imgui_impl_win32.cpp 22 KB

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  1. // dear imgui: Platform Backend 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. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  10. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  11. #include "imgui.h"
  12. #include "imgui_impl_win32.h"
  13. #ifndef WIN32_LEAN_AND_MEAN
  14. #define WIN32_LEAN_AND_MEAN
  15. #endif
  16. #include <windows.h>
  17. #include <tchar.h>
  18. // Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
  19. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  20. #include <XInput.h>
  21. #else
  22. #define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
  23. #endif
  24. #if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
  25. #pragma comment(lib, "xinput")
  26. //#pragma comment(lib, "Xinput9_1_0")
  27. #endif
  28. // CHANGELOG
  29. // (minor and older changes stripped away, please see git history for details)
  30. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  31. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  32. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  33. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  34. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  35. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  36. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  37. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  38. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  39. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  40. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  41. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  42. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  43. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  44. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  45. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  46. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  47. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  48. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  49. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  50. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  51. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  52. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  53. // Win32 Data
  54. static HWND g_hWnd = NULL;
  55. static INT64 g_Time = 0;
  56. static INT64 g_TicksPerSecond = 0;
  57. static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  58. static bool g_HasGamepad = false;
  59. static bool g_WantUpdateHasGamepad = true;
  60. // Functions
  61. bool ImGui_ImplWin32_Init(void* hwnd)
  62. {
  63. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
  64. return false;
  65. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
  66. return false;
  67. // Setup backend capabilities flags
  68. g_hWnd = (HWND)hwnd;
  69. ImGuiIO& io = ImGui::GetIO();
  70. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  71. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  72. io.BackendPlatformName = "imgui_impl_win32";
  73. io.ImeWindowHandle = hwnd;
  74. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
  75. io.KeyMap[ImGuiKey_Tab] = VK_TAB;
  76. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  77. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  78. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  79. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  80. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  81. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  82. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  83. io.KeyMap[ImGuiKey_End] = VK_END;
  84. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  85. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  86. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  87. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  88. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  89. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  90. io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
  91. io.KeyMap[ImGuiKey_A] = 'A';
  92. io.KeyMap[ImGuiKey_C] = 'C';
  93. io.KeyMap[ImGuiKey_V] = 'V';
  94. io.KeyMap[ImGuiKey_X] = 'X';
  95. io.KeyMap[ImGuiKey_Y] = 'Y';
  96. io.KeyMap[ImGuiKey_Z] = 'Z';
  97. return true;
  98. }
  99. void ImGui_ImplWin32_Shutdown()
  100. {
  101. g_hWnd = (HWND)0;
  102. }
  103. static bool ImGui_ImplWin32_UpdateMouseCursor()
  104. {
  105. ImGuiIO& io = ImGui::GetIO();
  106. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  107. return false;
  108. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  109. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  110. {
  111. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  112. ::SetCursor(NULL);
  113. }
  114. else
  115. {
  116. // Show OS mouse cursor
  117. LPTSTR win32_cursor = IDC_ARROW;
  118. switch (imgui_cursor)
  119. {
  120. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  121. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  122. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  123. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  124. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  125. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  126. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  127. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  128. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  129. }
  130. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  131. }
  132. return true;
  133. }
  134. static void ImGui_ImplWin32_UpdateMousePos()
  135. {
  136. ImGuiIO& io = ImGui::GetIO();
  137. // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  138. if (io.WantSetMousePos)
  139. {
  140. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  141. ::ClientToScreen(g_hWnd, &pos);
  142. ::SetCursorPos(pos.x, pos.y);
  143. }
  144. // Set mouse position
  145. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  146. POINT pos;
  147. if (HWND active_window = ::GetForegroundWindow())
  148. if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
  149. if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
  150. io.MousePos = ImVec2((float)pos.x, (float)pos.y);
  151. }
  152. // Gamepad navigation mapping
  153. static void ImGui_ImplWin32_UpdateGamepads()
  154. {
  155. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  156. ImGuiIO& io = ImGui::GetIO();
  157. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  158. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  159. return;
  160. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  161. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  162. if (g_WantUpdateHasGamepad)
  163. {
  164. XINPUT_CAPABILITIES caps;
  165. g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
  166. g_WantUpdateHasGamepad = false;
  167. }
  168. XINPUT_STATE xinput_state;
  169. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  170. if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
  171. {
  172. const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  173. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  174. #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
  175. #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; }
  176. MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
  177. MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
  178. MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
  179. MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
  180. MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
  181. MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
  182. MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
  183. MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
  184. MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  185. MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  186. MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  187. MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  188. MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  189. MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  190. MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  191. MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
  192. #undef MAP_BUTTON
  193. #undef MAP_ANALOG
  194. }
  195. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  196. }
  197. void ImGui_ImplWin32_NewFrame()
  198. {
  199. ImGuiIO& io = ImGui::GetIO();
  200. IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
  201. // Setup display size (every frame to accommodate for window resizing)
  202. RECT rect;
  203. ::GetClientRect(g_hWnd, &rect);
  204. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  205. // Setup time step
  206. INT64 current_time;
  207. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  208. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  209. g_Time = current_time;
  210. // Read keyboard modifiers inputs
  211. io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
  212. io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
  213. io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
  214. io.KeySuper = false;
  215. // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
  216. // Update OS mouse position
  217. ImGui_ImplWin32_UpdateMousePos();
  218. // Update OS mouse cursor with the cursor requested by imgui
  219. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  220. if (g_LastMouseCursor != mouse_cursor)
  221. {
  222. g_LastMouseCursor = mouse_cursor;
  223. ImGui_ImplWin32_UpdateMouseCursor();
  224. }
  225. // Update game controllers (if enabled and available)
  226. ImGui_ImplWin32_UpdateGamepads();
  227. }
  228. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  229. #ifndef WM_MOUSEHWHEEL
  230. #define WM_MOUSEHWHEEL 0x020E
  231. #endif
  232. #ifndef DBT_DEVNODES_CHANGED
  233. #define DBT_DEVNODES_CHANGED 0x0007
  234. #endif
  235. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  236. // Call from your application's message handler.
  237. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  238. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  239. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  240. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  241. // 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.
  242. // 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.
  243. #if 0
  244. // Copy this line into your .cpp file to forward declare the function.
  245. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  246. #endif
  247. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  248. {
  249. if (ImGui::GetCurrentContext() == NULL)
  250. return 0;
  251. ImGuiIO& io = ImGui::GetIO();
  252. switch (msg)
  253. {
  254. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  255. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  256. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  257. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  258. {
  259. int button = 0;
  260. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  261. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  262. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  263. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  264. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  265. ::SetCapture(hwnd);
  266. io.MouseDown[button] = true;
  267. return 0;
  268. }
  269. case WM_LBUTTONUP:
  270. case WM_RBUTTONUP:
  271. case WM_MBUTTONUP:
  272. case WM_XBUTTONUP:
  273. {
  274. int button = 0;
  275. if (msg == WM_LBUTTONUP) { button = 0; }
  276. if (msg == WM_RBUTTONUP) { button = 1; }
  277. if (msg == WM_MBUTTONUP) { button = 2; }
  278. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  279. io.MouseDown[button] = false;
  280. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  281. ::ReleaseCapture();
  282. return 0;
  283. }
  284. case WM_MOUSEWHEEL:
  285. io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  286. return 0;
  287. case WM_MOUSEHWHEEL:
  288. io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  289. return 0;
  290. case WM_KEYDOWN:
  291. case WM_SYSKEYDOWN:
  292. if (wParam < 256)
  293. io.KeysDown[wParam] = 1;
  294. return 0;
  295. case WM_KEYUP:
  296. case WM_SYSKEYUP:
  297. if (wParam < 256)
  298. io.KeysDown[wParam] = 0;
  299. return 0;
  300. case WM_CHAR:
  301. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  302. if (wParam > 0 && wParam < 0x10000)
  303. io.AddInputCharacterUTF16((unsigned short)wParam);
  304. return 0;
  305. case WM_SETCURSOR:
  306. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  307. return 1;
  308. return 0;
  309. case WM_DEVICECHANGE:
  310. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  311. g_WantUpdateHasGamepad = true;
  312. return 0;
  313. }
  314. return 0;
  315. }
  316. //--------------------------------------------------------------------------------------------------------
  317. // DPI-related helpers (optional)
  318. //--------------------------------------------------------------------------------------------------------
  319. // - Use to enable DPI awareness without having to create an application manifest.
  320. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  321. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  322. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  323. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  324. //---------------------------------------------------------------------------------------------------------
  325. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  326. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  327. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  328. //---------------------------------------------------------------------------------------------------------
  329. // Implement some of the functions and types normally declared in recent Windows SDK.
  330. #if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
  331. static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
  332. {
  333. OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
  334. DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
  335. ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
  336. cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
  337. cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
  338. return ::VerifyVersionInfoW(&osvi, mask, cond);
  339. }
  340. #define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE
  341. #endif
  342. #ifndef DPI_ENUMS_DECLARED
  343. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  344. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  345. #endif
  346. #ifndef _DPI_AWARENESS_CONTEXTS_
  347. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  348. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  349. #endif
  350. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  351. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  352. #endif
  353. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  354. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  355. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  356. // Helper function to enable DPI awareness without setting up a manifest
  357. void ImGui_ImplWin32_EnableDpiAwareness()
  358. {
  359. // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
  360. {
  361. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  362. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  363. {
  364. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  365. return;
  366. }
  367. }
  368. if (IsWindows8Point1OrGreater())
  369. {
  370. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  371. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  372. {
  373. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  374. return;
  375. }
  376. }
  377. #if _WIN32_WINNT >= 0x0600
  378. ::SetProcessDPIAware();
  379. #endif
  380. }
  381. #if defined(_MSC_VER) && !defined(NOGDI)
  382. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps()
  383. #endif
  384. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  385. {
  386. UINT xdpi = 96, ydpi = 96;
  387. static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
  388. if (bIsWindows8Point1OrGreater)
  389. {
  390. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  391. if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
  392. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  393. }
  394. #ifndef NOGDI
  395. else
  396. {
  397. const HDC dc = ::GetDC(NULL);
  398. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  399. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  400. ::ReleaseDC(NULL, dc);
  401. }
  402. #endif
  403. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  404. return xdpi / 96.0f;
  405. }
  406. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  407. {
  408. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  409. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  410. }
  411. //---------------------------------------------------------------------------------------------------------