imgui_impl_win32.cpp 22 KB

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  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: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  6. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
  7. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  8. #include "imgui.h"
  9. #include "imgui_impl_win32.h"
  10. #ifndef WIN32_LEAN_AND_MEAN
  11. #define WIN32_LEAN_AND_MEAN
  12. #endif
  13. #include <windows.h>
  14. #include <tchar.h>
  15. // Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
  16. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  17. #include <XInput.h>
  18. #else
  19. #define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
  20. #endif
  21. #if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
  22. #pragma comment(lib, "xinput")
  23. //#pragma comment(lib, "Xinput9_1_0")
  24. #endif
  25. // CHANGELOG
  26. // (minor and older changes stripped away, please see git history for details)
  27. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  28. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  29. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  30. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  31. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  32. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  33. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  34. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  35. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  36. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  37. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  38. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  39. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  40. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  41. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  42. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  43. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  44. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  45. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  46. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  47. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  48. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  49. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  50. // Win32 Data
  51. static HWND g_hWnd = NULL;
  52. static INT64 g_Time = 0;
  53. static INT64 g_TicksPerSecond = 0;
  54. static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  55. static bool g_HasGamepad = false;
  56. static bool g_WantUpdateHasGamepad = true;
  57. // Functions
  58. bool ImGui_ImplWin32_Init(void* hwnd)
  59. {
  60. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
  61. return false;
  62. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
  63. return false;
  64. // Setup backend capabilities flags
  65. g_hWnd = (HWND)hwnd;
  66. ImGuiIO& io = ImGui::GetIO();
  67. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  68. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  69. io.BackendPlatformName = "imgui_impl_win32";
  70. io.ImeWindowHandle = hwnd;
  71. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
  72. io.KeyMap[ImGuiKey_Tab] = VK_TAB;
  73. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  74. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  75. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  76. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  77. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  78. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  79. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  80. io.KeyMap[ImGuiKey_End] = VK_END;
  81. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  82. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  83. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  84. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  85. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  86. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  87. io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
  88. io.KeyMap[ImGuiKey_A] = 'A';
  89. io.KeyMap[ImGuiKey_C] = 'C';
  90. io.KeyMap[ImGuiKey_V] = 'V';
  91. io.KeyMap[ImGuiKey_X] = 'X';
  92. io.KeyMap[ImGuiKey_Y] = 'Y';
  93. io.KeyMap[ImGuiKey_Z] = 'Z';
  94. return true;
  95. }
  96. void ImGui_ImplWin32_Shutdown()
  97. {
  98. g_hWnd = (HWND)0;
  99. }
  100. static bool ImGui_ImplWin32_UpdateMouseCursor()
  101. {
  102. ImGuiIO& io = ImGui::GetIO();
  103. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  104. return false;
  105. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  106. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  107. {
  108. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  109. ::SetCursor(NULL);
  110. }
  111. else
  112. {
  113. // Show OS mouse cursor
  114. LPTSTR win32_cursor = IDC_ARROW;
  115. switch (imgui_cursor)
  116. {
  117. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  118. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  119. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  120. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  121. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  122. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  123. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  124. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  125. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  126. }
  127. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  128. }
  129. return true;
  130. }
  131. static void ImGui_ImplWin32_UpdateMousePos()
  132. {
  133. ImGuiIO& io = ImGui::GetIO();
  134. // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  135. if (io.WantSetMousePos)
  136. {
  137. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  138. ::ClientToScreen(g_hWnd, &pos);
  139. ::SetCursorPos(pos.x, pos.y);
  140. }
  141. // Set mouse position
  142. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  143. POINT pos;
  144. if (HWND active_window = ::GetForegroundWindow())
  145. if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
  146. if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
  147. io.MousePos = ImVec2((float)pos.x, (float)pos.y);
  148. }
  149. // Gamepad navigation mapping
  150. static void ImGui_ImplWin32_UpdateGamepads()
  151. {
  152. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  153. ImGuiIO& io = ImGui::GetIO();
  154. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  155. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  156. return;
  157. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  158. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  159. if (g_WantUpdateHasGamepad)
  160. {
  161. XINPUT_CAPABILITIES caps;
  162. g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
  163. g_WantUpdateHasGamepad = false;
  164. }
  165. XINPUT_STATE xinput_state;
  166. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  167. if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
  168. {
  169. const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  170. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  171. #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
  172. #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; }
  173. MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
  174. MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
  175. MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
  176. MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
  177. MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
  178. MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
  179. MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
  180. MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
  181. MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  182. MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  183. MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  184. MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  185. MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  186. MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  187. MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  188. MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
  189. #undef MAP_BUTTON
  190. #undef MAP_ANALOG
  191. }
  192. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  193. }
  194. void ImGui_ImplWin32_NewFrame()
  195. {
  196. ImGuiIO& io = ImGui::GetIO();
  197. IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
  198. // Setup display size (every frame to accommodate for window resizing)
  199. RECT rect;
  200. ::GetClientRect(g_hWnd, &rect);
  201. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  202. // Setup time step
  203. INT64 current_time;
  204. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  205. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  206. g_Time = current_time;
  207. // Read keyboard modifiers inputs
  208. io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
  209. io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
  210. io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
  211. io.KeySuper = false;
  212. // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
  213. // Update OS mouse position
  214. ImGui_ImplWin32_UpdateMousePos();
  215. // Update OS mouse cursor with the cursor requested by imgui
  216. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  217. if (g_LastMouseCursor != mouse_cursor)
  218. {
  219. g_LastMouseCursor = mouse_cursor;
  220. ImGui_ImplWin32_UpdateMouseCursor();
  221. }
  222. // Update game controllers (if enabled and available)
  223. ImGui_ImplWin32_UpdateGamepads();
  224. }
  225. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  226. #ifndef WM_MOUSEHWHEEL
  227. #define WM_MOUSEHWHEEL 0x020E
  228. #endif
  229. #ifndef DBT_DEVNODES_CHANGED
  230. #define DBT_DEVNODES_CHANGED 0x0007
  231. #endif
  232. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  233. // Call from your application's message handler.
  234. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  235. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  236. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  237. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  238. // 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.
  239. // 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.
  240. #if 0
  241. // Copy this line into your .cpp file to forward declare the function.
  242. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  243. #endif
  244. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  245. {
  246. if (ImGui::GetCurrentContext() == NULL)
  247. return 0;
  248. ImGuiIO& io = ImGui::GetIO();
  249. switch (msg)
  250. {
  251. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  252. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  253. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  254. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  255. {
  256. int button = 0;
  257. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  258. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  259. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  260. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  261. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  262. ::SetCapture(hwnd);
  263. io.MouseDown[button] = true;
  264. return 0;
  265. }
  266. case WM_LBUTTONUP:
  267. case WM_RBUTTONUP:
  268. case WM_MBUTTONUP:
  269. case WM_XBUTTONUP:
  270. {
  271. int button = 0;
  272. if (msg == WM_LBUTTONUP) { button = 0; }
  273. if (msg == WM_RBUTTONUP) { button = 1; }
  274. if (msg == WM_MBUTTONUP) { button = 2; }
  275. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  276. io.MouseDown[button] = false;
  277. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  278. ::ReleaseCapture();
  279. return 0;
  280. }
  281. case WM_MOUSEWHEEL:
  282. io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  283. return 0;
  284. case WM_MOUSEHWHEEL:
  285. io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  286. return 0;
  287. case WM_KEYDOWN:
  288. case WM_SYSKEYDOWN:
  289. if (wParam < 256)
  290. io.KeysDown[wParam] = 1;
  291. return 0;
  292. case WM_KEYUP:
  293. case WM_SYSKEYUP:
  294. if (wParam < 256)
  295. io.KeysDown[wParam] = 0;
  296. return 0;
  297. case WM_CHAR:
  298. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  299. if (wParam > 0 && wParam < 0x10000)
  300. io.AddInputCharacterUTF16((unsigned short)wParam);
  301. return 0;
  302. case WM_SETCURSOR:
  303. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  304. return 1;
  305. return 0;
  306. case WM_DEVICECHANGE:
  307. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  308. g_WantUpdateHasGamepad = true;
  309. return 0;
  310. }
  311. return 0;
  312. }
  313. //--------------------------------------------------------------------------------------------------------
  314. // DPI-related helpers (optional)
  315. //--------------------------------------------------------------------------------------------------------
  316. // - Use to enable DPI awareness without having to create an application manifest.
  317. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  318. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  319. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  320. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  321. //---------------------------------------------------------------------------------------------------------
  322. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  323. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  324. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  325. //---------------------------------------------------------------------------------------------------------
  326. // Implement some of the functions and types normally declared in recent Windows SDK.
  327. #if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
  328. static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
  329. {
  330. OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
  331. DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
  332. ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
  333. cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
  334. cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
  335. return ::VerifyVersionInfoW(&osvi, mask, cond);
  336. }
  337. #define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE
  338. #endif
  339. #ifndef DPI_ENUMS_DECLARED
  340. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  341. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  342. #endif
  343. #ifndef _DPI_AWARENESS_CONTEXTS_
  344. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  345. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  346. #endif
  347. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  348. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  349. #endif
  350. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  351. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  352. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  353. // Helper function to enable DPI awareness without setting up a manifest
  354. void ImGui_ImplWin32_EnableDpiAwareness()
  355. {
  356. // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
  357. {
  358. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  359. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  360. {
  361. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  362. return;
  363. }
  364. }
  365. if (IsWindows8Point1OrGreater())
  366. {
  367. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  368. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  369. {
  370. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  371. return;
  372. }
  373. }
  374. #if _WIN32_WINNT >= 0x0600
  375. ::SetProcessDPIAware();
  376. #endif
  377. }
  378. #if defined(_MSC_VER) && !defined(NOGDI)
  379. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps()
  380. #endif
  381. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  382. {
  383. UINT xdpi = 96, ydpi = 96;
  384. static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
  385. if (bIsWindows8Point1OrGreater)
  386. {
  387. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  388. if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
  389. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  390. }
  391. #ifndef NOGDI
  392. else
  393. {
  394. const HDC dc = ::GetDC(NULL);
  395. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  396. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  397. ::ReleaseDC(NULL, dc);
  398. }
  399. #endif
  400. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  401. return xdpi / 96.0f;
  402. }
  403. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  404. {
  405. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  406. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  407. }
  408. //---------------------------------------------------------------------------------------------------------