imgui_impl_win32.cpp 15 KB

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  1. // dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
  2. // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
  3. // Implemented features:
  4. // [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
  5. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  6. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
  7. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  8. #include "imgui.h"
  9. #include "imgui_impl_win32.h"
  10. #ifndef WIN32_LEAN_AND_MEAN
  11. #define WIN32_LEAN_AND_MEAN
  12. #endif
  13. #include <windows.h>
  14. #include <XInput.h>
  15. #include <tchar.h>
  16. // CHANGELOG
  17. // (minor and older changes stripped away, please see git history for details)
  18. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  19. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  20. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  21. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  22. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  23. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  24. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  25. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  26. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  27. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  28. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  29. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  30. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  31. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  32. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  33. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  34. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  35. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  36. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  37. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  38. // Win32 Data
  39. static HWND g_hWnd = 0;
  40. static INT64 g_Time = 0;
  41. static INT64 g_TicksPerSecond = 0;
  42. static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  43. static bool g_HasGamepad = false;
  44. static bool g_WantUpdateHasGamepad = true;
  45. // Functions
  46. bool ImGui_ImplWin32_Init(void* hwnd)
  47. {
  48. if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
  49. return false;
  50. if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
  51. return false;
  52. // Setup back-end capabilities flags
  53. g_hWnd = (HWND)hwnd;
  54. ImGuiIO& io = ImGui::GetIO();
  55. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  56. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  57. io.BackendPlatformName = "imgui_impl_win32";
  58. io.ImeWindowHandle = hwnd;
  59. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
  60. io.KeyMap[ImGuiKey_Tab] = VK_TAB;
  61. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  62. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  63. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  64. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  65. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  66. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  67. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  68. io.KeyMap[ImGuiKey_End] = VK_END;
  69. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  70. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  71. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  72. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  73. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  74. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  75. io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
  76. io.KeyMap[ImGuiKey_A] = 'A';
  77. io.KeyMap[ImGuiKey_C] = 'C';
  78. io.KeyMap[ImGuiKey_V] = 'V';
  79. io.KeyMap[ImGuiKey_X] = 'X';
  80. io.KeyMap[ImGuiKey_Y] = 'Y';
  81. io.KeyMap[ImGuiKey_Z] = 'Z';
  82. return true;
  83. }
  84. void ImGui_ImplWin32_Shutdown()
  85. {
  86. g_hWnd = (HWND)0;
  87. }
  88. static bool ImGui_ImplWin32_UpdateMouseCursor()
  89. {
  90. ImGuiIO& io = ImGui::GetIO();
  91. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  92. return false;
  93. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  94. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  95. {
  96. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  97. ::SetCursor(NULL);
  98. }
  99. else
  100. {
  101. // Show OS mouse cursor
  102. LPTSTR win32_cursor = IDC_ARROW;
  103. switch (imgui_cursor)
  104. {
  105. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  106. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  107. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  108. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  109. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  110. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  111. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  112. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  113. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  114. }
  115. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  116. }
  117. return true;
  118. }
  119. static void ImGui_ImplWin32_UpdateMousePos()
  120. {
  121. ImGuiIO& io = ImGui::GetIO();
  122. // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  123. if (io.WantSetMousePos)
  124. {
  125. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  126. ::ClientToScreen(g_hWnd, &pos);
  127. ::SetCursorPos(pos.x, pos.y);
  128. }
  129. // Set mouse position
  130. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  131. POINT pos;
  132. if (HWND active_window = ::GetForegroundWindow())
  133. if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
  134. if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
  135. io.MousePos = ImVec2((float)pos.x, (float)pos.y);
  136. }
  137. #ifdef _MSC_VER
  138. #pragma comment(lib, "xinput")
  139. #endif
  140. // Gamepad navigation mapping
  141. static void ImGui_ImplWin32_UpdateGamepads()
  142. {
  143. ImGuiIO& io = ImGui::GetIO();
  144. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  145. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  146. return;
  147. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  148. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  149. if (g_WantUpdateHasGamepad)
  150. {
  151. XINPUT_CAPABILITIES caps;
  152. g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
  153. g_WantUpdateHasGamepad = false;
  154. }
  155. XINPUT_STATE xinput_state;
  156. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  157. if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
  158. {
  159. const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  160. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  161. #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
  162. #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
  163. MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
  164. MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
  165. MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
  166. MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
  167. MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
  168. MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
  169. MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
  170. MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
  171. MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  172. MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  173. MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  174. MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  175. MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  176. MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  177. MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  178. MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
  179. #undef MAP_BUTTON
  180. #undef MAP_ANALOG
  181. }
  182. }
  183. void ImGui_ImplWin32_NewFrame()
  184. {
  185. ImGuiIO& io = ImGui::GetIO();
  186. IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
  187. // Setup display size (every frame to accommodate for window resizing)
  188. RECT rect;
  189. ::GetClientRect(g_hWnd, &rect);
  190. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  191. // Setup time step
  192. INT64 current_time;
  193. ::QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  194. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  195. g_Time = current_time;
  196. // Read keyboard modifiers inputs
  197. io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
  198. io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
  199. io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
  200. io.KeySuper = false;
  201. // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
  202. // Update OS mouse position
  203. ImGui_ImplWin32_UpdateMousePos();
  204. // Update OS mouse cursor with the cursor requested by imgui
  205. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  206. if (g_LastMouseCursor != mouse_cursor)
  207. {
  208. g_LastMouseCursor = mouse_cursor;
  209. ImGui_ImplWin32_UpdateMouseCursor();
  210. }
  211. // Update game controllers (if enabled and available)
  212. ImGui_ImplWin32_UpdateGamepads();
  213. }
  214. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  215. #ifndef WM_MOUSEHWHEEL
  216. #define WM_MOUSEHWHEEL 0x020E
  217. #endif
  218. #ifndef DBT_DEVNODES_CHANGED
  219. #define DBT_DEVNODES_CHANGED 0x0007
  220. #endif
  221. // Process Win32 mouse/keyboard inputs.
  222. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  223. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  224. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  225. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  226. // 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.
  227. // 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.
  228. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  229. {
  230. if (ImGui::GetCurrentContext() == NULL)
  231. return 0;
  232. ImGuiIO& io = ImGui::GetIO();
  233. switch (msg)
  234. {
  235. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  236. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  237. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  238. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  239. {
  240. int button = 0;
  241. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  242. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  243. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  244. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  245. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  246. ::SetCapture(hwnd);
  247. io.MouseDown[button] = true;
  248. return 0;
  249. }
  250. case WM_LBUTTONUP:
  251. case WM_RBUTTONUP:
  252. case WM_MBUTTONUP:
  253. case WM_XBUTTONUP:
  254. {
  255. int button = 0;
  256. if (msg == WM_LBUTTONUP) { button = 0; }
  257. if (msg == WM_RBUTTONUP) { button = 1; }
  258. if (msg == WM_MBUTTONUP) { button = 2; }
  259. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  260. io.MouseDown[button] = false;
  261. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  262. ::ReleaseCapture();
  263. return 0;
  264. }
  265. case WM_MOUSEWHEEL:
  266. io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  267. return 0;
  268. case WM_MOUSEHWHEEL:
  269. io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  270. return 0;
  271. case WM_KEYDOWN:
  272. case WM_SYSKEYDOWN:
  273. if (wParam < 256)
  274. io.KeysDown[wParam] = 1;
  275. return 0;
  276. case WM_KEYUP:
  277. case WM_SYSKEYUP:
  278. if (wParam < 256)
  279. io.KeysDown[wParam] = 0;
  280. return 0;
  281. case WM_CHAR:
  282. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  283. io.AddInputCharacter((unsigned int)wParam);
  284. return 0;
  285. case WM_SETCURSOR:
  286. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  287. return 1;
  288. return 0;
  289. case WM_DEVICECHANGE:
  290. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  291. g_WantUpdateHasGamepad = true;
  292. return 0;
  293. }
  294. return 0;
  295. }