imgui_impl_win32.cpp 27 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 use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  10. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  11. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  12. #include "imgui.h"
  13. #include "imgui_impl_win32.h"
  14. #ifndef WIN32_LEAN_AND_MEAN
  15. #define WIN32_LEAN_AND_MEAN
  16. #endif
  17. #include <windows.h>
  18. #include <tchar.h>
  19. #include <dwmapi.h>
  20. // Configuration flags to add in your imconfig.h file:
  21. //#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.
  22. // Using XInput for gamepad (will load DLL dynamically)
  23. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  24. #include <xinput.h>
  25. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  26. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  27. #endif
  28. // CHANGELOG
  29. // (minor and older changes stripped away, please see git history for details)
  30. // 2021-06-08: Fix 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).
  31. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  32. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  33. // 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.
  34. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  35. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  36. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  37. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  38. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  39. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  40. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  41. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  42. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  43. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  44. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  45. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  46. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  47. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  48. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  49. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  50. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  51. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  52. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  53. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  54. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  55. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  56. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  57. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  58. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  59. // Win32 Data
  60. static HWND g_hWnd = NULL;
  61. static INT64 g_Time = 0;
  62. static INT64 g_TicksPerSecond = 0;
  63. static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  64. static bool g_HasGamepad = false;
  65. static bool g_WantUpdateHasGamepad = true;
  66. // XInput DLL and functions
  67. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  68. static HMODULE g_XInputDLL = NULL;
  69. static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL;
  70. static PFN_XInputGetState g_XInputGetState = NULL;
  71. #endif
  72. // Functions
  73. bool ImGui_ImplWin32_Init(void* hwnd)
  74. {
  75. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
  76. return false;
  77. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
  78. return false;
  79. // Setup backend capabilities flags
  80. g_hWnd = (HWND)hwnd;
  81. ImGuiIO& io = ImGui::GetIO();
  82. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  83. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  84. io.BackendPlatformName = "imgui_impl_win32";
  85. io.ImeWindowHandle = hwnd;
  86. // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
  87. io.KeyMap[ImGuiKey_Tab] = VK_TAB;
  88. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  89. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  90. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  91. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  92. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  93. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  94. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  95. io.KeyMap[ImGuiKey_End] = VK_END;
  96. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  97. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  98. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  99. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  100. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  101. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  102. io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
  103. io.KeyMap[ImGuiKey_A] = 'A';
  104. io.KeyMap[ImGuiKey_C] = 'C';
  105. io.KeyMap[ImGuiKey_V] = 'V';
  106. io.KeyMap[ImGuiKey_X] = 'X';
  107. io.KeyMap[ImGuiKey_Y] = 'Y';
  108. io.KeyMap[ImGuiKey_Z] = 'Z';
  109. // Dynamically load XInput library
  110. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  111. const char* xinput_dll_names[] =
  112. {
  113. "xinput1_4.dll", // Windows 8+
  114. "xinput1_3.dll", // DirectX SDK
  115. "xinput9_1_0.dll", // Windows Vista, Windows 7
  116. "xinput1_2.dll", // DirectX SDK
  117. "xinput1_1.dll" // DirectX SDK
  118. };
  119. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  120. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  121. {
  122. g_XInputDLL = dll;
  123. g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  124. g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  125. break;
  126. }
  127. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  128. return true;
  129. }
  130. void ImGui_ImplWin32_Shutdown()
  131. {
  132. // Unload XInput library
  133. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  134. if (g_XInputDLL)
  135. ::FreeLibrary(g_XInputDLL);
  136. g_XInputDLL = NULL;
  137. g_XInputGetCapabilities = NULL;
  138. g_XInputGetState = NULL;
  139. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  140. g_hWnd = NULL;
  141. g_Time = 0;
  142. g_TicksPerSecond = 0;
  143. g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  144. g_HasGamepad = false;
  145. g_WantUpdateHasGamepad = true;
  146. }
  147. static bool ImGui_ImplWin32_UpdateMouseCursor()
  148. {
  149. ImGuiIO& io = ImGui::GetIO();
  150. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  151. return false;
  152. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  153. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  154. {
  155. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  156. ::SetCursor(NULL);
  157. }
  158. else
  159. {
  160. // Show OS mouse cursor
  161. LPTSTR win32_cursor = IDC_ARROW;
  162. switch (imgui_cursor)
  163. {
  164. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  165. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  166. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  167. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  168. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  169. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  170. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  171. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  172. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  173. }
  174. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  175. }
  176. return true;
  177. }
  178. static void ImGui_ImplWin32_UpdateMousePos()
  179. {
  180. ImGuiIO& io = ImGui::GetIO();
  181. IM_ASSERT(g_hWnd != 0);
  182. // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  183. if (io.WantSetMousePos)
  184. {
  185. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  186. if (::ClientToScreen(g_hWnd, &pos))
  187. ::SetCursorPos(pos.x, pos.y);
  188. }
  189. // Set mouse position
  190. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  191. POINT pos;
  192. if (HWND active_window = ::GetForegroundWindow())
  193. if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
  194. if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
  195. io.MousePos = ImVec2((float)pos.x, (float)pos.y);
  196. }
  197. // Gamepad navigation mapping
  198. static void ImGui_ImplWin32_UpdateGamepads()
  199. {
  200. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  201. ImGuiIO& io = ImGui::GetIO();
  202. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  203. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  204. return;
  205. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  206. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  207. if (g_WantUpdateHasGamepad)
  208. {
  209. XINPUT_CAPABILITIES caps;
  210. g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  211. g_WantUpdateHasGamepad = false;
  212. }
  213. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  214. XINPUT_STATE xinput_state;
  215. if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
  216. {
  217. const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  218. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  219. #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
  220. #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; }
  221. MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
  222. MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
  223. MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
  224. MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
  225. MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
  226. MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
  227. MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
  228. MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
  229. MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  230. MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  231. MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  232. MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  233. MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  234. MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  235. MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  236. MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
  237. #undef MAP_BUTTON
  238. #undef MAP_ANALOG
  239. }
  240. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  241. }
  242. void ImGui_ImplWin32_NewFrame()
  243. {
  244. ImGuiIO& io = ImGui::GetIO();
  245. 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().");
  246. // Setup display size (every frame to accommodate for window resizing)
  247. RECT rect = { 0, 0, 0, 0 };
  248. ::GetClientRect(g_hWnd, &rect);
  249. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  250. // Setup time step
  251. INT64 current_time = 0;
  252. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  253. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  254. g_Time = current_time;
  255. // Read keyboard modifiers inputs
  256. io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
  257. io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
  258. io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
  259. io.KeySuper = false;
  260. // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
  261. // Update OS mouse position
  262. ImGui_ImplWin32_UpdateMousePos();
  263. // Update OS mouse cursor with the cursor requested by imgui
  264. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  265. if (g_LastMouseCursor != mouse_cursor)
  266. {
  267. g_LastMouseCursor = mouse_cursor;
  268. ImGui_ImplWin32_UpdateMouseCursor();
  269. }
  270. // Update game controllers (if enabled and available)
  271. ImGui_ImplWin32_UpdateGamepads();
  272. }
  273. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  274. #ifndef WM_MOUSEHWHEEL
  275. #define WM_MOUSEHWHEEL 0x020E
  276. #endif
  277. #ifndef DBT_DEVNODES_CHANGED
  278. #define DBT_DEVNODES_CHANGED 0x0007
  279. #endif
  280. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  281. // Call from your application's message handler.
  282. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  283. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  284. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  285. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  286. // 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.
  287. // 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.
  288. #if 0
  289. // Copy this line into your .cpp file to forward declare the function.
  290. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  291. #endif
  292. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  293. {
  294. if (ImGui::GetCurrentContext() == NULL)
  295. return 0;
  296. ImGuiIO& io = ImGui::GetIO();
  297. switch (msg)
  298. {
  299. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  300. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  301. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  302. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  303. {
  304. int button = 0;
  305. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  306. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  307. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  308. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  309. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  310. ::SetCapture(hwnd);
  311. io.MouseDown[button] = true;
  312. return 0;
  313. }
  314. case WM_LBUTTONUP:
  315. case WM_RBUTTONUP:
  316. case WM_MBUTTONUP:
  317. case WM_XBUTTONUP:
  318. {
  319. int button = 0;
  320. if (msg == WM_LBUTTONUP) { button = 0; }
  321. if (msg == WM_RBUTTONUP) { button = 1; }
  322. if (msg == WM_MBUTTONUP) { button = 2; }
  323. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  324. io.MouseDown[button] = false;
  325. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  326. ::ReleaseCapture();
  327. return 0;
  328. }
  329. case WM_MOUSEWHEEL:
  330. io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  331. return 0;
  332. case WM_MOUSEHWHEEL:
  333. io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  334. return 0;
  335. case WM_KEYDOWN:
  336. case WM_SYSKEYDOWN:
  337. if (wParam < 256)
  338. io.KeysDown[wParam] = 1;
  339. return 0;
  340. case WM_KEYUP:
  341. case WM_SYSKEYUP:
  342. if (wParam < 256)
  343. io.KeysDown[wParam] = 0;
  344. return 0;
  345. case WM_KILLFOCUS:
  346. memset(io.KeysDown, 0, sizeof(io.KeysDown));
  347. return 0;
  348. case WM_CHAR:
  349. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  350. if (wParam > 0 && wParam < 0x10000)
  351. io.AddInputCharacterUTF16((unsigned short)wParam);
  352. return 0;
  353. case WM_SETCURSOR:
  354. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  355. return 1;
  356. return 0;
  357. case WM_DEVICECHANGE:
  358. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  359. g_WantUpdateHasGamepad = true;
  360. return 0;
  361. }
  362. return 0;
  363. }
  364. //--------------------------------------------------------------------------------------------------------
  365. // DPI-related helpers (optional)
  366. //--------------------------------------------------------------------------------------------------------
  367. // - Use to enable DPI awareness without having to create an application manifest.
  368. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  369. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  370. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  371. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  372. //---------------------------------------------------------------------------------------------------------
  373. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  374. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  375. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  376. //---------------------------------------------------------------------------------------------------------
  377. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  378. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  379. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  380. {
  381. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  382. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL;
  383. if (RtlVerifyVersionInfoFn == NULL)
  384. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  385. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  386. RTL_OSVERSIONINFOEXW versionInfo = { };
  387. ULONGLONG conditionMask = 0;
  388. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  389. versionInfo.dwMajorVersion = major;
  390. versionInfo.dwMinorVersion = minor;
  391. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  392. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  393. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  394. }
  395. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  396. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  397. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  398. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  399. #ifndef DPI_ENUMS_DECLARED
  400. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  401. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  402. #endif
  403. #ifndef _DPI_AWARENESS_CONTEXTS_
  404. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  405. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  406. #endif
  407. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  408. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  409. #endif
  410. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  411. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  412. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  413. // Helper function to enable DPI awareness without setting up a manifest
  414. void ImGui_ImplWin32_EnableDpiAwareness()
  415. {
  416. if (_IsWindows10OrGreater())
  417. {
  418. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  419. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  420. {
  421. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  422. return;
  423. }
  424. }
  425. if (_IsWindows8Point1OrGreater())
  426. {
  427. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  428. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  429. {
  430. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  431. return;
  432. }
  433. }
  434. #if _WIN32_WINNT >= 0x0600
  435. ::SetProcessDPIAware();
  436. #endif
  437. }
  438. #if defined(_MSC_VER) && !defined(NOGDI)
  439. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  440. #endif
  441. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  442. {
  443. UINT xdpi = 96, ydpi = 96;
  444. if (_IsWindows8Point1OrGreater())
  445. {
  446. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  447. static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL;
  448. if (GetDpiForMonitorFn == NULL && shcore_dll != NULL)
  449. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  450. if (GetDpiForMonitorFn != NULL)
  451. {
  452. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  453. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  454. return xdpi / 96.0f;
  455. }
  456. }
  457. #ifndef NOGDI
  458. const HDC dc = ::GetDC(NULL);
  459. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  460. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  461. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  462. ::ReleaseDC(NULL, dc);
  463. #endif
  464. return xdpi / 96.0f;
  465. }
  466. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  467. {
  468. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  469. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  470. }
  471. //---------------------------------------------------------------------------------------------------------
  472. // Transparency related helpers (optional)
  473. //--------------------------------------------------------------------------------------------------------
  474. #if defined(_MSC_VER)
  475. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  476. #endif
  477. // [experimental]
  478. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  479. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  480. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  481. {
  482. if (!_IsWindowsVistaOrGreater())
  483. return;
  484. BOOL composition;
  485. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  486. return;
  487. BOOL opaque;
  488. DWORD color;
  489. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  490. {
  491. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  492. DWM_BLURBEHIND bb = {};
  493. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  494. bb.hRgnBlur = region;
  495. bb.fEnable = TRUE;
  496. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  497. ::DeleteObject(region);
  498. }
  499. else
  500. {
  501. DWM_BLURBEHIND bb = {};
  502. bb.dwFlags = DWM_BB_ENABLE;
  503. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  504. }
  505. }
  506. //---------------------------------------------------------------------------------------------------------