imgui_impl_win32.cpp 39 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. // 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 <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  19. #include <tchar.h>
  20. #include <dwmapi.h>
  21. // Configuration flags to add in your imconfig.h file:
  22. //#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.
  23. // Using XInput for gamepad (will load DLL dynamically)
  24. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  25. #include <xinput.h>
  26. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  27. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  28. #endif
  29. // CHANGELOG
  30. // (minor and older changes stripped away, please see git history for details)
  31. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  32. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  33. // 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before a key event (not in NewFrame) to fix input queue with very low framerates.
  34. // 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.
  35. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  36. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  37. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  38. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  39. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  40. // 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).
  41. // 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).
  42. // 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).
  43. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  44. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  45. // 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.
  46. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  47. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  48. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  49. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  50. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  51. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  52. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  53. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  54. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  55. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  56. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  57. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  58. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  59. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  60. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  61. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  62. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  63. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  64. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  65. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  66. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  67. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  68. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  69. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  70. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  71. struct ImGui_ImplWin32_Data
  72. {
  73. HWND hWnd;
  74. HWND MouseHwnd;
  75. bool MouseTracked;
  76. int MouseButtonsDown;
  77. INT64 Time;
  78. INT64 TicksPerSecond;
  79. ImGuiMouseCursor LastMouseCursor;
  80. bool HasGamepad;
  81. bool WantUpdateHasGamepad;
  82. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  83. HMODULE XInputDLL;
  84. PFN_XInputGetCapabilities XInputGetCapabilities;
  85. PFN_XInputGetState XInputGetState;
  86. #endif
  87. ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
  88. };
  89. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  90. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  91. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  92. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  93. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  94. {
  95. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
  96. }
  97. // Functions
  98. bool ImGui_ImplWin32_Init(void* hwnd)
  99. {
  100. ImGuiIO& io = ImGui::GetIO();
  101. IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
  102. INT64 perf_frequency, perf_counter;
  103. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  104. return false;
  105. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  106. return false;
  107. // Setup backend capabilities flags
  108. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  109. io.BackendPlatformUserData = (void*)bd;
  110. io.BackendPlatformName = "imgui_impl_win32";
  111. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  112. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  113. bd->hWnd = (HWND)hwnd;
  114. bd->WantUpdateHasGamepad = true;
  115. bd->TicksPerSecond = perf_frequency;
  116. bd->Time = perf_counter;
  117. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  118. // Set platform dependent data in viewport
  119. ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
  120. // Dynamically load XInput library
  121. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  122. const char* xinput_dll_names[] =
  123. {
  124. "xinput1_4.dll", // Windows 8+
  125. "xinput1_3.dll", // DirectX SDK
  126. "xinput9_1_0.dll", // Windows Vista, Windows 7
  127. "xinput1_2.dll", // DirectX SDK
  128. "xinput1_1.dll" // DirectX SDK
  129. };
  130. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  131. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  132. {
  133. bd->XInputDLL = dll;
  134. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  135. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  136. break;
  137. }
  138. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  139. return true;
  140. }
  141. void ImGui_ImplWin32_Shutdown()
  142. {
  143. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  144. IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
  145. ImGuiIO& io = ImGui::GetIO();
  146. // Unload XInput library
  147. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  148. if (bd->XInputDLL)
  149. ::FreeLibrary(bd->XInputDLL);
  150. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  151. io.BackendPlatformName = NULL;
  152. io.BackendPlatformUserData = NULL;
  153. IM_DELETE(bd);
  154. }
  155. static bool ImGui_ImplWin32_UpdateMouseCursor()
  156. {
  157. ImGuiIO& io = ImGui::GetIO();
  158. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  159. return false;
  160. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  161. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  162. {
  163. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  164. ::SetCursor(NULL);
  165. }
  166. else
  167. {
  168. // Show OS mouse cursor
  169. LPTSTR win32_cursor = IDC_ARROW;
  170. switch (imgui_cursor)
  171. {
  172. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  173. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  174. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  175. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  176. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  177. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  178. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  179. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  180. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  181. }
  182. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  183. }
  184. return true;
  185. }
  186. static bool IsVkDown(int vk)
  187. {
  188. return (::GetKeyState(vk) & 0x8000) != 0;
  189. }
  190. static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  191. {
  192. ImGuiIO& io = ImGui::GetIO();
  193. io.AddKeyEvent(key, down);
  194. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  195. IM_UNUSED(native_scancode);
  196. }
  197. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  198. {
  199. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  200. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  201. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
  202. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  203. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
  204. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  205. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  206. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
  207. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  208. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
  209. }
  210. static void ImGui_ImplWin32_UpdateKeyModifiers()
  211. {
  212. ImGuiIO& io = ImGui::GetIO();
  213. ImGuiKeyModFlags key_mods =
  214. ((IsVkDown(VK_CONTROL)) ? ImGuiKeyModFlags_Ctrl : 0) |
  215. ((IsVkDown(VK_SHIFT) ) ? ImGuiKeyModFlags_Shift : 0) |
  216. ((IsVkDown(VK_MENU)) ? ImGuiKeyModFlags_Alt : 0) |
  217. ((IsVkDown(VK_APPS)) ? ImGuiKeyModFlags_Super : 0);
  218. io.AddKeyModsEvent(key_mods);
  219. }
  220. static void ImGui_ImplWin32_UpdateMouseData()
  221. {
  222. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  223. ImGuiIO& io = ImGui::GetIO();
  224. IM_ASSERT(bd->hWnd != 0);
  225. const bool is_app_focused = (::GetForegroundWindow() == bd->hWnd);
  226. if (is_app_focused)
  227. {
  228. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  229. if (io.WantSetMousePos)
  230. {
  231. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  232. if (::ClientToScreen(bd->hWnd, &pos))
  233. ::SetCursorPos(pos.x, pos.y);
  234. }
  235. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  236. if (!io.WantSetMousePos && !bd->MouseTracked)
  237. {
  238. POINT pos;
  239. if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
  240. io.AddMousePosEvent((float)pos.x, (float)pos.y);
  241. }
  242. }
  243. }
  244. // Gamepad navigation mapping
  245. static void ImGui_ImplWin32_UpdateGamepads()
  246. {
  247. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  248. ImGuiIO& io = ImGui::GetIO();
  249. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  250. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  251. return;
  252. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  253. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  254. if (bd->WantUpdateHasGamepad)
  255. {
  256. XINPUT_CAPABILITIES caps = {};
  257. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  258. bd->WantUpdateHasGamepad = false;
  259. }
  260. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  261. XINPUT_STATE xinput_state;
  262. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  263. if (!bd->HasGamepad || bd->XInputGetState == NULL || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  264. return;
  265. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  266. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  267. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  268. #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)); }
  269. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  270. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  271. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  272. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  273. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  274. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  275. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  276. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  277. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  278. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  279. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  280. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  281. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  282. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  283. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  284. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  285. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  286. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  287. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  288. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  289. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  290. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  291. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  292. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  293. #undef MAP_BUTTON
  294. #undef MAP_ANALOG
  295. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  296. }
  297. void ImGui_ImplWin32_NewFrame()
  298. {
  299. ImGuiIO& io = ImGui::GetIO();
  300. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  301. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
  302. // Setup display size (every frame to accommodate for window resizing)
  303. RECT rect = { 0, 0, 0, 0 };
  304. ::GetClientRect(bd->hWnd, &rect);
  305. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  306. // Setup time step
  307. INT64 current_time = 0;
  308. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  309. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  310. bd->Time = current_time;
  311. // Update OS mouse position
  312. ImGui_ImplWin32_UpdateMouseData();
  313. // Process workarounds for known Windows key handling issues
  314. ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
  315. // Update OS mouse cursor with the cursor requested by imgui
  316. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  317. if (bd->LastMouseCursor != mouse_cursor)
  318. {
  319. bd->LastMouseCursor = mouse_cursor;
  320. ImGui_ImplWin32_UpdateMouseCursor();
  321. }
  322. // Update game controllers (if enabled and available)
  323. ImGui_ImplWin32_UpdateGamepads();
  324. }
  325. // 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)
  326. #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
  327. // Map VK_xxx to ImGuiKey_xxx.
  328. static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
  329. {
  330. switch (wParam)
  331. {
  332. case VK_TAB: return ImGuiKey_Tab;
  333. case VK_LEFT: return ImGuiKey_LeftArrow;
  334. case VK_RIGHT: return ImGuiKey_RightArrow;
  335. case VK_UP: return ImGuiKey_UpArrow;
  336. case VK_DOWN: return ImGuiKey_DownArrow;
  337. case VK_PRIOR: return ImGuiKey_PageUp;
  338. case VK_NEXT: return ImGuiKey_PageDown;
  339. case VK_HOME: return ImGuiKey_Home;
  340. case VK_END: return ImGuiKey_End;
  341. case VK_INSERT: return ImGuiKey_Insert;
  342. case VK_DELETE: return ImGuiKey_Delete;
  343. case VK_BACK: return ImGuiKey_Backspace;
  344. case VK_SPACE: return ImGuiKey_Space;
  345. case VK_RETURN: return ImGuiKey_Enter;
  346. case VK_ESCAPE: return ImGuiKey_Escape;
  347. case VK_OEM_7: return ImGuiKey_Apostrophe;
  348. case VK_OEM_COMMA: return ImGuiKey_Comma;
  349. case VK_OEM_MINUS: return ImGuiKey_Minus;
  350. case VK_OEM_PERIOD: return ImGuiKey_Period;
  351. case VK_OEM_2: return ImGuiKey_Slash;
  352. case VK_OEM_1: return ImGuiKey_Semicolon;
  353. case VK_OEM_PLUS: return ImGuiKey_Equal;
  354. case VK_OEM_4: return ImGuiKey_LeftBracket;
  355. case VK_OEM_5: return ImGuiKey_Backslash;
  356. case VK_OEM_6: return ImGuiKey_RightBracket;
  357. case VK_OEM_3: return ImGuiKey_GraveAccent;
  358. case VK_CAPITAL: return ImGuiKey_CapsLock;
  359. case VK_SCROLL: return ImGuiKey_ScrollLock;
  360. case VK_NUMLOCK: return ImGuiKey_NumLock;
  361. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  362. case VK_PAUSE: return ImGuiKey_Pause;
  363. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  364. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  365. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  366. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  367. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  368. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  369. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  370. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  371. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  372. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  373. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  374. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  375. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  376. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  377. case VK_ADD: return ImGuiKey_KeypadAdd;
  378. case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
  379. case VK_LSHIFT: return ImGuiKey_LeftShift;
  380. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  381. case VK_LMENU: return ImGuiKey_LeftAlt;
  382. case VK_LWIN: return ImGuiKey_LeftSuper;
  383. case VK_RSHIFT: return ImGuiKey_RightShift;
  384. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  385. case VK_RMENU: return ImGuiKey_RightAlt;
  386. case VK_RWIN: return ImGuiKey_RightSuper;
  387. case VK_APPS: return ImGuiKey_Menu;
  388. case '0': return ImGuiKey_0;
  389. case '1': return ImGuiKey_1;
  390. case '2': return ImGuiKey_2;
  391. case '3': return ImGuiKey_3;
  392. case '4': return ImGuiKey_4;
  393. case '5': return ImGuiKey_5;
  394. case '6': return ImGuiKey_6;
  395. case '7': return ImGuiKey_7;
  396. case '8': return ImGuiKey_8;
  397. case '9': return ImGuiKey_9;
  398. case 'A': return ImGuiKey_A;
  399. case 'B': return ImGuiKey_B;
  400. case 'C': return ImGuiKey_C;
  401. case 'D': return ImGuiKey_D;
  402. case 'E': return ImGuiKey_E;
  403. case 'F': return ImGuiKey_F;
  404. case 'G': return ImGuiKey_G;
  405. case 'H': return ImGuiKey_H;
  406. case 'I': return ImGuiKey_I;
  407. case 'J': return ImGuiKey_J;
  408. case 'K': return ImGuiKey_K;
  409. case 'L': return ImGuiKey_L;
  410. case 'M': return ImGuiKey_M;
  411. case 'N': return ImGuiKey_N;
  412. case 'O': return ImGuiKey_O;
  413. case 'P': return ImGuiKey_P;
  414. case 'Q': return ImGuiKey_Q;
  415. case 'R': return ImGuiKey_R;
  416. case 'S': return ImGuiKey_S;
  417. case 'T': return ImGuiKey_T;
  418. case 'U': return ImGuiKey_U;
  419. case 'V': return ImGuiKey_V;
  420. case 'W': return ImGuiKey_W;
  421. case 'X': return ImGuiKey_X;
  422. case 'Y': return ImGuiKey_Y;
  423. case 'Z': return ImGuiKey_Z;
  424. case VK_F1: return ImGuiKey_F1;
  425. case VK_F2: return ImGuiKey_F2;
  426. case VK_F3: return ImGuiKey_F3;
  427. case VK_F4: return ImGuiKey_F4;
  428. case VK_F5: return ImGuiKey_F5;
  429. case VK_F6: return ImGuiKey_F6;
  430. case VK_F7: return ImGuiKey_F7;
  431. case VK_F8: return ImGuiKey_F8;
  432. case VK_F9: return ImGuiKey_F9;
  433. case VK_F10: return ImGuiKey_F10;
  434. case VK_F11: return ImGuiKey_F11;
  435. case VK_F12: return ImGuiKey_F12;
  436. default: return ImGuiKey_None;
  437. }
  438. }
  439. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  440. #ifndef WM_MOUSEHWHEEL
  441. #define WM_MOUSEHWHEEL 0x020E
  442. #endif
  443. #ifndef DBT_DEVNODES_CHANGED
  444. #define DBT_DEVNODES_CHANGED 0x0007
  445. #endif
  446. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  447. // Call from your application's message handler.
  448. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  449. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  450. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  451. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  452. // 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.
  453. // 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.
  454. #if 0
  455. // Copy this line into your .cpp file to forward declare the function.
  456. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  457. #endif
  458. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  459. {
  460. if (ImGui::GetCurrentContext() == NULL)
  461. return 0;
  462. ImGuiIO& io = ImGui::GetIO();
  463. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  464. switch (msg)
  465. {
  466. case WM_MOUSEMOVE:
  467. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  468. bd->MouseHwnd = hwnd;
  469. if (!bd->MouseTracked)
  470. {
  471. TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 };
  472. ::TrackMouseEvent(&tme);
  473. bd->MouseTracked = true;
  474. }
  475. io.AddMousePosEvent((float)GET_X_LPARAM(lParam), (float)GET_Y_LPARAM(lParam));
  476. break;
  477. case WM_MOUSELEAVE:
  478. if (bd->MouseHwnd == hwnd)
  479. bd->MouseHwnd = NULL;
  480. bd->MouseTracked = false;
  481. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  482. break;
  483. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  484. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  485. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  486. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  487. {
  488. int button = 0;
  489. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  490. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  491. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  492. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  493. if (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL)
  494. ::SetCapture(hwnd);
  495. bd->MouseButtonsDown |= 1 << button;
  496. io.AddMouseButtonEvent(button, true);
  497. return 0;
  498. }
  499. case WM_LBUTTONUP:
  500. case WM_RBUTTONUP:
  501. case WM_MBUTTONUP:
  502. case WM_XBUTTONUP:
  503. {
  504. int button = 0;
  505. if (msg == WM_LBUTTONUP) { button = 0; }
  506. if (msg == WM_RBUTTONUP) { button = 1; }
  507. if (msg == WM_MBUTTONUP) { button = 2; }
  508. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  509. bd->MouseButtonsDown &= ~(1 << button);
  510. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  511. ::ReleaseCapture();
  512. io.AddMouseButtonEvent(button, false);
  513. return 0;
  514. }
  515. case WM_MOUSEWHEEL:
  516. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  517. return 0;
  518. case WM_MOUSEHWHEEL:
  519. io.AddMouseWheelEvent((float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  520. return 0;
  521. case WM_KEYDOWN:
  522. case WM_KEYUP:
  523. case WM_SYSKEYDOWN:
  524. case WM_SYSKEYUP:
  525. {
  526. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  527. if (wParam < 256)
  528. {
  529. // Submit modifiers
  530. ImGui_ImplWin32_UpdateKeyModifiers();
  531. // Obtain virtual key code
  532. // (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.)
  533. int vk = (int)wParam;
  534. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  535. vk = IM_VK_KEYPAD_ENTER;
  536. // Submit key event
  537. const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
  538. const int scancode = (int)LOBYTE(HIWORD(lParam));
  539. if (key != ImGuiKey_None)
  540. ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
  541. // Submit individual left/right modifier events
  542. if (vk == VK_SHIFT)
  543. {
  544. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  545. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  546. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  547. }
  548. else if (vk == VK_CONTROL)
  549. {
  550. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  551. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  552. }
  553. else if (vk == VK_MENU)
  554. {
  555. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  556. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  557. }
  558. }
  559. return 0;
  560. }
  561. case WM_SETFOCUS:
  562. case WM_KILLFOCUS:
  563. io.AddFocusEvent(msg == WM_SETFOCUS);
  564. return 0;
  565. case WM_CHAR:
  566. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  567. if (wParam > 0 && wParam < 0x10000)
  568. io.AddInputCharacterUTF16((unsigned short)wParam);
  569. return 0;
  570. case WM_SETCURSOR:
  571. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  572. return 1;
  573. return 0;
  574. case WM_DEVICECHANGE:
  575. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  576. bd->WantUpdateHasGamepad = true;
  577. return 0;
  578. }
  579. return 0;
  580. }
  581. //--------------------------------------------------------------------------------------------------------
  582. // DPI-related helpers (optional)
  583. //--------------------------------------------------------------------------------------------------------
  584. // - Use to enable DPI awareness without having to create an application manifest.
  585. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  586. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  587. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  588. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  589. //---------------------------------------------------------------------------------------------------------
  590. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  591. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  592. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  593. //---------------------------------------------------------------------------------------------------------
  594. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  595. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  596. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  597. {
  598. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  599. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL;
  600. if (RtlVerifyVersionInfoFn == NULL)
  601. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  602. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  603. if (RtlVerifyVersionInfoFn == NULL)
  604. return FALSE;
  605. RTL_OSVERSIONINFOEXW versionInfo = { };
  606. ULONGLONG conditionMask = 0;
  607. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  608. versionInfo.dwMajorVersion = major;
  609. versionInfo.dwMinorVersion = minor;
  610. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  611. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  612. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  613. }
  614. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  615. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  616. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  617. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  618. #ifndef DPI_ENUMS_DECLARED
  619. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  620. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  621. #endif
  622. #ifndef _DPI_AWARENESS_CONTEXTS_
  623. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  624. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  625. #endif
  626. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  627. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  628. #endif
  629. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  630. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  631. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  632. // Helper function to enable DPI awareness without setting up a manifest
  633. void ImGui_ImplWin32_EnableDpiAwareness()
  634. {
  635. if (_IsWindows10OrGreater())
  636. {
  637. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  638. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  639. {
  640. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  641. return;
  642. }
  643. }
  644. if (_IsWindows8Point1OrGreater())
  645. {
  646. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  647. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  648. {
  649. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  650. return;
  651. }
  652. }
  653. #if _WIN32_WINNT >= 0x0600
  654. ::SetProcessDPIAware();
  655. #endif
  656. }
  657. #if defined(_MSC_VER) && !defined(NOGDI)
  658. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  659. #endif
  660. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  661. {
  662. UINT xdpi = 96, ydpi = 96;
  663. if (_IsWindows8Point1OrGreater())
  664. {
  665. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  666. static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL;
  667. if (GetDpiForMonitorFn == NULL && shcore_dll != NULL)
  668. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  669. if (GetDpiForMonitorFn != NULL)
  670. {
  671. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  672. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  673. return xdpi / 96.0f;
  674. }
  675. }
  676. #ifndef NOGDI
  677. const HDC dc = ::GetDC(NULL);
  678. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  679. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  680. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  681. ::ReleaseDC(NULL, dc);
  682. #endif
  683. return xdpi / 96.0f;
  684. }
  685. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  686. {
  687. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  688. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  689. }
  690. //---------------------------------------------------------------------------------------------------------
  691. // Transparency related helpers (optional)
  692. //--------------------------------------------------------------------------------------------------------
  693. #if defined(_MSC_VER)
  694. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  695. #endif
  696. // [experimental]
  697. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  698. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  699. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  700. {
  701. if (!_IsWindowsVistaOrGreater())
  702. return;
  703. BOOL composition;
  704. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  705. return;
  706. BOOL opaque;
  707. DWORD color;
  708. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  709. {
  710. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  711. DWM_BLURBEHIND bb = {};
  712. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  713. bb.hRgnBlur = region;
  714. bb.fEnable = TRUE;
  715. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  716. ::DeleteObject(region);
  717. }
  718. else
  719. {
  720. DWM_BLURBEHIND bb = {};
  721. bb.dwFlags = DWM_BB_ENABLE;
  722. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  723. }
  724. }
  725. //---------------------------------------------------------------------------------------------------------