imgui_impl_win32.cpp 26 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. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  10. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  11. #include "imgui.h"
  12. #include "imgui_impl_win32.h"
  13. #ifndef WIN32_LEAN_AND_MEAN
  14. #define WIN32_LEAN_AND_MEAN
  15. #endif
  16. #include <windows.h>
  17. #include <tchar.h>
  18. #include <dwmapi.h>
  19. // Configuration flags to add in your imconfig.h file:
  20. //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support (this used to be meaningful before <1.81) but we know load XInput dynamically so the option is less relevant now.
  21. // Using XInput for gamepad (will load DLL dynamically)
  22. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  23. #include <XInput.h>
  24. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  25. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  26. #endif
  27. // CHANGELOG
  28. // (minor and older changes stripped away, please see git history for details)
  29. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  30. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  31. // 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.
  32. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  33. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  34. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  35. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  36. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  37. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  38. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  39. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  40. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  41. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  42. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  43. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  44. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  45. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  46. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  47. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  48. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  49. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  50. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  51. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  52. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  53. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  54. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  55. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  56. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  57. // Win32 Data
  58. static HWND g_hWnd = NULL;
  59. static INT64 g_Time = 0;
  60. static INT64 g_TicksPerSecond = 0;
  61. static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  62. static bool g_HasGamepad = false;
  63. static bool g_WantUpdateHasGamepad = true;
  64. // XInput DLL and functions
  65. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  66. static HMODULE g_XInputDLL = NULL;
  67. static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL;
  68. static PFN_XInputGetState g_XInputGetState = NULL;
  69. #endif
  70. // Functions
  71. bool ImGui_ImplWin32_Init(void* hwnd)
  72. {
  73. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
  74. return false;
  75. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
  76. return false;
  77. // Setup backend capabilities flags
  78. g_hWnd = (HWND)hwnd;
  79. ImGuiIO& io = ImGui::GetIO();
  80. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  81. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  82. io.BackendPlatformName = "imgui_impl_win32";
  83. io.ImeWindowHandle = hwnd;
  84. // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
  85. io.KeyMap[ImGuiKey_Tab] = VK_TAB;
  86. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  87. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  88. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  89. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  90. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  91. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  92. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  93. io.KeyMap[ImGuiKey_End] = VK_END;
  94. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  95. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  96. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  97. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  98. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  99. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  100. io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
  101. io.KeyMap[ImGuiKey_A] = 'A';
  102. io.KeyMap[ImGuiKey_C] = 'C';
  103. io.KeyMap[ImGuiKey_V] = 'V';
  104. io.KeyMap[ImGuiKey_X] = 'X';
  105. io.KeyMap[ImGuiKey_Y] = 'Y';
  106. io.KeyMap[ImGuiKey_Z] = 'Z';
  107. // Dynamically load XInput library
  108. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  109. const char* xinput_dll_names[] =
  110. {
  111. "xinput1_4.dll", // Windows 8+
  112. "xinput1_3.dll", // DirectX SDK
  113. "xinput9_1_0.dll", // Windows Vista, Windows 7
  114. "xinput1_2.dll", // DirectX SDK
  115. "xinput1_1.dll" // DirectX SDK
  116. };
  117. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  118. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  119. {
  120. g_XInputDLL = dll;
  121. g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  122. g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  123. break;
  124. }
  125. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  126. return true;
  127. }
  128. void ImGui_ImplWin32_Shutdown()
  129. {
  130. // Unload XInput library
  131. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  132. if (g_XInputDLL)
  133. ::FreeLibrary(g_XInputDLL);
  134. g_XInputDLL = NULL;
  135. g_XInputGetCapabilities = NULL;
  136. g_XInputGetState = NULL;
  137. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  138. g_hWnd = NULL;
  139. g_Time = 0;
  140. g_TicksPerSecond = 0;
  141. g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  142. g_HasGamepad = false;
  143. g_WantUpdateHasGamepad = true;
  144. }
  145. static bool ImGui_ImplWin32_UpdateMouseCursor()
  146. {
  147. ImGuiIO& io = ImGui::GetIO();
  148. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  149. return false;
  150. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  151. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  152. {
  153. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  154. ::SetCursor(NULL);
  155. }
  156. else
  157. {
  158. // Show OS mouse cursor
  159. LPTSTR win32_cursor = IDC_ARROW;
  160. switch (imgui_cursor)
  161. {
  162. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  163. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  164. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  165. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  166. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  167. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  168. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  169. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  170. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  171. }
  172. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  173. }
  174. return true;
  175. }
  176. static void ImGui_ImplWin32_UpdateMousePos()
  177. {
  178. ImGuiIO& io = ImGui::GetIO();
  179. IM_ASSERT(g_hWnd != 0);
  180. // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  181. if (io.WantSetMousePos)
  182. {
  183. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  184. if (::ClientToScreen(g_hWnd, &pos))
  185. ::SetCursorPos(pos.x, pos.y);
  186. }
  187. // Set mouse position
  188. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  189. POINT pos;
  190. if (HWND active_window = ::GetForegroundWindow())
  191. if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
  192. if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
  193. io.MousePos = ImVec2((float)pos.x, (float)pos.y);
  194. }
  195. // Gamepad navigation mapping
  196. static void ImGui_ImplWin32_UpdateGamepads()
  197. {
  198. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  199. ImGuiIO& io = ImGui::GetIO();
  200. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  201. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  202. return;
  203. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  204. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  205. if (g_WantUpdateHasGamepad)
  206. {
  207. XINPUT_CAPABILITIES caps;
  208. g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  209. g_WantUpdateHasGamepad = false;
  210. }
  211. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  212. XINPUT_STATE xinput_state;
  213. if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
  214. {
  215. const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  216. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  217. #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
  218. #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; }
  219. MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
  220. MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
  221. MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
  222. MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
  223. MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
  224. MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
  225. MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
  226. MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
  227. MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  228. MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  229. MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  230. MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  231. MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  232. MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  233. MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  234. MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
  235. #undef MAP_BUTTON
  236. #undef MAP_ANALOG
  237. }
  238. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  239. }
  240. void ImGui_ImplWin32_NewFrame()
  241. {
  242. ImGuiIO& io = ImGui::GetIO();
  243. 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().");
  244. // Setup display size (every frame to accommodate for window resizing)
  245. RECT rect = { 0, 0, 0, 0 };
  246. ::GetClientRect(g_hWnd, &rect);
  247. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  248. // Setup time step
  249. INT64 current_time = 0;
  250. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  251. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  252. g_Time = current_time;
  253. // Read keyboard modifiers inputs
  254. io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
  255. io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
  256. io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
  257. io.KeySuper = false;
  258. // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
  259. // Update OS mouse position
  260. ImGui_ImplWin32_UpdateMousePos();
  261. // Update OS mouse cursor with the cursor requested by imgui
  262. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  263. if (g_LastMouseCursor != mouse_cursor)
  264. {
  265. g_LastMouseCursor = mouse_cursor;
  266. ImGui_ImplWin32_UpdateMouseCursor();
  267. }
  268. // Update game controllers (if enabled and available)
  269. ImGui_ImplWin32_UpdateGamepads();
  270. }
  271. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  272. #ifndef WM_MOUSEHWHEEL
  273. #define WM_MOUSEHWHEEL 0x020E
  274. #endif
  275. #ifndef DBT_DEVNODES_CHANGED
  276. #define DBT_DEVNODES_CHANGED 0x0007
  277. #endif
  278. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  279. // Call from your application's message handler.
  280. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  281. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  282. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  283. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  284. // 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.
  285. // 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.
  286. #if 0
  287. // Copy this line into your .cpp file to forward declare the function.
  288. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  289. #endif
  290. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  291. {
  292. if (ImGui::GetCurrentContext() == NULL)
  293. return 0;
  294. ImGuiIO& io = ImGui::GetIO();
  295. switch (msg)
  296. {
  297. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  298. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  299. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  300. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  301. {
  302. int button = 0;
  303. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  304. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  305. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  306. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  307. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  308. ::SetCapture(hwnd);
  309. io.MouseDown[button] = true;
  310. return 0;
  311. }
  312. case WM_LBUTTONUP:
  313. case WM_RBUTTONUP:
  314. case WM_MBUTTONUP:
  315. case WM_XBUTTONUP:
  316. {
  317. int button = 0;
  318. if (msg == WM_LBUTTONUP) { button = 0; }
  319. if (msg == WM_RBUTTONUP) { button = 1; }
  320. if (msg == WM_MBUTTONUP) { button = 2; }
  321. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  322. io.MouseDown[button] = false;
  323. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  324. ::ReleaseCapture();
  325. return 0;
  326. }
  327. case WM_MOUSEWHEEL:
  328. io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  329. return 0;
  330. case WM_MOUSEHWHEEL:
  331. io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  332. return 0;
  333. case WM_KEYDOWN:
  334. case WM_SYSKEYDOWN:
  335. if (wParam < 256)
  336. io.KeysDown[wParam] = 1;
  337. return 0;
  338. case WM_KEYUP:
  339. case WM_SYSKEYUP:
  340. if (wParam < 256)
  341. io.KeysDown[wParam] = 0;
  342. return 0;
  343. case WM_KILLFOCUS:
  344. memset(io.KeysDown, 0, sizeof(io.KeysDown));
  345. return 0;
  346. case WM_CHAR:
  347. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  348. if (wParam > 0 && wParam < 0x10000)
  349. io.AddInputCharacterUTF16((unsigned short)wParam);
  350. return 0;
  351. case WM_SETCURSOR:
  352. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  353. return 1;
  354. return 0;
  355. case WM_DEVICECHANGE:
  356. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  357. g_WantUpdateHasGamepad = true;
  358. return 0;
  359. }
  360. return 0;
  361. }
  362. //--------------------------------------------------------------------------------------------------------
  363. // DPI-related helpers (optional)
  364. //--------------------------------------------------------------------------------------------------------
  365. // - Use to enable DPI awareness without having to create an application manifest.
  366. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  367. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  368. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  369. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  370. //---------------------------------------------------------------------------------------------------------
  371. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  372. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  373. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  374. //---------------------------------------------------------------------------------------------------------
  375. // Implement some of the functions and types normally declared in recent Windows SDK.
  376. #if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
  377. static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
  378. {
  379. OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
  380. DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
  381. ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
  382. cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
  383. cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
  384. return ::VerifyVersionInfoW(&osvi, mask, cond);
  385. }
  386. #define IsWindowsVistaOrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  387. #define IsWindows8OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  388. #define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  389. #endif
  390. #ifndef DPI_ENUMS_DECLARED
  391. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  392. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  393. #endif
  394. #ifndef _DPI_AWARENESS_CONTEXTS_
  395. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  396. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  397. #endif
  398. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  399. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  400. #endif
  401. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  402. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  403. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  404. // Helper function to enable DPI awareness without setting up a manifest
  405. void ImGui_ImplWin32_EnableDpiAwareness()
  406. {
  407. // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
  408. {
  409. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  410. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  411. {
  412. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  413. return;
  414. }
  415. }
  416. if (IsWindows8Point1OrGreater())
  417. {
  418. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  419. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  420. {
  421. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  422. return;
  423. }
  424. }
  425. #if _WIN32_WINNT >= 0x0600
  426. ::SetProcessDPIAware();
  427. #endif
  428. }
  429. #if defined(_MSC_VER) && !defined(NOGDI)
  430. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  431. #endif
  432. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  433. {
  434. UINT xdpi = 96, ydpi = 96;
  435. static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
  436. if (bIsWindows8Point1OrGreater)
  437. {
  438. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  439. if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
  440. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  441. }
  442. #ifndef NOGDI
  443. else
  444. {
  445. const HDC dc = ::GetDC(NULL);
  446. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  447. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  448. ::ReleaseDC(NULL, dc);
  449. }
  450. #endif
  451. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  452. return xdpi / 96.0f;
  453. }
  454. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  455. {
  456. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  457. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  458. }
  459. //---------------------------------------------------------------------------------------------------------
  460. // Transparency related helpers (optional)
  461. //--------------------------------------------------------------------------------------------------------
  462. #if defined(_MSC_VER)
  463. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  464. #endif
  465. // [experimental]
  466. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  467. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  468. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  469. {
  470. if (!IsWindowsVistaOrGreater())
  471. return;
  472. BOOL composition;
  473. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  474. return;
  475. BOOL opaque;
  476. DWORD color;
  477. if (IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  478. {
  479. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  480. DWM_BLURBEHIND bb = {};
  481. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  482. bb.hRgnBlur = region;
  483. bb.fEnable = TRUE;
  484. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  485. ::DeleteObject(region);
  486. }
  487. else
  488. {
  489. DWM_BLURBEHIND bb = {};
  490. bb.dwFlags = DWM_BB_ENABLE;
  491. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  492. }
  493. }
  494. //---------------------------------------------------------------------------------------------------------