imgui_impl_dx9.cpp 17 KB

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  1. // ImGui Win32 + DirectX9 binding
  2. // Implemented features:
  3. // [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  4. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  5. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  6. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  7. // https://github.com/ocornut/imgui
  8. // CHANGELOG
  9. // (minor and older changes stripped away, please see git history for details)
  10. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  11. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  12. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  13. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  14. #include "imgui.h"
  15. #include "imgui_impl_dx9.h"
  16. // DirectX
  17. #include <d3d9.h>
  18. #define DIRECTINPUT_VERSION 0x0800
  19. #include <dinput.h>
  20. // Win32 data
  21. static HWND g_hWnd = 0;
  22. static INT64 g_Time = 0;
  23. static INT64 g_TicksPerSecond = 0;
  24. static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  25. // DirectX data
  26. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  27. static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
  28. static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
  29. static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
  30. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  31. struct CUSTOMVERTEX
  32. {
  33. float pos[3];
  34. D3DCOLOR col;
  35. float uv[2];
  36. };
  37. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  38. // Render function.
  39. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  40. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  41. {
  42. // Avoid rendering when minimized
  43. ImGuiIO& io = ImGui::GetIO();
  44. if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f)
  45. return;
  46. // Create and grow buffers if needed
  47. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  48. {
  49. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  50. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  51. if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  52. return;
  53. }
  54. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  55. {
  56. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  57. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  58. if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
  59. return;
  60. }
  61. // Backup the DX9 state
  62. IDirect3DStateBlock9* d3d9_state_block = NULL;
  63. if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
  64. return;
  65. // Copy and convert all vertices into a single contiguous buffer
  66. CUSTOMVERTEX* vtx_dst;
  67. ImDrawIdx* idx_dst;
  68. if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  69. return;
  70. if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  71. return;
  72. for (int n = 0; n < draw_data->CmdListsCount; n++)
  73. {
  74. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  75. const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
  76. for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
  77. {
  78. vtx_dst->pos[0] = vtx_src->pos.x;
  79. vtx_dst->pos[1] = vtx_src->pos.y;
  80. vtx_dst->pos[2] = 0.0f;
  81. vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  82. vtx_dst->uv[0] = vtx_src->uv.x;
  83. vtx_dst->uv[1] = vtx_src->uv.y;
  84. vtx_dst++;
  85. vtx_src++;
  86. }
  87. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  88. idx_dst += cmd_list->IdxBuffer.Size;
  89. }
  90. g_pVB->Unlock();
  91. g_pIB->Unlock();
  92. g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
  93. g_pd3dDevice->SetIndices(g_pIB);
  94. g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  95. // Setup viewport
  96. D3DVIEWPORT9 vp;
  97. vp.X = vp.Y = 0;
  98. vp.Width = (DWORD)io.DisplaySize.x;
  99. vp.Height = (DWORD)io.DisplaySize.y;
  100. vp.MinZ = 0.0f;
  101. vp.MaxZ = 1.0f;
  102. g_pd3dDevice->SetViewport(&vp);
  103. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
  104. g_pd3dDevice->SetPixelShader(NULL);
  105. g_pd3dDevice->SetVertexShader(NULL);
  106. g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  107. g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
  108. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  109. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
  110. g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
  111. g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  112. g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  113. g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  114. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
  115. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  116. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  117. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  118. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  119. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  120. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  121. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  122. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  123. // Setup orthographic projection matrix
  124. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  125. {
  126. const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f;
  127. D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } };
  128. D3DMATRIX mat_projection =
  129. {
  130. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  131. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  132. 0.0f, 0.0f, 0.5f, 0.0f,
  133. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
  134. };
  135. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
  136. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
  137. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
  138. }
  139. // Render command lists
  140. int vtx_offset = 0;
  141. int idx_offset = 0;
  142. for (int n = 0; n < draw_data->CmdListsCount; n++)
  143. {
  144. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  145. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  146. {
  147. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  148. if (pcmd->UserCallback)
  149. {
  150. pcmd->UserCallback(cmd_list, pcmd);
  151. }
  152. else
  153. {
  154. const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
  155. g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
  156. g_pd3dDevice->SetScissorRect(&r);
  157. g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
  158. }
  159. idx_offset += pcmd->ElemCount;
  160. }
  161. vtx_offset += cmd_list->VtxBuffer.Size;
  162. }
  163. // Restore the DX9 state
  164. d3d9_state_block->Apply();
  165. d3d9_state_block->Release();
  166. }
  167. static void ImGui_ImplWin32_UpdateMouseCursor()
  168. {
  169. ImGuiIO& io = ImGui::GetIO();
  170. ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  171. if (imgui_cursor == ImGuiMouseCursor_None)
  172. {
  173. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  174. ::SetCursor(NULL);
  175. }
  176. else
  177. {
  178. // Hardware cursor type
  179. LPTSTR win32_cursor = IDC_ARROW;
  180. switch (imgui_cursor)
  181. {
  182. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  183. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  184. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  185. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  186. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  187. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  188. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  189. }
  190. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  191. }
  192. }
  193. // Process Win32 mouse/keyboard inputs.
  194. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  195. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  196. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  197. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  198. // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
  199. // 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.
  200. IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  201. {
  202. if (ImGui::GetCurrentContext() == NULL)
  203. return 0;
  204. ImGuiIO& io = ImGui::GetIO();
  205. switch (msg)
  206. {
  207. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  208. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  209. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  210. {
  211. int button = 0;
  212. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
  213. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
  214. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
  215. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  216. ::SetCapture(hwnd);
  217. io.MouseDown[button] = true;
  218. return 0;
  219. }
  220. case WM_LBUTTONUP:
  221. case WM_RBUTTONUP:
  222. case WM_MBUTTONUP:
  223. {
  224. int button = 0;
  225. if (msg == WM_LBUTTONUP) button = 0;
  226. if (msg == WM_RBUTTONUP) button = 1;
  227. if (msg == WM_MBUTTONUP) button = 2;
  228. io.MouseDown[button] = false;
  229. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  230. ::ReleaseCapture();
  231. return 0;
  232. }
  233. case WM_MOUSEWHEEL:
  234. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  235. return 0;
  236. case WM_MOUSEHWHEEL:
  237. io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  238. return 0;
  239. case WM_MOUSEMOVE:
  240. io.MousePos.x = (signed short)(lParam);
  241. io.MousePos.y = (signed short)(lParam >> 16);
  242. return 0;
  243. case WM_KEYDOWN:
  244. case WM_SYSKEYDOWN:
  245. if (wParam < 256)
  246. io.KeysDown[wParam] = 1;
  247. return 0;
  248. case WM_KEYUP:
  249. case WM_SYSKEYUP:
  250. if (wParam < 256)
  251. io.KeysDown[wParam] = 0;
  252. return 0;
  253. case WM_CHAR:
  254. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  255. if (wParam > 0 && wParam < 0x10000)
  256. io.AddInputCharacter((unsigned short)wParam);
  257. return 0;
  258. case WM_SETCURSOR:
  259. if (LOWORD(lParam) == HTCLIENT)
  260. {
  261. ImGui_ImplWin32_UpdateMouseCursor();
  262. return 1;
  263. }
  264. return 0;
  265. }
  266. return 0;
  267. }
  268. bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
  269. {
  270. g_hWnd = (HWND)hwnd;
  271. g_pd3dDevice = device;
  272. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
  273. return false;
  274. if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
  275. return false;
  276. ImGuiIO& io = ImGui::GetIO();
  277. io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
  278. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  279. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  280. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  281. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  282. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  283. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  284. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  285. io.KeyMap[ImGuiKey_End] = VK_END;
  286. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  287. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  288. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  289. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  290. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  291. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  292. io.KeyMap[ImGuiKey_A] = 'A';
  293. io.KeyMap[ImGuiKey_C] = 'C';
  294. io.KeyMap[ImGuiKey_V] = 'V';
  295. io.KeyMap[ImGuiKey_X] = 'X';
  296. io.KeyMap[ImGuiKey_Y] = 'Y';
  297. io.KeyMap[ImGuiKey_Z] = 'Z';
  298. io.ImeWindowHandle = g_hWnd;
  299. return true;
  300. }
  301. void ImGui_ImplDX9_Shutdown()
  302. {
  303. ImGui_ImplDX9_InvalidateDeviceObjects();
  304. g_pd3dDevice = NULL;
  305. g_hWnd = 0;
  306. }
  307. static bool ImGui_ImplDX9_CreateFontsTexture()
  308. {
  309. // Build texture atlas
  310. ImGuiIO& io = ImGui::GetIO();
  311. unsigned char* pixels;
  312. int width, height, bytes_per_pixel;
  313. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  314. // Upload texture to graphics system
  315. g_FontTexture = NULL;
  316. if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
  317. return false;
  318. D3DLOCKED_RECT tex_locked_rect;
  319. if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
  320. return false;
  321. for (int y = 0; y < height; y++)
  322. memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
  323. g_FontTexture->UnlockRect(0);
  324. // Store our identifier
  325. io.Fonts->TexID = (void *)g_FontTexture;
  326. return true;
  327. }
  328. bool ImGui_ImplDX9_CreateDeviceObjects()
  329. {
  330. if (!g_pd3dDevice)
  331. return false;
  332. if (!ImGui_ImplDX9_CreateFontsTexture())
  333. return false;
  334. return true;
  335. }
  336. void ImGui_ImplDX9_InvalidateDeviceObjects()
  337. {
  338. if (!g_pd3dDevice)
  339. return;
  340. if (g_pVB)
  341. {
  342. g_pVB->Release();
  343. g_pVB = NULL;
  344. }
  345. if (g_pIB)
  346. {
  347. g_pIB->Release();
  348. g_pIB = NULL;
  349. }
  350. // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
  351. ImGuiIO& io = ImGui::GetIO();
  352. IM_ASSERT(g_FontTexture == io.Fonts->TexID);
  353. if (g_FontTexture)
  354. g_FontTexture->Release();
  355. g_FontTexture = NULL;
  356. io.Fonts->TexID = NULL;
  357. }
  358. void ImGui_ImplDX9_NewFrame()
  359. {
  360. if (!g_FontTexture)
  361. ImGui_ImplDX9_CreateDeviceObjects();
  362. ImGuiIO& io = ImGui::GetIO();
  363. // Setup display size (every frame to accommodate for window resizing)
  364. RECT rect;
  365. GetClientRect(g_hWnd, &rect);
  366. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  367. // Setup time step
  368. INT64 current_time;
  369. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  370. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  371. g_Time = current_time;
  372. // Read keyboard modifiers inputs
  373. io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
  374. io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  375. io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
  376. io.KeySuper = false;
  377. // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
  378. // io.MousePos : filled by WM_MOUSEMOVE events
  379. // io.MouseDown : filled by WM_*BUTTON* events
  380. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  381. // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
  382. if (io.WantMoveMouse)
  383. {
  384. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  385. ClientToScreen(g_hWnd, &pos);
  386. SetCursorPos(pos.x, pos.y);
  387. }
  388. // Update OS mouse cursor with the cursor requested by imgui
  389. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  390. if (g_LastMouseCursor != mouse_cursor)
  391. {
  392. g_LastMouseCursor = mouse_cursor;
  393. ImGui_ImplWin32_UpdateMouseCursor();
  394. }
  395. // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
  396. ImGui::NewFrame();
  397. }