imgui_impl_win32.cpp 15 KB

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  1. // dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
  2. // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
  3. // Implemented features:
  4. // [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
  5. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  6. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
  7. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  8. #include "imgui.h"
  9. #include "imgui_impl_win32.h"
  10. #ifndef WIN32_LEAN_AND_MEAN
  11. #define WIN32_LEAN_AND_MEAN
  12. #endif
  13. #include <windows.h>
  14. #include <XInput.h>
  15. #include <tchar.h>
  16. // CHANGELOG
  17. // (minor and older changes stripped away, please see git history for details)
  18. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  19. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  20. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  21. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  22. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  23. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  24. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  25. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  26. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  27. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  28. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  29. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  30. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  31. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  32. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  33. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  34. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  35. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  36. // Win32 Data
  37. static HWND g_hWnd = 0;
  38. static INT64 g_Time = 0;
  39. static INT64 g_TicksPerSecond = 0;
  40. static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  41. static bool g_HasGamepad = false;
  42. static bool g_WantUpdateHasGamepad = true;
  43. // Functions
  44. bool ImGui_ImplWin32_Init(void* hwnd)
  45. {
  46. if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
  47. return false;
  48. if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
  49. return false;
  50. // Setup back-end capabilities flags
  51. g_hWnd = (HWND)hwnd;
  52. ImGuiIO& io = ImGui::GetIO();
  53. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  54. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  55. io.BackendPlatformName = "imgui_impl_win32";
  56. io.ImeWindowHandle = hwnd;
  57. // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
  58. io.KeyMap[ImGuiKey_Tab] = VK_TAB;
  59. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  60. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  61. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  62. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  63. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  64. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  65. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  66. io.KeyMap[ImGuiKey_End] = VK_END;
  67. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  68. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  69. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  70. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  71. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  72. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  73. io.KeyMap[ImGuiKey_A] = 'A';
  74. io.KeyMap[ImGuiKey_C] = 'C';
  75. io.KeyMap[ImGuiKey_V] = 'V';
  76. io.KeyMap[ImGuiKey_X] = 'X';
  77. io.KeyMap[ImGuiKey_Y] = 'Y';
  78. io.KeyMap[ImGuiKey_Z] = 'Z';
  79. return true;
  80. }
  81. void ImGui_ImplWin32_Shutdown()
  82. {
  83. g_hWnd = (HWND)0;
  84. }
  85. static bool ImGui_ImplWin32_UpdateMouseCursor()
  86. {
  87. ImGuiIO& io = ImGui::GetIO();
  88. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  89. return false;
  90. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  91. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  92. {
  93. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  94. ::SetCursor(NULL);
  95. }
  96. else
  97. {
  98. // Show OS mouse cursor
  99. LPTSTR win32_cursor = IDC_ARROW;
  100. switch (imgui_cursor)
  101. {
  102. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  103. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  104. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  105. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  106. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  107. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  108. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  109. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  110. }
  111. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  112. }
  113. return true;
  114. }
  115. static void ImGui_ImplWin32_UpdateMousePos()
  116. {
  117. ImGuiIO& io = ImGui::GetIO();
  118. // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  119. if (io.WantSetMousePos)
  120. {
  121. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  122. ::ClientToScreen(g_hWnd, &pos);
  123. ::SetCursorPos(pos.x, pos.y);
  124. }
  125. // Set mouse position
  126. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  127. POINT pos;
  128. if (HWND active_window = ::GetForegroundWindow())
  129. if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
  130. if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
  131. io.MousePos = ImVec2((float)pos.x, (float)pos.y);
  132. }
  133. #ifdef _MSC_VER
  134. #pragma comment(lib, "xinput")
  135. #endif
  136. // Gamepad navigation mapping
  137. void ImGui_ImplWin32_UpdateGameControllers()
  138. {
  139. ImGuiIO& io = ImGui::GetIO();
  140. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  141. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  142. return;
  143. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  144. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  145. if (g_WantUpdateHasGamepad)
  146. {
  147. XINPUT_CAPABILITIES caps;
  148. g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
  149. g_WantUpdateHasGamepad = false;
  150. }
  151. XINPUT_STATE xinput_state;
  152. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  153. if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
  154. {
  155. const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  156. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  157. #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
  158. #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; }
  159. MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
  160. MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
  161. MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
  162. MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
  163. MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
  164. MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
  165. MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
  166. MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
  167. MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  168. MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  169. MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  170. MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  171. MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  172. MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  173. MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  174. MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
  175. #undef MAP_BUTTON
  176. #undef MAP_ANALOG
  177. }
  178. }
  179. void ImGui_ImplWin32_NewFrame()
  180. {
  181. ImGuiIO& io = ImGui::GetIO();
  182. IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
  183. // Setup display size (every frame to accommodate for window resizing)
  184. RECT rect;
  185. ::GetClientRect(g_hWnd, &rect);
  186. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  187. // Setup time step
  188. INT64 current_time;
  189. ::QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  190. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  191. g_Time = current_time;
  192. // Read keyboard modifiers inputs
  193. io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
  194. io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
  195. io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
  196. io.KeySuper = false;
  197. // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
  198. // Update OS mouse position
  199. ImGui_ImplWin32_UpdateMousePos();
  200. // Update OS mouse cursor with the cursor requested by imgui
  201. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  202. if (g_LastMouseCursor != mouse_cursor)
  203. {
  204. g_LastMouseCursor = mouse_cursor;
  205. ImGui_ImplWin32_UpdateMouseCursor();
  206. }
  207. // Update game controllers (if available)
  208. ImGui_ImplWin32_UpdateGameControllers();
  209. }
  210. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  211. #ifndef WM_MOUSEHWHEEL
  212. #define WM_MOUSEHWHEEL 0x020E
  213. #endif
  214. #ifndef DBT_DEVNODES_CHANGED
  215. #define DBT_DEVNODES_CHANGED 0x0007
  216. #endif
  217. // Process Win32 mouse/keyboard inputs.
  218. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  219. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  220. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  221. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  222. // 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.
  223. // 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.
  224. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  225. {
  226. if (ImGui::GetCurrentContext() == NULL)
  227. return 0;
  228. ImGuiIO& io = ImGui::GetIO();
  229. switch (msg)
  230. {
  231. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  232. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  233. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  234. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  235. {
  236. int button = 0;
  237. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  238. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  239. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  240. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  241. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  242. ::SetCapture(hwnd);
  243. io.MouseDown[button] = true;
  244. return 0;
  245. }
  246. case WM_LBUTTONUP:
  247. case WM_RBUTTONUP:
  248. case WM_MBUTTONUP:
  249. case WM_XBUTTONUP:
  250. {
  251. int button = 0;
  252. if (msg == WM_LBUTTONUP) { button = 0; }
  253. if (msg == WM_RBUTTONUP) { button = 1; }
  254. if (msg == WM_MBUTTONUP) { button = 2; }
  255. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  256. io.MouseDown[button] = false;
  257. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  258. ::ReleaseCapture();
  259. return 0;
  260. }
  261. case WM_MOUSEWHEEL:
  262. io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  263. return 0;
  264. case WM_MOUSEHWHEEL:
  265. io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  266. return 0;
  267. case WM_KEYDOWN:
  268. case WM_SYSKEYDOWN:
  269. if (wParam < 256)
  270. io.KeysDown[wParam] = 1;
  271. return 0;
  272. case WM_KEYUP:
  273. case WM_SYSKEYUP:
  274. if (wParam < 256)
  275. io.KeysDown[wParam] = 0;
  276. return 0;
  277. case WM_CHAR:
  278. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  279. if (wParam > 0 && wParam < 0x10000)
  280. io.AddInputCharacter((unsigned short)wParam);
  281. return 0;
  282. case WM_SETCURSOR:
  283. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  284. return 1;
  285. return 0;
  286. case WM_DEVICECHANGE:
  287. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  288. g_WantUpdateHasGamepad = true;
  289. return 0;
  290. }
  291. return 0;
  292. }