imgui_impl_win32.cpp 65 KB

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  1. // dear imgui: Platform Backend for Windows (standard windows API for 32-bits 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 support. Can discriminate Mouse/TouchScreen/Pen.
  6. // [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]
  7. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  8. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  9. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  10. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  11. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  12. // Learn about Dear ImGui:
  13. // - FAQ https://dearimgui.com/faq
  14. // - Getting Started https://dearimgui.com/getting-started
  15. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  16. // - Introduction, links and more at the top of imgui.cpp
  17. #include "imgui.h"
  18. #ifndef IMGUI_DISABLE
  19. #include "imgui_impl_win32.h"
  20. #ifndef WIN32_LEAN_AND_MEAN
  21. #define WIN32_LEAN_AND_MEAN
  22. #endif
  23. #include <windows.h>
  24. #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  25. #include <tchar.h>
  26. #include <dwmapi.h>
  27. // Configuration flags to add in your imconfig.h file:
  28. //#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.
  29. // Using XInput for gamepad (will load DLL dynamically)
  30. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  31. #include <xinput.h>
  32. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  33. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  34. #endif
  35. // CHANGELOG
  36. // (minor and older changes stripped away, please see git history for details)
  37. // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  38. // 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
  39. // 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
  40. // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
  41. // 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)
  42. // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
  43. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  44. // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
  45. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  46. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  47. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  48. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  49. // 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.
  50. // 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.
  51. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  52. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  53. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  54. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  55. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  56. // 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).
  57. // 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).
  58. // 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).
  59. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  60. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  61. // 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.
  62. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  63. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  64. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  65. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  66. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  67. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  68. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  69. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  70. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  71. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  72. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  73. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  74. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  75. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  76. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  77. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  78. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  79. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  80. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  81. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  82. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  83. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  84. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  85. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  86. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
  87. // Forward Declarations
  88. static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC);
  89. static void ImGui_ImplWin32_ShutdownPlatformInterface();
  90. static void ImGui_ImplWin32_UpdateMonitors();
  91. struct ImGui_ImplWin32_Data
  92. {
  93. HWND hWnd;
  94. HWND MouseHwnd;
  95. int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
  96. int MouseButtonsDown;
  97. INT64 Time;
  98. INT64 TicksPerSecond;
  99. ImGuiMouseCursor LastMouseCursor;
  100. UINT32 KeyboardCodePage;
  101. bool WantUpdateMonitors;
  102. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  103. bool HasGamepad;
  104. bool WantUpdateHasGamepad;
  105. HMODULE XInputDLL;
  106. PFN_XInputGetCapabilities XInputGetCapabilities;
  107. PFN_XInputGetState XInputGetState;
  108. #endif
  109. ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
  110. };
  111. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  112. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  113. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  114. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  115. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  116. {
  117. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  118. }
  119. // Functions
  120. static void ImGui_ImplWin32_UpdateKeyboardCodePage()
  121. {
  122. // Retrieve keyboard code page, required for handling of non-Unicode Windows.
  123. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  124. HKL keyboard_layout = ::GetKeyboardLayout(0);
  125. LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
  126. if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
  127. bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
  128. }
  129. static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
  130. {
  131. ImGuiIO& io = ImGui::GetIO();
  132. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  133. INT64 perf_frequency, perf_counter;
  134. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  135. return false;
  136. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  137. return false;
  138. // Setup backend capabilities flags
  139. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  140. io.BackendPlatformUserData = (void*)bd;
  141. io.BackendPlatformName = "imgui_impl_win32";
  142. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  143. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  144. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  145. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
  146. bd->hWnd = (HWND)hwnd;
  147. bd->WantUpdateMonitors = true;
  148. bd->TicksPerSecond = perf_frequency;
  149. bd->Time = perf_counter;
  150. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  151. ImGui_ImplWin32_UpdateKeyboardCodePage();
  152. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  153. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  154. main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
  155. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  156. ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc);
  157. // Dynamically load XInput library
  158. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  159. bd->WantUpdateHasGamepad = true;
  160. const char* xinput_dll_names[] =
  161. {
  162. "xinput1_4.dll", // Windows 8+
  163. "xinput1_3.dll", // DirectX SDK
  164. "xinput9_1_0.dll", // Windows Vista, Windows 7
  165. "xinput1_2.dll", // DirectX SDK
  166. "xinput1_1.dll" // DirectX SDK
  167. };
  168. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  169. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  170. {
  171. bd->XInputDLL = dll;
  172. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  173. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  174. break;
  175. }
  176. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  177. return true;
  178. }
  179. IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
  180. {
  181. return ImGui_ImplWin32_InitEx(hwnd, false);
  182. }
  183. IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
  184. {
  185. // OpenGL needs CS_OWNDC
  186. return ImGui_ImplWin32_InitEx(hwnd, true);
  187. }
  188. void ImGui_ImplWin32_Shutdown()
  189. {
  190. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  191. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  192. ImGuiIO& io = ImGui::GetIO();
  193. ImGui_ImplWin32_ShutdownPlatformInterface();
  194. // Unload XInput library
  195. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  196. if (bd->XInputDLL)
  197. ::FreeLibrary(bd->XInputDLL);
  198. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  199. io.BackendPlatformName = nullptr;
  200. io.BackendPlatformUserData = nullptr;
  201. io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
  202. IM_DELETE(bd);
  203. }
  204. static bool ImGui_ImplWin32_UpdateMouseCursor()
  205. {
  206. ImGuiIO& io = ImGui::GetIO();
  207. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  208. return false;
  209. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  210. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  211. {
  212. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  213. ::SetCursor(nullptr);
  214. }
  215. else
  216. {
  217. // Show OS mouse cursor
  218. LPTSTR win32_cursor = IDC_ARROW;
  219. switch (imgui_cursor)
  220. {
  221. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  222. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  223. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  224. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  225. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  226. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  227. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  228. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  229. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  230. }
  231. ::SetCursor(::LoadCursor(nullptr, win32_cursor));
  232. }
  233. return true;
  234. }
  235. static bool IsVkDown(int vk)
  236. {
  237. return (::GetKeyState(vk) & 0x8000) != 0;
  238. }
  239. static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  240. {
  241. ImGuiIO& io = ImGui::GetIO();
  242. io.AddKeyEvent(key, down);
  243. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  244. IM_UNUSED(native_scancode);
  245. }
  246. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  247. {
  248. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  249. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  250. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
  251. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  252. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
  253. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  254. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  255. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
  256. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  257. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
  258. }
  259. static void ImGui_ImplWin32_UpdateKeyModifiers()
  260. {
  261. ImGuiIO& io = ImGui::GetIO();
  262. io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
  263. io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
  264. io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
  265. io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
  266. }
  267. // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
  268. // Because of that, it is a little more complicated than your typical single-viewport binding code!
  269. static void ImGui_ImplWin32_UpdateMouseData()
  270. {
  271. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  272. ImGuiIO& io = ImGui::GetIO();
  273. IM_ASSERT(bd->hWnd != 0);
  274. POINT mouse_screen_pos;
  275. bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
  276. HWND focused_window = ::GetForegroundWindow();
  277. const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
  278. if (is_app_focused)
  279. {
  280. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  281. // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
  282. if (io.WantSetMousePos)
  283. {
  284. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  285. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
  286. ::ClientToScreen(focused_window, &pos);
  287. ::SetCursorPos(pos.x, pos.y);
  288. }
  289. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  290. // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
  291. if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
  292. {
  293. // 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)
  294. // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
  295. // 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)
  296. // (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.)
  297. POINT mouse_pos = mouse_screen_pos;
  298. if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
  299. ::ScreenToClient(bd->hWnd, &mouse_pos);
  300. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  301. }
  302. }
  303. // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
  304. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
  305. // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
  306. // 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
  307. // 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
  308. // by the backend, and use its flawed heuristic to guess the viewport behind.
  309. // - [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).
  310. ImGuiID mouse_viewport_id = 0;
  311. if (has_mouse_screen_pos)
  312. if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
  313. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
  314. mouse_viewport_id = viewport->ID;
  315. io.AddMouseViewportEvent(mouse_viewport_id);
  316. }
  317. // Gamepad navigation mapping
  318. static void ImGui_ImplWin32_UpdateGamepads()
  319. {
  320. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  321. ImGuiIO& io = ImGui::GetIO();
  322. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  323. //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
  324. // return;
  325. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  326. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  327. if (bd->WantUpdateHasGamepad)
  328. {
  329. XINPUT_CAPABILITIES caps = {};
  330. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  331. bd->WantUpdateHasGamepad = false;
  332. }
  333. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  334. XINPUT_STATE xinput_state;
  335. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  336. if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  337. return;
  338. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  339. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  340. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  341. #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)); }
  342. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  343. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  344. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  345. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  346. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  347. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  348. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  349. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  350. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  351. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  352. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  353. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  354. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  355. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  356. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  357. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  358. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  359. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  360. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  361. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  362. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  363. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  364. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  365. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  366. #undef MAP_BUTTON
  367. #undef MAP_ANALOG
  368. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  369. }
  370. static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
  371. {
  372. MONITORINFO info = {};
  373. info.cbSize = sizeof(MONITORINFO);
  374. if (!::GetMonitorInfo(monitor, &info))
  375. return TRUE;
  376. ImGuiPlatformMonitor imgui_monitor;
  377. imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
  378. imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
  379. imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
  380. imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
  381. imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  382. imgui_monitor.PlatformHandle = (void*)monitor;
  383. ImGuiPlatformIO& io = ImGui::GetPlatformIO();
  384. if (info.dwFlags & MONITORINFOF_PRIMARY)
  385. io.Monitors.push_front(imgui_monitor);
  386. else
  387. io.Monitors.push_back(imgui_monitor);
  388. return TRUE;
  389. }
  390. static void ImGui_ImplWin32_UpdateMonitors()
  391. {
  392. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  393. ImGui::GetPlatformIO().Monitors.resize(0);
  394. ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
  395. bd->WantUpdateMonitors = false;
  396. }
  397. void ImGui_ImplWin32_NewFrame()
  398. {
  399. ImGuiIO& io = ImGui::GetIO();
  400. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  401. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
  402. // Setup display size (every frame to accommodate for window resizing)
  403. RECT rect = { 0, 0, 0, 0 };
  404. ::GetClientRect(bd->hWnd, &rect);
  405. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  406. if (bd->WantUpdateMonitors)
  407. ImGui_ImplWin32_UpdateMonitors();
  408. // Setup time step
  409. INT64 current_time = 0;
  410. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  411. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  412. bd->Time = current_time;
  413. // Update OS mouse position
  414. ImGui_ImplWin32_UpdateMouseData();
  415. // Process workarounds for known Windows key handling issues
  416. ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
  417. // Update OS mouse cursor with the cursor requested by imgui
  418. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  419. if (bd->LastMouseCursor != mouse_cursor)
  420. {
  421. bd->LastMouseCursor = mouse_cursor;
  422. ImGui_ImplWin32_UpdateMouseCursor();
  423. }
  424. // Update game controllers (if enabled and available)
  425. ImGui_ImplWin32_UpdateGamepads();
  426. }
  427. // 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)
  428. #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
  429. // Map VK_xxx to ImGuiKey_xxx.
  430. static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
  431. {
  432. switch (wParam)
  433. {
  434. case VK_TAB: return ImGuiKey_Tab;
  435. case VK_LEFT: return ImGuiKey_LeftArrow;
  436. case VK_RIGHT: return ImGuiKey_RightArrow;
  437. case VK_UP: return ImGuiKey_UpArrow;
  438. case VK_DOWN: return ImGuiKey_DownArrow;
  439. case VK_PRIOR: return ImGuiKey_PageUp;
  440. case VK_NEXT: return ImGuiKey_PageDown;
  441. case VK_HOME: return ImGuiKey_Home;
  442. case VK_END: return ImGuiKey_End;
  443. case VK_INSERT: return ImGuiKey_Insert;
  444. case VK_DELETE: return ImGuiKey_Delete;
  445. case VK_BACK: return ImGuiKey_Backspace;
  446. case VK_SPACE: return ImGuiKey_Space;
  447. case VK_RETURN: return ImGuiKey_Enter;
  448. case VK_ESCAPE: return ImGuiKey_Escape;
  449. case VK_OEM_7: return ImGuiKey_Apostrophe;
  450. case VK_OEM_COMMA: return ImGuiKey_Comma;
  451. case VK_OEM_MINUS: return ImGuiKey_Minus;
  452. case VK_OEM_PERIOD: return ImGuiKey_Period;
  453. case VK_OEM_2: return ImGuiKey_Slash;
  454. case VK_OEM_1: return ImGuiKey_Semicolon;
  455. case VK_OEM_PLUS: return ImGuiKey_Equal;
  456. case VK_OEM_4: return ImGuiKey_LeftBracket;
  457. case VK_OEM_5: return ImGuiKey_Backslash;
  458. case VK_OEM_6: return ImGuiKey_RightBracket;
  459. case VK_OEM_3: return ImGuiKey_GraveAccent;
  460. case VK_CAPITAL: return ImGuiKey_CapsLock;
  461. case VK_SCROLL: return ImGuiKey_ScrollLock;
  462. case VK_NUMLOCK: return ImGuiKey_NumLock;
  463. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  464. case VK_PAUSE: return ImGuiKey_Pause;
  465. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  466. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  467. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  468. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  469. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  470. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  471. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  472. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  473. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  474. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  475. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  476. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  477. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  478. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  479. case VK_ADD: return ImGuiKey_KeypadAdd;
  480. case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
  481. case VK_LSHIFT: return ImGuiKey_LeftShift;
  482. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  483. case VK_LMENU: return ImGuiKey_LeftAlt;
  484. case VK_LWIN: return ImGuiKey_LeftSuper;
  485. case VK_RSHIFT: return ImGuiKey_RightShift;
  486. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  487. case VK_RMENU: return ImGuiKey_RightAlt;
  488. case VK_RWIN: return ImGuiKey_RightSuper;
  489. case VK_APPS: return ImGuiKey_Menu;
  490. case '0': return ImGuiKey_0;
  491. case '1': return ImGuiKey_1;
  492. case '2': return ImGuiKey_2;
  493. case '3': return ImGuiKey_3;
  494. case '4': return ImGuiKey_4;
  495. case '5': return ImGuiKey_5;
  496. case '6': return ImGuiKey_6;
  497. case '7': return ImGuiKey_7;
  498. case '8': return ImGuiKey_8;
  499. case '9': return ImGuiKey_9;
  500. case 'A': return ImGuiKey_A;
  501. case 'B': return ImGuiKey_B;
  502. case 'C': return ImGuiKey_C;
  503. case 'D': return ImGuiKey_D;
  504. case 'E': return ImGuiKey_E;
  505. case 'F': return ImGuiKey_F;
  506. case 'G': return ImGuiKey_G;
  507. case 'H': return ImGuiKey_H;
  508. case 'I': return ImGuiKey_I;
  509. case 'J': return ImGuiKey_J;
  510. case 'K': return ImGuiKey_K;
  511. case 'L': return ImGuiKey_L;
  512. case 'M': return ImGuiKey_M;
  513. case 'N': return ImGuiKey_N;
  514. case 'O': return ImGuiKey_O;
  515. case 'P': return ImGuiKey_P;
  516. case 'Q': return ImGuiKey_Q;
  517. case 'R': return ImGuiKey_R;
  518. case 'S': return ImGuiKey_S;
  519. case 'T': return ImGuiKey_T;
  520. case 'U': return ImGuiKey_U;
  521. case 'V': return ImGuiKey_V;
  522. case 'W': return ImGuiKey_W;
  523. case 'X': return ImGuiKey_X;
  524. case 'Y': return ImGuiKey_Y;
  525. case 'Z': return ImGuiKey_Z;
  526. case VK_F1: return ImGuiKey_F1;
  527. case VK_F2: return ImGuiKey_F2;
  528. case VK_F3: return ImGuiKey_F3;
  529. case VK_F4: return ImGuiKey_F4;
  530. case VK_F5: return ImGuiKey_F5;
  531. case VK_F6: return ImGuiKey_F6;
  532. case VK_F7: return ImGuiKey_F7;
  533. case VK_F8: return ImGuiKey_F8;
  534. case VK_F9: return ImGuiKey_F9;
  535. case VK_F10: return ImGuiKey_F10;
  536. case VK_F11: return ImGuiKey_F11;
  537. case VK_F12: return ImGuiKey_F12;
  538. default: return ImGuiKey_None;
  539. }
  540. }
  541. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  542. #ifndef WM_MOUSEHWHEEL
  543. #define WM_MOUSEHWHEEL 0x020E
  544. #endif
  545. #ifndef DBT_DEVNODES_CHANGED
  546. #define DBT_DEVNODES_CHANGED 0x0007
  547. #endif
  548. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  549. // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
  550. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  551. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  552. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  553. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  554. // 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.
  555. // 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.
  556. #if 0
  557. // Copy this line into your .cpp file to forward declare the function.
  558. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  559. #endif
  560. // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
  561. // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
  562. static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
  563. {
  564. LPARAM extra_info = ::GetMessageExtraInfo();
  565. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  566. return ImGuiMouseSource_Pen;
  567. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  568. return ImGuiMouseSource_TouchScreen;
  569. return ImGuiMouseSource_Mouse;
  570. }
  571. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  572. {
  573. if (ImGui::GetCurrentContext() == nullptr)
  574. return 0;
  575. ImGuiIO& io = ImGui::GetIO();
  576. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  577. switch (msg)
  578. {
  579. case WM_MOUSEMOVE:
  580. case WM_NCMOUSEMOVE:
  581. {
  582. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  583. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  584. const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
  585. bd->MouseHwnd = hwnd;
  586. if (bd->MouseTrackedArea != area)
  587. {
  588. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  589. TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
  590. if (bd->MouseTrackedArea != 0)
  591. ::TrackMouseEvent(&tme_cancel);
  592. ::TrackMouseEvent(&tme_track);
  593. bd->MouseTrackedArea = area;
  594. }
  595. POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
  596. bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
  597. if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
  598. ::ClientToScreen(hwnd, &mouse_pos);
  599. if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
  600. ::ScreenToClient(hwnd, &mouse_pos);
  601. io.AddMouseSourceEvent(mouse_source);
  602. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  603. break;
  604. }
  605. case WM_MOUSELEAVE:
  606. case WM_NCMOUSELEAVE:
  607. {
  608. const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
  609. if (bd->MouseTrackedArea == area)
  610. {
  611. if (bd->MouseHwnd == hwnd)
  612. bd->MouseHwnd = nullptr;
  613. bd->MouseTrackedArea = 0;
  614. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  615. }
  616. break;
  617. }
  618. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  619. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  620. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  621. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  622. {
  623. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  624. int button = 0;
  625. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  626. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  627. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  628. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  629. if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
  630. ::SetCapture(hwnd);
  631. bd->MouseButtonsDown |= 1 << button;
  632. io.AddMouseSourceEvent(mouse_source);
  633. io.AddMouseButtonEvent(button, true);
  634. return 0;
  635. }
  636. case WM_LBUTTONUP:
  637. case WM_RBUTTONUP:
  638. case WM_MBUTTONUP:
  639. case WM_XBUTTONUP:
  640. {
  641. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  642. int button = 0;
  643. if (msg == WM_LBUTTONUP) { button = 0; }
  644. if (msg == WM_RBUTTONUP) { button = 1; }
  645. if (msg == WM_MBUTTONUP) { button = 2; }
  646. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  647. bd->MouseButtonsDown &= ~(1 << button);
  648. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  649. ::ReleaseCapture();
  650. io.AddMouseSourceEvent(mouse_source);
  651. io.AddMouseButtonEvent(button, false);
  652. return 0;
  653. }
  654. case WM_MOUSEWHEEL:
  655. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  656. return 0;
  657. case WM_MOUSEHWHEEL:
  658. io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  659. return 0;
  660. case WM_KEYDOWN:
  661. case WM_KEYUP:
  662. case WM_SYSKEYDOWN:
  663. case WM_SYSKEYUP:
  664. {
  665. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  666. if (wParam < 256)
  667. {
  668. // Submit modifiers
  669. ImGui_ImplWin32_UpdateKeyModifiers();
  670. // Obtain virtual key code
  671. // (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.)
  672. int vk = (int)wParam;
  673. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  674. vk = IM_VK_KEYPAD_ENTER;
  675. // Submit key event
  676. const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
  677. const int scancode = (int)LOBYTE(HIWORD(lParam));
  678. if (key != ImGuiKey_None)
  679. ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
  680. // Submit individual left/right modifier events
  681. if (vk == VK_SHIFT)
  682. {
  683. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  684. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  685. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  686. }
  687. else if (vk == VK_CONTROL)
  688. {
  689. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  690. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  691. }
  692. else if (vk == VK_MENU)
  693. {
  694. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  695. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  696. }
  697. }
  698. return 0;
  699. }
  700. case WM_SETFOCUS:
  701. case WM_KILLFOCUS:
  702. io.AddFocusEvent(msg == WM_SETFOCUS);
  703. return 0;
  704. case WM_INPUTLANGCHANGE:
  705. ImGui_ImplWin32_UpdateKeyboardCodePage();
  706. return 0;
  707. case WM_CHAR:
  708. if (::IsWindowUnicode(hwnd))
  709. {
  710. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  711. if (wParam > 0 && wParam < 0x10000)
  712. io.AddInputCharacterUTF16((unsigned short)wParam);
  713. }
  714. else
  715. {
  716. wchar_t wch = 0;
  717. ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
  718. io.AddInputCharacter(wch);
  719. }
  720. return 0;
  721. case WM_SETCURSOR:
  722. // This is required to restore cursor when transitioning from e.g resize borders to client area.
  723. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  724. return 1;
  725. return 0;
  726. case WM_DEVICECHANGE:
  727. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  728. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  729. bd->WantUpdateHasGamepad = true;
  730. #endif
  731. return 0;
  732. case WM_DISPLAYCHANGE:
  733. bd->WantUpdateMonitors = true;
  734. return 0;
  735. }
  736. return 0;
  737. }
  738. //--------------------------------------------------------------------------------------------------------
  739. // DPI-related helpers (optional)
  740. //--------------------------------------------------------------------------------------------------------
  741. // - Use to enable DPI awareness without having to create an application manifest.
  742. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  743. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  744. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  745. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  746. //---------------------------------------------------------------------------------------------------------
  747. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  748. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  749. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  750. //---------------------------------------------------------------------------------------------------------
  751. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  752. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  753. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  754. {
  755. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  756. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
  757. if (RtlVerifyVersionInfoFn == nullptr)
  758. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  759. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  760. if (RtlVerifyVersionInfoFn == nullptr)
  761. return FALSE;
  762. RTL_OSVERSIONINFOEXW versionInfo = { };
  763. ULONGLONG conditionMask = 0;
  764. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  765. versionInfo.dwMajorVersion = major;
  766. versionInfo.dwMinorVersion = minor;
  767. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  768. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  769. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  770. }
  771. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  772. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  773. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  774. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  775. #ifndef DPI_ENUMS_DECLARED
  776. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  777. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  778. #endif
  779. #ifndef _DPI_AWARENESS_CONTEXTS_
  780. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  781. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  782. #endif
  783. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  784. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  785. #endif
  786. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  787. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  788. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  789. // Helper function to enable DPI awareness without setting up a manifest
  790. void ImGui_ImplWin32_EnableDpiAwareness()
  791. {
  792. // Make sure monitors will be updated with latest correct scaling
  793. if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
  794. bd->WantUpdateMonitors = true;
  795. if (_IsWindows10OrGreater())
  796. {
  797. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  798. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  799. {
  800. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  801. return;
  802. }
  803. }
  804. if (_IsWindows8Point1OrGreater())
  805. {
  806. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  807. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  808. {
  809. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  810. return;
  811. }
  812. }
  813. #if _WIN32_WINNT >= 0x0600
  814. ::SetProcessDPIAware();
  815. #endif
  816. }
  817. #if defined(_MSC_VER) && !defined(NOGDI)
  818. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  819. #endif
  820. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  821. {
  822. UINT xdpi = 96, ydpi = 96;
  823. if (_IsWindows8Point1OrGreater())
  824. {
  825. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  826. static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
  827. if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
  828. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  829. if (GetDpiForMonitorFn != nullptr)
  830. {
  831. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  832. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  833. return xdpi / 96.0f;
  834. }
  835. }
  836. #ifndef NOGDI
  837. const HDC dc = ::GetDC(nullptr);
  838. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  839. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  840. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  841. ::ReleaseDC(nullptr, dc);
  842. #endif
  843. return xdpi / 96.0f;
  844. }
  845. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  846. {
  847. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  848. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  849. }
  850. //---------------------------------------------------------------------------------------------------------
  851. // Transparency related helpers (optional)
  852. //--------------------------------------------------------------------------------------------------------
  853. #if defined(_MSC_VER)
  854. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  855. #endif
  856. // [experimental]
  857. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  858. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  859. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  860. {
  861. if (!_IsWindowsVistaOrGreater())
  862. return;
  863. BOOL composition;
  864. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  865. return;
  866. BOOL opaque;
  867. DWORD color;
  868. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  869. {
  870. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  871. DWM_BLURBEHIND bb = {};
  872. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  873. bb.hRgnBlur = region;
  874. bb.fEnable = TRUE;
  875. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  876. ::DeleteObject(region);
  877. }
  878. else
  879. {
  880. DWM_BLURBEHIND bb = {};
  881. bb.dwFlags = DWM_BB_ENABLE;
  882. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  883. }
  884. }
  885. //---------------------------------------------------------------------------------------------------------
  886. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  887. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  888. // 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..
  889. //--------------------------------------------------------------------------------------------------------
  890. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  891. struct ImGui_ImplWin32_ViewportData
  892. {
  893. HWND Hwnd;
  894. HWND HwndParent;
  895. bool HwndOwned;
  896. DWORD DwStyle;
  897. DWORD DwExStyle;
  898. ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
  899. ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
  900. };
  901. static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
  902. {
  903. if (flags & ImGuiViewportFlags_NoDecoration)
  904. *out_style = WS_POPUP;
  905. else
  906. *out_style = WS_OVERLAPPEDWINDOW;
  907. if (flags & ImGuiViewportFlags_NoTaskBarIcon)
  908. *out_ex_style = WS_EX_TOOLWINDOW;
  909. else
  910. *out_ex_style = WS_EX_APPWINDOW;
  911. if (flags & ImGuiViewportFlags_TopMost)
  912. *out_ex_style |= WS_EX_TOPMOST;
  913. }
  914. static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
  915. {
  916. if (viewport_id != 0)
  917. if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
  918. return (HWND)viewport->PlatformHandle;
  919. return nullptr;
  920. }
  921. static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
  922. {
  923. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  924. viewport->PlatformUserData = vd;
  925. // Select style and parent window
  926. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
  927. vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
  928. // Create window
  929. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  930. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  931. vd->Hwnd = ::CreateWindowEx(
  932. vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name
  933. rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
  934. vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
  935. vd->HwndOwned = true;
  936. viewport->PlatformRequestResize = false;
  937. viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
  938. }
  939. static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
  940. {
  941. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  942. if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
  943. {
  944. if (::GetCapture() == vd->Hwnd)
  945. {
  946. // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
  947. ::ReleaseCapture();
  948. ::SetCapture(bd->hWnd);
  949. }
  950. if (vd->Hwnd && vd->HwndOwned)
  951. ::DestroyWindow(vd->Hwnd);
  952. vd->Hwnd = nullptr;
  953. IM_DELETE(vd);
  954. }
  955. viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
  956. }
  957. static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
  958. {
  959. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  960. IM_ASSERT(vd->Hwnd != 0);
  961. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  962. ::ShowWindow(vd->Hwnd, SW_SHOWNA);
  963. else
  964. ::ShowWindow(vd->Hwnd, SW_SHOW);
  965. }
  966. static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
  967. {
  968. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  969. IM_ASSERT(vd->Hwnd != 0);
  970. // Update Win32 parent if it changed _after_ creation
  971. // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
  972. HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
  973. if (new_parent != vd->HwndParent)
  974. {
  975. // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
  976. // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner".
  977. // 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.
  978. // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping.
  979. // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented.
  980. // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613
  981. vd->HwndParent = new_parent;
  982. ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
  983. }
  984. // (Optional) Update Win32 style if it changed _after_ creation.
  985. // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
  986. DWORD new_style;
  987. DWORD new_ex_style;
  988. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
  989. // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
  990. if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
  991. {
  992. // (Optional) Update TopMost state if it changed _after_ creation
  993. bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
  994. HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
  995. UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
  996. // Apply flags and position (since it is affected by flags)
  997. vd->DwStyle = new_style;
  998. vd->DwExStyle = new_ex_style;
  999. ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
  1000. ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
  1001. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  1002. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  1003. ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
  1004. ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
  1005. viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
  1006. }
  1007. }
  1008. static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
  1009. {
  1010. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1011. IM_ASSERT(vd->Hwnd != 0);
  1012. POINT pos = { 0, 0 };
  1013. ::ClientToScreen(vd->Hwnd, &pos);
  1014. return ImVec2((float)pos.x, (float)pos.y);
  1015. }
  1016. static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  1017. {
  1018. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1019. IM_ASSERT(vd->Hwnd != 0);
  1020. RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
  1021. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  1022. ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
  1023. }
  1024. static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
  1025. {
  1026. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1027. IM_ASSERT(vd->Hwnd != 0);
  1028. RECT rect;
  1029. ::GetClientRect(vd->Hwnd, &rect);
  1030. return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
  1031. }
  1032. static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  1033. {
  1034. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1035. IM_ASSERT(vd->Hwnd != 0);
  1036. RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
  1037. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  1038. ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
  1039. }
  1040. static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
  1041. {
  1042. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1043. IM_ASSERT(vd->Hwnd != 0);
  1044. ::BringWindowToTop(vd->Hwnd);
  1045. ::SetForegroundWindow(vd->Hwnd);
  1046. ::SetFocus(vd->Hwnd);
  1047. }
  1048. static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
  1049. {
  1050. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1051. IM_ASSERT(vd->Hwnd != 0);
  1052. return ::GetForegroundWindow() == vd->Hwnd;
  1053. }
  1054. static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
  1055. {
  1056. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1057. IM_ASSERT(vd->Hwnd != 0);
  1058. return ::IsIconic(vd->Hwnd) != 0;
  1059. }
  1060. static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  1061. {
  1062. // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
  1063. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1064. IM_ASSERT(vd->Hwnd != 0);
  1065. int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
  1066. ImVector<wchar_t> title_w;
  1067. title_w.resize(n);
  1068. ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
  1069. ::SetWindowTextW(vd->Hwnd, title_w.Data);
  1070. }
  1071. static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  1072. {
  1073. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1074. IM_ASSERT(vd->Hwnd != 0);
  1075. IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
  1076. if (alpha < 1.0f)
  1077. {
  1078. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
  1079. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  1080. ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
  1081. }
  1082. else
  1083. {
  1084. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
  1085. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  1086. }
  1087. }
  1088. static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
  1089. {
  1090. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1091. IM_ASSERT(vd->Hwnd != 0);
  1092. return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
  1093. }
  1094. // FIXME-DPI: Testing DPI related ideas
  1095. static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
  1096. {
  1097. (void)viewport;
  1098. #if 0
  1099. ImGuiStyle default_style;
  1100. //default_style.WindowPadding = ImVec2(0, 0);
  1101. //default_style.WindowBorderSize = 0.0f;
  1102. //default_style.ItemSpacing.y = 3.0f;
  1103. //default_style.FramePadding = ImVec2(0, 0);
  1104. default_style.ScaleAllSizes(viewport->DpiScale);
  1105. ImGuiStyle& style = ImGui::GetStyle();
  1106. style = default_style;
  1107. #endif
  1108. }
  1109. static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  1110. {
  1111. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  1112. return true;
  1113. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
  1114. {
  1115. switch (msg)
  1116. {
  1117. case WM_CLOSE:
  1118. viewport->PlatformRequestClose = true;
  1119. return 0;
  1120. case WM_MOVE:
  1121. viewport->PlatformRequestMove = true;
  1122. break;
  1123. case WM_SIZE:
  1124. viewport->PlatformRequestResize = true;
  1125. break;
  1126. case WM_MOUSEACTIVATE:
  1127. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
  1128. return MA_NOACTIVATE;
  1129. break;
  1130. case WM_NCHITTEST:
  1131. // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
  1132. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  1133. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  1134. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  1135. if (viewport->Flags & ImGuiViewportFlags_NoInputs)
  1136. return HTTRANSPARENT;
  1137. break;
  1138. }
  1139. }
  1140. return DefWindowProc(hWnd, msg, wParam, lParam);
  1141. }
  1142. static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc)
  1143. {
  1144. WNDCLASSEX wcex;
  1145. wcex.cbSize = sizeof(WNDCLASSEX);
  1146. wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
  1147. wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
  1148. wcex.cbClsExtra = 0;
  1149. wcex.cbWndExtra = 0;
  1150. wcex.hInstance = ::GetModuleHandle(nullptr);
  1151. wcex.hIcon = nullptr;
  1152. wcex.hCursor = nullptr;
  1153. wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
  1154. wcex.lpszMenuName = nullptr;
  1155. wcex.lpszClassName = _T("ImGui Platform");
  1156. wcex.hIconSm = nullptr;
  1157. ::RegisterClassEx(&wcex);
  1158. ImGui_ImplWin32_UpdateMonitors();
  1159. // Register platform interface (will be coupled with a renderer interface)
  1160. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1161. platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
  1162. platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
  1163. platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
  1164. platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
  1165. platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
  1166. platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
  1167. platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
  1168. platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
  1169. platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
  1170. platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
  1171. platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
  1172. platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
  1173. platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
  1174. platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
  1175. platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
  1176. // Register main window handle (which is owned by the main application, not by us)
  1177. // 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.
  1178. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  1179. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  1180. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  1181. vd->Hwnd = bd->hWnd;
  1182. vd->HwndOwned = false;
  1183. main_viewport->PlatformUserData = vd;
  1184. main_viewport->PlatformHandle = (void*)bd->hWnd;
  1185. }
  1186. static void ImGui_ImplWin32_ShutdownPlatformInterface()
  1187. {
  1188. ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr));
  1189. ImGui::DestroyPlatformWindows();
  1190. }
  1191. //---------------------------------------------------------------------------------------------------------
  1192. #endif // #ifndef IMGUI_DISABLE