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- // dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
- // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
- // Implemented features:
- // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
- // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
- // [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]
- // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
- // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
- // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
- // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // Learn about Dear ImGui:
- // - FAQ https://dearimgui.com/faq
- // - Getting Started https://dearimgui.com/getting-started
- // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
- // - Introduction, links and more at the top of imgui.cpp
- #include "imgui.h"
- #ifndef IMGUI_DISABLE
- #include "imgui_impl_win32.h"
- #ifndef WIN32_LEAN_AND_MEAN
- #define WIN32_LEAN_AND_MEAN
- #endif
- #include <windows.h>
- #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
- #include <tchar.h>
- #include <dwmapi.h>
- // Configuration flags to add in your imconfig.h file:
- //#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.
- // Using XInput for gamepad (will load DLL dynamically)
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- #include <xinput.h>
- typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
- typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
- #endif
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
- // 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
- // 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
- // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
- // 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
- // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
- // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
- // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
- // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
- // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
- // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
- // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
- // 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
- // 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.
- // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
- // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
- // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
- // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
- // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
- // 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).
- // 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).
- // 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).
- // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
- // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
- // 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.
- // 2021-01-25: Inputs: Dynamically loading XInput DLL.
- // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
- // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
- // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
- // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
- // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
- // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
- // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
- // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
- // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
- // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
- // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
- // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
- // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
- // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
- // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
- // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
- // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
- // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
- // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
- // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
- // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
- // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
- // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
- // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
- // Forward Declarations
- static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC);
- static void ImGui_ImplWin32_ShutdownPlatformInterface();
- static void ImGui_ImplWin32_UpdateMonitors();
- struct ImGui_ImplWin32_Data
- {
- HWND hWnd;
- HWND MouseHwnd;
- int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
- int MouseButtonsDown;
- INT64 Time;
- INT64 TicksPerSecond;
- ImGuiMouseCursor LastMouseCursor;
- UINT32 KeyboardCodePage;
- bool WantUpdateMonitors;
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- bool HasGamepad;
- bool WantUpdateHasGamepad;
- HMODULE XInputDLL;
- PFN_XInputGetCapabilities XInputGetCapabilities;
- PFN_XInputGetState XInputGetState;
- #endif
- ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
- };
- // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
- // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
- // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
- // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
- static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
- {
- return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
- }
- // Functions
- static void ImGui_ImplWin32_UpdateKeyboardCodePage()
- {
- // Retrieve keyboard code page, required for handling of non-Unicode Windows.
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- HKL keyboard_layout = ::GetKeyboardLayout(0);
- LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
- if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
- bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
- }
- static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
- {
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
- INT64 perf_frequency, perf_counter;
- if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
- return false;
- if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
- return false;
- // Setup backend capabilities flags
- ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
- io.BackendPlatformUserData = (void*)bd;
- io.BackendPlatformName = "imgui_impl_win32";
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
- io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
- bd->hWnd = (HWND)hwnd;
- bd->WantUpdateMonitors = true;
- bd->TicksPerSecond = perf_frequency;
- bd->Time = perf_counter;
- bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
- ImGui_ImplWin32_UpdateKeyboardCodePage();
- // Our mouse update function expect PlatformHandle to be filled for the main viewport
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc);
- // Dynamically load XInput library
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- bd->WantUpdateHasGamepad = true;
- const char* xinput_dll_names[] =
- {
- "xinput1_4.dll", // Windows 8+
- "xinput1_3.dll", // DirectX SDK
- "xinput9_1_0.dll", // Windows Vista, Windows 7
- "xinput1_2.dll", // DirectX SDK
- "xinput1_1.dll" // DirectX SDK
- };
- for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
- if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
- {
- bd->XInputDLL = dll;
- bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
- bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
- break;
- }
- #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- return true;
- }
- IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
- {
- return ImGui_ImplWin32_InitEx(hwnd, false);
- }
- IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
- {
- // OpenGL needs CS_OWNDC
- return ImGui_ImplWin32_InitEx(hwnd, true);
- }
- void ImGui_ImplWin32_Shutdown()
- {
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplWin32_ShutdownPlatformInterface();
- // Unload XInput library
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- if (bd->XInputDLL)
- ::FreeLibrary(bd->XInputDLL);
- #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- io.BackendPlatformName = nullptr;
- io.BackendPlatformUserData = nullptr;
- io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
- IM_DELETE(bd);
- }
- static bool ImGui_ImplWin32_UpdateMouseCursor()
- {
- ImGuiIO& io = ImGui::GetIO();
- if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
- return false;
- ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
- if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- ::SetCursor(nullptr);
- }
- else
- {
- // Show OS mouse cursor
- LPTSTR win32_cursor = IDC_ARROW;
- switch (imgui_cursor)
- {
- case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
- case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
- case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
- case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
- case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
- case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
- case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
- case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
- case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
- }
- ::SetCursor(::LoadCursor(nullptr, win32_cursor));
- }
- return true;
- }
- static bool IsVkDown(int vk)
- {
- return (::GetKeyState(vk) & 0x8000) != 0;
- }
- static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
- {
- ImGuiIO& io = ImGui::GetIO();
- io.AddKeyEvent(key, down);
- io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
- IM_UNUSED(native_scancode);
- }
- static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
- {
- // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
- if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
- ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
- if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
- ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
- // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
- if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
- ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
- if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
- ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
- }
- static void ImGui_ImplWin32_UpdateKeyModifiers()
- {
- ImGuiIO& io = ImGui::GetIO();
- io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
- io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
- io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
- io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
- }
- // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
- // Because of that, it is a little more complicated than your typical single-viewport binding code!
- static void ImGui_ImplWin32_UpdateMouseData()
- {
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(bd->hWnd != 0);
- POINT mouse_screen_pos;
- bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
- HWND focused_window = ::GetForegroundWindow();
- const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
- if (is_app_focused)
- {
- // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
- // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
- if (io.WantSetMousePos)
- {
- POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
- if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
- ::ClientToScreen(focused_window, &pos);
- ::SetCursorPos(pos.x, pos.y);
- }
- // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
- // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
- if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
- {
- // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
- // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
- // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
- // (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.)
- POINT mouse_pos = mouse_screen_pos;
- if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
- ::ScreenToClient(bd->hWnd, &mouse_pos);
- io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
- }
- }
- // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
- // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
- // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
- // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
- // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
- // by the backend, and use its flawed heuristic to guess the viewport behind.
- // - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
- ImGuiID mouse_viewport_id = 0;
- if (has_mouse_screen_pos)
- if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
- if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
- mouse_viewport_id = viewport->ID;
- io.AddMouseViewportEvent(mouse_viewport_id);
- }
- // Gamepad navigation mapping
- static void ImGui_ImplWin32_UpdateGamepads()
- {
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
- // return;
- // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
- // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
- if (bd->WantUpdateHasGamepad)
- {
- XINPUT_CAPABILITIES caps = {};
- bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
- bd->WantUpdateHasGamepad = false;
- }
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
- XINPUT_STATE xinput_state;
- XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
- if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
- return;
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
- #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
- #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
- #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)); }
- MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
- MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
- MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
- MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
- MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
- MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
- MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
- MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
- MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
- MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
- MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
- MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
- MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
- MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
- MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
- MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
- MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
- MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
- MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
- MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
- MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
- MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
- MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
- MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
- #undef MAP_BUTTON
- #undef MAP_ANALOG
- #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- }
- static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
- {
- MONITORINFO info = {};
- info.cbSize = sizeof(MONITORINFO);
- if (!::GetMonitorInfo(monitor, &info))
- return TRUE;
- ImGuiPlatformMonitor imgui_monitor;
- imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
- imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
- imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
- imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
- imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
- imgui_monitor.PlatformHandle = (void*)monitor;
- ImGuiPlatformIO& io = ImGui::GetPlatformIO();
- if (info.dwFlags & MONITORINFOF_PRIMARY)
- io.Monitors.push_front(imgui_monitor);
- else
- io.Monitors.push_back(imgui_monitor);
- return TRUE;
- }
- static void ImGui_ImplWin32_UpdateMonitors()
- {
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- ImGui::GetPlatformIO().Monitors.resize(0);
- ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
- bd->WantUpdateMonitors = false;
- }
- void ImGui_ImplWin32_NewFrame()
- {
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect = { 0, 0, 0, 0 };
- ::GetClientRect(bd->hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
- if (bd->WantUpdateMonitors)
- ImGui_ImplWin32_UpdateMonitors();
- // Setup time step
- INT64 current_time = 0;
- ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
- io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
- bd->Time = current_time;
- // Update OS mouse position
- ImGui_ImplWin32_UpdateMouseData();
- // Process workarounds for known Windows key handling issues
- ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
- // Update OS mouse cursor with the cursor requested by imgui
- ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (bd->LastMouseCursor != mouse_cursor)
- {
- bd->LastMouseCursor = mouse_cursor;
- ImGui_ImplWin32_UpdateMouseCursor();
- }
- // Update game controllers (if enabled and available)
- ImGui_ImplWin32_UpdateGamepads();
- }
- // 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)
- #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
- // Map VK_xxx to ImGuiKey_xxx.
- static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
- {
- switch (wParam)
- {
- case VK_TAB: return ImGuiKey_Tab;
- case VK_LEFT: return ImGuiKey_LeftArrow;
- case VK_RIGHT: return ImGuiKey_RightArrow;
- case VK_UP: return ImGuiKey_UpArrow;
- case VK_DOWN: return ImGuiKey_DownArrow;
- case VK_PRIOR: return ImGuiKey_PageUp;
- case VK_NEXT: return ImGuiKey_PageDown;
- case VK_HOME: return ImGuiKey_Home;
- case VK_END: return ImGuiKey_End;
- case VK_INSERT: return ImGuiKey_Insert;
- case VK_DELETE: return ImGuiKey_Delete;
- case VK_BACK: return ImGuiKey_Backspace;
- case VK_SPACE: return ImGuiKey_Space;
- case VK_RETURN: return ImGuiKey_Enter;
- case VK_ESCAPE: return ImGuiKey_Escape;
- case VK_OEM_7: return ImGuiKey_Apostrophe;
- case VK_OEM_COMMA: return ImGuiKey_Comma;
- case VK_OEM_MINUS: return ImGuiKey_Minus;
- case VK_OEM_PERIOD: return ImGuiKey_Period;
- case VK_OEM_2: return ImGuiKey_Slash;
- case VK_OEM_1: return ImGuiKey_Semicolon;
- case VK_OEM_PLUS: return ImGuiKey_Equal;
- case VK_OEM_4: return ImGuiKey_LeftBracket;
- case VK_OEM_5: return ImGuiKey_Backslash;
- case VK_OEM_6: return ImGuiKey_RightBracket;
- case VK_OEM_3: return ImGuiKey_GraveAccent;
- case VK_CAPITAL: return ImGuiKey_CapsLock;
- case VK_SCROLL: return ImGuiKey_ScrollLock;
- case VK_NUMLOCK: return ImGuiKey_NumLock;
- case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
- case VK_PAUSE: return ImGuiKey_Pause;
- case VK_NUMPAD0: return ImGuiKey_Keypad0;
- case VK_NUMPAD1: return ImGuiKey_Keypad1;
- case VK_NUMPAD2: return ImGuiKey_Keypad2;
- case VK_NUMPAD3: return ImGuiKey_Keypad3;
- case VK_NUMPAD4: return ImGuiKey_Keypad4;
- case VK_NUMPAD5: return ImGuiKey_Keypad5;
- case VK_NUMPAD6: return ImGuiKey_Keypad6;
- case VK_NUMPAD7: return ImGuiKey_Keypad7;
- case VK_NUMPAD8: return ImGuiKey_Keypad8;
- case VK_NUMPAD9: return ImGuiKey_Keypad9;
- case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
- case VK_DIVIDE: return ImGuiKey_KeypadDivide;
- case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
- case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
- case VK_ADD: return ImGuiKey_KeypadAdd;
- case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
- case VK_LSHIFT: return ImGuiKey_LeftShift;
- case VK_LCONTROL: return ImGuiKey_LeftCtrl;
- case VK_LMENU: return ImGuiKey_LeftAlt;
- case VK_LWIN: return ImGuiKey_LeftSuper;
- case VK_RSHIFT: return ImGuiKey_RightShift;
- case VK_RCONTROL: return ImGuiKey_RightCtrl;
- case VK_RMENU: return ImGuiKey_RightAlt;
- case VK_RWIN: return ImGuiKey_RightSuper;
- case VK_APPS: return ImGuiKey_Menu;
- case '0': return ImGuiKey_0;
- case '1': return ImGuiKey_1;
- case '2': return ImGuiKey_2;
- case '3': return ImGuiKey_3;
- case '4': return ImGuiKey_4;
- case '5': return ImGuiKey_5;
- case '6': return ImGuiKey_6;
- case '7': return ImGuiKey_7;
- case '8': return ImGuiKey_8;
- case '9': return ImGuiKey_9;
- case 'A': return ImGuiKey_A;
- case 'B': return ImGuiKey_B;
- case 'C': return ImGuiKey_C;
- case 'D': return ImGuiKey_D;
- case 'E': return ImGuiKey_E;
- case 'F': return ImGuiKey_F;
- case 'G': return ImGuiKey_G;
- case 'H': return ImGuiKey_H;
- case 'I': return ImGuiKey_I;
- case 'J': return ImGuiKey_J;
- case 'K': return ImGuiKey_K;
- case 'L': return ImGuiKey_L;
- case 'M': return ImGuiKey_M;
- case 'N': return ImGuiKey_N;
- case 'O': return ImGuiKey_O;
- case 'P': return ImGuiKey_P;
- case 'Q': return ImGuiKey_Q;
- case 'R': return ImGuiKey_R;
- case 'S': return ImGuiKey_S;
- case 'T': return ImGuiKey_T;
- case 'U': return ImGuiKey_U;
- case 'V': return ImGuiKey_V;
- case 'W': return ImGuiKey_W;
- case 'X': return ImGuiKey_X;
- case 'Y': return ImGuiKey_Y;
- case 'Z': return ImGuiKey_Z;
- case VK_F1: return ImGuiKey_F1;
- case VK_F2: return ImGuiKey_F2;
- case VK_F3: return ImGuiKey_F3;
- case VK_F4: return ImGuiKey_F4;
- case VK_F5: return ImGuiKey_F5;
- case VK_F6: return ImGuiKey_F6;
- case VK_F7: return ImGuiKey_F7;
- case VK_F8: return ImGuiKey_F8;
- case VK_F9: return ImGuiKey_F9;
- case VK_F10: return ImGuiKey_F10;
- case VK_F11: return ImGuiKey_F11;
- case VK_F12: return ImGuiKey_F12;
- default: return ImGuiKey_None;
- }
- }
- // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
- #ifndef WM_MOUSEHWHEEL
- #define WM_MOUSEHWHEEL 0x020E
- #endif
- #ifndef DBT_DEVNODES_CHANGED
- #define DBT_DEVNODES_CHANGED 0x0007
- #endif
- // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
- // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
- // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
- // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
- // 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.
- // 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.
- #if 0
- // Copy this line into your .cpp file to forward declare the function.
- extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
- #endif
- // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
- // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
- static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
- {
- LPARAM extra_info = ::GetMessageExtraInfo();
- if ((extra_info & 0xFFFFFF80) == 0xFF515700)
- return ImGuiMouseSource_Pen;
- if ((extra_info & 0xFFFFFF80) == 0xFF515780)
- return ImGuiMouseSource_TouchScreen;
- return ImGuiMouseSource_Mouse;
- }
- IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- if (ImGui::GetCurrentContext() == nullptr)
- return 0;
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- switch (msg)
- {
- case WM_MOUSEMOVE:
- case WM_NCMOUSEMOVE:
- {
- // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
- ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
- const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
- bd->MouseHwnd = hwnd;
- if (bd->MouseTrackedArea != area)
- {
- TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
- TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
- if (bd->MouseTrackedArea != 0)
- ::TrackMouseEvent(&tme_cancel);
- ::TrackMouseEvent(&tme_track);
- bd->MouseTrackedArea = area;
- }
- POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
- bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
- if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
- ::ClientToScreen(hwnd, &mouse_pos);
- if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
- ::ScreenToClient(hwnd, &mouse_pos);
- io.AddMouseSourceEvent(mouse_source);
- io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
- break;
- }
- case WM_MOUSELEAVE:
- case WM_NCMOUSELEAVE:
- {
- const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
- if (bd->MouseTrackedArea == area)
- {
- if (bd->MouseHwnd == hwnd)
- bd->MouseHwnd = nullptr;
- bd->MouseTrackedArea = 0;
- io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
- }
- break;
- }
- case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
- case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
- case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
- case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
- {
- ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
- int button = 0;
- if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
- if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
- if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
- if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
- if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
- ::SetCapture(hwnd);
- bd->MouseButtonsDown |= 1 << button;
- io.AddMouseSourceEvent(mouse_source);
- io.AddMouseButtonEvent(button, true);
- return 0;
- }
- case WM_LBUTTONUP:
- case WM_RBUTTONUP:
- case WM_MBUTTONUP:
- case WM_XBUTTONUP:
- {
- ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
- int button = 0;
- if (msg == WM_LBUTTONUP) { button = 0; }
- if (msg == WM_RBUTTONUP) { button = 1; }
- if (msg == WM_MBUTTONUP) { button = 2; }
- if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
- bd->MouseButtonsDown &= ~(1 << button);
- if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
- ::ReleaseCapture();
- io.AddMouseSourceEvent(mouse_source);
- io.AddMouseButtonEvent(button, false);
- return 0;
- }
- case WM_MOUSEWHEEL:
- io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
- return 0;
- case WM_MOUSEHWHEEL:
- io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
- return 0;
- case WM_KEYDOWN:
- case WM_KEYUP:
- case WM_SYSKEYDOWN:
- case WM_SYSKEYUP:
- {
- const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
- if (wParam < 256)
- {
- // Submit modifiers
- ImGui_ImplWin32_UpdateKeyModifiers();
- // Obtain virtual key code
- // (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.)
- int vk = (int)wParam;
- if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
- vk = IM_VK_KEYPAD_ENTER;
- // Submit key event
- const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
- const int scancode = (int)LOBYTE(HIWORD(lParam));
- if (key != ImGuiKey_None)
- ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
- // Submit individual left/right modifier events
- if (vk == VK_SHIFT)
- {
- // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
- if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
- if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
- }
- else if (vk == VK_CONTROL)
- {
- if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
- if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
- }
- else if (vk == VK_MENU)
- {
- if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
- if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
- }
- }
- return 0;
- }
- case WM_SETFOCUS:
- case WM_KILLFOCUS:
- io.AddFocusEvent(msg == WM_SETFOCUS);
- return 0;
- case WM_INPUTLANGCHANGE:
- ImGui_ImplWin32_UpdateKeyboardCodePage();
- return 0;
- case WM_CHAR:
- if (::IsWindowUnicode(hwnd))
- {
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacterUTF16((unsigned short)wParam);
- }
- else
- {
- wchar_t wch = 0;
- ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
- io.AddInputCharacter(wch);
- }
- return 0;
- case WM_SETCURSOR:
- // This is required to restore cursor when transitioning from e.g resize borders to client area.
- if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
- return 1;
- return 0;
- case WM_DEVICECHANGE:
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- if ((UINT)wParam == DBT_DEVNODES_CHANGED)
- bd->WantUpdateHasGamepad = true;
- #endif
- return 0;
- case WM_DISPLAYCHANGE:
- bd->WantUpdateMonitors = true;
- return 0;
- }
- return 0;
- }
- //--------------------------------------------------------------------------------------------------------
- // DPI-related helpers (optional)
- //--------------------------------------------------------------------------------------------------------
- // - Use to enable DPI awareness without having to create an application manifest.
- // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
- // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
- // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
- // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
- //---------------------------------------------------------------------------------------------------------
- // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
- // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
- // If you are trying to implement your own backend for your own engine, you may ignore that noise.
- //---------------------------------------------------------------------------------------------------------
- // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
- // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
- static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
- {
- typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
- static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
- if (RtlVerifyVersionInfoFn == nullptr)
- if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
- RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
- if (RtlVerifyVersionInfoFn == nullptr)
- return FALSE;
- RTL_OSVERSIONINFOEXW versionInfo = { };
- ULONGLONG conditionMask = 0;
- versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
- versionInfo.dwMajorVersion = major;
- versionInfo.dwMinorVersion = minor;
- VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
- VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
- return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
- }
- #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
- #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
- #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
- #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
- #ifndef DPI_ENUMS_DECLARED
- typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
- typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
- #endif
- #ifndef _DPI_AWARENESS_CONTEXTS_
- DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
- #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
- #endif
- #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
- #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
- #endif
- typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
- typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
- typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
- // Helper function to enable DPI awareness without setting up a manifest
- void ImGui_ImplWin32_EnableDpiAwareness()
- {
- // Make sure monitors will be updated with latest correct scaling
- if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
- bd->WantUpdateMonitors = true;
- if (_IsWindows10OrGreater())
- {
- static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
- if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
- {
- SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
- return;
- }
- }
- if (_IsWindows8Point1OrGreater())
- {
- static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
- if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
- {
- SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
- return;
- }
- }
- #if _WIN32_WINNT >= 0x0600
- ::SetProcessDPIAware();
- #endif
- }
- #if defined(_MSC_VER) && !defined(NOGDI)
- #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
- #endif
- float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
- {
- UINT xdpi = 96, ydpi = 96;
- if (_IsWindows8Point1OrGreater())
- {
- static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
- static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
- if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
- GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
- if (GetDpiForMonitorFn != nullptr)
- {
- GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
- IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
- return xdpi / 96.0f;
- }
- }
- #ifndef NOGDI
- const HDC dc = ::GetDC(nullptr);
- xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
- ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
- IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
- ::ReleaseDC(nullptr, dc);
- #endif
- return xdpi / 96.0f;
- }
- float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
- {
- HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
- return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
- }
- //---------------------------------------------------------------------------------------------------------
- // Transparency related helpers (optional)
- //--------------------------------------------------------------------------------------------------------
- #if defined(_MSC_VER)
- #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
- #endif
- // [experimental]
- // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
- // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
- void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
- {
- if (!_IsWindowsVistaOrGreater())
- return;
- BOOL composition;
- if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
- return;
- BOOL opaque;
- DWORD color;
- if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
- {
- HRGN region = ::CreateRectRgn(0, 0, -1, -1);
- DWM_BLURBEHIND bb = {};
- bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
- bb.hRgnBlur = region;
- bb.fEnable = TRUE;
- ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
- ::DeleteObject(region);
- }
- else
- {
- DWM_BLURBEHIND bb = {};
- bb.dwFlags = DWM_BB_ENABLE;
- ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
- }
- }
- //---------------------------------------------------------------------------------------------------------
- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
- // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
- // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
- //--------------------------------------------------------------------------------------------------------
- // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
- struct ImGui_ImplWin32_ViewportData
- {
- HWND Hwnd;
- HWND HwndParent;
- bool HwndOwned;
- DWORD DwStyle;
- DWORD DwExStyle;
- ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
- ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
- };
- static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
- {
- if (flags & ImGuiViewportFlags_NoDecoration)
- *out_style = WS_POPUP;
- else
- *out_style = WS_OVERLAPPEDWINDOW;
- if (flags & ImGuiViewportFlags_NoTaskBarIcon)
- *out_ex_style = WS_EX_TOOLWINDOW;
- else
- *out_ex_style = WS_EX_APPWINDOW;
- if (flags & ImGuiViewportFlags_TopMost)
- *out_ex_style |= WS_EX_TOPMOST;
- }
- static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
- {
- if (viewport_id != 0)
- if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
- return (HWND)viewport->PlatformHandle;
- return nullptr;
- }
- static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
- {
- ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
- viewport->PlatformUserData = vd;
- // Select style and parent window
- ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
- vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
- // Create window
- RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
- ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
- vd->Hwnd = ::CreateWindowEx(
- vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name
- rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
- vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
- vd->HwndOwned = true;
- viewport->PlatformRequestResize = false;
- viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
- }
- static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
- {
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
- {
- if (::GetCapture() == vd->Hwnd)
- {
- // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
- ::ReleaseCapture();
- ::SetCapture(bd->hWnd);
- }
- if (vd->Hwnd && vd->HwndOwned)
- ::DestroyWindow(vd->Hwnd);
- vd->Hwnd = nullptr;
- IM_DELETE(vd);
- }
- viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
- }
- static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
- {
- ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
- IM_ASSERT(vd->Hwnd != 0);
- if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
- ::ShowWindow(vd->Hwnd, SW_SHOWNA);
- else
- ::ShowWindow(vd->Hwnd, SW_SHOW);
- }
- static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
- {
- ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
- IM_ASSERT(vd->Hwnd != 0);
- // Update Win32 parent if it changed _after_ creation
- // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
- HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
- if (new_parent != vd->HwndParent)
- {
- // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
- // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner".
- // The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD.
- // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping.
- // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented.
- // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613
- vd->HwndParent = new_parent;
- ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
- }
- // (Optional) Update Win32 style if it changed _after_ creation.
- // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
- DWORD new_style;
- DWORD new_ex_style;
- ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
- // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
- if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
- {
- // (Optional) Update TopMost state if it changed _after_ creation
- bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
- HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
- UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
- // Apply flags and position (since it is affected by flags)
- vd->DwStyle = new_style;
- vd->DwExStyle = new_ex_style;
- ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
- ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
- RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
- ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
- ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
- ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
- viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
- }
- }
- static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
- {
- ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
- IM_ASSERT(vd->Hwnd != 0);
- POINT pos = { 0, 0 };
- ::ClientToScreen(vd->Hwnd, &pos);
- return ImVec2((float)pos.x, (float)pos.y);
- }
- static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
- {
- ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
- IM_ASSERT(vd->Hwnd != 0);
- RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
- ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
- ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
- }
- static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
- {
- ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
- IM_ASSERT(vd->Hwnd != 0);
- RECT rect;
- ::GetClientRect(vd->Hwnd, &rect);
- return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
- }
- static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
- {
- ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
- IM_ASSERT(vd->Hwnd != 0);
- RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
- ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
- ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
- }
- static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
- {
- ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
- IM_ASSERT(vd->Hwnd != 0);
- ::BringWindowToTop(vd->Hwnd);
- ::SetForegroundWindow(vd->Hwnd);
- ::SetFocus(vd->Hwnd);
- }
- static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
- {
- ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
- IM_ASSERT(vd->Hwnd != 0);
- return ::GetForegroundWindow() == vd->Hwnd;
- }
- static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
- {
- ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
- IM_ASSERT(vd->Hwnd != 0);
- return ::IsIconic(vd->Hwnd) != 0;
- }
- static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
- {
- // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
- ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
- IM_ASSERT(vd->Hwnd != 0);
- int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
- ImVector<wchar_t> title_w;
- title_w.resize(n);
- ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
- ::SetWindowTextW(vd->Hwnd, title_w.Data);
- }
- static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
- {
- ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
- IM_ASSERT(vd->Hwnd != 0);
- IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
- if (alpha < 1.0f)
- {
- DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
- ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
- ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
- }
- else
- {
- DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
- ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
- }
- }
- static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
- {
- ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
- IM_ASSERT(vd->Hwnd != 0);
- return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
- }
- // FIXME-DPI: Testing DPI related ideas
- static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
- {
- (void)viewport;
- #if 0
- ImGuiStyle default_style;
- //default_style.WindowPadding = ImVec2(0, 0);
- //default_style.WindowBorderSize = 0.0f;
- //default_style.ItemSpacing.y = 3.0f;
- //default_style.FramePadding = ImVec2(0, 0);
- default_style.ScaleAllSizes(viewport->DpiScale);
- ImGuiStyle& style = ImGui::GetStyle();
- style = default_style;
- #endif
- }
- static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
- return true;
- if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
- {
- switch (msg)
- {
- case WM_CLOSE:
- viewport->PlatformRequestClose = true;
- return 0;
- case WM_MOVE:
- viewport->PlatformRequestMove = true;
- break;
- case WM_SIZE:
- viewport->PlatformRequestResize = true;
- break;
- case WM_MOUSEACTIVATE:
- if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
- return MA_NOACTIVATE;
- break;
- case WM_NCHITTEST:
- // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
- // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
- // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
- // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
- if (viewport->Flags & ImGuiViewportFlags_NoInputs)
- return HTTRANSPARENT;
- break;
- }
- }
- return DefWindowProc(hWnd, msg, wParam, lParam);
- }
- static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc)
- {
- WNDCLASSEX wcex;
- wcex.cbSize = sizeof(WNDCLASSEX);
- wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
- wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
- wcex.cbClsExtra = 0;
- wcex.cbWndExtra = 0;
- wcex.hInstance = ::GetModuleHandle(nullptr);
- wcex.hIcon = nullptr;
- wcex.hCursor = nullptr;
- wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
- wcex.lpszMenuName = nullptr;
- wcex.lpszClassName = _T("ImGui Platform");
- wcex.hIconSm = nullptr;
- ::RegisterClassEx(&wcex);
- ImGui_ImplWin32_UpdateMonitors();
- // Register platform interface (will be coupled with a renderer interface)
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
- platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
- platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
- platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
- platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
- platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
- platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
- platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
- platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
- platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
- platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
- platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
- platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
- platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
- platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
- // Register main window handle (which is owned by the main application, not by us)
- // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
- vd->Hwnd = bd->hWnd;
- vd->HwndOwned = false;
- main_viewport->PlatformUserData = vd;
- main_viewport->PlatformHandle = (void*)bd->hWnd;
- }
- static void ImGui_ImplWin32_ShutdownPlatformInterface()
- {
- ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr));
- ImGui::DestroyPlatformWindows();
- }
- //---------------------------------------------------------------------------------------------------------
- #endif // #ifndef IMGUI_DISABLE
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