imgui_impl_win32.cpp 16 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 dear imgui)
  5. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  6. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
  7. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  8. #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 <tchar.h>
  15. // Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
  16. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  17. #include <XInput.h>
  18. #else
  19. #define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
  20. #endif
  21. #if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
  22. #pragma comment(lib, "xinput")
  23. //#pragma comment(lib, "Xinput9_1_0")
  24. #endif
  25. // CHANGELOG
  26. // (minor and older changes stripped away, please see git history for details)
  27. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  28. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  29. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  30. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  31. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  32. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  33. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  34. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  35. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  36. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  37. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  38. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  39. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  40. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  41. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  42. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  43. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  44. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  45. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  46. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  47. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  48. // Win32 Data
  49. static HWND g_hWnd = NULL;
  50. static INT64 g_Time = 0;
  51. static INT64 g_TicksPerSecond = 0;
  52. static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  53. static bool g_HasGamepad = false;
  54. static bool g_WantUpdateHasGamepad = true;
  55. // Functions
  56. bool ImGui_ImplWin32_Init(void* hwnd)
  57. {
  58. if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
  59. return false;
  60. if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
  61. return false;
  62. // Setup back-end capabilities flags
  63. g_hWnd = (HWND)hwnd;
  64. ImGuiIO& io = ImGui::GetIO();
  65. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  66. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  67. io.BackendPlatformName = "imgui_impl_win32";
  68. io.ImeWindowHandle = hwnd;
  69. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
  70. io.KeyMap[ImGuiKey_Tab] = VK_TAB;
  71. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  72. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  73. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  74. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  75. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  76. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  77. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  78. io.KeyMap[ImGuiKey_End] = VK_END;
  79. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  80. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  81. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  82. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  83. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  84. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  85. io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
  86. io.KeyMap[ImGuiKey_A] = 'A';
  87. io.KeyMap[ImGuiKey_C] = 'C';
  88. io.KeyMap[ImGuiKey_V] = 'V';
  89. io.KeyMap[ImGuiKey_X] = 'X';
  90. io.KeyMap[ImGuiKey_Y] = 'Y';
  91. io.KeyMap[ImGuiKey_Z] = 'Z';
  92. return true;
  93. }
  94. void ImGui_ImplWin32_Shutdown()
  95. {
  96. g_hWnd = (HWND)0;
  97. }
  98. static bool ImGui_ImplWin32_UpdateMouseCursor()
  99. {
  100. ImGuiIO& io = ImGui::GetIO();
  101. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  102. return false;
  103. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  104. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  105. {
  106. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  107. ::SetCursor(NULL);
  108. }
  109. else
  110. {
  111. // Show OS mouse cursor
  112. LPTSTR win32_cursor = IDC_ARROW;
  113. switch (imgui_cursor)
  114. {
  115. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  116. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  117. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  118. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  119. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  120. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  121. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  122. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  123. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  124. }
  125. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  126. }
  127. return true;
  128. }
  129. static void ImGui_ImplWin32_UpdateMousePos()
  130. {
  131. ImGuiIO& io = ImGui::GetIO();
  132. // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  133. if (io.WantSetMousePos)
  134. {
  135. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  136. ::ClientToScreen(g_hWnd, &pos);
  137. ::SetCursorPos(pos.x, pos.y);
  138. }
  139. // Set mouse position
  140. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  141. POINT pos;
  142. if (HWND active_window = ::GetForegroundWindow())
  143. if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
  144. if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
  145. io.MousePos = ImVec2((float)pos.x, (float)pos.y);
  146. }
  147. // Gamepad navigation mapping
  148. static void ImGui_ImplWin32_UpdateGamepads()
  149. {
  150. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  151. ImGuiIO& io = ImGui::GetIO();
  152. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  153. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  154. return;
  155. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  156. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  157. if (g_WantUpdateHasGamepad)
  158. {
  159. XINPUT_CAPABILITIES caps;
  160. g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
  161. g_WantUpdateHasGamepad = false;
  162. }
  163. XINPUT_STATE xinput_state;
  164. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  165. if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
  166. {
  167. const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  168. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  169. #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
  170. #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; }
  171. MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
  172. MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
  173. MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
  174. MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
  175. MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
  176. MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
  177. MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
  178. MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
  179. MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  180. MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  181. MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  182. MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  183. MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  184. MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  185. MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  186. MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
  187. #undef MAP_BUTTON
  188. #undef MAP_ANALOG
  189. }
  190. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  191. }
  192. void ImGui_ImplWin32_NewFrame()
  193. {
  194. ImGuiIO& io = ImGui::GetIO();
  195. 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().");
  196. // Setup display size (every frame to accommodate for window resizing)
  197. RECT rect;
  198. ::GetClientRect(g_hWnd, &rect);
  199. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  200. // Setup time step
  201. INT64 current_time;
  202. ::QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  203. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  204. g_Time = current_time;
  205. // Read keyboard modifiers inputs
  206. io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
  207. io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
  208. io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
  209. io.KeySuper = false;
  210. // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
  211. // Update OS mouse position
  212. ImGui_ImplWin32_UpdateMousePos();
  213. // Update OS mouse cursor with the cursor requested by imgui
  214. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  215. if (g_LastMouseCursor != mouse_cursor)
  216. {
  217. g_LastMouseCursor = mouse_cursor;
  218. ImGui_ImplWin32_UpdateMouseCursor();
  219. }
  220. // Update game controllers (if enabled and available)
  221. ImGui_ImplWin32_UpdateGamepads();
  222. }
  223. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  224. #ifndef WM_MOUSEHWHEEL
  225. #define WM_MOUSEHWHEEL 0x020E
  226. #endif
  227. #ifndef DBT_DEVNODES_CHANGED
  228. #define DBT_DEVNODES_CHANGED 0x0007
  229. #endif
  230. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  231. // Call from your application's message handler.
  232. // When implementing your own back-end, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  233. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  234. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  235. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  236. // 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.
  237. // 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.
  238. #if 0
  239. // Copy this line into your .cpp file to forward declare the function.
  240. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  241. #endif
  242. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  243. {
  244. if (ImGui::GetCurrentContext() == NULL)
  245. return 0;
  246. ImGuiIO& io = ImGui::GetIO();
  247. switch (msg)
  248. {
  249. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  250. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  251. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  252. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  253. {
  254. int button = 0;
  255. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  256. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  257. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  258. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  259. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  260. ::SetCapture(hwnd);
  261. io.MouseDown[button] = true;
  262. return 0;
  263. }
  264. case WM_LBUTTONUP:
  265. case WM_RBUTTONUP:
  266. case WM_MBUTTONUP:
  267. case WM_XBUTTONUP:
  268. {
  269. int button = 0;
  270. if (msg == WM_LBUTTONUP) { button = 0; }
  271. if (msg == WM_RBUTTONUP) { button = 1; }
  272. if (msg == WM_MBUTTONUP) { button = 2; }
  273. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  274. io.MouseDown[button] = false;
  275. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  276. ::ReleaseCapture();
  277. return 0;
  278. }
  279. case WM_MOUSEWHEEL:
  280. io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  281. return 0;
  282. case WM_MOUSEHWHEEL:
  283. io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  284. return 0;
  285. case WM_KEYDOWN:
  286. case WM_SYSKEYDOWN:
  287. if (wParam < 256)
  288. io.KeysDown[wParam] = 1;
  289. return 0;
  290. case WM_KEYUP:
  291. case WM_SYSKEYUP:
  292. if (wParam < 256)
  293. io.KeysDown[wParam] = 0;
  294. return 0;
  295. case WM_CHAR:
  296. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  297. io.AddInputCharacter((unsigned int)wParam);
  298. return 0;
  299. case WM_SETCURSOR:
  300. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  301. return 1;
  302. return 0;
  303. case WM_DEVICECHANGE:
  304. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  305. g_WantUpdateHasGamepad = true;
  306. return 0;
  307. }
  308. return 0;
  309. }