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imgui_impl_win32.cpp 28 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. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
  31. // 2021-06-08: Fix 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).
  32. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  33. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  34. // 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.
  35. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  36. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  37. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  38. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  39. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  40. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  41. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  42. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  43. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  44. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  45. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  46. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  47. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  48. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  49. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  50. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  51. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  52. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  53. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  54. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  55. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  56. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  57. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  58. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  59. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  60. struct ImGui_ImplWin32_Data
  61. {
  62. HWND hWnd;
  63. INT64 Time;
  64. INT64 TicksPerSecond;
  65. ImGuiMouseCursor LastMouseCursor;
  66. bool HasGamepad;
  67. bool WantUpdateHasGamepad;
  68. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  69. HMODULE XInputDLL;
  70. PFN_XInputGetCapabilities XInputGetCapabilities;
  71. PFN_XInputGetState XInputGetState;
  72. #endif
  73. ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
  74. };
  75. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  76. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  77. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  78. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  79. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  80. {
  81. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
  82. }
  83. // Functions
  84. bool ImGui_ImplWin32_Init(void* hwnd)
  85. {
  86. ImGuiIO& io = ImGui::GetIO();
  87. IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
  88. INT64 perf_frequency, perf_counter;
  89. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  90. return false;
  91. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  92. return false;
  93. // Setup backend capabilities flags
  94. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  95. io.BackendPlatformUserData = (void*)bd;
  96. io.BackendPlatformName = "imgui_impl_win32";
  97. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  98. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  99. bd->hWnd = (HWND)hwnd;
  100. bd->WantUpdateHasGamepad = true;
  101. bd->TicksPerSecond = perf_frequency;
  102. bd->Time = perf_counter;
  103. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  104. io.ImeWindowHandle = hwnd;
  105. // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
  106. io.KeyMap[ImGuiKey_Tab] = VK_TAB;
  107. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  108. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  109. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  110. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  111. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  112. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  113. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  114. io.KeyMap[ImGuiKey_End] = VK_END;
  115. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  116. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  117. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  118. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  119. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  120. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  121. io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
  122. io.KeyMap[ImGuiKey_A] = 'A';
  123. io.KeyMap[ImGuiKey_C] = 'C';
  124. io.KeyMap[ImGuiKey_V] = 'V';
  125. io.KeyMap[ImGuiKey_X] = 'X';
  126. io.KeyMap[ImGuiKey_Y] = 'Y';
  127. io.KeyMap[ImGuiKey_Z] = 'Z';
  128. // Dynamically load XInput library
  129. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  130. const char* xinput_dll_names[] =
  131. {
  132. "xinput1_4.dll", // Windows 8+
  133. "xinput1_3.dll", // DirectX SDK
  134. "xinput9_1_0.dll", // Windows Vista, Windows 7
  135. "xinput1_2.dll", // DirectX SDK
  136. "xinput1_1.dll" // DirectX SDK
  137. };
  138. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  139. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  140. {
  141. bd->XInputDLL = dll;
  142. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  143. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  144. break;
  145. }
  146. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  147. return true;
  148. }
  149. void ImGui_ImplWin32_Shutdown()
  150. {
  151. ImGuiIO& io = ImGui::GetIO();
  152. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  153. // Unload XInput library
  154. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  155. if (bd->XInputDLL)
  156. ::FreeLibrary(bd->XInputDLL);
  157. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  158. io.BackendPlatformName = NULL;
  159. io.BackendPlatformUserData = NULL;
  160. IM_DELETE(bd);
  161. }
  162. static bool ImGui_ImplWin32_UpdateMouseCursor()
  163. {
  164. ImGuiIO& io = ImGui::GetIO();
  165. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  166. return false;
  167. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  168. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  169. {
  170. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  171. ::SetCursor(NULL);
  172. }
  173. else
  174. {
  175. // Show OS mouse cursor
  176. LPTSTR win32_cursor = IDC_ARROW;
  177. switch (imgui_cursor)
  178. {
  179. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  180. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  181. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  182. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  183. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  184. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  185. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  186. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  187. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  188. }
  189. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  190. }
  191. return true;
  192. }
  193. static void ImGui_ImplWin32_UpdateMousePos()
  194. {
  195. ImGuiIO& io = ImGui::GetIO();
  196. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  197. IM_ASSERT(bd->hWnd != 0);
  198. // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  199. if (io.WantSetMousePos)
  200. {
  201. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  202. if (::ClientToScreen(bd->hWnd, &pos))
  203. ::SetCursorPos(pos.x, pos.y);
  204. }
  205. // Set mouse position
  206. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  207. POINT pos;
  208. if (HWND active_window = ::GetForegroundWindow())
  209. if (active_window == bd->hWnd || ::IsChild(active_window, bd->hWnd))
  210. if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
  211. io.MousePos = ImVec2((float)pos.x, (float)pos.y);
  212. }
  213. // Gamepad navigation mapping
  214. static void ImGui_ImplWin32_UpdateGamepads()
  215. {
  216. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  217. ImGuiIO& io = ImGui::GetIO();
  218. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  219. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  220. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  221. return;
  222. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  223. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  224. if (bd->WantUpdateHasGamepad)
  225. {
  226. XINPUT_CAPABILITIES caps;
  227. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  228. bd->WantUpdateHasGamepad = false;
  229. }
  230. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  231. XINPUT_STATE xinput_state;
  232. if (bd->HasGamepad && bd->XInputGetState && bd->XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
  233. {
  234. const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  235. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  236. #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
  237. #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; }
  238. MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
  239. MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
  240. MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
  241. MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
  242. MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
  243. MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
  244. MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
  245. MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
  246. MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  247. MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  248. MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  249. MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  250. MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  251. MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  252. MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  253. MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
  254. #undef MAP_BUTTON
  255. #undef MAP_ANALOG
  256. }
  257. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  258. }
  259. void ImGui_ImplWin32_NewFrame()
  260. {
  261. ImGuiIO& io = ImGui::GetIO();
  262. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  263. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
  264. // Setup display size (every frame to accommodate for window resizing)
  265. RECT rect = { 0, 0, 0, 0 };
  266. ::GetClientRect(bd->hWnd, &rect);
  267. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  268. // Setup time step
  269. INT64 current_time = 0;
  270. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  271. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  272. bd->Time = current_time;
  273. // Read keyboard modifiers inputs
  274. io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
  275. io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
  276. io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
  277. io.KeySuper = false;
  278. // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
  279. // Update OS mouse position
  280. ImGui_ImplWin32_UpdateMousePos();
  281. // Update OS mouse cursor with the cursor requested by imgui
  282. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  283. if (bd->LastMouseCursor != mouse_cursor)
  284. {
  285. bd->LastMouseCursor = mouse_cursor;
  286. ImGui_ImplWin32_UpdateMouseCursor();
  287. }
  288. // Update game controllers (if enabled and available)
  289. ImGui_ImplWin32_UpdateGamepads();
  290. }
  291. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  292. #ifndef WM_MOUSEHWHEEL
  293. #define WM_MOUSEHWHEEL 0x020E
  294. #endif
  295. #ifndef DBT_DEVNODES_CHANGED
  296. #define DBT_DEVNODES_CHANGED 0x0007
  297. #endif
  298. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  299. // Call from your application's message handler.
  300. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  301. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  302. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  303. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  304. // 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.
  305. // 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.
  306. #if 0
  307. // Copy this line into your .cpp file to forward declare the function.
  308. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  309. #endif
  310. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  311. {
  312. if (ImGui::GetCurrentContext() == NULL)
  313. return 0;
  314. ImGuiIO& io = ImGui::GetIO();
  315. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  316. switch (msg)
  317. {
  318. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  319. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  320. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  321. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  322. {
  323. int button = 0;
  324. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  325. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  326. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  327. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  328. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  329. ::SetCapture(hwnd);
  330. io.MouseDown[button] = true;
  331. return 0;
  332. }
  333. case WM_LBUTTONUP:
  334. case WM_RBUTTONUP:
  335. case WM_MBUTTONUP:
  336. case WM_XBUTTONUP:
  337. {
  338. int button = 0;
  339. if (msg == WM_LBUTTONUP) { button = 0; }
  340. if (msg == WM_RBUTTONUP) { button = 1; }
  341. if (msg == WM_MBUTTONUP) { button = 2; }
  342. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  343. io.MouseDown[button] = false;
  344. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  345. ::ReleaseCapture();
  346. return 0;
  347. }
  348. case WM_MOUSEWHEEL:
  349. io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  350. return 0;
  351. case WM_MOUSEHWHEEL:
  352. io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  353. return 0;
  354. case WM_KEYDOWN:
  355. case WM_SYSKEYDOWN:
  356. if (wParam < 256)
  357. io.KeysDown[wParam] = 1;
  358. return 0;
  359. case WM_KEYUP:
  360. case WM_SYSKEYUP:
  361. if (wParam < 256)
  362. io.KeysDown[wParam] = 0;
  363. return 0;
  364. case WM_KILLFOCUS:
  365. memset(io.KeysDown, 0, sizeof(io.KeysDown));
  366. return 0;
  367. case WM_CHAR:
  368. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  369. if (wParam > 0 && wParam < 0x10000)
  370. io.AddInputCharacterUTF16((unsigned short)wParam);
  371. return 0;
  372. case WM_SETCURSOR:
  373. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  374. return 1;
  375. return 0;
  376. case WM_DEVICECHANGE:
  377. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  378. bd->WantUpdateHasGamepad = true;
  379. return 0;
  380. }
  381. return 0;
  382. }
  383. //--------------------------------------------------------------------------------------------------------
  384. // DPI-related helpers (optional)
  385. //--------------------------------------------------------------------------------------------------------
  386. // - Use to enable DPI awareness without having to create an application manifest.
  387. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  388. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  389. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  390. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  391. //---------------------------------------------------------------------------------------------------------
  392. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  393. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  394. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  395. //---------------------------------------------------------------------------------------------------------
  396. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  397. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  398. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  399. {
  400. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  401. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL;
  402. if (RtlVerifyVersionInfoFn == NULL)
  403. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  404. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  405. if (RtlVerifyVersionInfoFn == NULL)
  406. return FALSE;
  407. RTL_OSVERSIONINFOEXW versionInfo = { };
  408. ULONGLONG conditionMask = 0;
  409. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  410. versionInfo.dwMajorVersion = major;
  411. versionInfo.dwMinorVersion = minor;
  412. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  413. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  414. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  415. }
  416. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  417. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  418. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  419. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  420. #ifndef DPI_ENUMS_DECLARED
  421. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  422. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  423. #endif
  424. #ifndef _DPI_AWARENESS_CONTEXTS_
  425. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  426. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  427. #endif
  428. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  429. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  430. #endif
  431. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  432. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  433. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  434. // Helper function to enable DPI awareness without setting up a manifest
  435. void ImGui_ImplWin32_EnableDpiAwareness()
  436. {
  437. if (_IsWindows10OrGreater())
  438. {
  439. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  440. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  441. {
  442. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  443. return;
  444. }
  445. }
  446. if (_IsWindows8Point1OrGreater())
  447. {
  448. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  449. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  450. {
  451. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  452. return;
  453. }
  454. }
  455. #if _WIN32_WINNT >= 0x0600
  456. ::SetProcessDPIAware();
  457. #endif
  458. }
  459. #if defined(_MSC_VER) && !defined(NOGDI)
  460. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  461. #endif
  462. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  463. {
  464. UINT xdpi = 96, ydpi = 96;
  465. if (_IsWindows8Point1OrGreater())
  466. {
  467. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  468. static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL;
  469. if (GetDpiForMonitorFn == NULL && shcore_dll != NULL)
  470. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  471. if (GetDpiForMonitorFn != NULL)
  472. {
  473. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  474. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  475. return xdpi / 96.0f;
  476. }
  477. }
  478. #ifndef NOGDI
  479. const HDC dc = ::GetDC(NULL);
  480. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  481. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  482. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  483. ::ReleaseDC(NULL, dc);
  484. #endif
  485. return xdpi / 96.0f;
  486. }
  487. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  488. {
  489. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  490. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  491. }
  492. //---------------------------------------------------------------------------------------------------------
  493. // Transparency related helpers (optional)
  494. //--------------------------------------------------------------------------------------------------------
  495. #if defined(_MSC_VER)
  496. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  497. #endif
  498. // [experimental]
  499. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  500. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  501. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  502. {
  503. if (!_IsWindowsVistaOrGreater())
  504. return;
  505. BOOL composition;
  506. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  507. return;
  508. BOOL opaque;
  509. DWORD color;
  510. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  511. {
  512. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  513. DWM_BLURBEHIND bb = {};
  514. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  515. bb.hRgnBlur = region;
  516. bb.fEnable = TRUE;
  517. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  518. ::DeleteObject(region);
  519. }
  520. else
  521. {
  522. DWM_BLURBEHIND bb = {};
  523. bb.dwFlags = DWM_BB_ENABLE;
  524. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  525. }
  526. }
  527. //---------------------------------------------------------------------------------------------------------