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- // dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
- // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
- // Implemented features:
- // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
- // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
- // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
- // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
- // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
- // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
- // Read online: https://github.com/ocornut/imgui/tree/master/docs
- #include "imgui.h"
- #include "imgui_impl_win32.h"
- #ifndef WIN32_LEAN_AND_MEAN
- #define WIN32_LEAN_AND_MEAN
- #endif
- #include <windows.h>
- #include <tchar.h>
- #include <dwmapi.h>
- // Configuration flags to add in your imconfig.h file:
- //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support (this used to be meaningful before <1.81) but we know load XInput dynamically so the option is less relevant now.
- // Using XInput for gamepad (will load DLL dynamically)
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- #include <xinput.h>
- typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
- typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
- #endif
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
- // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
- // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
- // 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
- // 2021-01-25: Inputs: Dynamically loading XInput DLL.
- // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
- // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
- // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
- // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
- // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
- // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
- // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
- // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
- // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
- // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
- // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
- // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
- // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
- // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
- // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
- // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
- // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
- // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
- // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
- // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
- // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
- // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
- // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
- // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
- // Win32 Data
- static HWND g_hWnd = NULL;
- static INT64 g_Time = 0;
- static INT64 g_TicksPerSecond = 0;
- static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
- static bool g_HasGamepad = false;
- static bool g_WantUpdateHasGamepad = true;
- static bool g_WantUpdateMonitors = true;
- // Forward Declarations
- static void ImGui_ImplWin32_InitPlatformInterface();
- static void ImGui_ImplWin32_ShutdownPlatformInterface();
- static void ImGui_ImplWin32_UpdateMonitors();
- // XInput DLL and functions
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- static HMODULE g_XInputDLL = NULL;
- static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL;
- static PFN_XInputGetState g_XInputGetState = NULL;
- #endif
- // Functions
- bool ImGui_ImplWin32_Init(void* hwnd)
- {
- if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
- return false;
- if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
- return false;
- // Setup backend capabilities flags
- ImGuiIO& io = ImGui::GetIO();
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
- io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
- io.BackendPlatformName = "imgui_impl_win32";
- // Our mouse update function expect PlatformHandle to be filled for the main viewport
- g_hWnd = (HWND)hwnd;
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd;
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplWin32_InitPlatformInterface();
- // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_Tab] = VK_TAB;
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Space] = VK_SPACE;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
- // Dynamically load XInput library
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- const char* xinput_dll_names[] =
- {
- "xinput1_4.dll", // Windows 8+
- "xinput1_3.dll", // DirectX SDK
- "xinput9_1_0.dll", // Windows Vista, Windows 7
- "xinput1_2.dll", // DirectX SDK
- "xinput1_1.dll" // DirectX SDK
- };
- for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
- if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
- {
- g_XInputDLL = dll;
- g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
- g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
- break;
- }
- #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- return true;
- }
- void ImGui_ImplWin32_Shutdown()
- {
- ImGui_ImplWin32_ShutdownPlatformInterface();
- // Unload XInput library
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- if (g_XInputDLL)
- ::FreeLibrary(g_XInputDLL);
- g_XInputDLL = NULL;
- g_XInputGetCapabilities = NULL;
- g_XInputGetState = NULL;
- #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- g_hWnd = NULL;
- g_Time = 0;
- g_TicksPerSecond = 0;
- g_LastMouseCursor = ImGuiMouseCursor_COUNT;
- g_HasGamepad = false;
- g_WantUpdateHasGamepad = true;
- }
- static bool ImGui_ImplWin32_UpdateMouseCursor()
- {
- ImGuiIO& io = ImGui::GetIO();
- if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
- return false;
- ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
- if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- ::SetCursor(NULL);
- }
- else
- {
- // Show OS mouse cursor
- LPTSTR win32_cursor = IDC_ARROW;
- switch (imgui_cursor)
- {
- case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
- case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
- case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
- case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
- case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
- case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
- case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
- case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
- case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
- }
- ::SetCursor(::LoadCursor(NULL, win32_cursor));
- }
- return true;
- }
- // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
- // Because of that, it is a little more complicated than your typical single-viewport binding code!
- static void ImGui_ImplWin32_UpdateMousePos()
- {
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(g_hWnd != 0);
- // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
- // (When multi-viewports are enabled, all imgui positions are same as OS positions)
- if (io.WantSetMousePos)
- {
- POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
- if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
- ::ClientToScreen(g_hWnd, &pos);
- ::SetCursorPos(pos.x, pos.y);
- }
- io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
- io.MouseHoveredViewport = 0;
- // Set imgui mouse position
- POINT mouse_screen_pos;
- if (!::GetCursorPos(&mouse_screen_pos))
- return;
- if (HWND focused_hwnd = ::GetForegroundWindow())
- {
- if (::IsChild(focused_hwnd, g_hWnd))
- focused_hwnd = g_hWnd;
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- // 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)
- // This is the position you can get with GetCursorPos(). In theory adding viewport->Pos is also the reverse operation of doing ScreenToClient().
- if (ImGui::FindViewportByPlatformHandle((void*)focused_hwnd) != NULL)
- io.MousePos = ImVec2((float)mouse_screen_pos.x, (float)mouse_screen_pos.y);
- }
- else
- {
- // 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.)
- // This is the position you can get with GetCursorPos() + ScreenToClient() or from WM_MOUSEMOVE.
- if (focused_hwnd == g_hWnd)
- {
- POINT mouse_client_pos = mouse_screen_pos;
- ::ScreenToClient(focused_hwnd, &mouse_client_pos);
- io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y);
- }
- }
- }
- // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
- // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
- // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
- // - This is _regardless_ of whether another viewport is focused or being dragged from.
- // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the
- // 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.
- if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
- if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
- if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated?
- io.MouseHoveredViewport = viewport->ID;
- }
- // Gamepad navigation mapping
- static void ImGui_ImplWin32_UpdateGamepads()
- {
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- ImGuiIO& io = ImGui::GetIO();
- memset(io.NavInputs, 0, sizeof(io.NavInputs));
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
- return;
- // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
- // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
- if (g_WantUpdateHasGamepad)
- {
- XINPUT_CAPABILITIES caps;
- g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
- g_WantUpdateHasGamepad = false;
- }
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
- XINPUT_STATE xinput_state;
- if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
- {
- const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
- #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
- #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
- MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
- MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
- MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
- MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
- MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
- MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
- MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
- MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
- MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
- MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
- MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
- MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
- MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
- MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
- #undef MAP_BUTTON
- #undef MAP_ANALOG
- }
- #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- }
- static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
- {
- MONITORINFO info = {};
- info.cbSize = sizeof(MONITORINFO);
- if (!::GetMonitorInfo(monitor, &info))
- return TRUE;
- ImGuiPlatformMonitor imgui_monitor;
- imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
- imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
- imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
- imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
- imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
- ImGuiPlatformIO& io = ImGui::GetPlatformIO();
- if (info.dwFlags & MONITORINFOF_PRIMARY)
- io.Monitors.push_front(imgui_monitor);
- else
- io.Monitors.push_back(imgui_monitor);
- return TRUE;
- }
- static void ImGui_ImplWin32_UpdateMonitors()
- {
- ImGui::GetPlatformIO().Monitors.resize(0);
- ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
- g_WantUpdateMonitors = false;
- }
- void ImGui_ImplWin32_NewFrame()
- {
- ImGuiIO& io = ImGui::GetIO();
- 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().");
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect = { 0, 0, 0, 0 };
- ::GetClientRect(g_hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
- if (g_WantUpdateMonitors)
- ImGui_ImplWin32_UpdateMonitors();
- // Setup time step
- INT64 current_time = 0;
- ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
- // Read keyboard modifiers inputs
- io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
- io.KeySuper = false;
- // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
- // Update OS mouse position
- ImGui_ImplWin32_UpdateMousePos();
- // Update OS mouse cursor with the cursor requested by imgui
- ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (g_LastMouseCursor != mouse_cursor)
- {
- g_LastMouseCursor = mouse_cursor;
- ImGui_ImplWin32_UpdateMouseCursor();
- }
- // Update game controllers (if enabled and available)
- ImGui_ImplWin32_UpdateGamepads();
- }
- // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
- #ifndef WM_MOUSEHWHEEL
- #define WM_MOUSEHWHEEL 0x020E
- #endif
- #ifndef DBT_DEVNODES_CHANGED
- #define DBT_DEVNODES_CHANGED 0x0007
- #endif
- // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
- // Call from your application's message handler.
- // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
- // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
- // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
- #if 0
- // Copy this line into your .cpp file to forward declare the function.
- extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
- #endif
- IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- if (ImGui::GetCurrentContext() == NULL)
- return 0;
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
- case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
- case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
- case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
- {
- int button = 0;
- if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
- if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
- if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
- if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
- ::SetCapture(hwnd);
- io.MouseDown[button] = true;
- return 0;
- }
- case WM_LBUTTONUP:
- case WM_RBUTTONUP:
- case WM_MBUTTONUP:
- case WM_XBUTTONUP:
- {
- int button = 0;
- if (msg == WM_LBUTTONUP) { button = 0; }
- if (msg == WM_RBUTTONUP) { button = 1; }
- if (msg == WM_MBUTTONUP) { button = 2; }
- if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
- io.MouseDown[button] = false;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
- ::ReleaseCapture();
- return 0;
- }
- case WM_MOUSEWHEEL:
- io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
- return 0;
- case WM_MOUSEHWHEEL:
- io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
- return 0;
- case WM_KEYDOWN:
- case WM_SYSKEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return 0;
- case WM_KEYUP:
- case WM_SYSKEYUP:
- if (wParam < 256)
- io.KeysDown[wParam] = 0;
- return 0;
- case WM_KILLFOCUS:
- memset(io.KeysDown, 0, sizeof(io.KeysDown));
- return 0;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacterUTF16((unsigned short)wParam);
- return 0;
- case WM_SETCURSOR:
- if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
- return 1;
- return 0;
- case WM_DEVICECHANGE:
- if ((UINT)wParam == DBT_DEVNODES_CHANGED)
- g_WantUpdateHasGamepad = true;
- return 0;
- case WM_DISPLAYCHANGE:
- g_WantUpdateMonitors = true;
- return 0;
- }
- return 0;
- }
- //--------------------------------------------------------------------------------------------------------
- // DPI-related helpers (optional)
- //--------------------------------------------------------------------------------------------------------
- // - Use to enable DPI awareness without having to create an application manifest.
- // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
- // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
- // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
- // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
- //---------------------------------------------------------------------------------------------------------
- // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
- // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
- // If you are trying to implement your own backend for your own engine, you may ignore that noise.
- //---------------------------------------------------------------------------------------------------------
- // Implement some of the functions and types normally declared in recent Windows SDK.
- #if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
- static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
- {
- OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
- DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
- ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
- cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
- cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
- return ::VerifyVersionInfoW(&osvi, mask, cond);
- }
- #define IsWindowsVistaOrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
- #define IsWindows8OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
- #define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
- #endif
- #ifndef DPI_ENUMS_DECLARED
- typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
- typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
- #endif
- #ifndef _DPI_AWARENESS_CONTEXTS_
- DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
- #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
- #endif
- #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
- #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
- #endif
- typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
- typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
- typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
- // Helper function to enable DPI awareness without setting up a manifest
- void ImGui_ImplWin32_EnableDpiAwareness()
- {
- // Make sure monitors will be updated with latest correct scaling
- g_WantUpdateMonitors = true;
- // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
- {
- static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
- if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
- {
- SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
- return;
- }
- }
- if (IsWindows8Point1OrGreater())
- {
- static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
- if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
- {
- SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
- return;
- }
- }
- #if _WIN32_WINNT >= 0x0600
- ::SetProcessDPIAware();
- #endif
- }
- #if defined(_MSC_VER) && !defined(NOGDI)
- #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
- #endif
- float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
- {
- UINT xdpi = 96, ydpi = 96;
- static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
- if (bIsWindows8Point1OrGreater)
- {
- static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
- if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
- GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
- }
- #ifndef NOGDI
- else
- {
- const HDC dc = ::GetDC(NULL);
- xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
- ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
- ::ReleaseDC(NULL, dc);
- }
- #endif
- IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
- return xdpi / 96.0f;
- }
- float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
- {
- HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
- return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
- }
- //--------------------------------------------------------------------------------------------------------
- // IME (Input Method Editor) basic support for e.g. Asian language users
- //--------------------------------------------------------------------------------------------------------
- #if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have Win32 functions
- #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
- #endif
- #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
- #define HAS_WIN32_IME 1
- #include <imm.h>
- #ifdef _MSC_VER
- #pragma comment(lib, "imm32")
- #endif
- static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
- {
- COMPOSITIONFORM cf = { CFS_FORCE_POSITION,{ (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) },{ 0, 0, 0, 0 } };
- if (HWND hwnd = (HWND)viewport->PlatformHandle)
- if (HIMC himc = ::ImmGetContext(hwnd))
- {
- ::ImmSetCompositionWindow(himc, &cf);
- ::ImmReleaseContext(hwnd, himc);
- }
- }
- #else
- #define HAS_WIN32_IME 0
- #endif
- //--------------------------------------------------------------------------------------------------------
- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
- // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
- // 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..
- //--------------------------------------------------------------------------------------------------------
- // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
- struct ImGuiViewportDataWin32
- {
- HWND Hwnd;
- bool HwndOwned;
- DWORD DwStyle;
- DWORD DwExStyle;
- ImGuiViewportDataWin32() { Hwnd = NULL; HwndOwned = false; DwStyle = DwExStyle = 0; }
- ~ImGuiViewportDataWin32() { IM_ASSERT(Hwnd == NULL); }
- };
- static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
- {
- if (flags & ImGuiViewportFlags_NoDecoration)
- *out_style = WS_POPUP;
- else
- *out_style = WS_OVERLAPPEDWINDOW;
- if (flags & ImGuiViewportFlags_NoTaskBarIcon)
- *out_ex_style = WS_EX_TOOLWINDOW;
- else
- *out_ex_style = WS_EX_APPWINDOW;
- if (flags & ImGuiViewportFlags_TopMost)
- *out_ex_style |= WS_EX_TOPMOST;
- }
- static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
- {
- ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
- viewport->PlatformUserData = data;
- // Select style and parent window
- ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &data->DwStyle, &data->DwExStyle);
- HWND parent_window = NULL;
- if (viewport->ParentViewportId != 0)
- if (ImGuiViewport* parent_viewport = ImGui::FindViewportByID(viewport->ParentViewportId))
- parent_window = (HWND)parent_viewport->PlatformHandle;
- // Create window
- RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
- ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
- data->Hwnd = ::CreateWindowEx(
- data->DwExStyle, _T("ImGui Platform"), _T("Untitled"), data->DwStyle, // Style, class name, window name
- rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
- parent_window, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param
- data->HwndOwned = true;
- viewport->PlatformRequestResize = false;
- viewport->PlatformHandle = viewport->PlatformHandleRaw = data->Hwnd;
- }
- static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
- {
- if (ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData)
- {
- if (::GetCapture() == data->Hwnd)
- {
- // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
- ::ReleaseCapture();
- ::SetCapture(g_hWnd);
- }
- if (data->Hwnd && data->HwndOwned)
- ::DestroyWindow(data->Hwnd);
- data->Hwnd = NULL;
- IM_DELETE(data);
- }
- viewport->PlatformUserData = viewport->PlatformHandle = NULL;
- }
- static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
- {
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
- ::ShowWindow(data->Hwnd, SW_SHOWNA);
- else
- ::ShowWindow(data->Hwnd, SW_SHOW);
- }
- static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
- {
- // (Optional) Update Win32 style if it changed _after_ creation.
- // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- DWORD new_style;
- DWORD new_ex_style;
- ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
- // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
- if (data->DwStyle != new_style || data->DwExStyle != new_ex_style)
- {
- // (Optional) Update TopMost state if it changed _after_ creation
- bool top_most_changed = (data->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
- HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
- UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
- // Apply flags and position (since it is affected by flags)
- data->DwStyle = new_style;
- data->DwExStyle = new_ex_style;
- ::SetWindowLong(data->Hwnd, GWL_STYLE, data->DwStyle);
- ::SetWindowLong(data->Hwnd, GWL_EXSTYLE, data->DwExStyle);
- RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
- ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen
- ::SetWindowPos(data->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
- ::ShowWindow(data->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
- viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
- }
- }
- static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
- {
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- POINT pos = { 0, 0 };
- ::ClientToScreen(data->Hwnd, &pos);
- return ImVec2((float)pos.x, (float)pos.y);
- }
- static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
- {
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
- ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
- ::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
- }
- static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
- {
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- RECT rect;
- ::GetClientRect(data->Hwnd, &rect);
- return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
- }
- static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
- {
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
- ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen
- ::SetWindowPos(data->Hwnd, NULL, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
- }
- static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
- {
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- ::BringWindowToTop(data->Hwnd);
- ::SetForegroundWindow(data->Hwnd);
- ::SetFocus(data->Hwnd);
- }
- static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
- {
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- return ::GetForegroundWindow() == data->Hwnd;
- }
- static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
- {
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- return ::IsIconic(data->Hwnd) != 0;
- }
- static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
- {
- // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0);
- ImVector<wchar_t> title_w;
- title_w.resize(n);
- ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
- ::SetWindowTextW(data->Hwnd, title_w.Data);
- }
- static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
- {
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
- if (alpha < 1.0f)
- {
- DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
- ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style);
- ::SetLayeredWindowAttributes(data->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
- }
- else
- {
- DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
- ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style);
- }
- }
- static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
- {
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- return ImGui_ImplWin32_GetDpiScaleForHwnd(data->Hwnd);
- }
- // FIXME-DPI: Testing DPI related ideas
- static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
- {
- (void)viewport;
- #if 0
- ImGuiStyle default_style;
- //default_style.WindowPadding = ImVec2(0, 0);
- //default_style.WindowBorderSize = 0.0f;
- //default_style.ItemSpacing.y = 3.0f;
- //default_style.FramePadding = ImVec2(0, 0);
- default_style.ScaleAllSizes(viewport->DpiScale);
- ImGuiStyle& style = ImGui::GetStyle();
- style = default_style;
- #endif
- }
- static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
- return true;
- if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
- {
- switch (msg)
- {
- case WM_CLOSE:
- viewport->PlatformRequestClose = true;
- return 0;
- case WM_MOVE:
- viewport->PlatformRequestMove = true;
- break;
- case WM_SIZE:
- viewport->PlatformRequestResize = true;
- break;
- case WM_MOUSEACTIVATE:
- if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
- return MA_NOACTIVATE;
- break;
- case WM_NCHITTEST:
- // Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL).
- // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
- // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
- // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
- if (viewport->Flags & ImGuiViewportFlags_NoInputs)
- return HTTRANSPARENT;
- break;
- }
- }
- return DefWindowProc(hWnd, msg, wParam, lParam);
- }
- static void ImGui_ImplWin32_InitPlatformInterface()
- {
- WNDCLASSEX wcex;
- wcex.cbSize = sizeof(WNDCLASSEX);
- wcex.style = CS_HREDRAW | CS_VREDRAW;
- wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
- wcex.cbClsExtra = 0;
- wcex.cbWndExtra = 0;
- wcex.hInstance = ::GetModuleHandle(NULL);
- wcex.hIcon = NULL;
- wcex.hCursor = NULL;
- wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
- wcex.lpszMenuName = NULL;
- wcex.lpszClassName = _T("ImGui Platform");
- wcex.hIconSm = NULL;
- ::RegisterClassEx(&wcex);
- ImGui_ImplWin32_UpdateMonitors();
- // Register platform interface (will be coupled with a renderer interface)
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
- platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
- platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
- platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
- platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
- platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
- platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
- platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
- platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
- platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
- platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
- platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
- platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
- platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
- platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
- #if HAS_WIN32_IME
- platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
- #endif
- // Register main window handle (which is owned by the main application, not by us)
- // 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.
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
- data->Hwnd = g_hWnd;
- data->HwndOwned = false;
- main_viewport->PlatformUserData = data;
- main_viewport->PlatformHandle = (void*)g_hWnd;
- }
- static void ImGui_ImplWin32_ShutdownPlatformInterface()
- {
- ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL));
- }
- //---------------------------------------------------------------------------------------------------------
- // Transparency related helpers (optional)
- //--------------------------------------------------------------------------------------------------------
- #if defined(_MSC_VER)
- #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
- #endif
- // [experimental]
- // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
- // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
- void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
- {
- if (!IsWindowsVistaOrGreater())
- return;
- BOOL composition;
- if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
- return;
- BOOL opaque;
- DWORD color;
- if (IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
- {
- HRGN region = ::CreateRectRgn(0, 0, -1, -1);
- DWM_BLURBEHIND bb = {};
- bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
- bb.hRgnBlur = region;
- bb.fEnable = TRUE;
- ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
- ::DeleteObject(region);
- }
- else
- {
- DWM_BLURBEHIND bb = {};
- bb.dwFlags = DWM_BB_ENABLE;
- ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
- }
- }
- //---------------------------------------------------------------------------------------------------------
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