imgui_impl_win32.cpp 29 KB

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  1. // dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
  2. // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
  3. // Implemented features:
  4. // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
  5. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  6. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
  7. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  8. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  10. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  11. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  12. #include "imgui.h"
  13. #include "imgui_impl_win32.h"
  14. #ifndef WIN32_LEAN_AND_MEAN
  15. #define WIN32_LEAN_AND_MEAN
  16. #endif
  17. #include <windows.h>
  18. #include <tchar.h>
  19. #include <dwmapi.h>
  20. // Configuration flags to add in your imconfig.h file:
  21. //#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.
  22. // Using XInput for gamepad (will load DLL dynamically)
  23. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  24. #include <xinput.h>
  25. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  26. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  27. #endif
  28. // CHANGELOG
  29. // (minor and older changes stripped away, please see git history for details)
  30. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  31. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host windo doesn't have focus.
  32. // 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).
  33. // 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).
  34. // 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).
  35. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  36. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  37. // 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.
  38. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  39. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  40. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  41. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  42. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  43. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  44. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  45. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  46. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  47. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  48. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  49. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  50. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  51. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  52. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  53. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  54. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  55. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  56. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  57. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  58. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  59. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  60. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  61. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  62. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  63. struct ImGui_ImplWin32_Data
  64. {
  65. HWND hWnd;
  66. HWND MouseHwnd;
  67. bool MouseTracked;
  68. INT64 Time;
  69. INT64 TicksPerSecond;
  70. ImGuiMouseCursor LastMouseCursor;
  71. bool HasGamepad;
  72. bool WantUpdateHasGamepad;
  73. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  74. HMODULE XInputDLL;
  75. PFN_XInputGetCapabilities XInputGetCapabilities;
  76. PFN_XInputGetState XInputGetState;
  77. #endif
  78. ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
  79. };
  80. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  81. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  82. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  83. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  84. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  85. {
  86. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
  87. }
  88. // Functions
  89. bool ImGui_ImplWin32_Init(void* hwnd)
  90. {
  91. ImGuiIO& io = ImGui::GetIO();
  92. IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
  93. INT64 perf_frequency, perf_counter;
  94. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  95. return false;
  96. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  97. return false;
  98. // Setup backend capabilities flags
  99. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  100. io.BackendPlatformUserData = (void*)bd;
  101. io.BackendPlatformName = "imgui_impl_win32";
  102. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  103. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  104. bd->hWnd = (HWND)hwnd;
  105. bd->WantUpdateHasGamepad = true;
  106. bd->TicksPerSecond = perf_frequency;
  107. bd->Time = perf_counter;
  108. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  109. io.ImeWindowHandle = hwnd;
  110. // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
  111. io.KeyMap[ImGuiKey_Tab] = VK_TAB;
  112. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  113. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  114. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  115. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  116. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  117. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  118. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  119. io.KeyMap[ImGuiKey_End] = VK_END;
  120. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  121. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  122. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  123. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  124. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  125. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  126. io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
  127. io.KeyMap[ImGuiKey_A] = 'A';
  128. io.KeyMap[ImGuiKey_C] = 'C';
  129. io.KeyMap[ImGuiKey_V] = 'V';
  130. io.KeyMap[ImGuiKey_X] = 'X';
  131. io.KeyMap[ImGuiKey_Y] = 'Y';
  132. io.KeyMap[ImGuiKey_Z] = 'Z';
  133. // Dynamically load XInput library
  134. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  135. const char* xinput_dll_names[] =
  136. {
  137. "xinput1_4.dll", // Windows 8+
  138. "xinput1_3.dll", // DirectX SDK
  139. "xinput9_1_0.dll", // Windows Vista, Windows 7
  140. "xinput1_2.dll", // DirectX SDK
  141. "xinput1_1.dll" // DirectX SDK
  142. };
  143. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  144. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  145. {
  146. bd->XInputDLL = dll;
  147. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  148. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  149. break;
  150. }
  151. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  152. return true;
  153. }
  154. void ImGui_ImplWin32_Shutdown()
  155. {
  156. ImGuiIO& io = ImGui::GetIO();
  157. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  158. // Unload XInput library
  159. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  160. if (bd->XInputDLL)
  161. ::FreeLibrary(bd->XInputDLL);
  162. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  163. io.BackendPlatformName = NULL;
  164. io.BackendPlatformUserData = NULL;
  165. IM_DELETE(bd);
  166. }
  167. static bool ImGui_ImplWin32_UpdateMouseCursor()
  168. {
  169. ImGuiIO& io = ImGui::GetIO();
  170. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  171. return false;
  172. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  173. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  174. {
  175. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  176. ::SetCursor(NULL);
  177. }
  178. else
  179. {
  180. // Show OS mouse cursor
  181. LPTSTR win32_cursor = IDC_ARROW;
  182. switch (imgui_cursor)
  183. {
  184. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  185. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  186. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  187. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  188. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  189. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  190. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  191. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  192. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  193. }
  194. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  195. }
  196. return true;
  197. }
  198. static void ImGui_ImplWin32_UpdateMousePos()
  199. {
  200. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  201. ImGuiIO& io = ImGui::GetIO();
  202. IM_ASSERT(bd->hWnd != 0);
  203. const ImVec2 mouse_pos_prev = io.MousePos;
  204. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  205. // Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
  206. HWND focused_window = ::GetForegroundWindow();
  207. HWND hovered_window = bd->MouseHwnd;
  208. HWND mouse_window = NULL;
  209. if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd)))
  210. mouse_window = hovered_window;
  211. else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd)))
  212. mouse_window = focused_window;
  213. if (mouse_window == NULL)
  214. return;
  215. // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  216. if (io.WantSetMousePos)
  217. {
  218. POINT pos = { (int)mouse_pos_prev.x, (int)mouse_pos_prev.y };
  219. if (::ClientToScreen(bd->hWnd, &pos))
  220. ::SetCursorPos(pos.x, pos.y);
  221. }
  222. // Set Dear ImGui mouse position from OS position
  223. POINT pos;
  224. if (::GetCursorPos(&pos) && ::ScreenToClient(mouse_window, &pos))
  225. io.MousePos = ImVec2((float)pos.x, (float)pos.y);
  226. }
  227. // Gamepad navigation mapping
  228. static void ImGui_ImplWin32_UpdateGamepads()
  229. {
  230. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  231. ImGuiIO& io = ImGui::GetIO();
  232. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  233. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  234. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  235. return;
  236. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  237. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  238. if (bd->WantUpdateHasGamepad)
  239. {
  240. XINPUT_CAPABILITIES caps;
  241. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  242. bd->WantUpdateHasGamepad = false;
  243. }
  244. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  245. XINPUT_STATE xinput_state;
  246. if (bd->HasGamepad && bd->XInputGetState && bd->XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
  247. {
  248. const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  249. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  250. #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
  251. #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; }
  252. MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
  253. MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
  254. MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
  255. MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
  256. MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
  257. MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
  258. MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
  259. MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
  260. MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  261. MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  262. MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  263. MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  264. MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  265. MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  266. MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  267. MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
  268. #undef MAP_BUTTON
  269. #undef MAP_ANALOG
  270. }
  271. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  272. }
  273. void ImGui_ImplWin32_NewFrame()
  274. {
  275. ImGuiIO& io = ImGui::GetIO();
  276. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  277. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
  278. // Setup display size (every frame to accommodate for window resizing)
  279. RECT rect = { 0, 0, 0, 0 };
  280. ::GetClientRect(bd->hWnd, &rect);
  281. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  282. // Setup time step
  283. INT64 current_time = 0;
  284. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  285. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  286. bd->Time = current_time;
  287. // Update OS mouse position
  288. ImGui_ImplWin32_UpdateMousePos();
  289. // Update OS mouse cursor with the cursor requested by imgui
  290. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  291. if (bd->LastMouseCursor != mouse_cursor)
  292. {
  293. bd->LastMouseCursor = mouse_cursor;
  294. ImGui_ImplWin32_UpdateMouseCursor();
  295. }
  296. // Update game controllers (if enabled and available)
  297. ImGui_ImplWin32_UpdateGamepads();
  298. }
  299. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  300. #ifndef WM_MOUSEHWHEEL
  301. #define WM_MOUSEHWHEEL 0x020E
  302. #endif
  303. #ifndef DBT_DEVNODES_CHANGED
  304. #define DBT_DEVNODES_CHANGED 0x0007
  305. #endif
  306. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  307. // Call from your application's message handler.
  308. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  309. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  310. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  311. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  312. // 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.
  313. // 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.
  314. #if 0
  315. // Copy this line into your .cpp file to forward declare the function.
  316. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  317. #endif
  318. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  319. {
  320. if (ImGui::GetCurrentContext() == NULL)
  321. return 0;
  322. ImGuiIO& io = ImGui::GetIO();
  323. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  324. switch (msg)
  325. {
  326. case WM_MOUSEMOVE:
  327. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  328. bd->MouseHwnd = hwnd;
  329. if (!bd->MouseTracked)
  330. {
  331. TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 };
  332. ::TrackMouseEvent(&tme);
  333. bd->MouseTracked = true;
  334. }
  335. break;
  336. case WM_MOUSELEAVE:
  337. if (bd->MouseHwnd == hwnd)
  338. bd->MouseHwnd = NULL;
  339. bd->MouseTracked = false;
  340. break;
  341. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  342. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  343. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  344. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  345. {
  346. int button = 0;
  347. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  348. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  349. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  350. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  351. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  352. ::SetCapture(hwnd);
  353. io.MouseDown[button] = true;
  354. return 0;
  355. }
  356. case WM_LBUTTONUP:
  357. case WM_RBUTTONUP:
  358. case WM_MBUTTONUP:
  359. case WM_XBUTTONUP:
  360. {
  361. int button = 0;
  362. if (msg == WM_LBUTTONUP) { button = 0; }
  363. if (msg == WM_RBUTTONUP) { button = 1; }
  364. if (msg == WM_MBUTTONUP) { button = 2; }
  365. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  366. io.MouseDown[button] = false;
  367. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  368. ::ReleaseCapture();
  369. return 0;
  370. }
  371. case WM_MOUSEWHEEL:
  372. io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  373. return 0;
  374. case WM_MOUSEHWHEEL:
  375. io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  376. return 0;
  377. case WM_KEYDOWN:
  378. case WM_KEYUP:
  379. case WM_SYSKEYDOWN:
  380. case WM_SYSKEYUP:
  381. {
  382. bool down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  383. if (wParam < 256)
  384. io.KeysDown[wParam] = down;
  385. if (wParam == VK_CONTROL)
  386. io.KeyCtrl = down;
  387. if (wParam == VK_SHIFT)
  388. io.KeyShift = down;
  389. if (wParam == VK_MENU)
  390. io.KeyAlt = down;
  391. return 0;
  392. }
  393. case WM_SETFOCUS:
  394. case WM_KILLFOCUS:
  395. io.AddFocusEvent(msg == WM_SETFOCUS);
  396. return 0;
  397. case WM_CHAR:
  398. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  399. if (wParam > 0 && wParam < 0x10000)
  400. io.AddInputCharacterUTF16((unsigned short)wParam);
  401. return 0;
  402. case WM_SETCURSOR:
  403. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  404. return 1;
  405. return 0;
  406. case WM_DEVICECHANGE:
  407. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  408. bd->WantUpdateHasGamepad = true;
  409. return 0;
  410. }
  411. return 0;
  412. }
  413. //--------------------------------------------------------------------------------------------------------
  414. // DPI-related helpers (optional)
  415. //--------------------------------------------------------------------------------------------------------
  416. // - Use to enable DPI awareness without having to create an application manifest.
  417. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  418. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  419. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  420. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  421. //---------------------------------------------------------------------------------------------------------
  422. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  423. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  424. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  425. //---------------------------------------------------------------------------------------------------------
  426. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  427. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  428. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  429. {
  430. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  431. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL;
  432. if (RtlVerifyVersionInfoFn == NULL)
  433. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  434. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  435. if (RtlVerifyVersionInfoFn == NULL)
  436. return FALSE;
  437. RTL_OSVERSIONINFOEXW versionInfo = { };
  438. ULONGLONG conditionMask = 0;
  439. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  440. versionInfo.dwMajorVersion = major;
  441. versionInfo.dwMinorVersion = minor;
  442. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  443. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  444. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  445. }
  446. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  447. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  448. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  449. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  450. #ifndef DPI_ENUMS_DECLARED
  451. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  452. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  453. #endif
  454. #ifndef _DPI_AWARENESS_CONTEXTS_
  455. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  456. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  457. #endif
  458. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  459. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  460. #endif
  461. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  462. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  463. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  464. // Helper function to enable DPI awareness without setting up a manifest
  465. void ImGui_ImplWin32_EnableDpiAwareness()
  466. {
  467. if (_IsWindows10OrGreater())
  468. {
  469. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  470. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  471. {
  472. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  473. return;
  474. }
  475. }
  476. if (_IsWindows8Point1OrGreater())
  477. {
  478. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  479. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  480. {
  481. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  482. return;
  483. }
  484. }
  485. #if _WIN32_WINNT >= 0x0600
  486. ::SetProcessDPIAware();
  487. #endif
  488. }
  489. #if defined(_MSC_VER) && !defined(NOGDI)
  490. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  491. #endif
  492. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  493. {
  494. UINT xdpi = 96, ydpi = 96;
  495. if (_IsWindows8Point1OrGreater())
  496. {
  497. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  498. static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL;
  499. if (GetDpiForMonitorFn == NULL && shcore_dll != NULL)
  500. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  501. if (GetDpiForMonitorFn != NULL)
  502. {
  503. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  504. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  505. return xdpi / 96.0f;
  506. }
  507. }
  508. #ifndef NOGDI
  509. const HDC dc = ::GetDC(NULL);
  510. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  511. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  512. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  513. ::ReleaseDC(NULL, dc);
  514. #endif
  515. return xdpi / 96.0f;
  516. }
  517. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  518. {
  519. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  520. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  521. }
  522. //---------------------------------------------------------------------------------------------------------
  523. // Transparency related helpers (optional)
  524. //--------------------------------------------------------------------------------------------------------
  525. #if defined(_MSC_VER)
  526. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  527. #endif
  528. // [experimental]
  529. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  530. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  531. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  532. {
  533. if (!_IsWindowsVistaOrGreater())
  534. return;
  535. BOOL composition;
  536. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  537. return;
  538. BOOL opaque;
  539. DWORD color;
  540. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  541. {
  542. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  543. DWM_BLURBEHIND bb = {};
  544. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  545. bb.hRgnBlur = region;
  546. bb.fEnable = TRUE;
  547. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  548. ::DeleteObject(region);
  549. }
  550. else
  551. {
  552. DWM_BLURBEHIND bb = {};
  553. bb.dwFlags = DWM_BB_ENABLE;
  554. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  555. }
  556. }
  557. //---------------------------------------------------------------------------------------------------------