imgui_impl_win32.cpp 69 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. // Configuration flags to add in your imconfig file:
  18. //#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.
  19. // CHANGELOG
  20. // (minor and older changes stripped away, please see git history for details)
  21. // 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  22. // 2024-09-16: [Docking] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
  23. // 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
  24. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
  25. // 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
  26. // 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
  27. // 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
  28. // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
  29. // 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)
  30. // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
  31. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  32. // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
  33. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  34. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  35. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  36. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  37. // 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.
  38. // 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.
  39. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  40. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  41. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  42. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  43. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  44. // 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).
  45. // 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).
  46. // 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).
  47. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  48. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  49. // 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.
  50. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  51. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  52. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  53. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  54. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  55. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  56. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  57. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  58. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  59. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  60. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  61. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  62. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  63. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  64. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  65. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  66. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  67. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  68. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  69. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  70. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  71. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  72. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  73. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  74. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
  75. #include "imgui.h"
  76. #ifndef IMGUI_DISABLE
  77. #include "imgui_impl_win32.h"
  78. #ifndef WIN32_LEAN_AND_MEAN
  79. #define WIN32_LEAN_AND_MEAN
  80. #endif
  81. #include <windows.h>
  82. #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  83. #include <tchar.h>
  84. #include <dwmapi.h>
  85. // Using XInput for gamepad (will load DLL dynamically)
  86. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  87. #include <xinput.h>
  88. typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  89. typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  90. #endif
  91. // Clang/GCC warnings with -Weverything
  92. #if defined(__clang__)
  93. #pragma clang diagnostic push
  94. #pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
  95. #endif
  96. #if defined(__GNUC__)
  97. #pragma GCC diagnostic push
  98. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
  99. #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
  100. #endif
  101. // Forward Declarations
  102. static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc);
  103. static void ImGui_ImplWin32_ShutdownMultiViewportSupport();
  104. static void ImGui_ImplWin32_UpdateMonitors();
  105. struct ImGui_ImplWin32_Data
  106. {
  107. HWND hWnd;
  108. HWND MouseHwnd;
  109. int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area
  110. int MouseButtonsDown;
  111. INT64 Time;
  112. INT64 TicksPerSecond;
  113. ImGuiMouseCursor LastMouseCursor;
  114. UINT32 KeyboardCodePage;
  115. bool WantUpdateMonitors;
  116. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  117. bool HasGamepad;
  118. bool WantUpdateHasGamepad;
  119. HMODULE XInputDLL;
  120. PFN_XInputGetCapabilities XInputGetCapabilities;
  121. PFN_XInputGetState XInputGetState;
  122. #endif
  123. ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
  124. };
  125. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  126. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  127. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  128. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  129. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  130. {
  131. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  132. }
  133. // Functions
  134. static void ImGui_ImplWin32_UpdateKeyboardCodePage()
  135. {
  136. // Retrieve keyboard code page, required for handling of non-Unicode Windows.
  137. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  138. HKL keyboard_layout = ::GetKeyboardLayout(0);
  139. LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
  140. if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
  141. bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
  142. }
  143. static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
  144. {
  145. ImGuiIO& io = ImGui::GetIO();
  146. IMGUI_CHECKVERSION();
  147. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  148. INT64 perf_frequency, perf_counter;
  149. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  150. return false;
  151. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  152. return false;
  153. // Setup backend capabilities flags
  154. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  155. io.BackendPlatformUserData = (void*)bd;
  156. io.BackendPlatformName = "imgui_impl_win32";
  157. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  158. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  159. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  160. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
  161. bd->hWnd = (HWND)hwnd;
  162. bd->TicksPerSecond = perf_frequency;
  163. bd->Time = perf_counter;
  164. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  165. ImGui_ImplWin32_UpdateKeyboardCodePage();
  166. // Update monitor a first time during init
  167. ImGui_ImplWin32_UpdateMonitors();
  168. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  169. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  170. main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
  171. ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc);
  172. // Dynamically load XInput library
  173. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  174. bd->WantUpdateHasGamepad = true;
  175. const char* xinput_dll_names[] =
  176. {
  177. "xinput1_4.dll", // Windows 8+
  178. "xinput1_3.dll", // DirectX SDK
  179. "xinput9_1_0.dll", // Windows Vista, Windows 7
  180. "xinput1_2.dll", // DirectX SDK
  181. "xinput1_1.dll" // DirectX SDK
  182. };
  183. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  184. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  185. {
  186. bd->XInputDLL = dll;
  187. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  188. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  189. break;
  190. }
  191. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  192. return true;
  193. }
  194. IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
  195. {
  196. return ImGui_ImplWin32_InitEx(hwnd, false);
  197. }
  198. IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
  199. {
  200. // OpenGL needs CS_OWNDC
  201. return ImGui_ImplWin32_InitEx(hwnd, true);
  202. }
  203. void ImGui_ImplWin32_Shutdown()
  204. {
  205. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  206. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  207. ImGuiIO& io = ImGui::GetIO();
  208. ImGui_ImplWin32_ShutdownMultiViewportSupport();
  209. // Unload XInput library
  210. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  211. if (bd->XInputDLL)
  212. ::FreeLibrary(bd->XInputDLL);
  213. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  214. io.BackendPlatformName = nullptr;
  215. io.BackendPlatformUserData = nullptr;
  216. io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
  217. IM_DELETE(bd);
  218. }
  219. static bool ImGui_ImplWin32_UpdateMouseCursor()
  220. {
  221. ImGuiIO& io = ImGui::GetIO();
  222. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  223. return false;
  224. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  225. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  226. {
  227. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  228. ::SetCursor(nullptr);
  229. }
  230. else
  231. {
  232. // Show OS mouse cursor
  233. LPTSTR win32_cursor = IDC_ARROW;
  234. switch (imgui_cursor)
  235. {
  236. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  237. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  238. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  239. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  240. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  241. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  242. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  243. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  244. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  245. }
  246. ::SetCursor(::LoadCursor(nullptr, win32_cursor));
  247. }
  248. return true;
  249. }
  250. static bool IsVkDown(int vk)
  251. {
  252. return (::GetKeyState(vk) & 0x8000) != 0;
  253. }
  254. static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  255. {
  256. ImGuiIO& io = ImGui::GetIO();
  257. io.AddKeyEvent(key, down);
  258. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  259. IM_UNUSED(native_scancode);
  260. }
  261. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  262. {
  263. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  264. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  265. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
  266. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  267. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
  268. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  269. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  270. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
  271. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  272. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
  273. }
  274. static void ImGui_ImplWin32_UpdateKeyModifiers()
  275. {
  276. ImGuiIO& io = ImGui::GetIO();
  277. io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
  278. io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
  279. io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
  280. io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
  281. }
  282. // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
  283. // Because of that, it is a little more complicated than your typical single-viewport binding code!
  284. static void ImGui_ImplWin32_UpdateMouseData()
  285. {
  286. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  287. ImGuiIO& io = ImGui::GetIO();
  288. IM_ASSERT(bd->hWnd != 0);
  289. POINT mouse_screen_pos;
  290. bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
  291. HWND focused_window = ::GetForegroundWindow();
  292. const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
  293. if (is_app_focused)
  294. {
  295. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
  296. // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
  297. if (io.WantSetMousePos)
  298. {
  299. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  300. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
  301. ::ClientToScreen(focused_window, &pos);
  302. ::SetCursorPos(pos.x, pos.y);
  303. }
  304. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  305. // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
  306. if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
  307. {
  308. // 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)
  309. // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
  310. // 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)
  311. // (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.)
  312. POINT mouse_pos = mouse_screen_pos;
  313. if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
  314. ::ScreenToClient(bd->hWnd, &mouse_pos);
  315. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  316. }
  317. }
  318. // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
  319. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
  320. // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
  321. // 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
  322. // 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
  323. // by the backend, and use its flawed heuristic to guess the viewport behind.
  324. // - [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).
  325. ImGuiID mouse_viewport_id = 0;
  326. if (has_mouse_screen_pos)
  327. if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
  328. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
  329. mouse_viewport_id = viewport->ID;
  330. io.AddMouseViewportEvent(mouse_viewport_id);
  331. }
  332. // Gamepad navigation mapping
  333. static void ImGui_ImplWin32_UpdateGamepads()
  334. {
  335. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  336. ImGuiIO& io = ImGui::GetIO();
  337. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  338. //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
  339. // return;
  340. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  341. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  342. if (bd->WantUpdateHasGamepad)
  343. {
  344. XINPUT_CAPABILITIES caps = {};
  345. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  346. bd->WantUpdateHasGamepad = false;
  347. }
  348. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  349. XINPUT_STATE xinput_state;
  350. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  351. if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  352. return;
  353. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  354. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  355. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  356. #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)); }
  357. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  358. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  359. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  360. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  361. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  362. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  363. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  364. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  365. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  366. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  367. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  368. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  369. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  370. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  371. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  372. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  373. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  374. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  375. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  376. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  377. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  378. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  379. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  380. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  381. #undef MAP_BUTTON
  382. #undef MAP_ANALOG
  383. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  384. }
  385. static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
  386. {
  387. MONITORINFO info = {};
  388. info.cbSize = sizeof(MONITORINFO);
  389. if (!::GetMonitorInfo(monitor, &info))
  390. return TRUE;
  391. ImGuiPlatformMonitor imgui_monitor;
  392. imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
  393. imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
  394. imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
  395. imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
  396. imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  397. imgui_monitor.PlatformHandle = (void*)monitor;
  398. if (imgui_monitor.DpiScale <= 0.0f)
  399. return TRUE; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
  400. ImGuiPlatformIO& io = ImGui::GetPlatformIO();
  401. if (info.dwFlags & MONITORINFOF_PRIMARY)
  402. io.Monitors.push_front(imgui_monitor);
  403. else
  404. io.Monitors.push_back(imgui_monitor);
  405. return TRUE;
  406. }
  407. static void ImGui_ImplWin32_UpdateMonitors()
  408. {
  409. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  410. ImGui::GetPlatformIO().Monitors.resize(0);
  411. ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
  412. bd->WantUpdateMonitors = false;
  413. }
  414. void ImGui_ImplWin32_NewFrame()
  415. {
  416. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  417. IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
  418. ImGuiIO& io = ImGui::GetIO();
  419. // Setup display size (every frame to accommodate for window resizing)
  420. RECT rect = { 0, 0, 0, 0 };
  421. ::GetClientRect(bd->hWnd, &rect);
  422. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  423. if (bd->WantUpdateMonitors)
  424. ImGui_ImplWin32_UpdateMonitors();
  425. // Setup time step
  426. INT64 current_time = 0;
  427. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  428. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  429. bd->Time = current_time;
  430. // Update OS mouse position
  431. ImGui_ImplWin32_UpdateMouseData();
  432. // Process workarounds for known Windows key handling issues
  433. ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
  434. // Update OS mouse cursor with the cursor requested by imgui
  435. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  436. if (bd->LastMouseCursor != mouse_cursor)
  437. {
  438. bd->LastMouseCursor = mouse_cursor;
  439. ImGui_ImplWin32_UpdateMouseCursor();
  440. }
  441. // Update game controllers (if enabled and available)
  442. ImGui_ImplWin32_UpdateGamepads();
  443. }
  444. // Map VK_xxx to ImGuiKey_xxx.
  445. // Not static to allow third-party code to use that if they want to (but undocumented)
  446. ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam);
  447. ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
  448. {
  449. // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED.
  450. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  451. return ImGuiKey_KeypadEnter;
  452. switch (wParam)
  453. {
  454. case VK_TAB: return ImGuiKey_Tab;
  455. case VK_LEFT: return ImGuiKey_LeftArrow;
  456. case VK_RIGHT: return ImGuiKey_RightArrow;
  457. case VK_UP: return ImGuiKey_UpArrow;
  458. case VK_DOWN: return ImGuiKey_DownArrow;
  459. case VK_PRIOR: return ImGuiKey_PageUp;
  460. case VK_NEXT: return ImGuiKey_PageDown;
  461. case VK_HOME: return ImGuiKey_Home;
  462. case VK_END: return ImGuiKey_End;
  463. case VK_INSERT: return ImGuiKey_Insert;
  464. case VK_DELETE: return ImGuiKey_Delete;
  465. case VK_BACK: return ImGuiKey_Backspace;
  466. case VK_SPACE: return ImGuiKey_Space;
  467. case VK_RETURN: return ImGuiKey_Enter;
  468. case VK_ESCAPE: return ImGuiKey_Escape;
  469. case VK_OEM_7: return ImGuiKey_Apostrophe;
  470. case VK_OEM_COMMA: return ImGuiKey_Comma;
  471. case VK_OEM_MINUS: return ImGuiKey_Minus;
  472. case VK_OEM_PERIOD: return ImGuiKey_Period;
  473. case VK_OEM_2: return ImGuiKey_Slash;
  474. case VK_OEM_1: return ImGuiKey_Semicolon;
  475. case VK_OEM_PLUS: return ImGuiKey_Equal;
  476. case VK_OEM_4: return ImGuiKey_LeftBracket;
  477. case VK_OEM_5: return ImGuiKey_Backslash;
  478. case VK_OEM_6: return ImGuiKey_RightBracket;
  479. case VK_OEM_3: return ImGuiKey_GraveAccent;
  480. case VK_CAPITAL: return ImGuiKey_CapsLock;
  481. case VK_SCROLL: return ImGuiKey_ScrollLock;
  482. case VK_NUMLOCK: return ImGuiKey_NumLock;
  483. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  484. case VK_PAUSE: return ImGuiKey_Pause;
  485. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  486. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  487. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  488. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  489. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  490. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  491. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  492. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  493. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  494. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  495. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  496. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  497. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  498. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  499. case VK_ADD: return ImGuiKey_KeypadAdd;
  500. case VK_LSHIFT: return ImGuiKey_LeftShift;
  501. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  502. case VK_LMENU: return ImGuiKey_LeftAlt;
  503. case VK_LWIN: return ImGuiKey_LeftSuper;
  504. case VK_RSHIFT: return ImGuiKey_RightShift;
  505. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  506. case VK_RMENU: return ImGuiKey_RightAlt;
  507. case VK_RWIN: return ImGuiKey_RightSuper;
  508. case VK_APPS: return ImGuiKey_Menu;
  509. case '0': return ImGuiKey_0;
  510. case '1': return ImGuiKey_1;
  511. case '2': return ImGuiKey_2;
  512. case '3': return ImGuiKey_3;
  513. case '4': return ImGuiKey_4;
  514. case '5': return ImGuiKey_5;
  515. case '6': return ImGuiKey_6;
  516. case '7': return ImGuiKey_7;
  517. case '8': return ImGuiKey_8;
  518. case '9': return ImGuiKey_9;
  519. case 'A': return ImGuiKey_A;
  520. case 'B': return ImGuiKey_B;
  521. case 'C': return ImGuiKey_C;
  522. case 'D': return ImGuiKey_D;
  523. case 'E': return ImGuiKey_E;
  524. case 'F': return ImGuiKey_F;
  525. case 'G': return ImGuiKey_G;
  526. case 'H': return ImGuiKey_H;
  527. case 'I': return ImGuiKey_I;
  528. case 'J': return ImGuiKey_J;
  529. case 'K': return ImGuiKey_K;
  530. case 'L': return ImGuiKey_L;
  531. case 'M': return ImGuiKey_M;
  532. case 'N': return ImGuiKey_N;
  533. case 'O': return ImGuiKey_O;
  534. case 'P': return ImGuiKey_P;
  535. case 'Q': return ImGuiKey_Q;
  536. case 'R': return ImGuiKey_R;
  537. case 'S': return ImGuiKey_S;
  538. case 'T': return ImGuiKey_T;
  539. case 'U': return ImGuiKey_U;
  540. case 'V': return ImGuiKey_V;
  541. case 'W': return ImGuiKey_W;
  542. case 'X': return ImGuiKey_X;
  543. case 'Y': return ImGuiKey_Y;
  544. case 'Z': return ImGuiKey_Z;
  545. case VK_F1: return ImGuiKey_F1;
  546. case VK_F2: return ImGuiKey_F2;
  547. case VK_F3: return ImGuiKey_F3;
  548. case VK_F4: return ImGuiKey_F4;
  549. case VK_F5: return ImGuiKey_F5;
  550. case VK_F6: return ImGuiKey_F6;
  551. case VK_F7: return ImGuiKey_F7;
  552. case VK_F8: return ImGuiKey_F8;
  553. case VK_F9: return ImGuiKey_F9;
  554. case VK_F10: return ImGuiKey_F10;
  555. case VK_F11: return ImGuiKey_F11;
  556. case VK_F12: return ImGuiKey_F12;
  557. case VK_F13: return ImGuiKey_F13;
  558. case VK_F14: return ImGuiKey_F14;
  559. case VK_F15: return ImGuiKey_F15;
  560. case VK_F16: return ImGuiKey_F16;
  561. case VK_F17: return ImGuiKey_F17;
  562. case VK_F18: return ImGuiKey_F18;
  563. case VK_F19: return ImGuiKey_F19;
  564. case VK_F20: return ImGuiKey_F20;
  565. case VK_F21: return ImGuiKey_F21;
  566. case VK_F22: return ImGuiKey_F22;
  567. case VK_F23: return ImGuiKey_F23;
  568. case VK_F24: return ImGuiKey_F24;
  569. case VK_BROWSER_BACK: return ImGuiKey_AppBack;
  570. case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
  571. default: return ImGuiKey_None;
  572. }
  573. }
  574. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  575. #ifndef WM_MOUSEHWHEEL
  576. #define WM_MOUSEHWHEEL 0x020E
  577. #endif
  578. #ifndef DBT_DEVNODES_CHANGED
  579. #define DBT_DEVNODES_CHANGED 0x0007
  580. #endif
  581. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  582. // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
  583. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  584. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  585. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  586. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  587. // 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.
  588. // 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.
  589. #if 0
  590. // Copy this line into your .cpp file to forward declare the function.
  591. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  592. #endif
  593. // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
  594. // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
  595. static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
  596. {
  597. LPARAM extra_info = ::GetMessageExtraInfo();
  598. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  599. return ImGuiMouseSource_Pen;
  600. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  601. return ImGuiMouseSource_TouchScreen;
  602. return ImGuiMouseSource_Mouse;
  603. }
  604. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  605. {
  606. // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
  607. // We silently allow both context or just only backend data to be nullptr.
  608. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  609. if (bd == nullptr)
  610. return 0;
  611. ImGuiIO& io = ImGui::GetIO();
  612. switch (msg)
  613. {
  614. case WM_MOUSEMOVE:
  615. case WM_NCMOUSEMOVE:
  616. {
  617. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  618. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  619. const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
  620. bd->MouseHwnd = hwnd;
  621. if (bd->MouseTrackedArea != area)
  622. {
  623. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  624. TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
  625. if (bd->MouseTrackedArea != 0)
  626. ::TrackMouseEvent(&tme_cancel);
  627. ::TrackMouseEvent(&tme_track);
  628. bd->MouseTrackedArea = area;
  629. }
  630. POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
  631. bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
  632. if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
  633. ::ClientToScreen(hwnd, &mouse_pos);
  634. if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
  635. ::ScreenToClient(hwnd, &mouse_pos);
  636. io.AddMouseSourceEvent(mouse_source);
  637. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  638. return 0;
  639. }
  640. case WM_MOUSELEAVE:
  641. case WM_NCMOUSELEAVE:
  642. {
  643. const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
  644. if (bd->MouseTrackedArea == area)
  645. {
  646. if (bd->MouseHwnd == hwnd)
  647. bd->MouseHwnd = nullptr;
  648. bd->MouseTrackedArea = 0;
  649. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  650. }
  651. return 0;
  652. }
  653. case WM_DESTROY:
  654. if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0)
  655. {
  656. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  657. ::TrackMouseEvent(&tme_cancel);
  658. bd->MouseHwnd = nullptr;
  659. bd->MouseTrackedArea = 0;
  660. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  661. }
  662. return 0;
  663. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  664. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  665. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  666. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  667. {
  668. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  669. int button = 0;
  670. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  671. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  672. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  673. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  674. if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
  675. ::SetCapture(hwnd);
  676. bd->MouseButtonsDown |= 1 << button;
  677. io.AddMouseSourceEvent(mouse_source);
  678. io.AddMouseButtonEvent(button, true);
  679. return 0;
  680. }
  681. case WM_LBUTTONUP:
  682. case WM_RBUTTONUP:
  683. case WM_MBUTTONUP:
  684. case WM_XBUTTONUP:
  685. {
  686. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  687. int button = 0;
  688. if (msg == WM_LBUTTONUP) { button = 0; }
  689. if (msg == WM_RBUTTONUP) { button = 1; }
  690. if (msg == WM_MBUTTONUP) { button = 2; }
  691. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  692. bd->MouseButtonsDown &= ~(1 << button);
  693. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  694. ::ReleaseCapture();
  695. io.AddMouseSourceEvent(mouse_source);
  696. io.AddMouseButtonEvent(button, false);
  697. return 0;
  698. }
  699. case WM_MOUSEWHEEL:
  700. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  701. return 0;
  702. case WM_MOUSEHWHEEL:
  703. io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  704. return 0;
  705. case WM_KEYDOWN:
  706. case WM_KEYUP:
  707. case WM_SYSKEYDOWN:
  708. case WM_SYSKEYUP:
  709. {
  710. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  711. if (wParam < 256)
  712. {
  713. // Submit modifiers
  714. ImGui_ImplWin32_UpdateKeyModifiers();
  715. // Obtain virtual key code and convert to ImGuiKey
  716. const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
  717. const int vk = (int)wParam;
  718. const int scancode = (int)LOBYTE(HIWORD(lParam));
  719. // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
  720. if (key == ImGuiKey_PrintScreen && !is_key_down)
  721. ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
  722. // Submit key event
  723. if (key != ImGuiKey_None)
  724. ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
  725. // Submit individual left/right modifier events
  726. if (vk == VK_SHIFT)
  727. {
  728. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  729. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  730. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  731. }
  732. else if (vk == VK_CONTROL)
  733. {
  734. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  735. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  736. }
  737. else if (vk == VK_MENU)
  738. {
  739. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  740. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  741. }
  742. }
  743. return 0;
  744. }
  745. case WM_SETFOCUS:
  746. case WM_KILLFOCUS:
  747. io.AddFocusEvent(msg == WM_SETFOCUS);
  748. return 0;
  749. case WM_INPUTLANGCHANGE:
  750. ImGui_ImplWin32_UpdateKeyboardCodePage();
  751. return 0;
  752. case WM_CHAR:
  753. if (::IsWindowUnicode(hwnd))
  754. {
  755. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  756. if (wParam > 0 && wParam < 0x10000)
  757. io.AddInputCharacterUTF16((unsigned short)wParam);
  758. }
  759. else
  760. {
  761. wchar_t wch = 0;
  762. ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
  763. io.AddInputCharacter(wch);
  764. }
  765. return 0;
  766. case WM_SETCURSOR:
  767. // This is required to restore cursor when transitioning from e.g resize borders to client area.
  768. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  769. return 1;
  770. return 0;
  771. case WM_DEVICECHANGE:
  772. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  773. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  774. bd->WantUpdateHasGamepad = true;
  775. #endif
  776. return 0;
  777. case WM_DISPLAYCHANGE:
  778. bd->WantUpdateMonitors = true;
  779. return 0;
  780. }
  781. return 0;
  782. }
  783. //--------------------------------------------------------------------------------------------------------
  784. // DPI-related helpers (optional)
  785. //--------------------------------------------------------------------------------------------------------
  786. // - Use to enable DPI awareness without having to create an application manifest.
  787. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  788. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  789. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  790. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  791. //---------------------------------------------------------------------------------------------------------
  792. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  793. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  794. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  795. //---------------------------------------------------------------------------------------------------------
  796. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  797. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  798. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  799. {
  800. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  801. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
  802. if (RtlVerifyVersionInfoFn == nullptr)
  803. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  804. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  805. if (RtlVerifyVersionInfoFn == nullptr)
  806. return FALSE;
  807. RTL_OSVERSIONINFOEXW versionInfo = { };
  808. ULONGLONG conditionMask = 0;
  809. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  810. versionInfo.dwMajorVersion = major;
  811. versionInfo.dwMinorVersion = minor;
  812. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  813. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  814. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  815. }
  816. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  817. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  818. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  819. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  820. #ifndef DPI_ENUMS_DECLARED
  821. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  822. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  823. #endif
  824. #ifndef _DPI_AWARENESS_CONTEXTS_
  825. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  826. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  827. #endif
  828. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  829. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  830. #endif
  831. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  832. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  833. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  834. // Helper function to enable DPI awareness without setting up a manifest
  835. void ImGui_ImplWin32_EnableDpiAwareness()
  836. {
  837. // Make sure monitors will be updated with latest correct scaling
  838. if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
  839. bd->WantUpdateMonitors = true;
  840. if (_IsWindows10OrGreater())
  841. {
  842. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  843. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  844. {
  845. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  846. return;
  847. }
  848. }
  849. if (_IsWindows8Point1OrGreater())
  850. {
  851. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  852. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  853. {
  854. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  855. return;
  856. }
  857. }
  858. #if _WIN32_WINNT >= 0x0600
  859. ::SetProcessDPIAware();
  860. #endif
  861. }
  862. #if defined(_MSC_VER) && !defined(NOGDI)
  863. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  864. #endif
  865. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  866. {
  867. UINT xdpi = 96, ydpi = 96;
  868. if (_IsWindows8Point1OrGreater())
  869. {
  870. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  871. static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
  872. if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
  873. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  874. if (GetDpiForMonitorFn != nullptr)
  875. {
  876. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  877. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  878. return xdpi / 96.0f;
  879. }
  880. }
  881. #ifndef NOGDI
  882. const HDC dc = ::GetDC(nullptr);
  883. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  884. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  885. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  886. ::ReleaseDC(nullptr, dc);
  887. #endif
  888. return xdpi / 96.0f;
  889. }
  890. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  891. {
  892. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  893. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  894. }
  895. //---------------------------------------------------------------------------------------------------------
  896. // Transparency related helpers (optional)
  897. //--------------------------------------------------------------------------------------------------------
  898. #if defined(_MSC_VER)
  899. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  900. #endif
  901. // [experimental]
  902. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  903. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  904. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  905. {
  906. if (!_IsWindowsVistaOrGreater())
  907. return;
  908. BOOL composition;
  909. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  910. return;
  911. BOOL opaque;
  912. DWORD color;
  913. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  914. {
  915. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  916. DWM_BLURBEHIND bb = {};
  917. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  918. bb.hRgnBlur = region;
  919. bb.fEnable = TRUE;
  920. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  921. ::DeleteObject(region);
  922. }
  923. else
  924. {
  925. DWM_BLURBEHIND bb = {};
  926. bb.dwFlags = DWM_BB_ENABLE;
  927. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  928. }
  929. }
  930. //---------------------------------------------------------------------------------------------------------
  931. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  932. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  933. // 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..
  934. //--------------------------------------------------------------------------------------------------------
  935. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  936. struct ImGui_ImplWin32_ViewportData
  937. {
  938. HWND Hwnd;
  939. HWND HwndParent;
  940. bool HwndOwned;
  941. DWORD DwStyle;
  942. DWORD DwExStyle;
  943. ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
  944. ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
  945. };
  946. static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
  947. {
  948. if (flags & ImGuiViewportFlags_NoDecoration)
  949. *out_style = WS_POPUP;
  950. else
  951. *out_style = WS_OVERLAPPEDWINDOW;
  952. if (flags & ImGuiViewportFlags_NoTaskBarIcon)
  953. *out_ex_style = WS_EX_TOOLWINDOW;
  954. else
  955. *out_ex_style = WS_EX_APPWINDOW;
  956. if (flags & ImGuiViewportFlags_TopMost)
  957. *out_ex_style |= WS_EX_TOPMOST;
  958. }
  959. static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
  960. {
  961. if (viewport_id != 0)
  962. if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
  963. return (HWND)viewport->PlatformHandle;
  964. return nullptr;
  965. }
  966. static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
  967. {
  968. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  969. viewport->PlatformUserData = vd;
  970. // Select style and parent window
  971. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
  972. vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
  973. // Create window
  974. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  975. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  976. vd->Hwnd = ::CreateWindowExW(
  977. vd->DwExStyle, L"ImGui Platform", L"Untitled", vd->DwStyle, // Style, class name, window name
  978. rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
  979. vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
  980. vd->HwndOwned = true;
  981. viewport->PlatformRequestResize = false;
  982. viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
  983. // Secondary viewports store their imgui context
  984. ::SetPropA(vd->Hwnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
  985. }
  986. static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
  987. {
  988. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  989. if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
  990. {
  991. if (::GetCapture() == vd->Hwnd)
  992. {
  993. // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
  994. ::ReleaseCapture();
  995. ::SetCapture(bd->hWnd);
  996. }
  997. if (vd->Hwnd && vd->HwndOwned)
  998. ::DestroyWindow(vd->Hwnd);
  999. vd->Hwnd = nullptr;
  1000. IM_DELETE(vd);
  1001. }
  1002. viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
  1003. }
  1004. static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
  1005. {
  1006. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1007. IM_ASSERT(vd->Hwnd != 0);
  1008. // ShowParent() also brings parent to front, which is not always desirable,
  1009. // so we temporarily disable parenting. (#7354)
  1010. if (vd->HwndParent != NULL)
  1011. ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)nullptr);
  1012. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  1013. ::ShowWindow(vd->Hwnd, SW_SHOWNA);
  1014. else
  1015. ::ShowWindow(vd->Hwnd, SW_SHOW);
  1016. // Restore
  1017. if (vd->HwndParent != NULL)
  1018. ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
  1019. }
  1020. static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
  1021. {
  1022. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1023. IM_ASSERT(vd->Hwnd != 0);
  1024. // Update Win32 parent if it changed _after_ creation
  1025. // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
  1026. HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
  1027. if (new_parent != vd->HwndParent)
  1028. {
  1029. // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
  1030. // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner".
  1031. // 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.
  1032. // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping.
  1033. // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented.
  1034. // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613
  1035. vd->HwndParent = new_parent;
  1036. ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
  1037. }
  1038. // (Optional) Update Win32 style if it changed _after_ creation.
  1039. // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
  1040. DWORD new_style;
  1041. DWORD new_ex_style;
  1042. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
  1043. // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
  1044. if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
  1045. {
  1046. // (Optional) Update TopMost state if it changed _after_ creation
  1047. bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
  1048. HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
  1049. UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
  1050. // Apply flags and position (since it is affected by flags)
  1051. vd->DwStyle = new_style;
  1052. vd->DwExStyle = new_ex_style;
  1053. ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
  1054. ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
  1055. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  1056. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  1057. ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
  1058. ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
  1059. viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
  1060. }
  1061. }
  1062. static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
  1063. {
  1064. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1065. IM_ASSERT(vd->Hwnd != 0);
  1066. POINT pos = { 0, 0 };
  1067. ::ClientToScreen(vd->Hwnd, &pos);
  1068. return ImVec2((float)pos.x, (float)pos.y);
  1069. }
  1070. static void ImGui_ImplWin32_UpdateWin32StyleFromWindow(ImGuiViewport* viewport)
  1071. {
  1072. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1073. vd->DwStyle = ::GetWindowLongW(vd->Hwnd, GWL_STYLE);
  1074. vd->DwExStyle = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE);
  1075. }
  1076. static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  1077. {
  1078. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1079. IM_ASSERT(vd->Hwnd != 0);
  1080. RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
  1081. if (viewport->Flags & ImGuiViewportFlags_OwnedByApp)
  1082. ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using
  1083. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  1084. ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
  1085. }
  1086. static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
  1087. {
  1088. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1089. IM_ASSERT(vd->Hwnd != 0);
  1090. RECT rect;
  1091. ::GetClientRect(vd->Hwnd, &rect);
  1092. return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
  1093. }
  1094. static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  1095. {
  1096. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1097. IM_ASSERT(vd->Hwnd != 0);
  1098. RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
  1099. if (viewport->Flags & ImGuiViewportFlags_OwnedByApp)
  1100. ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using
  1101. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  1102. ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
  1103. }
  1104. static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
  1105. {
  1106. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1107. IM_ASSERT(vd->Hwnd != 0);
  1108. ::BringWindowToTop(vd->Hwnd);
  1109. ::SetForegroundWindow(vd->Hwnd);
  1110. ::SetFocus(vd->Hwnd);
  1111. }
  1112. static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
  1113. {
  1114. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1115. IM_ASSERT(vd->Hwnd != 0);
  1116. return ::GetForegroundWindow() == vd->Hwnd;
  1117. }
  1118. static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
  1119. {
  1120. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1121. IM_ASSERT(vd->Hwnd != 0);
  1122. return ::IsIconic(vd->Hwnd) != 0;
  1123. }
  1124. static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  1125. {
  1126. // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
  1127. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1128. IM_ASSERT(vd->Hwnd != 0);
  1129. int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
  1130. ImVector<wchar_t> title_w;
  1131. title_w.resize(n);
  1132. ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
  1133. ::SetWindowTextW(vd->Hwnd, title_w.Data);
  1134. }
  1135. static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  1136. {
  1137. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1138. IM_ASSERT(vd->Hwnd != 0);
  1139. IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
  1140. if (alpha < 1.0f)
  1141. {
  1142. DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
  1143. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style);
  1144. ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
  1145. }
  1146. else
  1147. {
  1148. DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
  1149. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style);
  1150. }
  1151. }
  1152. static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
  1153. {
  1154. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1155. IM_ASSERT(vd->Hwnd != 0);
  1156. return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
  1157. }
  1158. // FIXME-DPI: Testing DPI related ideas
  1159. static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
  1160. {
  1161. (void)viewport;
  1162. #if 0
  1163. ImGuiStyle default_style;
  1164. //default_style.WindowPadding = ImVec2(0, 0);
  1165. //default_style.WindowBorderSize = 0.0f;
  1166. //default_style.ItemSpacing.y = 3.0f;
  1167. //default_style.FramePadding = ImVec2(0, 0);
  1168. default_style.ScaleAllSizes(viewport->DpiScale);
  1169. ImGuiStyle& style = ImGui::GetStyle();
  1170. style = default_style;
  1171. #endif
  1172. }
  1173. static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  1174. {
  1175. // Allow secondary viewport WndProc to be called regardless of current context
  1176. ImGuiContext* hwnd_ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT");
  1177. ImGuiContext* prev_ctx = ImGui::GetCurrentContext();
  1178. if (hwnd_ctx != prev_ctx && hwnd_ctx != NULL)
  1179. ImGui::SetCurrentContext(hwnd_ctx);
  1180. LRESULT result = 0;
  1181. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  1182. result = true;
  1183. else if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
  1184. {
  1185. switch (msg)
  1186. {
  1187. case WM_CLOSE:
  1188. viewport->PlatformRequestClose = true;
  1189. break;
  1190. case WM_MOVE:
  1191. viewport->PlatformRequestMove = true;
  1192. break;
  1193. case WM_SIZE:
  1194. viewport->PlatformRequestResize = true;
  1195. break;
  1196. case WM_MOUSEACTIVATE:
  1197. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
  1198. result = MA_NOACTIVATE;
  1199. break;
  1200. case WM_NCHITTEST:
  1201. // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
  1202. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  1203. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  1204. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  1205. if (viewport->Flags & ImGuiViewportFlags_NoInputs)
  1206. result = HTTRANSPARENT;
  1207. break;
  1208. }
  1209. }
  1210. if (result == 0)
  1211. result = DefWindowProc(hWnd, msg, wParam, lParam);
  1212. if (hwnd_ctx != prev_ctx && hwnd_ctx != NULL)
  1213. ImGui::SetCurrentContext(prev_ctx);
  1214. return result;
  1215. }
  1216. static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc)
  1217. {
  1218. WNDCLASSEXW wcex;
  1219. wcex.cbSize = sizeof(WNDCLASSEXW);
  1220. wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
  1221. wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
  1222. wcex.cbClsExtra = 0;
  1223. wcex.cbWndExtra = 0;
  1224. wcex.hInstance = ::GetModuleHandle(nullptr);
  1225. wcex.hIcon = nullptr;
  1226. wcex.hCursor = nullptr;
  1227. wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
  1228. wcex.lpszMenuName = nullptr;
  1229. wcex.lpszClassName = L"ImGui Platform";
  1230. wcex.hIconSm = nullptr;
  1231. ::RegisterClassExW(&wcex);
  1232. ImGui_ImplWin32_UpdateMonitors();
  1233. // Register platform interface (will be coupled with a renderer interface)
  1234. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1235. platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
  1236. platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
  1237. platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
  1238. platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
  1239. platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
  1240. platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
  1241. platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
  1242. platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
  1243. platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
  1244. platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
  1245. platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
  1246. platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
  1247. platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
  1248. platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
  1249. platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
  1250. // Register main window handle (which is owned by the main application, not by us)
  1251. // 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.
  1252. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  1253. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  1254. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  1255. vd->Hwnd = bd->hWnd;
  1256. vd->HwndOwned = false;
  1257. main_viewport->PlatformUserData = vd;
  1258. }
  1259. static void ImGui_ImplWin32_ShutdownMultiViewportSupport()
  1260. {
  1261. ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr));
  1262. ImGui::DestroyPlatformWindows();
  1263. }
  1264. //---------------------------------------------------------------------------------------------------------
  1265. #if defined(__GNUC__)
  1266. #pragma GCC diagnostic pop
  1267. #endif
  1268. #if defined(__clang__)
  1269. #pragma clang diagnostic pop
  1270. #endif
  1271. #endif // #ifndef IMGUI_DISABLE