imgui_impl_win32.cpp 59 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: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
  6. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  7. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  8. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  11. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  12. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  13. #include "imgui.h"
  14. #include "imgui_impl_win32.h"
  15. #ifndef WIN32_LEAN_AND_MEAN
  16. #define WIN32_LEAN_AND_MEAN
  17. #endif
  18. #include <windows.h>
  19. #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  20. #include <tchar.h>
  21. #include <dwmapi.h>
  22. // Configuration flags to add in your imconfig.h file:
  23. //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
  24. // Using XInput for gamepad (will load DLL dynamically)
  25. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  26. #include <xinput.h>
  27. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  28. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  29. #endif
  30. // CHANGELOG
  31. // (minor and older changes stripped away, please see git history for details)
  32. // 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  33. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  34. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  35. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  36. // 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
  37. // 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
  38. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  39. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  40. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  41. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  42. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  43. // 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
  44. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
  45. // 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
  46. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  47. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  48. // 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.
  49. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  50. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  51. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  52. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  53. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  54. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  55. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  56. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  57. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  58. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  59. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  60. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  61. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  62. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  63. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  64. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  65. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  66. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  67. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  68. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  69. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  70. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  71. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  72. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  73. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  74. // Forward Declarations
  75. static void ImGui_ImplWin32_InitPlatformInterface();
  76. static void ImGui_ImplWin32_ShutdownPlatformInterface();
  77. static void ImGui_ImplWin32_UpdateMonitors();
  78. struct ImGui_ImplWin32_Data
  79. {
  80. HWND hWnd;
  81. HWND MouseHwnd;
  82. bool MouseTracked;
  83. int MouseButtonsDown;
  84. INT64 Time;
  85. INT64 TicksPerSecond;
  86. ImGuiMouseCursor LastMouseCursor;
  87. bool HasGamepad;
  88. bool WantUpdateHasGamepad;
  89. bool WantUpdateMonitors;
  90. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  91. HMODULE XInputDLL;
  92. PFN_XInputGetCapabilities XInputGetCapabilities;
  93. PFN_XInputGetState XInputGetState;
  94. #endif
  95. ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
  96. };
  97. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  98. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  99. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  100. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  101. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  102. {
  103. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
  104. }
  105. // Functions
  106. bool ImGui_ImplWin32_Init(void* hwnd)
  107. {
  108. ImGuiIO& io = ImGui::GetIO();
  109. IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
  110. INT64 perf_frequency, perf_counter;
  111. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  112. return false;
  113. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  114. return false;
  115. // Setup backend capabilities flags
  116. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  117. io.BackendPlatformUserData = (void*)bd;
  118. io.BackendPlatformName = "imgui_impl_win32";
  119. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  120. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  121. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  122. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
  123. bd->hWnd = (HWND)hwnd;
  124. bd->WantUpdateHasGamepad = true;
  125. bd->WantUpdateMonitors = true;
  126. bd->TicksPerSecond = perf_frequency;
  127. bd->Time = perf_counter;
  128. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  129. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  130. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  131. main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
  132. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  133. ImGui_ImplWin32_InitPlatformInterface();
  134. // Dynamically load XInput library
  135. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  136. const char* xinput_dll_names[] =
  137. {
  138. "xinput1_4.dll", // Windows 8+
  139. "xinput1_3.dll", // DirectX SDK
  140. "xinput9_1_0.dll", // Windows Vista, Windows 7
  141. "xinput1_2.dll", // DirectX SDK
  142. "xinput1_1.dll" // DirectX SDK
  143. };
  144. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  145. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  146. {
  147. bd->XInputDLL = dll;
  148. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  149. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  150. break;
  151. }
  152. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  153. return true;
  154. }
  155. void ImGui_ImplWin32_Shutdown()
  156. {
  157. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  158. IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
  159. ImGuiIO& io = ImGui::GetIO();
  160. ImGui_ImplWin32_ShutdownPlatformInterface();
  161. // Unload XInput library
  162. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  163. if (bd->XInputDLL)
  164. ::FreeLibrary(bd->XInputDLL);
  165. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  166. io.BackendPlatformName = NULL;
  167. io.BackendPlatformUserData = NULL;
  168. IM_DELETE(bd);
  169. }
  170. static bool ImGui_ImplWin32_UpdateMouseCursor()
  171. {
  172. ImGuiIO& io = ImGui::GetIO();
  173. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  174. return false;
  175. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  176. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  177. {
  178. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  179. ::SetCursor(NULL);
  180. }
  181. else
  182. {
  183. // Show OS mouse cursor
  184. LPTSTR win32_cursor = IDC_ARROW;
  185. switch (imgui_cursor)
  186. {
  187. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  188. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  189. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  190. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  191. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  192. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  193. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  194. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  195. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  196. }
  197. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  198. }
  199. return true;
  200. }
  201. static bool IsVkDown(int vk)
  202. {
  203. return (::GetKeyState(vk) & 0x8000) != 0;
  204. }
  205. static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  206. {
  207. ImGuiIO& io = ImGui::GetIO();
  208. io.AddKeyEvent(key, down);
  209. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  210. IM_UNUSED(native_scancode);
  211. }
  212. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  213. {
  214. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  215. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  216. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
  217. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  218. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
  219. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  220. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  221. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
  222. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  223. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
  224. }
  225. static void ImGui_ImplWin32_UpdateKeyModifiers()
  226. {
  227. ImGuiIO& io = ImGui::GetIO();
  228. io.AddKeyEvent(ImGuiKey_ModCtrl, IsVkDown(VK_CONTROL));
  229. io.AddKeyEvent(ImGuiKey_ModShift, IsVkDown(VK_SHIFT));
  230. io.AddKeyEvent(ImGuiKey_ModAlt, IsVkDown(VK_MENU));
  231. io.AddKeyEvent(ImGuiKey_ModSuper, IsVkDown(VK_APPS));
  232. }
  233. // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
  234. // Because of that, it is a little more complicated than your typical single-viewport binding code!
  235. static void ImGui_ImplWin32_UpdateMouseData()
  236. {
  237. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  238. ImGuiIO& io = ImGui::GetIO();
  239. IM_ASSERT(bd->hWnd != 0);
  240. POINT mouse_screen_pos;
  241. bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
  242. HWND focused_window = ::GetForegroundWindow();
  243. const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
  244. if (is_app_focused)
  245. {
  246. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  247. // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
  248. if (io.WantSetMousePos)
  249. {
  250. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  251. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
  252. ::ClientToScreen(focused_window, &pos);
  253. ::SetCursorPos(pos.x, pos.y);
  254. }
  255. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  256. if (!io.WantSetMousePos && !bd->MouseTracked && has_mouse_screen_pos)
  257. {
  258. // 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)
  259. // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
  260. // 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)
  261. // (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.)
  262. POINT mouse_pos = mouse_screen_pos;
  263. if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
  264. ::ScreenToClient(bd->hWnd, &mouse_pos);
  265. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  266. }
  267. }
  268. // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
  269. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
  270. // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
  271. // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
  272. // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
  273. // by the backend, and use its flawed heuristic to guess the viewport behind.
  274. // - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
  275. ImGuiID mouse_viewport_id = 0;
  276. if (has_mouse_screen_pos)
  277. if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
  278. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
  279. mouse_viewport_id = viewport->ID;
  280. io.AddMouseViewportEvent(mouse_viewport_id);
  281. }
  282. // Gamepad navigation mapping
  283. static void ImGui_ImplWin32_UpdateGamepads()
  284. {
  285. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  286. ImGuiIO& io = ImGui::GetIO();
  287. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  288. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  289. return;
  290. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  291. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  292. if (bd->WantUpdateHasGamepad)
  293. {
  294. XINPUT_CAPABILITIES caps = {};
  295. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  296. bd->WantUpdateHasGamepad = false;
  297. }
  298. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  299. XINPUT_STATE xinput_state;
  300. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  301. if (!bd->HasGamepad || bd->XInputGetState == NULL || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  302. return;
  303. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  304. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  305. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  306. #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
  307. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  308. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  309. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  310. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  311. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  312. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  313. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  314. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  315. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  316. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  317. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  318. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  319. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  320. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  321. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  322. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  323. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  324. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  325. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  326. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  327. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  328. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  329. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  330. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  331. #undef MAP_BUTTON
  332. #undef MAP_ANALOG
  333. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  334. }
  335. static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
  336. {
  337. MONITORINFO info = {};
  338. info.cbSize = sizeof(MONITORINFO);
  339. if (!::GetMonitorInfo(monitor, &info))
  340. return TRUE;
  341. ImGuiPlatformMonitor imgui_monitor;
  342. imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
  343. imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
  344. imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
  345. imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
  346. imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  347. ImGuiPlatformIO& io = ImGui::GetPlatformIO();
  348. if (info.dwFlags & MONITORINFOF_PRIMARY)
  349. io.Monitors.push_front(imgui_monitor);
  350. else
  351. io.Monitors.push_back(imgui_monitor);
  352. return TRUE;
  353. }
  354. static void ImGui_ImplWin32_UpdateMonitors()
  355. {
  356. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  357. ImGui::GetPlatformIO().Monitors.resize(0);
  358. ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
  359. bd->WantUpdateMonitors = false;
  360. }
  361. void ImGui_ImplWin32_NewFrame()
  362. {
  363. ImGuiIO& io = ImGui::GetIO();
  364. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  365. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
  366. // Setup display size (every frame to accommodate for window resizing)
  367. RECT rect = { 0, 0, 0, 0 };
  368. ::GetClientRect(bd->hWnd, &rect);
  369. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  370. if (bd->WantUpdateMonitors)
  371. ImGui_ImplWin32_UpdateMonitors();
  372. // Setup time step
  373. INT64 current_time = 0;
  374. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  375. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  376. bd->Time = current_time;
  377. // Update OS mouse position
  378. ImGui_ImplWin32_UpdateMouseData();
  379. // Process workarounds for known Windows key handling issues
  380. ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
  381. // Update OS mouse cursor with the cursor requested by imgui
  382. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  383. if (bd->LastMouseCursor != mouse_cursor)
  384. {
  385. bd->LastMouseCursor = mouse_cursor;
  386. ImGui_ImplWin32_UpdateMouseCursor();
  387. }
  388. // Update game controllers (if enabled and available)
  389. ImGui_ImplWin32_UpdateGamepads();
  390. }
  391. // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
  392. #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
  393. // Map VK_xxx to ImGuiKey_xxx.
  394. static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
  395. {
  396. switch (wParam)
  397. {
  398. case VK_TAB: return ImGuiKey_Tab;
  399. case VK_LEFT: return ImGuiKey_LeftArrow;
  400. case VK_RIGHT: return ImGuiKey_RightArrow;
  401. case VK_UP: return ImGuiKey_UpArrow;
  402. case VK_DOWN: return ImGuiKey_DownArrow;
  403. case VK_PRIOR: return ImGuiKey_PageUp;
  404. case VK_NEXT: return ImGuiKey_PageDown;
  405. case VK_HOME: return ImGuiKey_Home;
  406. case VK_END: return ImGuiKey_End;
  407. case VK_INSERT: return ImGuiKey_Insert;
  408. case VK_DELETE: return ImGuiKey_Delete;
  409. case VK_BACK: return ImGuiKey_Backspace;
  410. case VK_SPACE: return ImGuiKey_Space;
  411. case VK_RETURN: return ImGuiKey_Enter;
  412. case VK_ESCAPE: return ImGuiKey_Escape;
  413. case VK_OEM_7: return ImGuiKey_Apostrophe;
  414. case VK_OEM_COMMA: return ImGuiKey_Comma;
  415. case VK_OEM_MINUS: return ImGuiKey_Minus;
  416. case VK_OEM_PERIOD: return ImGuiKey_Period;
  417. case VK_OEM_2: return ImGuiKey_Slash;
  418. case VK_OEM_1: return ImGuiKey_Semicolon;
  419. case VK_OEM_PLUS: return ImGuiKey_Equal;
  420. case VK_OEM_4: return ImGuiKey_LeftBracket;
  421. case VK_OEM_5: return ImGuiKey_Backslash;
  422. case VK_OEM_6: return ImGuiKey_RightBracket;
  423. case VK_OEM_3: return ImGuiKey_GraveAccent;
  424. case VK_CAPITAL: return ImGuiKey_CapsLock;
  425. case VK_SCROLL: return ImGuiKey_ScrollLock;
  426. case VK_NUMLOCK: return ImGuiKey_NumLock;
  427. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  428. case VK_PAUSE: return ImGuiKey_Pause;
  429. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  430. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  431. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  432. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  433. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  434. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  435. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  436. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  437. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  438. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  439. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  440. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  441. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  442. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  443. case VK_ADD: return ImGuiKey_KeypadAdd;
  444. case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
  445. case VK_LSHIFT: return ImGuiKey_LeftShift;
  446. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  447. case VK_LMENU: return ImGuiKey_LeftAlt;
  448. case VK_LWIN: return ImGuiKey_LeftSuper;
  449. case VK_RSHIFT: return ImGuiKey_RightShift;
  450. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  451. case VK_RMENU: return ImGuiKey_RightAlt;
  452. case VK_RWIN: return ImGuiKey_RightSuper;
  453. case VK_APPS: return ImGuiKey_Menu;
  454. case '0': return ImGuiKey_0;
  455. case '1': return ImGuiKey_1;
  456. case '2': return ImGuiKey_2;
  457. case '3': return ImGuiKey_3;
  458. case '4': return ImGuiKey_4;
  459. case '5': return ImGuiKey_5;
  460. case '6': return ImGuiKey_6;
  461. case '7': return ImGuiKey_7;
  462. case '8': return ImGuiKey_8;
  463. case '9': return ImGuiKey_9;
  464. case 'A': return ImGuiKey_A;
  465. case 'B': return ImGuiKey_B;
  466. case 'C': return ImGuiKey_C;
  467. case 'D': return ImGuiKey_D;
  468. case 'E': return ImGuiKey_E;
  469. case 'F': return ImGuiKey_F;
  470. case 'G': return ImGuiKey_G;
  471. case 'H': return ImGuiKey_H;
  472. case 'I': return ImGuiKey_I;
  473. case 'J': return ImGuiKey_J;
  474. case 'K': return ImGuiKey_K;
  475. case 'L': return ImGuiKey_L;
  476. case 'M': return ImGuiKey_M;
  477. case 'N': return ImGuiKey_N;
  478. case 'O': return ImGuiKey_O;
  479. case 'P': return ImGuiKey_P;
  480. case 'Q': return ImGuiKey_Q;
  481. case 'R': return ImGuiKey_R;
  482. case 'S': return ImGuiKey_S;
  483. case 'T': return ImGuiKey_T;
  484. case 'U': return ImGuiKey_U;
  485. case 'V': return ImGuiKey_V;
  486. case 'W': return ImGuiKey_W;
  487. case 'X': return ImGuiKey_X;
  488. case 'Y': return ImGuiKey_Y;
  489. case 'Z': return ImGuiKey_Z;
  490. case VK_F1: return ImGuiKey_F1;
  491. case VK_F2: return ImGuiKey_F2;
  492. case VK_F3: return ImGuiKey_F3;
  493. case VK_F4: return ImGuiKey_F4;
  494. case VK_F5: return ImGuiKey_F5;
  495. case VK_F6: return ImGuiKey_F6;
  496. case VK_F7: return ImGuiKey_F7;
  497. case VK_F8: return ImGuiKey_F8;
  498. case VK_F9: return ImGuiKey_F9;
  499. case VK_F10: return ImGuiKey_F10;
  500. case VK_F11: return ImGuiKey_F11;
  501. case VK_F12: return ImGuiKey_F12;
  502. default: return ImGuiKey_None;
  503. }
  504. }
  505. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  506. #ifndef WM_MOUSEHWHEEL
  507. #define WM_MOUSEHWHEEL 0x020E
  508. #endif
  509. #ifndef DBT_DEVNODES_CHANGED
  510. #define DBT_DEVNODES_CHANGED 0x0007
  511. #endif
  512. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  513. // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
  514. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  515. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  516. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  517. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  518. // 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.
  519. // 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.
  520. #if 0
  521. // Copy this line into your .cpp file to forward declare the function.
  522. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  523. #endif
  524. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  525. {
  526. if (ImGui::GetCurrentContext() == NULL)
  527. return 0;
  528. ImGuiIO& io = ImGui::GetIO();
  529. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  530. switch (msg)
  531. {
  532. case WM_MOUSEMOVE:
  533. {
  534. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  535. bd->MouseHwnd = hwnd;
  536. if (!bd->MouseTracked)
  537. {
  538. TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 };
  539. ::TrackMouseEvent(&tme);
  540. bd->MouseTracked = true;
  541. }
  542. POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
  543. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  544. ::ClientToScreen(hwnd, &mouse_pos);
  545. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  546. break;
  547. }
  548. case WM_MOUSELEAVE:
  549. if (bd->MouseHwnd == hwnd)
  550. bd->MouseHwnd = NULL;
  551. bd->MouseTracked = false;
  552. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  553. break;
  554. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  555. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  556. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  557. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  558. {
  559. int button = 0;
  560. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  561. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  562. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  563. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  564. if (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL)
  565. ::SetCapture(hwnd);
  566. bd->MouseButtonsDown |= 1 << button;
  567. io.AddMouseButtonEvent(button, true);
  568. return 0;
  569. }
  570. case WM_LBUTTONUP:
  571. case WM_RBUTTONUP:
  572. case WM_MBUTTONUP:
  573. case WM_XBUTTONUP:
  574. {
  575. int button = 0;
  576. if (msg == WM_LBUTTONUP) { button = 0; }
  577. if (msg == WM_RBUTTONUP) { button = 1; }
  578. if (msg == WM_MBUTTONUP) { button = 2; }
  579. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  580. bd->MouseButtonsDown &= ~(1 << button);
  581. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  582. ::ReleaseCapture();
  583. io.AddMouseButtonEvent(button, false);
  584. return 0;
  585. }
  586. case WM_MOUSEWHEEL:
  587. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  588. return 0;
  589. case WM_MOUSEHWHEEL:
  590. io.AddMouseWheelEvent((float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  591. return 0;
  592. case WM_KEYDOWN:
  593. case WM_KEYUP:
  594. case WM_SYSKEYDOWN:
  595. case WM_SYSKEYUP:
  596. {
  597. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  598. if (wParam < 256)
  599. {
  600. // Submit modifiers
  601. ImGui_ImplWin32_UpdateKeyModifiers();
  602. // Obtain virtual key code
  603. // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
  604. int vk = (int)wParam;
  605. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  606. vk = IM_VK_KEYPAD_ENTER;
  607. // Submit key event
  608. const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
  609. const int scancode = (int)LOBYTE(HIWORD(lParam));
  610. if (key != ImGuiKey_None)
  611. ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
  612. // Submit individual left/right modifier events
  613. if (vk == VK_SHIFT)
  614. {
  615. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  616. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  617. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  618. }
  619. else if (vk == VK_CONTROL)
  620. {
  621. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  622. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  623. }
  624. else if (vk == VK_MENU)
  625. {
  626. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  627. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  628. }
  629. }
  630. return 0;
  631. }
  632. case WM_SETFOCUS:
  633. case WM_KILLFOCUS:
  634. io.AddFocusEvent(msg == WM_SETFOCUS);
  635. return 0;
  636. case WM_CHAR:
  637. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  638. if (wParam > 0 && wParam < 0x10000)
  639. io.AddInputCharacterUTF16((unsigned short)wParam);
  640. return 0;
  641. case WM_SETCURSOR:
  642. // This is required to restore cursor when transitioning from e.g resize borders to client area.
  643. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  644. return 1;
  645. return 0;
  646. case WM_DEVICECHANGE:
  647. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  648. bd->WantUpdateHasGamepad = true;
  649. return 0;
  650. case WM_DISPLAYCHANGE:
  651. bd->WantUpdateMonitors = true;
  652. return 0;
  653. }
  654. return 0;
  655. }
  656. //--------------------------------------------------------------------------------------------------------
  657. // DPI-related helpers (optional)
  658. //--------------------------------------------------------------------------------------------------------
  659. // - Use to enable DPI awareness without having to create an application manifest.
  660. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  661. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  662. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  663. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  664. //---------------------------------------------------------------------------------------------------------
  665. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  666. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  667. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  668. //---------------------------------------------------------------------------------------------------------
  669. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  670. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  671. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  672. {
  673. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  674. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL;
  675. if (RtlVerifyVersionInfoFn == NULL)
  676. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  677. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  678. if (RtlVerifyVersionInfoFn == NULL)
  679. return FALSE;
  680. RTL_OSVERSIONINFOEXW versionInfo = { };
  681. ULONGLONG conditionMask = 0;
  682. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  683. versionInfo.dwMajorVersion = major;
  684. versionInfo.dwMinorVersion = minor;
  685. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  686. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  687. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  688. }
  689. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  690. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  691. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  692. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  693. #ifndef DPI_ENUMS_DECLARED
  694. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  695. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  696. #endif
  697. #ifndef _DPI_AWARENESS_CONTEXTS_
  698. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  699. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  700. #endif
  701. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  702. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  703. #endif
  704. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  705. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  706. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  707. // Helper function to enable DPI awareness without setting up a manifest
  708. void ImGui_ImplWin32_EnableDpiAwareness()
  709. {
  710. // Make sure monitors will be updated with latest correct scaling
  711. if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
  712. bd->WantUpdateMonitors = true;
  713. if (_IsWindows10OrGreater())
  714. {
  715. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  716. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  717. {
  718. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  719. return;
  720. }
  721. }
  722. if (_IsWindows8Point1OrGreater())
  723. {
  724. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  725. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  726. {
  727. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  728. return;
  729. }
  730. }
  731. #if _WIN32_WINNT >= 0x0600
  732. ::SetProcessDPIAware();
  733. #endif
  734. }
  735. #if defined(_MSC_VER) && !defined(NOGDI)
  736. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  737. #endif
  738. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  739. {
  740. UINT xdpi = 96, ydpi = 96;
  741. if (_IsWindows8Point1OrGreater())
  742. {
  743. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  744. static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL;
  745. if (GetDpiForMonitorFn == NULL && shcore_dll != NULL)
  746. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  747. if (GetDpiForMonitorFn != NULL)
  748. {
  749. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  750. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  751. return xdpi / 96.0f;
  752. }
  753. }
  754. #ifndef NOGDI
  755. const HDC dc = ::GetDC(NULL);
  756. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  757. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  758. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  759. ::ReleaseDC(NULL, dc);
  760. #endif
  761. return xdpi / 96.0f;
  762. }
  763. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  764. {
  765. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  766. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  767. }
  768. //--------------------------------------------------------------------------------------------------------
  769. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  770. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  771. // 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..
  772. //--------------------------------------------------------------------------------------------------------
  773. // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
  774. struct ImGui_ImplWin32_ViewportData
  775. {
  776. HWND Hwnd;
  777. bool HwndOwned;
  778. DWORD DwStyle;
  779. DWORD DwExStyle;
  780. ImGui_ImplWin32_ViewportData() { Hwnd = NULL; HwndOwned = false; DwStyle = DwExStyle = 0; }
  781. ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == NULL); }
  782. };
  783. static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
  784. {
  785. if (flags & ImGuiViewportFlags_NoDecoration)
  786. *out_style = WS_POPUP;
  787. else
  788. *out_style = WS_OVERLAPPEDWINDOW;
  789. if (flags & ImGuiViewportFlags_NoTaskBarIcon)
  790. *out_ex_style = WS_EX_TOOLWINDOW;
  791. else
  792. *out_ex_style = WS_EX_APPWINDOW;
  793. if (flags & ImGuiViewportFlags_TopMost)
  794. *out_ex_style |= WS_EX_TOPMOST;
  795. }
  796. static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
  797. {
  798. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  799. viewport->PlatformUserData = vd;
  800. // Select style and parent window
  801. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
  802. HWND parent_window = NULL;
  803. if (viewport->ParentViewportId != 0)
  804. if (ImGuiViewport* parent_viewport = ImGui::FindViewportByID(viewport->ParentViewportId))
  805. parent_window = (HWND)parent_viewport->PlatformHandle;
  806. // Create window
  807. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  808. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  809. vd->Hwnd = ::CreateWindowEx(
  810. vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name
  811. rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
  812. parent_window, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param
  813. vd->HwndOwned = true;
  814. viewport->PlatformRequestResize = false;
  815. viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
  816. }
  817. static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
  818. {
  819. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  820. if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
  821. {
  822. if (::GetCapture() == vd->Hwnd)
  823. {
  824. // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
  825. ::ReleaseCapture();
  826. ::SetCapture(bd->hWnd);
  827. }
  828. if (vd->Hwnd && vd->HwndOwned)
  829. ::DestroyWindow(vd->Hwnd);
  830. vd->Hwnd = NULL;
  831. IM_DELETE(vd);
  832. }
  833. viewport->PlatformUserData = viewport->PlatformHandle = NULL;
  834. }
  835. static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
  836. {
  837. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  838. IM_ASSERT(vd->Hwnd != 0);
  839. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  840. ::ShowWindow(vd->Hwnd, SW_SHOWNA);
  841. else
  842. ::ShowWindow(vd->Hwnd, SW_SHOW);
  843. }
  844. static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
  845. {
  846. // (Optional) Update Win32 style if it changed _after_ creation.
  847. // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
  848. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  849. IM_ASSERT(vd->Hwnd != 0);
  850. DWORD new_style;
  851. DWORD new_ex_style;
  852. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
  853. // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
  854. if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
  855. {
  856. // (Optional) Update TopMost state if it changed _after_ creation
  857. bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
  858. HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
  859. UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
  860. // Apply flags and position (since it is affected by flags)
  861. vd->DwStyle = new_style;
  862. vd->DwExStyle = new_ex_style;
  863. ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
  864. ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
  865. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  866. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  867. ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
  868. ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
  869. viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
  870. }
  871. }
  872. static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
  873. {
  874. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  875. IM_ASSERT(vd->Hwnd != 0);
  876. POINT pos = { 0, 0 };
  877. ::ClientToScreen(vd->Hwnd, &pos);
  878. return ImVec2((float)pos.x, (float)pos.y);
  879. }
  880. static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  881. {
  882. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  883. IM_ASSERT(vd->Hwnd != 0);
  884. RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
  885. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  886. ::SetWindowPos(vd->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
  887. }
  888. static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
  889. {
  890. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  891. IM_ASSERT(vd->Hwnd != 0);
  892. RECT rect;
  893. ::GetClientRect(vd->Hwnd, &rect);
  894. return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
  895. }
  896. static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  897. {
  898. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  899. IM_ASSERT(vd->Hwnd != 0);
  900. RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
  901. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  902. ::SetWindowPos(vd->Hwnd, NULL, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
  903. }
  904. static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
  905. {
  906. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  907. IM_ASSERT(vd->Hwnd != 0);
  908. ::BringWindowToTop(vd->Hwnd);
  909. ::SetForegroundWindow(vd->Hwnd);
  910. ::SetFocus(vd->Hwnd);
  911. }
  912. static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
  913. {
  914. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  915. IM_ASSERT(vd->Hwnd != 0);
  916. return ::GetForegroundWindow() == vd->Hwnd;
  917. }
  918. static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
  919. {
  920. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  921. IM_ASSERT(vd->Hwnd != 0);
  922. return ::IsIconic(vd->Hwnd) != 0;
  923. }
  924. static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  925. {
  926. // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
  927. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  928. IM_ASSERT(vd->Hwnd != 0);
  929. int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0);
  930. ImVector<wchar_t> title_w;
  931. title_w.resize(n);
  932. ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
  933. ::SetWindowTextW(vd->Hwnd, title_w.Data);
  934. }
  935. static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  936. {
  937. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  938. IM_ASSERT(vd->Hwnd != 0);
  939. IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
  940. if (alpha < 1.0f)
  941. {
  942. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
  943. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  944. ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
  945. }
  946. else
  947. {
  948. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
  949. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  950. }
  951. }
  952. static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
  953. {
  954. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  955. IM_ASSERT(vd->Hwnd != 0);
  956. return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
  957. }
  958. // FIXME-DPI: Testing DPI related ideas
  959. static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
  960. {
  961. (void)viewport;
  962. #if 0
  963. ImGuiStyle default_style;
  964. //default_style.WindowPadding = ImVec2(0, 0);
  965. //default_style.WindowBorderSize = 0.0f;
  966. //default_style.ItemSpacing.y = 3.0f;
  967. //default_style.FramePadding = ImVec2(0, 0);
  968. default_style.ScaleAllSizes(viewport->DpiScale);
  969. ImGuiStyle& style = ImGui::GetStyle();
  970. style = default_style;
  971. #endif
  972. }
  973. static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  974. {
  975. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  976. return true;
  977. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
  978. {
  979. switch (msg)
  980. {
  981. case WM_CLOSE:
  982. viewport->PlatformRequestClose = true;
  983. return 0;
  984. case WM_MOVE:
  985. viewport->PlatformRequestMove = true;
  986. break;
  987. case WM_SIZE:
  988. viewport->PlatformRequestResize = true;
  989. break;
  990. case WM_MOUSEACTIVATE:
  991. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
  992. return MA_NOACTIVATE;
  993. break;
  994. case WM_NCHITTEST:
  995. // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
  996. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  997. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  998. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  999. if (viewport->Flags & ImGuiViewportFlags_NoInputs)
  1000. return HTTRANSPARENT;
  1001. break;
  1002. }
  1003. }
  1004. return DefWindowProc(hWnd, msg, wParam, lParam);
  1005. }
  1006. static void ImGui_ImplWin32_InitPlatformInterface()
  1007. {
  1008. WNDCLASSEX wcex;
  1009. wcex.cbSize = sizeof(WNDCLASSEX);
  1010. wcex.style = CS_HREDRAW | CS_VREDRAW;
  1011. wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
  1012. wcex.cbClsExtra = 0;
  1013. wcex.cbWndExtra = 0;
  1014. wcex.hInstance = ::GetModuleHandle(NULL);
  1015. wcex.hIcon = NULL;
  1016. wcex.hCursor = NULL;
  1017. wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
  1018. wcex.lpszMenuName = NULL;
  1019. wcex.lpszClassName = _T("ImGui Platform");
  1020. wcex.hIconSm = NULL;
  1021. ::RegisterClassEx(&wcex);
  1022. ImGui_ImplWin32_UpdateMonitors();
  1023. // Register platform interface (will be coupled with a renderer interface)
  1024. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1025. platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
  1026. platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
  1027. platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
  1028. platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
  1029. platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
  1030. platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
  1031. platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
  1032. platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
  1033. platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
  1034. platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
  1035. platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
  1036. platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
  1037. platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
  1038. platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
  1039. platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
  1040. // Register main window handle (which is owned by the main application, not by us)
  1041. // 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.
  1042. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  1043. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  1044. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  1045. vd->Hwnd = bd->hWnd;
  1046. vd->HwndOwned = false;
  1047. main_viewport->PlatformUserData = vd;
  1048. main_viewport->PlatformHandle = (void*)bd->hWnd;
  1049. }
  1050. static void ImGui_ImplWin32_ShutdownPlatformInterface()
  1051. {
  1052. ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL));
  1053. ImGui::DestroyPlatformWindows();
  1054. }
  1055. //---------------------------------------------------------------------------------------------------------
  1056. // Transparency related helpers (optional)
  1057. //--------------------------------------------------------------------------------------------------------
  1058. #if defined(_MSC_VER)
  1059. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  1060. #endif
  1061. // [experimental]
  1062. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  1063. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  1064. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  1065. {
  1066. if (!_IsWindowsVistaOrGreater())
  1067. return;
  1068. BOOL composition;
  1069. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  1070. return;
  1071. BOOL opaque;
  1072. DWORD color;
  1073. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  1074. {
  1075. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  1076. DWM_BLURBEHIND bb = {};
  1077. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  1078. bb.hRgnBlur = region;
  1079. bb.fEnable = TRUE;
  1080. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  1081. ::DeleteObject(region);
  1082. }
  1083. else
  1084. {
  1085. DWM_BLURBEHIND bb = {};
  1086. bb.dwFlags = DWM_BB_ENABLE;
  1087. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  1088. }
  1089. }
  1090. //---------------------------------------------------------------------------------------------------------