL;
  820. IM_DELETE(vd);
  821. }
  822. viewport->PlatformUserData = viewport->PlatformHandle = NULL;
  823. }
  824. static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
  825. {
  826. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  827. IM_ASSERT(vd->Hwnd != 0);
  828. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  829. ::ShowWindow(vd->Hwnd, SW_SHOWNA);
  830. else
  831. ::ShowWindow(vd->Hwnd, SW_SHOW);
  832. }
  833. static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
  834. {
  835. // (Optional) Update Win32 style if it changed _after_ creation.
  836. // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
  837. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  838. IM_ASSERT(vd->Hwnd != 0);
  839. DWORD new_style;
  840. DWORD new_ex_style;
  841. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
  842. // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
  843. if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
  844. {
  845. // (Optional) Update TopMost state if it changed _after_ creation
  846. bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
  847. HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
  848. UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
  849. // Apply flags and position (since it is affected by flags)
  850. vd->DwStyle = new_style;
  851. vd->DwExStyle = new_ex_style;
  852. ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
  853. ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
  854. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  855. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  856. ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
  857. ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
  858. viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
  859. }
  860. }
  861. static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
  862. {
  863. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  864. IM_ASSERT(vd->Hwnd != 0);
  865. POINT pos = { 0, 0 };
  866. ::ClientToScreen(vd->Hwnd, &pos);
  867. return ImVec2((float)pos.x, (float)pos.y);
  868. }
  869. static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  870. {
  871. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  872. IM_ASSERT(vd->Hwnd != 0);
  873. RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
  874. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  875. ::SetWindowPos(vd->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
  876. }
  877. static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
  878. {
  879. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  880. IM_ASSERT(vd->Hwnd != 0);
  881. RECT rect;
  882. ::GetClientRect(vd->Hwnd, &rect);
  883. return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
  884. }
  885. static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  886. {
  887. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  888. IM_ASSERT(vd->Hwnd != 0);
  889. RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
  890. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  891. ::SetWindowPos(vd->Hwnd, NULL, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
  892. }
  893. static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
  894. {
  895. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  896. IM_ASSERT(vd->Hwnd != 0);
  897. ::BringWindowToTop(vd->Hwnd);
  898. ::SetForegroundWindow(vd->Hwnd);
  899. ::SetFocus(vd->Hwnd);
  900. }
  901. static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
  902. {
  903. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  904. IM_ASSERT(vd->Hwnd != 0);
  905. return ::GetForegroundWindow() == vd->Hwnd;
  906. }
  907. static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
  908. {
  909. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  910. IM_ASSERT(vd->Hwnd != 0);
  911. return ::IsIconic(vd->Hwnd) != 0;
  912. }
  913. static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  914. {
  915. // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
  916. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  917. IM_ASSERT(vd->Hwnd != 0);
  918. int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0);
  919. ImVector<wchar_t> title_w;
  920. title_w.resize(n);
  921. ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
  922. ::SetWindowTextW(vd->Hwnd, title_w.Data);
  923. }
  924. static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  925. {
  926. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  927. IM_ASSERT(vd->Hwnd != 0);
  928. IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
  929. if (alpha < 1.0f)
  930. {
  931. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
  932. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  933. ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
  934. }
  935. else
  936. {
  937. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
  938. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  939. }
  940. }
  941. static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
  942. {
  943. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  944. IM_ASSERT(vd->Hwnd != 0);
  945. return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
  946. }
  947. // FIXME-DPI: Testing DPI related ideas
  948. static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
  949. {
  950. (void)viewport;
  951. #if 0
  952. ImGuiStyle default_style;
  953. //default_style.WindowPadding = ImVec2(0, 0);
  954. //default_style.WindowBorderSize = 0.0f;
  955. //default_style.ItemSpacing.y = 3.0f;
  956. //default_style.FramePadding = ImVec2(0, 0);
  957. default_style.ScaleAllSizes(viewport->DpiScale);
  958. ImGuiStyle& style = ImGui::GetStyle();
  959. style = default_style;
  960. #endif
  961. }
  962. static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  963. {
  964. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  965. return true;
  966. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
  967. {
  968. switch (msg)
  969. {
  970. case WM_CLOSE:
  971. viewport->PlatformRequestClose = true;
  972. return 0;
  973. case WM_MOVE:
  974. viewport->PlatformRequestMove = true;
  975. break;
  976. case WM_SIZE:
  977. viewport->PlatformRequestResize = true;
  978. break;
  979. case WM_MOUSEACTIVATE:
  980. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
  981. return MA_NOACTIVATE;
  982. break;
  983. case WM_NCHITTEST:
  984. // Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL).
  985. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  986. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  987. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  988. if (viewport->Flags & ImGuiViewportFlags_NoInputs)
  989. return HTTRANSPARENT;
  990. break;
  991. }
  992. }
  993. return DefWindowProc(hWnd, msg, wParam, lParam);
  994. }
  995. static void ImGui_ImplWin32_InitPlatformInterface()
  996. {
  997. WNDCLASSEX wcex;
  998. wcex.cbSize = sizeof(WNDCLASSEX);
  999. wcex.style = CS_HREDRAW | CS_VREDRAW;
  1000. wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
  1001. wcex.cbClsExtra = 0;
  1002. wcex.cbWndExtra = 0;
  1003. wcex.hInstance = ::GetModuleHandle(NULL);
  1004. wcex.hIcon = NULL;
  1005. wcex.hCursor = NULL;
  1006. wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
  1007. wcex.lpszMenuName = NULL;
  1008. wcex.lpszClassName = _T("ImGui Platform");
  1009. wcex.hIconSm = NULL;
  1010. ::RegisterClassEx(&wcex);
  1011. ImGui_ImplWin32_UpdateMonitors();
  1012. // Register platform interface (will be coupled with a renderer interface)
  1013. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1014. platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
  1015. platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
  1016. platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
  1017. platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
  1018. platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
  1019. platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
  1020. platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
  1021. platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
  1022. platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
  1023. platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
  1024. platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
  1025. platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
  1026. platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
  1027. platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
  1028. platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
  1029. // Register main window handle (which is owned by the main application, not by us)
  1030. // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
  1031. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  1032. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  1033. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  1034. vd->Hwnd = bd->hWnd;
  1035. vd->HwndOwned = false;
  1036. main_viewport->PlatformUserData = vd;
  1037. main_viewport->PlatformHandle = (void*)bd->hWnd;
  1038. }
  1039. static void ImGui_ImplWin32_ShutdownPlatformInterface()
  1040. {
  1041. ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL));
  1042. ImGui::DestroyPlatformWindows();
  1043. }
  1044. //---------------------------------------------------------------------------------------------------------
  1045. // Transparency related helpers (optional)
  1046. //--------------------------------------------------------------------------------------------------------
  1047. #if defined(_MSC_VER)
  1048. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  1049. #endif
  1050. // [experimental]
  1051. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  1052. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  1053. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  1054. {
  1055. if (!_IsWindowsVistaOrGreater())
  1056. return;
  1057. BOOL composition;
  1058. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  1059. return;
  1060. BOOL opaque;
  1061. DWORD color;
  1062. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  1063. {
  1064. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  1065. DWM_BLURBEHIND bb = {};
  1066. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  1067. bb.hRgnBlur = region;
  1068. bb.fEnable = TRUE;
  1069. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  1070. ::DeleteObject(region);
  1071. }
  1072. else
  1073. {
  1074. DWM_BLURBEHIND bb = {};
  1075. bb.dwFlags = DWM_BB_ENABLE;
  1076. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  1077. }
  1078. }
  1079. //---------------------------------------------------------------------------------------------------------