imgui_impl_win32.cpp 64 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. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  13. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  14. #include "imgui.h"
  15. #include "imgui_impl_win32.h"
  16. #ifndef WIN32_LEAN_AND_MEAN
  17. #define WIN32_LEAN_AND_MEAN
  18. #endif
  19. #include <windows.h>
  20. #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  21. #include <tchar.h>
  22. #include <dwmapi.h>
  23. // Configuration flags to add in your imconfig.h file:
  24. //#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.
  25. // Using XInput for gamepad (will load DLL dynamically)
  26. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  27. #include <xinput.h>
  28. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  29. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  30. #endif
  31. // CHANGELOG
  32. // (minor and older changes stripped away, please see git history for details)
  33. // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  34. // 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
  35. // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
  36. // 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)
  37. // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
  38. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  39. // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
  40. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  41. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  42. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  43. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  44. // 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.
  45. // 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.
  46. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  47. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  48. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  49. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  50. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  51. // 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).
  52. // 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).
  53. // 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).
  54. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  55. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  56. // 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.
  57. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  58. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  59. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  60. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  61. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  62. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  63. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  64. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  65. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  66. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  67. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  68. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  69. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  70. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  71. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  72. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  73. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  74. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  75. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  76. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  77. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  78. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  79. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  80. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  81. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
  82. // Forward Declarations
  83. static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC);
  84. static void ImGui_ImplWin32_ShutdownPlatformInterface();
  85. static void ImGui_ImplWin32_UpdateMonitors();
  86. struct ImGui_ImplWin32_Data
  87. {
  88. HWND hWnd;
  89. HWND MouseHwnd;
  90. int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
  91. int MouseButtonsDown;
  92. INT64 Time;
  93. INT64 TicksPerSecond;
  94. ImGuiMouseCursor LastMouseCursor;
  95. bool WantUpdateMonitors;
  96. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  97. bool HasGamepad;
  98. bool WantUpdateHasGamepad;
  99. HMODULE XInputDLL;
  100. PFN_XInputGetCapabilities XInputGetCapabilities;
  101. PFN_XInputGetState XInputGetState;
  102. #endif
  103. ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
  104. };
  105. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  106. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  107. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  108. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  109. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  110. {
  111. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  112. }
  113. // Functions
  114. static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
  115. {
  116. ImGuiIO& io = ImGui::GetIO();
  117. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  118. INT64 perf_frequency, perf_counter;
  119. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  120. return false;
  121. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  122. return false;
  123. // Setup backend capabilities flags
  124. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  125. io.BackendPlatformUserData = (void*)bd;
  126. io.BackendPlatformName = "imgui_impl_win32";
  127. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  128. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  129. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  130. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
  131. bd->hWnd = (HWND)hwnd;
  132. bd->WantUpdateMonitors = true;
  133. bd->TicksPerSecond = perf_frequency;
  134. bd->Time = perf_counter;
  135. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  136. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  137. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  138. main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
  139. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  140. ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc);
  141. // Dynamically load XInput library
  142. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  143. bd->WantUpdateHasGamepad = true;
  144. const char* xinput_dll_names[] =
  145. {
  146. "xinput1_4.dll", // Windows 8+
  147. "xinput1_3.dll", // DirectX SDK
  148. "xinput9_1_0.dll", // Windows Vista, Windows 7
  149. "xinput1_2.dll", // DirectX SDK
  150. "xinput1_1.dll" // DirectX SDK
  151. };
  152. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  153. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  154. {
  155. bd->XInputDLL = dll;
  156. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  157. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  158. break;
  159. }
  160. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  161. return true;
  162. }
  163. IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
  164. {
  165. return ImGui_ImplWin32_InitEx(hwnd, false);
  166. }
  167. IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
  168. {
  169. // OpenGL needs CS_OWNDC
  170. return ImGui_ImplWin32_InitEx(hwnd, true);
  171. }
  172. void ImGui_ImplWin32_Shutdown()
  173. {
  174. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  175. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  176. ImGuiIO& io = ImGui::GetIO();
  177. ImGui_ImplWin32_ShutdownPlatformInterface();
  178. // Unload XInput library
  179. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  180. if (bd->XInputDLL)
  181. ::FreeLibrary(bd->XInputDLL);
  182. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  183. io.BackendPlatformName = nullptr;
  184. io.BackendPlatformUserData = nullptr;
  185. io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
  186. IM_DELETE(bd);
  187. }
  188. static bool ImGui_ImplWin32_UpdateMouseCursor()
  189. {
  190. ImGuiIO& io = ImGui::GetIO();
  191. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  192. return false;
  193. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  194. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  195. {
  196. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  197. ::SetCursor(nullptr);
  198. }
  199. else
  200. {
  201. // Show OS mouse cursor
  202. LPTSTR win32_cursor = IDC_ARROW;
  203. switch (imgui_cursor)
  204. {
  205. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  206. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  207. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  208. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  209. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  210. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  211. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  212. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  213. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  214. }
  215. ::SetCursor(::LoadCursor(nullptr, win32_cursor));
  216. }
  217. return true;
  218. }
  219. static bool IsVkDown(int vk)
  220. {
  221. return (::GetKeyState(vk) & 0x8000) != 0;
  222. }
  223. static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  224. {
  225. ImGuiIO& io = ImGui::GetIO();
  226. io.AddKeyEvent(key, down);
  227. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  228. IM_UNUSED(native_scancode);
  229. }
  230. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  231. {
  232. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  233. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  234. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
  235. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  236. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
  237. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  238. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  239. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
  240. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  241. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
  242. }
  243. static void ImGui_ImplWin32_UpdateKeyModifiers()
  244. {
  245. ImGuiIO& io = ImGui::GetIO();
  246. io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
  247. io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
  248. io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
  249. io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
  250. }
  251. // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
  252. // Because of that, it is a little more complicated than your typical single-viewport binding code!
  253. static void ImGui_ImplWin32_UpdateMouseData()
  254. {
  255. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  256. ImGuiIO& io = ImGui::GetIO();
  257. IM_ASSERT(bd->hWnd != 0);
  258. POINT mouse_screen_pos;
  259. bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
  260. HWND focused_window = ::GetForegroundWindow();
  261. const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
  262. if (is_app_focused)
  263. {
  264. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  265. // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
  266. if (io.WantSetMousePos)
  267. {
  268. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  269. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
  270. ::ClientToScreen(focused_window, &pos);
  271. ::SetCursorPos(pos.x, pos.y);
  272. }
  273. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  274. // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
  275. if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
  276. {
  277. // 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)
  278. // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
  279. // 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)
  280. // (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.)
  281. POINT mouse_pos = mouse_screen_pos;
  282. if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
  283. ::ScreenToClient(bd->hWnd, &mouse_pos);
  284. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  285. }
  286. }
  287. // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
  288. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
  289. // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
  290. // 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
  291. // 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
  292. // by the backend, and use its flawed heuristic to guess the viewport behind.
  293. // - [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).
  294. ImGuiID mouse_viewport_id = 0;
  295. if (has_mouse_screen_pos)
  296. if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
  297. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
  298. mouse_viewport_id = viewport->ID;
  299. io.AddMouseViewportEvent(mouse_viewport_id);
  300. }
  301. // Gamepad navigation mapping
  302. static void ImGui_ImplWin32_UpdateGamepads()
  303. {
  304. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  305. ImGuiIO& io = ImGui::GetIO();
  306. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  307. //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
  308. // return;
  309. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  310. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  311. if (bd->WantUpdateHasGamepad)
  312. {
  313. XINPUT_CAPABILITIES caps = {};
  314. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  315. bd->WantUpdateHasGamepad = false;
  316. }
  317. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  318. XINPUT_STATE xinput_state;
  319. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  320. if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  321. return;
  322. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  323. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  324. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  325. #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)); }
  326. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  327. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  328. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  329. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  330. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  331. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  332. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  333. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  334. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  335. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  336. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  337. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  338. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  339. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  340. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  341. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  342. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  343. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  344. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  345. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  346. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  347. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  348. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  349. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  350. #undef MAP_BUTTON
  351. #undef MAP_ANALOG
  352. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  353. }
  354. static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
  355. {
  356. MONITORINFO info = {};
  357. info.cbSize = sizeof(MONITORINFO);
  358. if (!::GetMonitorInfo(monitor, &info))
  359. return TRUE;
  360. ImGuiPlatformMonitor imgui_monitor;
  361. imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
  362. imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
  363. imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
  364. imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
  365. imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  366. imgui_monitor.PlatformHandle = (void*)monitor;
  367. ImGuiPlatformIO& io = ImGui::GetPlatformIO();
  368. if (info.dwFlags & MONITORINFOF_PRIMARY)
  369. io.Monitors.push_front(imgui_monitor);
  370. else
  371. io.Monitors.push_back(imgui_monitor);
  372. return TRUE;
  373. }
  374. static void ImGui_ImplWin32_UpdateMonitors()
  375. {
  376. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  377. ImGui::GetPlatformIO().Monitors.resize(0);
  378. ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
  379. bd->WantUpdateMonitors = false;
  380. }
  381. void ImGui_ImplWin32_NewFrame()
  382. {
  383. ImGuiIO& io = ImGui::GetIO();
  384. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  385. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
  386. // Setup display size (every frame to accommodate for window resizing)
  387. RECT rect = { 0, 0, 0, 0 };
  388. ::GetClientRect(bd->hWnd, &rect);
  389. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  390. if (bd->WantUpdateMonitors)
  391. ImGui_ImplWin32_UpdateMonitors();
  392. // Setup time step
  393. INT64 current_time = 0;
  394. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  395. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  396. bd->Time = current_time;
  397. // Update OS mouse position
  398. ImGui_ImplWin32_UpdateMouseData();
  399. // Process workarounds for known Windows key handling issues
  400. ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
  401. // Update OS mouse cursor with the cursor requested by imgui
  402. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  403. if (bd->LastMouseCursor != mouse_cursor)
  404. {
  405. bd->LastMouseCursor = mouse_cursor;
  406. ImGui_ImplWin32_UpdateMouseCursor();
  407. }
  408. // Update game controllers (if enabled and available)
  409. ImGui_ImplWin32_UpdateGamepads();
  410. }
  411. // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
  412. #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
  413. // Map VK_xxx to ImGuiKey_xxx.
  414. static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
  415. {
  416. switch (wParam)
  417. {
  418. case VK_TAB: return ImGuiKey_Tab;
  419. case VK_LEFT: return ImGuiKey_LeftArrow;
  420. case VK_RIGHT: return ImGuiKey_RightArrow;
  421. case VK_UP: return ImGuiKey_UpArrow;
  422. case VK_DOWN: return ImGuiKey_DownArrow;
  423. case VK_PRIOR: return ImGuiKey_PageUp;
  424. case VK_NEXT: return ImGuiKey_PageDown;
  425. case VK_HOME: return ImGuiKey_Home;
  426. case VK_END: return ImGuiKey_End;
  427. case VK_INSERT: return ImGuiKey_Insert;
  428. case VK_DELETE: return ImGuiKey_Delete;
  429. case VK_BACK: return ImGuiKey_Backspace;
  430. case VK_SPACE: return ImGuiKey_Space;
  431. case VK_RETURN: return ImGuiKey_Enter;
  432. case VK_ESCAPE: return ImGuiKey_Escape;
  433. case VK_OEM_7: return ImGuiKey_Apostrophe;
  434. case VK_OEM_COMMA: return ImGuiKey_Comma;
  435. case VK_OEM_MINUS: return ImGuiKey_Minus;
  436. case VK_OEM_PERIOD: return ImGuiKey_Period;
  437. case VK_OEM_2: return ImGuiKey_Slash;
  438. case VK_OEM_1: return ImGuiKey_Semicolon;
  439. case VK_OEM_PLUS: return ImGuiKey_Equal;
  440. case VK_OEM_4: return ImGuiKey_LeftBracket;
  441. case VK_OEM_5: return ImGuiKey_Backslash;
  442. case VK_OEM_6: return ImGuiKey_RightBracket;
  443. case VK_OEM_3: return ImGuiKey_GraveAccent;
  444. case VK_CAPITAL: return ImGuiKey_CapsLock;
  445. case VK_SCROLL: return ImGuiKey_ScrollLock;
  446. case VK_NUMLOCK: return ImGuiKey_NumLock;
  447. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  448. case VK_PAUSE: return ImGuiKey_Pause;
  449. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  450. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  451. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  452. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  453. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  454. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  455. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  456. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  457. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  458. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  459. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  460. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  461. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  462. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  463. case VK_ADD: return ImGuiKey_KeypadAdd;
  464. case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
  465. case VK_LSHIFT: return ImGuiKey_LeftShift;
  466. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  467. case VK_LMENU: return ImGuiKey_LeftAlt;
  468. case VK_LWIN: return ImGuiKey_LeftSuper;
  469. case VK_RSHIFT: return ImGuiKey_RightShift;
  470. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  471. case VK_RMENU: return ImGuiKey_RightAlt;
  472. case VK_RWIN: return ImGuiKey_RightSuper;
  473. case VK_APPS: return ImGuiKey_Menu;
  474. case '0': return ImGuiKey_0;
  475. case '1': return ImGuiKey_1;
  476. case '2': return ImGuiKey_2;
  477. case '3': return ImGuiKey_3;
  478. case '4': return ImGuiKey_4;
  479. case '5': return ImGuiKey_5;
  480. case '6': return ImGuiKey_6;
  481. case '7': return ImGuiKey_7;
  482. case '8': return ImGuiKey_8;
  483. case '9': return ImGuiKey_9;
  484. case 'A': return ImGuiKey_A;
  485. case 'B': return ImGuiKey_B;
  486. case 'C': return ImGuiKey_C;
  487. case 'D': return ImGuiKey_D;
  488. case 'E': return ImGuiKey_E;
  489. case 'F': return ImGuiKey_F;
  490. case 'G': return ImGuiKey_G;
  491. case 'H': return ImGuiKey_H;
  492. case 'I': return ImGuiKey_I;
  493. case 'J': return ImGuiKey_J;
  494. case 'K': return ImGuiKey_K;
  495. case 'L': return ImGuiKey_L;
  496. case 'M': return ImGuiKey_M;
  497. case 'N': return ImGuiKey_N;
  498. case 'O': return ImGuiKey_O;
  499. case 'P': return ImGuiKey_P;
  500. case 'Q': return ImGuiKey_Q;
  501. case 'R': return ImGuiKey_R;
  502. case 'S': return ImGuiKey_S;
  503. case 'T': return ImGuiKey_T;
  504. case 'U': return ImGuiKey_U;
  505. case 'V': return ImGuiKey_V;
  506. case 'W': return ImGuiKey_W;
  507. case 'X': return ImGuiKey_X;
  508. case 'Y': return ImGuiKey_Y;
  509. case 'Z': return ImGuiKey_Z;
  510. case VK_F1: return ImGuiKey_F1;
  511. case VK_F2: return ImGuiKey_F2;
  512. case VK_F3: return ImGuiKey_F3;
  513. case VK_F4: return ImGuiKey_F4;
  514. case VK_F5: return ImGuiKey_F5;
  515. case VK_F6: return ImGuiKey_F6;
  516. case VK_F7: return ImGuiKey_F7;
  517. case VK_F8: return ImGuiKey_F8;
  518. case VK_F9: return ImGuiKey_F9;
  519. case VK_F10: return ImGuiKey_F10;
  520. case VK_F11: return ImGuiKey_F11;
  521. case VK_F12: return ImGuiKey_F12;
  522. default: return ImGuiKey_None;
  523. }
  524. }
  525. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  526. #ifndef WM_MOUSEHWHEEL
  527. #define WM_MOUSEHWHEEL 0x020E
  528. #endif
  529. #ifndef DBT_DEVNODES_CHANGED
  530. #define DBT_DEVNODES_CHANGED 0x0007
  531. #endif
  532. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  533. // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
  534. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  535. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  536. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  537. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  538. // 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.
  539. // 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.
  540. #if 0
  541. // Copy this line into your .cpp file to forward declare the function.
  542. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  543. #endif
  544. // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
  545. // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
  546. static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
  547. {
  548. LPARAM extra_info = ::GetMessageExtraInfo();
  549. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  550. return ImGuiMouseSource_Pen;
  551. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  552. return ImGuiMouseSource_TouchScreen;
  553. return ImGuiMouseSource_Mouse;
  554. }
  555. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  556. {
  557. if (ImGui::GetCurrentContext() == nullptr)
  558. return 0;
  559. ImGuiIO& io = ImGui::GetIO();
  560. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  561. switch (msg)
  562. {
  563. case WM_MOUSEMOVE:
  564. case WM_NCMOUSEMOVE:
  565. {
  566. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  567. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  568. const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
  569. bd->MouseHwnd = hwnd;
  570. if (bd->MouseTrackedArea != area)
  571. {
  572. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  573. TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
  574. if (bd->MouseTrackedArea != 0)
  575. ::TrackMouseEvent(&tme_cancel);
  576. ::TrackMouseEvent(&tme_track);
  577. bd->MouseTrackedArea = area;
  578. }
  579. POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
  580. bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
  581. if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
  582. ::ClientToScreen(hwnd, &mouse_pos);
  583. if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
  584. ::ScreenToClient(hwnd, &mouse_pos);
  585. io.AddMouseSourceEvent(mouse_source);
  586. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  587. break;
  588. }
  589. case WM_MOUSELEAVE:
  590. case WM_NCMOUSELEAVE:
  591. {
  592. const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
  593. if (bd->MouseTrackedArea == area)
  594. {
  595. if (bd->MouseHwnd == hwnd)
  596. bd->MouseHwnd = nullptr;
  597. bd->MouseTrackedArea = 0;
  598. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  599. }
  600. break;
  601. }
  602. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  603. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  604. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  605. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  606. {
  607. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  608. int button = 0;
  609. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  610. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  611. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  612. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  613. if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
  614. ::SetCapture(hwnd);
  615. bd->MouseButtonsDown |= 1 << button;
  616. io.AddMouseSourceEvent(mouse_source);
  617. io.AddMouseButtonEvent(button, true);
  618. return 0;
  619. }
  620. case WM_LBUTTONUP:
  621. case WM_RBUTTONUP:
  622. case WM_MBUTTONUP:
  623. case WM_XBUTTONUP:
  624. {
  625. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  626. int button = 0;
  627. if (msg == WM_LBUTTONUP) { button = 0; }
  628. if (msg == WM_RBUTTONUP) { button = 1; }
  629. if (msg == WM_MBUTTONUP) { button = 2; }
  630. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  631. bd->MouseButtonsDown &= ~(1 << button);
  632. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  633. ::ReleaseCapture();
  634. io.AddMouseSourceEvent(mouse_source);
  635. io.AddMouseButtonEvent(button, false);
  636. return 0;
  637. }
  638. case WM_MOUSEWHEEL:
  639. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  640. return 0;
  641. case WM_MOUSEHWHEEL:
  642. io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  643. return 0;
  644. case WM_KEYDOWN:
  645. case WM_KEYUP:
  646. case WM_SYSKEYDOWN:
  647. case WM_SYSKEYUP:
  648. {
  649. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  650. if (wParam < 256)
  651. {
  652. // Submit modifiers
  653. ImGui_ImplWin32_UpdateKeyModifiers();
  654. // Obtain virtual key code
  655. // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
  656. int vk = (int)wParam;
  657. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  658. vk = IM_VK_KEYPAD_ENTER;
  659. // Submit key event
  660. const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
  661. const int scancode = (int)LOBYTE(HIWORD(lParam));
  662. if (key != ImGuiKey_None)
  663. ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
  664. // Submit individual left/right modifier events
  665. if (vk == VK_SHIFT)
  666. {
  667. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  668. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  669. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  670. }
  671. else if (vk == VK_CONTROL)
  672. {
  673. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  674. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  675. }
  676. else if (vk == VK_MENU)
  677. {
  678. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  679. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  680. }
  681. }
  682. return 0;
  683. }
  684. case WM_SETFOCUS:
  685. case WM_KILLFOCUS:
  686. io.AddFocusEvent(msg == WM_SETFOCUS);
  687. return 0;
  688. case WM_CHAR:
  689. if (::IsWindowUnicode(hwnd))
  690. {
  691. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  692. if (wParam > 0 && wParam < 0x10000)
  693. io.AddInputCharacterUTF16((unsigned short)wParam);
  694. }
  695. else
  696. {
  697. wchar_t wch = 0;
  698. ::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
  699. io.AddInputCharacter(wch);
  700. }
  701. return 0;
  702. case WM_SETCURSOR:
  703. // This is required to restore cursor when transitioning from e.g resize borders to client area.
  704. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  705. return 1;
  706. return 0;
  707. case WM_DEVICECHANGE:
  708. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  709. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  710. bd->WantUpdateHasGamepad = true;
  711. #endif
  712. return 0;
  713. case WM_DISPLAYCHANGE:
  714. bd->WantUpdateMonitors = true;
  715. return 0;
  716. }
  717. return 0;
  718. }
  719. //--------------------------------------------------------------------------------------------------------
  720. // DPI-related helpers (optional)
  721. //--------------------------------------------------------------------------------------------------------
  722. // - Use to enable DPI awareness without having to create an application manifest.
  723. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  724. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  725. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  726. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  727. //---------------------------------------------------------------------------------------------------------
  728. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  729. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  730. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  731. //---------------------------------------------------------------------------------------------------------
  732. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  733. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  734. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  735. {
  736. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  737. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
  738. if (RtlVerifyVersionInfoFn == nullptr)
  739. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  740. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  741. if (RtlVerifyVersionInfoFn == nullptr)
  742. return FALSE;
  743. RTL_OSVERSIONINFOEXW versionInfo = { };
  744. ULONGLONG conditionMask = 0;
  745. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  746. versionInfo.dwMajorVersion = major;
  747. versionInfo.dwMinorVersion = minor;
  748. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  749. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  750. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  751. }
  752. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  753. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  754. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  755. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  756. #ifndef DPI_ENUMS_DECLARED
  757. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  758. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  759. #endif
  760. #ifndef _DPI_AWARENESS_CONTEXTS_
  761. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  762. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  763. #endif
  764. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  765. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  766. #endif
  767. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  768. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  769. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  770. // Helper function to enable DPI awareness without setting up a manifest
  771. void ImGui_ImplWin32_EnableDpiAwareness()
  772. {
  773. // Make sure monitors will be updated with latest correct scaling
  774. if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
  775. bd->WantUpdateMonitors = true;
  776. if (_IsWindows10OrGreater())
  777. {
  778. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  779. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  780. {
  781. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  782. return;
  783. }
  784. }
  785. if (_IsWindows8Point1OrGreater())
  786. {
  787. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  788. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  789. {
  790. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  791. return;
  792. }
  793. }
  794. #if _WIN32_WINNT >= 0x0600
  795. ::SetProcessDPIAware();
  796. #endif
  797. }
  798. #if defined(_MSC_VER) && !defined(NOGDI)
  799. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  800. #endif
  801. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  802. {
  803. UINT xdpi = 96, ydpi = 96;
  804. if (_IsWindows8Point1OrGreater())
  805. {
  806. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  807. static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
  808. if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
  809. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  810. if (GetDpiForMonitorFn != nullptr)
  811. {
  812. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  813. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  814. return xdpi / 96.0f;
  815. }
  816. }
  817. #ifndef NOGDI
  818. const HDC dc = ::GetDC(nullptr);
  819. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  820. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  821. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  822. ::ReleaseDC(nullptr, dc);
  823. #endif
  824. return xdpi / 96.0f;
  825. }
  826. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  827. {
  828. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  829. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  830. }
  831. //---------------------------------------------------------------------------------------------------------
  832. // Transparency related helpers (optional)
  833. //--------------------------------------------------------------------------------------------------------
  834. #if defined(_MSC_VER)
  835. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  836. #endif
  837. // [experimental]
  838. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  839. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  840. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  841. {
  842. if (!_IsWindowsVistaOrGreater())
  843. return;
  844. BOOL composition;
  845. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  846. return;
  847. BOOL opaque;
  848. DWORD color;
  849. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  850. {
  851. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  852. DWM_BLURBEHIND bb = {};
  853. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  854. bb.hRgnBlur = region;
  855. bb.fEnable = TRUE;
  856. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  857. ::DeleteObject(region);
  858. }
  859. else
  860. {
  861. DWM_BLURBEHIND bb = {};
  862. bb.dwFlags = DWM_BB_ENABLE;
  863. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  864. }
  865. }
  866. //---------------------------------------------------------------------------------------------------------
  867. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  868. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  869. // 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..
  870. //--------------------------------------------------------------------------------------------------------
  871. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  872. struct ImGui_ImplWin32_ViewportData
  873. {
  874. HWND Hwnd;
  875. HWND HwndParent;
  876. bool HwndOwned;
  877. DWORD DwStyle;
  878. DWORD DwExStyle;
  879. ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
  880. ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
  881. };
  882. static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
  883. {
  884. if (flags & ImGuiViewportFlags_NoDecoration)
  885. *out_style = WS_POPUP;
  886. else
  887. *out_style = WS_OVERLAPPEDWINDOW;
  888. if (flags & ImGuiViewportFlags_NoTaskBarIcon)
  889. *out_ex_style = WS_EX_TOOLWINDOW;
  890. else
  891. *out_ex_style = WS_EX_APPWINDOW;
  892. if (flags & ImGuiViewportFlags_TopMost)
  893. *out_ex_style |= WS_EX_TOPMOST;
  894. }
  895. static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
  896. {
  897. if (viewport_id != 0)
  898. if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
  899. return (HWND)viewport->PlatformHandle;
  900. return nullptr;
  901. }
  902. static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
  903. {
  904. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  905. viewport->PlatformUserData = vd;
  906. // Select style and parent window
  907. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
  908. vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
  909. // Create window
  910. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  911. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  912. vd->Hwnd = ::CreateWindowEx(
  913. vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name
  914. rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
  915. vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
  916. vd->HwndOwned = true;
  917. viewport->PlatformRequestResize = false;
  918. viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
  919. }
  920. static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
  921. {
  922. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  923. if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
  924. {
  925. if (::GetCapture() == vd->Hwnd)
  926. {
  927. // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
  928. ::ReleaseCapture();
  929. ::SetCapture(bd->hWnd);
  930. }
  931. if (vd->Hwnd && vd->HwndOwned)
  932. ::DestroyWindow(vd->Hwnd);
  933. vd->Hwnd = nullptr;
  934. IM_DELETE(vd);
  935. }
  936. viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
  937. }
  938. static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
  939. {
  940. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  941. IM_ASSERT(vd->Hwnd != 0);
  942. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  943. ::ShowWindow(vd->Hwnd, SW_SHOWNA);
  944. else
  945. ::ShowWindow(vd->Hwnd, SW_SHOW);
  946. }
  947. static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
  948. {
  949. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  950. IM_ASSERT(vd->Hwnd != 0);
  951. // Update Win32 parent if it changed _after_ creation
  952. // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
  953. HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
  954. if (new_parent != vd->HwndParent)
  955. {
  956. // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
  957. // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner".
  958. // 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.
  959. // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping.
  960. // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented.
  961. // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613
  962. vd->HwndParent = new_parent;
  963. ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
  964. }
  965. // (Optional) Update Win32 style if it changed _after_ creation.
  966. // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
  967. DWORD new_style;
  968. DWORD new_ex_style;
  969. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
  970. // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
  971. if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
  972. {
  973. // (Optional) Update TopMost state if it changed _after_ creation
  974. bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
  975. HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
  976. UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
  977. // Apply flags and position (since it is affected by flags)
  978. vd->DwStyle = new_style;
  979. vd->DwExStyle = new_ex_style;
  980. ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
  981. ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
  982. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  983. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  984. ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
  985. ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
  986. viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
  987. }
  988. }
  989. static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
  990. {
  991. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  992. IM_ASSERT(vd->Hwnd != 0);
  993. POINT pos = { 0, 0 };
  994. ::ClientToScreen(vd->Hwnd, &pos);
  995. return ImVec2((float)pos.x, (float)pos.y);
  996. }
  997. static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  998. {
  999. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1000. IM_ASSERT(vd->Hwnd != 0);
  1001. RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
  1002. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  1003. ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
  1004. }
  1005. static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
  1006. {
  1007. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1008. IM_ASSERT(vd->Hwnd != 0);
  1009. RECT rect;
  1010. ::GetClientRect(vd->Hwnd, &rect);
  1011. return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
  1012. }
  1013. static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  1014. {
  1015. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1016. IM_ASSERT(vd->Hwnd != 0);
  1017. RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
  1018. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  1019. ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
  1020. }
  1021. static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
  1022. {
  1023. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1024. IM_ASSERT(vd->Hwnd != 0);
  1025. ::BringWindowToTop(vd->Hwnd);
  1026. ::SetForegroundWindow(vd->Hwnd);
  1027. ::SetFocus(vd->Hwnd);
  1028. }
  1029. static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
  1030. {
  1031. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1032. IM_ASSERT(vd->Hwnd != 0);
  1033. return ::GetForegroundWindow() == vd->Hwnd;
  1034. }
  1035. static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
  1036. {
  1037. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1038. IM_ASSERT(vd->Hwnd != 0);
  1039. return ::IsIconic(vd->Hwnd) != 0;
  1040. }
  1041. static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  1042. {
  1043. // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
  1044. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1045. IM_ASSERT(vd->Hwnd != 0);
  1046. int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
  1047. ImVector<wchar_t> title_w;
  1048. title_w.resize(n);
  1049. ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
  1050. ::SetWindowTextW(vd->Hwnd, title_w.Data);
  1051. }
  1052. static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  1053. {
  1054. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1055. IM_ASSERT(vd->Hwnd != 0);
  1056. IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
  1057. if (alpha < 1.0f)
  1058. {
  1059. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
  1060. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  1061. ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
  1062. }
  1063. else
  1064. {
  1065. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
  1066. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  1067. }
  1068. }
  1069. static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
  1070. {
  1071. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1072. IM_ASSERT(vd->Hwnd != 0);
  1073. return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
  1074. }
  1075. // FIXME-DPI: Testing DPI related ideas
  1076. static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
  1077. {
  1078. (void)viewport;
  1079. #if 0
  1080. ImGuiStyle default_style;
  1081. //default_style.WindowPadding = ImVec2(0, 0);
  1082. //default_style.WindowBorderSize = 0.0f;
  1083. //default_style.ItemSpacing.y = 3.0f;
  1084. //default_style.FramePadding = ImVec2(0, 0);
  1085. default_style.ScaleAllSizes(viewport->DpiScale);
  1086. ImGuiStyle& style = ImGui::GetStyle();
  1087. style = default_style;
  1088. #endif
  1089. }
  1090. static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  1091. {
  1092. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  1093. return true;
  1094. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
  1095. {
  1096. switch (msg)
  1097. {
  1098. case WM_CLOSE:
  1099. viewport->PlatformRequestClose = true;
  1100. return 0;
  1101. case WM_MOVE:
  1102. viewport->PlatformRequestMove = true;
  1103. break;
  1104. case WM_SIZE:
  1105. viewport->PlatformRequestResize = true;
  1106. break;
  1107. case WM_MOUSEACTIVATE:
  1108. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
  1109. return MA_NOACTIVATE;
  1110. break;
  1111. case WM_NCHITTEST:
  1112. // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
  1113. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  1114. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  1115. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  1116. if (viewport->Flags & ImGuiViewportFlags_NoInputs)
  1117. return HTTRANSPARENT;
  1118. break;
  1119. }
  1120. }
  1121. return DefWindowProc(hWnd, msg, wParam, lParam);
  1122. }
  1123. static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc)
  1124. {
  1125. WNDCLASSEX wcex;
  1126. wcex.cbSize = sizeof(WNDCLASSEX);
  1127. wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
  1128. wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
  1129. wcex.cbClsExtra = 0;
  1130. wcex.cbWndExtra = 0;
  1131. wcex.hInstance = ::GetModuleHandle(nullptr);
  1132. wcex.hIcon = nullptr;
  1133. wcex.hCursor = nullptr;
  1134. wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
  1135. wcex.lpszMenuName = nullptr;
  1136. wcex.lpszClassName = _T("ImGui Platform");
  1137. wcex.hIconSm = nullptr;
  1138. ::RegisterClassEx(&wcex);
  1139. ImGui_ImplWin32_UpdateMonitors();
  1140. // Register platform interface (will be coupled with a renderer interface)
  1141. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1142. platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
  1143. platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
  1144. platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
  1145. platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
  1146. platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
  1147. platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
  1148. platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
  1149. platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
  1150. platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
  1151. platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
  1152. platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
  1153. platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
  1154. platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
  1155. platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
  1156. platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
  1157. // Register main window handle (which is owned by the main application, not by us)
  1158. // 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.
  1159. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  1160. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  1161. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  1162. vd->Hwnd = bd->hWnd;
  1163. vd->HwndOwned = false;
  1164. main_viewport->PlatformUserData = vd;
  1165. main_viewport->PlatformHandle = (void*)bd->hWnd;
  1166. }
  1167. static void ImGui_ImplWin32_ShutdownPlatformInterface()
  1168. {
  1169. ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr));
  1170. ImGui::DestroyPlatformWindows();
  1171. }
  1172. //---------------------------------------------------------------------------------------------------------