imgui_impl_win32.cpp 26 KB

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  1. // dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
  2. // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
  3. // Implemented features:
  4. // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
  5. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  6. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
  7. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  8. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  10. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  11. #include "imgui.h"
  12. #include "imgui_impl_win32.h"
  13. #ifndef WIN32_LEAN_AND_MEAN
  14. #define WIN32_LEAN_AND_MEAN
  15. #endif
  16. #include <windows.h>
  17. #include <tchar.h>
  18. #include <dwmapi.h>
  19. // Configuration flags to add in your imconfig.h file:
  20. //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support (this used to be meaningful before <1.81) but we know load XInput dynamically so the option is less relevant now.
  21. // Using XInput for gamepad (will load DLL dynamically)
  22. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  23. #include <XInput.h>
  24. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  25. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  26. #endif
  27. // CHANGELOG
  28. // (minor and older changes stripped away, please see git history for details)
  29. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  30. // 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.
  31. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  32. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  33. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  34. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  35. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  36. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  37. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  38. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  39. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  40. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  41. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  42. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  43. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  44. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  45. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  46. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  47. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  48. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  49. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  50. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  51. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  52. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  53. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  54. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  55. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  56. // Win32 Data
  57. static HWND g_hWnd = NULL;
  58. static INT64 g_Time = 0;
  59. static INT64 g_TicksPerSecond = 0;
  60. static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  61. static bool g_HasGamepad = false;
  62. static bool g_WantUpdateHasGamepad = true;
  63. // XInput DLL and functions
  64. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  65. static HMODULE g_XInputDLL = NULL;
  66. static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL;
  67. static PFN_XInputGetState g_XInputGetState = NULL;
  68. #endif
  69. // Functions
  70. bool ImGui_ImplWin32_Init(void* hwnd)
  71. {
  72. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
  73. return false;
  74. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
  75. return false;
  76. // Setup backend capabilities flags
  77. g_hWnd = (HWND)hwnd;
  78. ImGuiIO& io = ImGui::GetIO();
  79. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  80. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  81. io.BackendPlatformName = "imgui_impl_win32";
  82. io.ImeWindowHandle = hwnd;
  83. // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
  84. io.KeyMap[ImGuiKey_Tab] = VK_TAB;
  85. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  86. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  87. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  88. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  89. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  90. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  91. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  92. io.KeyMap[ImGuiKey_End] = VK_END;
  93. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  94. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  95. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  96. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  97. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  98. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  99. io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
  100. io.KeyMap[ImGuiKey_A] = 'A';
  101. io.KeyMap[ImGuiKey_C] = 'C';
  102. io.KeyMap[ImGuiKey_V] = 'V';
  103. io.KeyMap[ImGuiKey_X] = 'X';
  104. io.KeyMap[ImGuiKey_Y] = 'Y';
  105. io.KeyMap[ImGuiKey_Z] = 'Z';
  106. // Dynamically load XInput library
  107. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  108. const char* xinput_dll_names[] =
  109. {
  110. "xinput1_4.dll", // Windows 8+
  111. "xinput1_3.dll", // DirectX SDK
  112. "xinput9_1_0.dll", // Windows Vista, Windows 7
  113. "xinput1_2.dll", // DirectX SDK
  114. "xinput1_1.dll" // DirectX SDK
  115. };
  116. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  117. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  118. {
  119. g_XInputDLL = dll;
  120. g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  121. g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  122. break;
  123. }
  124. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  125. return true;
  126. }
  127. void ImGui_ImplWin32_Shutdown()
  128. {
  129. // Unload XInput library
  130. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  131. if (g_XInputDLL)
  132. ::FreeLibrary(g_XInputDLL);
  133. g_XInputDLL = NULL;
  134. g_XInputGetCapabilities = NULL;
  135. g_XInputGetState = NULL;
  136. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  137. g_hWnd = NULL;
  138. g_Time = 0;
  139. g_TicksPerSecond = 0;
  140. g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  141. g_HasGamepad = false;
  142. g_WantUpdateHasGamepad = true;
  143. }
  144. static bool ImGui_ImplWin32_UpdateMouseCursor()
  145. {
  146. ImGuiIO& io = ImGui::GetIO();
  147. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  148. return false;
  149. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  150. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  151. {
  152. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  153. ::SetCursor(NULL);
  154. }
  155. else
  156. {
  157. // Show OS mouse cursor
  158. LPTSTR win32_cursor = IDC_ARROW;
  159. switch (imgui_cursor)
  160. {
  161. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  162. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  163. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  164. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  165. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  166. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  167. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  168. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  169. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  170. }
  171. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  172. }
  173. return true;
  174. }
  175. static void ImGui_ImplWin32_UpdateMousePos()
  176. {
  177. ImGuiIO& io = ImGui::GetIO();
  178. IM_ASSERT(g_hWnd != 0);
  179. // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  180. if (io.WantSetMousePos)
  181. {
  182. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  183. if (::ClientToScreen(g_hWnd, &pos))
  184. ::SetCursorPos(pos.x, pos.y);
  185. }
  186. // Set mouse position
  187. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  188. POINT pos;
  189. if (HWND active_window = ::GetForegroundWindow())
  190. if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
  191. if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
  192. io.MousePos = ImVec2((float)pos.x, (float)pos.y);
  193. }
  194. // Gamepad navigation mapping
  195. static void ImGui_ImplWin32_UpdateGamepads()
  196. {
  197. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  198. ImGuiIO& io = ImGui::GetIO();
  199. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  200. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  201. return;
  202. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  203. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  204. if (g_WantUpdateHasGamepad)
  205. {
  206. XINPUT_CAPABILITIES caps;
  207. g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  208. g_WantUpdateHasGamepad = false;
  209. }
  210. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  211. XINPUT_STATE xinput_state;
  212. if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
  213. {
  214. const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  215. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  216. #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
  217. #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; }
  218. MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
  219. MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
  220. MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
  221. MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
  222. MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
  223. MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
  224. MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
  225. MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
  226. MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  227. MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  228. MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  229. MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  230. MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  231. MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  232. MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  233. MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
  234. #undef MAP_BUTTON
  235. #undef MAP_ANALOG
  236. }
  237. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  238. }
  239. void ImGui_ImplWin32_NewFrame()
  240. {
  241. ImGuiIO& io = ImGui::GetIO();
  242. IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
  243. // Setup display size (every frame to accommodate for window resizing)
  244. RECT rect = { 0, 0, 0, 0 };
  245. ::GetClientRect(g_hWnd, &rect);
  246. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  247. // Setup time step
  248. INT64 current_time = 0;
  249. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  250. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  251. g_Time = current_time;
  252. // Read keyboard modifiers inputs
  253. io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
  254. io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
  255. io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
  256. io.KeySuper = false;
  257. // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
  258. // Update OS mouse position
  259. ImGui_ImplWin32_UpdateMousePos();
  260. // Update OS mouse cursor with the cursor requested by imgui
  261. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  262. if (g_LastMouseCursor != mouse_cursor)
  263. {
  264. g_LastMouseCursor = mouse_cursor;
  265. ImGui_ImplWin32_UpdateMouseCursor();
  266. }
  267. // Update game controllers (if enabled and available)
  268. ImGui_ImplWin32_UpdateGamepads();
  269. }
  270. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  271. #ifndef WM_MOUSEHWHEEL
  272. #define WM_MOUSEHWHEEL 0x020E
  273. #endif
  274. #ifndef DBT_DEVNODES_CHANGED
  275. #define DBT_DEVNODES_CHANGED 0x0007
  276. #endif
  277. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  278. // Call from your application's message handler.
  279. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  280. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  281. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  282. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  283. // 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.
  284. // 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.
  285. #if 0
  286. // Copy this line into your .cpp file to forward declare the function.
  287. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  288. #endif
  289. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  290. {
  291. if (ImGui::GetCurrentContext() == NULL)
  292. return 0;
  293. ImGuiIO& io = ImGui::GetIO();
  294. switch (msg)
  295. {
  296. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  297. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  298. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  299. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  300. {
  301. int button = 0;
  302. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  303. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  304. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  305. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  306. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  307. ::SetCapture(hwnd);
  308. io.MouseDown[button] = true;
  309. return 0;
  310. }
  311. case WM_LBUTTONUP:
  312. case WM_RBUTTONUP:
  313. case WM_MBUTTONUP:
  314. case WM_XBUTTONUP:
  315. {
  316. int button = 0;
  317. if (msg == WM_LBUTTONUP) { button = 0; }
  318. if (msg == WM_RBUTTONUP) { button = 1; }
  319. if (msg == WM_MBUTTONUP) { button = 2; }
  320. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  321. io.MouseDown[button] = false;
  322. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  323. ::ReleaseCapture();
  324. return 0;
  325. }
  326. case WM_MOUSEWHEEL:
  327. io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  328. return 0;
  329. case WM_MOUSEHWHEEL:
  330. io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  331. return 0;
  332. case WM_KEYDOWN:
  333. case WM_SYSKEYDOWN:
  334. if (wParam < 256)
  335. io.KeysDown[wParam] = 1;
  336. return 0;
  337. case WM_KEYUP:
  338. case WM_SYSKEYUP:
  339. if (wParam < 256)
  340. io.KeysDown[wParam] = 0;
  341. return 0;
  342. case WM_CHAR:
  343. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  344. if (wParam > 0 && wParam < 0x10000)
  345. io.AddInputCharacterUTF16((unsigned short)wParam);
  346. return 0;
  347. case WM_SETCURSOR:
  348. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  349. return 1;
  350. return 0;
  351. case WM_DEVICECHANGE:
  352. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  353. g_WantUpdateHasGamepad = true;
  354. return 0;
  355. }
  356. return 0;
  357. }
  358. //--------------------------------------------------------------------------------------------------------
  359. // DPI-related helpers (optional)
  360. //--------------------------------------------------------------------------------------------------------
  361. // - Use to enable DPI awareness without having to create an application manifest.
  362. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  363. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  364. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  365. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  366. //---------------------------------------------------------------------------------------------------------
  367. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  368. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  369. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  370. //---------------------------------------------------------------------------------------------------------
  371. // Implement some of the functions and types normally declared in recent Windows SDK.
  372. #if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
  373. static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
  374. {
  375. OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
  376. DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
  377. ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
  378. cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
  379. cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
  380. return ::VerifyVersionInfoW(&osvi, mask, cond);
  381. }
  382. #define IsWindowsVistaOrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  383. #define IsWindows8OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  384. #define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  385. #endif
  386. #ifndef DPI_ENUMS_DECLARED
  387. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  388. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  389. #endif
  390. #ifndef _DPI_AWARENESS_CONTEXTS_
  391. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  392. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  393. #endif
  394. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  395. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  396. #endif
  397. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  398. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  399. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  400. // Helper function to enable DPI awareness without setting up a manifest
  401. void ImGui_ImplWin32_EnableDpiAwareness()
  402. {
  403. // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
  404. {
  405. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  406. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  407. {
  408. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  409. return;
  410. }
  411. }
  412. if (IsWindows8Point1OrGreater())
  413. {
  414. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  415. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  416. {
  417. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  418. return;
  419. }
  420. }
  421. #if _WIN32_WINNT >= 0x0600
  422. ::SetProcessDPIAware();
  423. #endif
  424. }
  425. #if defined(_MSC_VER) && !defined(NOGDI)
  426. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  427. #endif
  428. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  429. {
  430. UINT xdpi = 96, ydpi = 96;
  431. static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
  432. if (bIsWindows8Point1OrGreater)
  433. {
  434. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  435. if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
  436. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  437. }
  438. #ifndef NOGDI
  439. else
  440. {
  441. const HDC dc = ::GetDC(NULL);
  442. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  443. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  444. ::ReleaseDC(NULL, dc);
  445. }
  446. #endif
  447. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  448. return xdpi / 96.0f;
  449. }
  450. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  451. {
  452. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  453. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  454. }
  455. //---------------------------------------------------------------------------------------------------------
  456. // Transparency related helpers (optional)
  457. //--------------------------------------------------------------------------------------------------------
  458. #if defined(_MSC_VER)
  459. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  460. #endif
  461. // [experimental]
  462. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  463. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  464. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  465. {
  466. if (!IsWindowsVistaOrGreater())
  467. return;
  468. BOOL composition;
  469. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  470. return;
  471. BOOL opaque;
  472. DWORD color;
  473. if (IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  474. {
  475. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  476. DWM_BLURBEHIND bb = {};
  477. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  478. bb.hRgnBlur = region;
  479. bb.fEnable = TRUE;
  480. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  481. ::DeleteObject(region);
  482. }
  483. else
  484. {
  485. DWM_BLURBEHIND bb = {};
  486. bb.dwFlags = DWM_BB_ENABLE;
  487. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  488. }
  489. }
  490. //---------------------------------------------------------------------------------------------------------