imgui_impl_win32.cpp 24 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. // Using XInput library for gamepad
  19. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  20. #include <XInput.h>
  21. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  22. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  23. #endif
  24. // CHANGELOG
  25. // (minor and older changes stripped away, please see git history for details)
  26. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  27. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  28. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  29. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  30. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  31. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  32. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  33. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  34. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  35. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  36. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  37. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  38. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  39. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  40. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  41. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  42. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  43. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  44. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  45. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  46. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  47. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  48. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  49. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  50. // Win32 Data
  51. static HWND g_hWnd = NULL;
  52. static INT64 g_Time = 0;
  53. static INT64 g_TicksPerSecond = 0;
  54. static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  55. static bool g_HasGamepad = false;
  56. static bool g_WantUpdateHasGamepad = true;
  57. // XInput Data
  58. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  59. static XINPUT_STATE g_XInputState;
  60. static HMODULE g_hXInputDLL = NULL;
  61. static PFN_XInputGetCapabilities g_fXInputGetCapabilities = NULL;
  62. static PFN_XInputGetState g_fXInputGetState = NULL;
  63. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  64. // Functions
  65. bool ImGui_ImplWin32_Init(void* hwnd)
  66. {
  67. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
  68. return false;
  69. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
  70. return false;
  71. // Setup backend capabilities flags
  72. g_hWnd = (HWND)hwnd;
  73. ImGuiIO& io = ImGui::GetIO();
  74. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  75. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  76. io.BackendPlatformName = "imgui_impl_win32";
  77. io.ImeWindowHandle = hwnd;
  78. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
  79. io.KeyMap[ImGuiKey_Tab] = VK_TAB;
  80. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  81. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  82. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  83. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  84. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  85. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  86. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  87. io.KeyMap[ImGuiKey_End] = VK_END;
  88. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  89. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  90. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  91. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  92. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  93. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  94. io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
  95. io.KeyMap[ImGuiKey_A] = 'A';
  96. io.KeyMap[ImGuiKey_C] = 'C';
  97. io.KeyMap[ImGuiKey_V] = 'V';
  98. io.KeyMap[ImGuiKey_X] = 'X';
  99. io.KeyMap[ImGuiKey_Y] = 'Y';
  100. io.KeyMap[ImGuiKey_Z] = 'Z';
  101. // Gamepad, dynamically load XInput library
  102. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  103. const wchar_t* _XinputLibraryName[] = {
  104. L"xinput1_4.dll", // Windows 8+
  105. L"xinput1_3.dll", // DirectX SDK
  106. L"xinput9_1_0.dll", // Windows Vista, Windows 7
  107. L"xinput1_2.dll", // DirectX SDK
  108. L"xinput1_1.dll", // DirectX SDK
  109. NULL,
  110. };
  111. for (size_t idx = 0; _XinputLibraryName[idx]; idx += 1)
  112. {
  113. if (HMODULE dll = ::LoadLibraryW(_XinputLibraryName[idx]))
  114. {
  115. g_hXInputDLL = dll;
  116. g_fXInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  117. g_fXInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  118. break;
  119. }
  120. }
  121. ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE));
  122. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  123. return true;
  124. }
  125. void ImGui_ImplWin32_Shutdown()
  126. {
  127. // Gamepad, unload XInput library
  128. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  129. if (g_hXInputDLL)
  130. ::FreeLibrary(g_hXInputDLL);
  131. ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE));
  132. g_hXInputDLL = NULL;
  133. g_fXInputGetCapabilities = NULL;
  134. g_fXInputGetState = NULL;
  135. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  136. g_hWnd = NULL;
  137. g_Time = 0;
  138. g_TicksPerSecond = 0;
  139. g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  140. g_HasGamepad = false;
  141. g_WantUpdateHasGamepad = true;
  142. }
  143. static bool ImGui_ImplWin32_UpdateMouseCursor()
  144. {
  145. ImGuiIO& io = ImGui::GetIO();
  146. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  147. return false;
  148. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  149. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  150. {
  151. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  152. ::SetCursor(NULL);
  153. }
  154. else
  155. {
  156. // Show OS mouse cursor
  157. LPTSTR win32_cursor = IDC_ARROW;
  158. switch (imgui_cursor)
  159. {
  160. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  161. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  162. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  163. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  164. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  165. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  166. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  167. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  168. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  169. }
  170. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  171. }
  172. return true;
  173. }
  174. static void ImGui_ImplWin32_UpdateMousePos()
  175. {
  176. ImGuiIO& io = ImGui::GetIO();
  177. // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  178. if (io.WantSetMousePos)
  179. {
  180. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  181. if (::ClientToScreen(g_hWnd, &pos))
  182. ::SetCursorPos(pos.x, pos.y);
  183. }
  184. // Set mouse position
  185. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  186. POINT pos;
  187. if (HWND active_window = ::GetForegroundWindow())
  188. if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
  189. if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
  190. io.MousePos = ImVec2((float)pos.x, (float)pos.y);
  191. }
  192. // Gamepad navigation mapping
  193. static void ImGui_ImplWin32_UpdateGamepads()
  194. {
  195. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  196. ImGuiIO& io = ImGui::GetIO();
  197. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  198. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  199. return;
  200. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  201. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  202. if (g_WantUpdateHasGamepad)
  203. {
  204. g_WantUpdateHasGamepad = false;
  205. XINPUT_CAPABILITIES caps;
  206. if (g_fXInputGetCapabilities)
  207. g_HasGamepad = (g_fXInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
  208. else
  209. g_HasGamepad = false;
  210. if (!g_HasGamepad)
  211. ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE)); // clear if no gamepad
  212. }
  213. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  214. if (g_HasGamepad && g_fXInputGetState && (g_fXInputGetState(0, &g_XInputState) == ERROR_SUCCESS))
  215. {
  216. const XINPUT_GAMEPAD& gamepad = g_XInputState.Gamepad;
  217. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  218. #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
  219. #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0);\
  220. if (vn > 1.0f) vn = 1.0f;\
  221. if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
  222. MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
  223. MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
  224. MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
  225. MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
  226. MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
  227. MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
  228. MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
  229. MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
  230. MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  231. MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  232. MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  233. MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  234. MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  235. MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  236. MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  237. MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
  238. #undef MAP_BUTTON
  239. #undef MAP_ANALOG
  240. }
  241. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  242. }
  243. void ImGui_ImplWin32_NewFrame()
  244. {
  245. ImGuiIO& io = ImGui::GetIO();
  246. 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().");
  247. // Setup display size (every frame to accommodate for window resizing)
  248. RECT rect = { 0, 0, 0, 0 };
  249. ::GetClientRect(g_hWnd, &rect);
  250. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  251. // Setup time step
  252. INT64 current_time = 0;
  253. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  254. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  255. g_Time = current_time;
  256. // Read keyboard modifiers inputs
  257. io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
  258. io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
  259. io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
  260. io.KeySuper = false;
  261. // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
  262. // Update OS mouse position
  263. ImGui_ImplWin32_UpdateMousePos();
  264. // Update OS mouse cursor with the cursor requested by imgui
  265. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  266. if (g_LastMouseCursor != mouse_cursor)
  267. {
  268. g_LastMouseCursor = mouse_cursor;
  269. ImGui_ImplWin32_UpdateMouseCursor();
  270. }
  271. // Update game controllers (if enabled and available)
  272. ImGui_ImplWin32_UpdateGamepads();
  273. }
  274. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  275. #ifndef WM_MOUSEHWHEEL
  276. #define WM_MOUSEHWHEEL 0x020E
  277. #endif
  278. #ifndef DBT_DEVNODES_CHANGED
  279. #define DBT_DEVNODES_CHANGED 0x0007
  280. #endif
  281. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  282. // Call from your application's message handler.
  283. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  284. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  285. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  286. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  287. // 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.
  288. // 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.
  289. #if 0
  290. // Copy this line into your .cpp file to forward declare the function.
  291. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  292. #endif
  293. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  294. {
  295. if (ImGui::GetCurrentContext() == NULL)
  296. return 0;
  297. ImGuiIO& io = ImGui::GetIO();
  298. switch (msg)
  299. {
  300. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  301. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  302. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  303. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  304. {
  305. int button = 0;
  306. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  307. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  308. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  309. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  310. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  311. ::SetCapture(hwnd);
  312. io.MouseDown[button] = true;
  313. return 0;
  314. }
  315. case WM_LBUTTONUP:
  316. case WM_RBUTTONUP:
  317. case WM_MBUTTONUP:
  318. case WM_XBUTTONUP:
  319. {
  320. int button = 0;
  321. if (msg == WM_LBUTTONUP) { button = 0; }
  322. if (msg == WM_RBUTTONUP) { button = 1; }
  323. if (msg == WM_MBUTTONUP) { button = 2; }
  324. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  325. io.MouseDown[button] = false;
  326. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  327. ::ReleaseCapture();
  328. return 0;
  329. }
  330. case WM_MOUSEWHEEL:
  331. io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  332. return 0;
  333. case WM_MOUSEHWHEEL:
  334. io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  335. return 0;
  336. case WM_KEYDOWN:
  337. case WM_SYSKEYDOWN:
  338. if (wParam < 256)
  339. io.KeysDown[wParam] = 1;
  340. return 0;
  341. case WM_KEYUP:
  342. case WM_SYSKEYUP:
  343. if (wParam < 256)
  344. io.KeysDown[wParam] = 0;
  345. return 0;
  346. case WM_CHAR:
  347. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  348. if (wParam > 0 && wParam < 0x10000)
  349. io.AddInputCharacterUTF16((unsigned short)wParam);
  350. return 0;
  351. case WM_SETCURSOR:
  352. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  353. return 1;
  354. return 0;
  355. case WM_DEVICECHANGE:
  356. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  357. g_WantUpdateHasGamepad = true;
  358. return 0;
  359. }
  360. return 0;
  361. }
  362. //--------------------------------------------------------------------------------------------------------
  363. // DPI-related helpers (optional)
  364. //--------------------------------------------------------------------------------------------------------
  365. // - Use to enable DPI awareness without having to create an application manifest.
  366. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  367. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  368. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  369. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  370. //---------------------------------------------------------------------------------------------------------
  371. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  372. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  373. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  374. //---------------------------------------------------------------------------------------------------------
  375. // Implement some of the functions and types normally declared in recent Windows SDK.
  376. #if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
  377. static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
  378. {
  379. OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
  380. DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
  381. ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
  382. cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
  383. cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
  384. return ::VerifyVersionInfoW(&osvi, mask, cond);
  385. }
  386. #define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE
  387. #endif
  388. #ifndef DPI_ENUMS_DECLARED
  389. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  390. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  391. #endif
  392. #ifndef _DPI_AWARENESS_CONTEXTS_
  393. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  394. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  395. #endif
  396. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  397. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  398. #endif
  399. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  400. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  401. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  402. // Helper function to enable DPI awareness without setting up a manifest
  403. void ImGui_ImplWin32_EnableDpiAwareness()
  404. {
  405. // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
  406. {
  407. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  408. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  409. {
  410. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  411. return;
  412. }
  413. }
  414. if (IsWindows8Point1OrGreater())
  415. {
  416. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  417. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  418. {
  419. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  420. return;
  421. }
  422. }
  423. #if _WIN32_WINNT >= 0x0600
  424. ::SetProcessDPIAware();
  425. #endif
  426. }
  427. #if defined(_MSC_VER) && !defined(NOGDI)
  428. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps()
  429. #endif
  430. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  431. {
  432. UINT xdpi = 96, ydpi = 96;
  433. static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
  434. if (bIsWindows8Point1OrGreater)
  435. {
  436. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  437. if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
  438. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  439. }
  440. #ifndef NOGDI
  441. else
  442. {
  443. const HDC dc = ::GetDC(NULL);
  444. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  445. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  446. ::ReleaseDC(NULL, dc);
  447. }
  448. #endif
  449. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  450. return xdpi / 96.0f;
  451. }
  452. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  453. {
  454. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  455. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  456. }
  457. //---------------------------------------------------------------------------------------------------------