imgui_impl_win32.cpp 65 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. // Learn about Dear ImGui:
  13. // - FAQ https://dearimgui.com/faq
  14. // - Getting Started https://dearimgui.com/getting-started
  15. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  16. // - Introduction, links and more at the top of imgui.cpp
  17. #include "imgui.h"
  18. #ifndef IMGUI_DISABLE
  19. #include "imgui_impl_win32.h"
  20. #ifndef WIN32_LEAN_AND_MEAN
  21. #define WIN32_LEAN_AND_MEAN
  22. #endif
  23. #include <windows.h>
  24. #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  25. #include <tchar.h>
  26. #include <dwmapi.h>
  27. // Configuration flags to add in your imconfig.h file:
  28. //#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.
  29. // Using XInput for gamepad (will load DLL dynamically)
  30. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  31. #include <xinput.h>
  32. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  33. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  34. #endif
  35. // CHANGELOG
  36. // (minor and older changes stripped away, please see git history for details)
  37. // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  38. // 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
  39. // 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
  40. // 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
  41. // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
  42. // 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)
  43. // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
  44. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  45. // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
  46. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  47. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  48. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  49. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  50. // 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.
  51. // 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.
  52. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  53. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  54. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  55. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  56. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  57. // 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).
  58. // 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).
  59. // 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).
  60. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  61. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  62. // 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.
  63. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  64. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  65. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  66. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  67. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  68. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  69. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  70. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  71. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  72. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  73. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  74. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  75. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  76. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  77. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  78. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  79. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  80. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  81. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  82. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  83. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  84. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  85. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  86. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  87. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
  88. // Forward Declarations
  89. static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC);
  90. static void ImGui_ImplWin32_ShutdownPlatformInterface();
  91. static void ImGui_ImplWin32_UpdateMonitors();
  92. struct ImGui_ImplWin32_Data
  93. {
  94. HWND hWnd;
  95. HWND MouseHwnd;
  96. int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
  97. int MouseButtonsDown;
  98. INT64 Time;
  99. INT64 TicksPerSecond;
  100. ImGuiMouseCursor LastMouseCursor;
  101. UINT32 KeyboardCodePage;
  102. bool WantUpdateMonitors;
  103. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  104. bool HasGamepad;
  105. bool WantUpdateHasGamepad;
  106. HMODULE XInputDLL;
  107. PFN_XInputGetCapabilities XInputGetCapabilities;
  108. PFN_XInputGetState XInputGetState;
  109. #endif
  110. ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
  111. };
  112. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  113. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  114. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  115. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  116. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  117. {
  118. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  119. }
  120. // Functions
  121. static void ImGui_ImplWin32_UpdateKeyboardCodePage()
  122. {
  123. // Retrieve keyboard code page, required for handling of non-Unicode Windows.
  124. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  125. HKL keyboard_layout = ::GetKeyboardLayout(0);
  126. LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
  127. if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
  128. bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
  129. }
  130. static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
  131. {
  132. ImGuiIO& io = ImGui::GetIO();
  133. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  134. INT64 perf_frequency, perf_counter;
  135. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  136. return false;
  137. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  138. return false;
  139. // Setup backend capabilities flags
  140. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  141. io.BackendPlatformUserData = (void*)bd;
  142. io.BackendPlatformName = "imgui_impl_win32";
  143. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  144. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  145. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  146. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
  147. bd->hWnd = (HWND)hwnd;
  148. bd->WantUpdateMonitors = true;
  149. bd->TicksPerSecond = perf_frequency;
  150. bd->Time = perf_counter;
  151. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  152. ImGui_ImplWin32_UpdateKeyboardCodePage();
  153. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  154. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  155. main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
  156. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  157. ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc);
  158. // Dynamically load XInput library
  159. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  160. bd->WantUpdateHasGamepad = true;
  161. const char* xinput_dll_names[] =
  162. {
  163. "xinput1_4.dll", // Windows 8+
  164. "xinput1_3.dll", // DirectX SDK
  165. "xinput9_1_0.dll", // Windows Vista, Windows 7
  166. "xinput1_2.dll", // DirectX SDK
  167. "xinput1_1.dll" // DirectX SDK
  168. };
  169. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  170. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  171. {
  172. bd->XInputDLL = dll;
  173. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  174. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  175. break;
  176. }
  177. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  178. return true;
  179. }
  180. IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
  181. {
  182. return ImGui_ImplWin32_InitEx(hwnd, false);
  183. }
  184. IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
  185. {
  186. // OpenGL needs CS_OWNDC
  187. return ImGui_ImplWin32_InitEx(hwnd, true);
  188. }
  189. void ImGui_ImplWin32_Shutdown()
  190. {
  191. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  192. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  193. ImGuiIO& io = ImGui::GetIO();
  194. ImGui_ImplWin32_ShutdownPlatformInterface();
  195. // Unload XInput library
  196. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  197. if (bd->XInputDLL)
  198. ::FreeLibrary(bd->XInputDLL);
  199. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  200. io.BackendPlatformName = nullptr;
  201. io.BackendPlatformUserData = nullptr;
  202. io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
  203. IM_DELETE(bd);
  204. }
  205. static bool ImGui_ImplWin32_UpdateMouseCursor()
  206. {
  207. ImGuiIO& io = ImGui::GetIO();
  208. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  209. return false;
  210. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  211. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  212. {
  213. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  214. ::SetCursor(nullptr);
  215. }
  216. else
  217. {
  218. // Show OS mouse cursor
  219. LPTSTR win32_cursor = IDC_ARROW;
  220. switch (imgui_cursor)
  221. {
  222. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  223. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  224. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  225. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  226. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  227. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  228. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  229. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  230. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  231. }
  232. ::SetCursor(::LoadCursor(nullptr, win32_cursor));
  233. }
  234. return true;
  235. }
  236. static bool IsVkDown(int vk)
  237. {
  238. return (::GetKeyState(vk) & 0x8000) != 0;
  239. }
  240. static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  241. {
  242. ImGuiIO& io = ImGui::GetIO();
  243. io.AddKeyEvent(key, down);
  244. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  245. IM_UNUSED(native_scancode);
  246. }
  247. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  248. {
  249. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  250. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  251. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
  252. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  253. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
  254. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  255. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  256. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
  257. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  258. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
  259. }
  260. static void ImGui_ImplWin32_UpdateKeyModifiers()
  261. {
  262. ImGuiIO& io = ImGui::GetIO();
  263. io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
  264. io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
  265. io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
  266. io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
  267. }
  268. // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
  269. // Because of that, it is a little more complicated than your typical single-viewport binding code!
  270. static void ImGui_ImplWin32_UpdateMouseData()
  271. {
  272. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  273. ImGuiIO& io = ImGui::GetIO();
  274. IM_ASSERT(bd->hWnd != 0);
  275. POINT mouse_screen_pos;
  276. bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
  277. HWND focused_window = ::GetForegroundWindow();
  278. const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
  279. if (is_app_focused)
  280. {
  281. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  282. // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
  283. if (io.WantSetMousePos)
  284. {
  285. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  286. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
  287. ::ClientToScreen(focused_window, &pos);
  288. ::SetCursorPos(pos.x, pos.y);
  289. }
  290. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  291. // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
  292. if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
  293. {
  294. // 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)
  295. // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
  296. // 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)
  297. // (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.)
  298. POINT mouse_pos = mouse_screen_pos;
  299. if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
  300. ::ScreenToClient(bd->hWnd, &mouse_pos);
  301. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  302. }
  303. }
  304. // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
  305. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
  306. // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
  307. // 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
  308. // 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
  309. // by the backend, and use its flawed heuristic to guess the viewport behind.
  310. // - [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).
  311. ImGuiID mouse_viewport_id = 0;
  312. if (has_mouse_screen_pos)
  313. if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
  314. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
  315. mouse_viewport_id = viewport->ID;
  316. io.AddMouseViewportEvent(mouse_viewport_id);
  317. }
  318. // Gamepad navigation mapping
  319. static void ImGui_ImplWin32_UpdateGamepads()
  320. {
  321. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  322. ImGuiIO& io = ImGui::GetIO();
  323. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  324. //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
  325. // return;
  326. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  327. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  328. if (bd->WantUpdateHasGamepad)
  329. {
  330. XINPUT_CAPABILITIES caps = {};
  331. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  332. bd->WantUpdateHasGamepad = false;
  333. }
  334. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  335. XINPUT_STATE xinput_state;
  336. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  337. if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  338. return;
  339. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  340. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  341. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  342. #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)); }
  343. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  344. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  345. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  346. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  347. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  348. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  349. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  350. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  351. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  352. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  353. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  354. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  355. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  356. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  357. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  358. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  359. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  360. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  361. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  362. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  363. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  364. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  365. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  366. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  367. #undef MAP_BUTTON
  368. #undef MAP_ANALOG
  369. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  370. }
  371. static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
  372. {
  373. MONITORINFO info = {};
  374. info.cbSize = sizeof(MONITORINFO);
  375. if (!::GetMonitorInfo(monitor, &info))
  376. return TRUE;
  377. ImGuiPlatformMonitor imgui_monitor;
  378. imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
  379. imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
  380. imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
  381. imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
  382. imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  383. imgui_monitor.PlatformHandle = (void*)monitor;
  384. ImGuiPlatformIO& io = ImGui::GetPlatformIO();
  385. if (info.dwFlags & MONITORINFOF_PRIMARY)
  386. io.Monitors.push_front(imgui_monitor);
  387. else
  388. io.Monitors.push_back(imgui_monitor);
  389. return TRUE;
  390. }
  391. static void ImGui_ImplWin32_UpdateMonitors()
  392. {
  393. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  394. ImGui::GetPlatformIO().Monitors.resize(0);
  395. ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
  396. bd->WantUpdateMonitors = false;
  397. }
  398. void ImGui_ImplWin32_NewFrame()
  399. {
  400. ImGuiIO& io = ImGui::GetIO();
  401. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  402. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
  403. // Setup display size (every frame to accommodate for window resizing)
  404. RECT rect = { 0, 0, 0, 0 };
  405. ::GetClientRect(bd->hWnd, &rect);
  406. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  407. if (bd->WantUpdateMonitors)
  408. ImGui_ImplWin32_UpdateMonitors();
  409. // Setup time step
  410. INT64 current_time = 0;
  411. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  412. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  413. bd->Time = current_time;
  414. // Update OS mouse position
  415. ImGui_ImplWin32_UpdateMouseData();
  416. // Process workarounds for known Windows key handling issues
  417. ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
  418. // Update OS mouse cursor with the cursor requested by imgui
  419. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  420. if (bd->LastMouseCursor != mouse_cursor)
  421. {
  422. bd->LastMouseCursor = mouse_cursor;
  423. ImGui_ImplWin32_UpdateMouseCursor();
  424. }
  425. // Update game controllers (if enabled and available)
  426. ImGui_ImplWin32_UpdateGamepads();
  427. }
  428. // 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)
  429. #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
  430. // Map VK_xxx to ImGuiKey_xxx.
  431. static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
  432. {
  433. switch (wParam)
  434. {
  435. case VK_TAB: return ImGuiKey_Tab;
  436. case VK_LEFT: return ImGuiKey_LeftArrow;
  437. case VK_RIGHT: return ImGuiKey_RightArrow;
  438. case VK_UP: return ImGuiKey_UpArrow;
  439. case VK_DOWN: return ImGuiKey_DownArrow;
  440. case VK_PRIOR: return ImGuiKey_PageUp;
  441. case VK_NEXT: return ImGuiKey_PageDown;
  442. case VK_HOME: return ImGuiKey_Home;
  443. case VK_END: return ImGuiKey_End;
  444. case VK_INSERT: return ImGuiKey_Insert;
  445. case VK_DELETE: return ImGuiKey_Delete;
  446. case VK_BACK: return ImGuiKey_Backspace;
  447. case VK_SPACE: return ImGuiKey_Space;
  448. case VK_RETURN: return ImGuiKey_Enter;
  449. case VK_ESCAPE: return ImGuiKey_Escape;
  450. case VK_OEM_7: return ImGuiKey_Apostrophe;
  451. case VK_OEM_COMMA: return ImGuiKey_Comma;
  452. case VK_OEM_MINUS: return ImGuiKey_Minus;
  453. case VK_OEM_PERIOD: return ImGuiKey_Period;
  454. case VK_OEM_2: return ImGuiKey_Slash;
  455. case VK_OEM_1: return ImGuiKey_Semicolon;
  456. case VK_OEM_PLUS: return ImGuiKey_Equal;
  457. case VK_OEM_4: return ImGuiKey_LeftBracket;
  458. case VK_OEM_5: return ImGuiKey_Backslash;
  459. case VK_OEM_6: return ImGuiKey_RightBracket;
  460. case VK_OEM_3: return ImGuiKey_GraveAccent;
  461. case VK_CAPITAL: return ImGuiKey_CapsLock;
  462. case VK_SCROLL: return ImGuiKey_ScrollLock;
  463. case VK_NUMLOCK: return ImGuiKey_NumLock;
  464. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  465. case VK_PAUSE: return ImGuiKey_Pause;
  466. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  467. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  468. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  469. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  470. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  471. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  472. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  473. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  474. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  475. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  476. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  477. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  478. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  479. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  480. case VK_ADD: return ImGuiKey_KeypadAdd;
  481. case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
  482. case VK_LSHIFT: return ImGuiKey_LeftShift;
  483. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  484. case VK_LMENU: return ImGuiKey_LeftAlt;
  485. case VK_LWIN: return ImGuiKey_LeftSuper;
  486. case VK_RSHIFT: return ImGuiKey_RightShift;
  487. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  488. case VK_RMENU: return ImGuiKey_RightAlt;
  489. case VK_RWIN: return ImGuiKey_RightSuper;
  490. case VK_APPS: return ImGuiKey_Menu;
  491. case '0': return ImGuiKey_0;
  492. case '1': return ImGuiKey_1;
  493. case '2': return ImGuiKey_2;
  494. case '3': return ImGuiKey_3;
  495. case '4': return ImGuiKey_4;
  496. case '5': return ImGuiKey_5;
  497. case '6': return ImGuiKey_6;
  498. case '7': return ImGuiKey_7;
  499. case '8': return ImGuiKey_8;
  500. case '9': return ImGuiKey_9;
  501. case 'A': return ImGuiKey_A;
  502. case 'B': return ImGuiKey_B;
  503. case 'C': return ImGuiKey_C;
  504. case 'D': return ImGuiKey_D;
  505. case 'E': return ImGuiKey_E;
  506. case 'F': return ImGuiKey_F;
  507. case 'G': return ImGuiKey_G;
  508. case 'H': return ImGuiKey_H;
  509. case 'I': return ImGuiKey_I;
  510. case 'J': return ImGuiKey_J;
  511. case 'K': return ImGuiKey_K;
  512. case 'L': return ImGuiKey_L;
  513. case 'M': return ImGuiKey_M;
  514. case 'N': return ImGuiKey_N;
  515. case 'O': return ImGuiKey_O;
  516. case 'P': return ImGuiKey_P;
  517. case 'Q': return ImGuiKey_Q;
  518. case 'R': return ImGuiKey_R;
  519. case 'S': return ImGuiKey_S;
  520. case 'T': return ImGuiKey_T;
  521. case 'U': return ImGuiKey_U;
  522. case 'V': return ImGuiKey_V;
  523. case 'W': return ImGuiKey_W;
  524. case 'X': return ImGuiKey_X;
  525. case 'Y': return ImGuiKey_Y;
  526. case 'Z': return ImGuiKey_Z;
  527. case VK_F1: return ImGuiKey_F1;
  528. case VK_F2: return ImGuiKey_F2;
  529. case VK_F3: return ImGuiKey_F3;
  530. case VK_F4: return ImGuiKey_F4;
  531. case VK_F5: return ImGuiKey_F5;
  532. case VK_F6: return ImGuiKey_F6;
  533. case VK_F7: return ImGuiKey_F7;
  534. case VK_F8: return ImGuiKey_F8;
  535. case VK_F9: return ImGuiKey_F9;
  536. case VK_F10: return ImGuiKey_F10;
  537. case VK_F11: return ImGuiKey_F11;
  538. case VK_F12: return ImGuiKey_F12;
  539. default: return ImGuiKey_None;
  540. }
  541. }
  542. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  543. #ifndef WM_MOUSEHWHEEL
  544. #define WM_MOUSEHWHEEL 0x020E
  545. #endif
  546. #ifndef DBT_DEVNODES_CHANGED
  547. #define DBT_DEVNODES_CHANGED 0x0007
  548. #endif
  549. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  550. // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
  551. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  552. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  553. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  554. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  555. // 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.
  556. // 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.
  557. #if 0
  558. // Copy this line into your .cpp file to forward declare the function.
  559. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  560. #endif
  561. // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
  562. // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
  563. static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
  564. {
  565. LPARAM extra_info = ::GetMessageExtraInfo();
  566. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  567. return ImGuiMouseSource_Pen;
  568. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  569. return ImGuiMouseSource_TouchScreen;
  570. return ImGuiMouseSource_Mouse;
  571. }
  572. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  573. {
  574. if (ImGui::GetCurrentContext() == nullptr)
  575. return 0;
  576. ImGuiIO& io = ImGui::GetIO();
  577. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  578. switch (msg)
  579. {
  580. case WM_MOUSEMOVE:
  581. case WM_NCMOUSEMOVE:
  582. {
  583. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  584. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  585. const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
  586. bd->MouseHwnd = hwnd;
  587. if (bd->MouseTrackedArea != area)
  588. {
  589. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  590. TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
  591. if (bd->MouseTrackedArea != 0)
  592. ::TrackMouseEvent(&tme_cancel);
  593. ::TrackMouseEvent(&tme_track);
  594. bd->MouseTrackedArea = area;
  595. }
  596. POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
  597. bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
  598. if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
  599. ::ClientToScreen(hwnd, &mouse_pos);
  600. if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
  601. ::ScreenToClient(hwnd, &mouse_pos);
  602. io.AddMouseSourceEvent(mouse_source);
  603. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  604. break;
  605. }
  606. case WM_MOUSELEAVE:
  607. case WM_NCMOUSELEAVE:
  608. {
  609. const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
  610. if (bd->MouseTrackedArea == area)
  611. {
  612. if (bd->MouseHwnd == hwnd)
  613. bd->MouseHwnd = nullptr;
  614. bd->MouseTrackedArea = 0;
  615. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  616. }
  617. break;
  618. }
  619. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  620. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  621. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  622. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  623. {
  624. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  625. int button = 0;
  626. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  627. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  628. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  629. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  630. if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
  631. ::SetCapture(hwnd);
  632. bd->MouseButtonsDown |= 1 << button;
  633. io.AddMouseSourceEvent(mouse_source);
  634. io.AddMouseButtonEvent(button, true);
  635. return 0;
  636. }
  637. case WM_LBUTTONUP:
  638. case WM_RBUTTONUP:
  639. case WM_MBUTTONUP:
  640. case WM_XBUTTONUP:
  641. {
  642. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  643. int button = 0;
  644. if (msg == WM_LBUTTONUP) { button = 0; }
  645. if (msg == WM_RBUTTONUP) { button = 1; }
  646. if (msg == WM_MBUTTONUP) { button = 2; }
  647. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  648. bd->MouseButtonsDown &= ~(1 << button);
  649. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  650. ::ReleaseCapture();
  651. io.AddMouseSourceEvent(mouse_source);
  652. io.AddMouseButtonEvent(button, false);
  653. return 0;
  654. }
  655. case WM_MOUSEWHEEL:
  656. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  657. return 0;
  658. case WM_MOUSEHWHEEL:
  659. io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  660. return 0;
  661. case WM_KEYDOWN:
  662. case WM_KEYUP:
  663. case WM_SYSKEYDOWN:
  664. case WM_SYSKEYUP:
  665. {
  666. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  667. if (wParam < 256)
  668. {
  669. // Submit modifiers
  670. ImGui_ImplWin32_UpdateKeyModifiers();
  671. // Obtain virtual key code
  672. // (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.)
  673. int vk = (int)wParam;
  674. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  675. vk = IM_VK_KEYPAD_ENTER;
  676. const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
  677. const int scancode = (int)LOBYTE(HIWORD(lParam));
  678. // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
  679. if (key == ImGuiKey_PrintScreen && !is_key_down)
  680. ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
  681. // Submit key event
  682. if (key != ImGuiKey_None)
  683. ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
  684. // Submit individual left/right modifier events
  685. if (vk == VK_SHIFT)
  686. {
  687. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  688. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  689. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  690. }
  691. else if (vk == VK_CONTROL)
  692. {
  693. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  694. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  695. }
  696. else if (vk == VK_MENU)
  697. {
  698. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  699. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  700. }
  701. }
  702. return 0;
  703. }
  704. case WM_SETFOCUS:
  705. case WM_KILLFOCUS:
  706. io.AddFocusEvent(msg == WM_SETFOCUS);
  707. return 0;
  708. case WM_INPUTLANGCHANGE:
  709. ImGui_ImplWin32_UpdateKeyboardCodePage();
  710. return 0;
  711. case WM_CHAR:
  712. if (::IsWindowUnicode(hwnd))
  713. {
  714. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  715. if (wParam > 0 && wParam < 0x10000)
  716. io.AddInputCharacterUTF16((unsigned short)wParam);
  717. }
  718. else
  719. {
  720. wchar_t wch = 0;
  721. ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
  722. io.AddInputCharacter(wch);
  723. }
  724. return 0;
  725. case WM_SETCURSOR:
  726. // This is required to restore cursor when transitioning from e.g resize borders to client area.
  727. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  728. return 1;
  729. return 0;
  730. case WM_DEVICECHANGE:
  731. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  732. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  733. bd->WantUpdateHasGamepad = true;
  734. #endif
  735. return 0;
  736. case WM_DISPLAYCHANGE:
  737. bd->WantUpdateMonitors = true;
  738. return 0;
  739. }
  740. return 0;
  741. }
  742. //--------------------------------------------------------------------------------------------------------
  743. // DPI-related helpers (optional)
  744. //--------------------------------------------------------------------------------------------------------
  745. // - Use to enable DPI awareness without having to create an application manifest.
  746. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  747. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  748. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  749. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  750. //---------------------------------------------------------------------------------------------------------
  751. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  752. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  753. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  754. //---------------------------------------------------------------------------------------------------------
  755. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  756. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  757. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  758. {
  759. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  760. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
  761. if (RtlVerifyVersionInfoFn == nullptr)
  762. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  763. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  764. if (RtlVerifyVersionInfoFn == nullptr)
  765. return FALSE;
  766. RTL_OSVERSIONINFOEXW versionInfo = { };
  767. ULONGLONG conditionMask = 0;
  768. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  769. versionInfo.dwMajorVersion = major;
  770. versionInfo.dwMinorVersion = minor;
  771. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  772. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  773. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  774. }
  775. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  776. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  777. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  778. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  779. #ifndef DPI_ENUMS_DECLARED
  780. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  781. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  782. #endif
  783. #ifndef _DPI_AWARENESS_CONTEXTS_
  784. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  785. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  786. #endif
  787. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  788. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  789. #endif
  790. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  791. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  792. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  793. // Helper function to enable DPI awareness without setting up a manifest
  794. void ImGui_ImplWin32_EnableDpiAwareness()
  795. {
  796. // Make sure monitors will be updated with latest correct scaling
  797. if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
  798. bd->WantUpdateMonitors = true;
  799. if (_IsWindows10OrGreater())
  800. {
  801. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  802. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  803. {
  804. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  805. return;
  806. }
  807. }
  808. if (_IsWindows8Point1OrGreater())
  809. {
  810. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  811. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  812. {
  813. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  814. return;
  815. }
  816. }
  817. #if _WIN32_WINNT >= 0x0600
  818. ::SetProcessDPIAware();
  819. #endif
  820. }
  821. #if defined(_MSC_VER) && !defined(NOGDI)
  822. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  823. #endif
  824. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  825. {
  826. UINT xdpi = 96, ydpi = 96;
  827. if (_IsWindows8Point1OrGreater())
  828. {
  829. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  830. static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
  831. if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
  832. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  833. if (GetDpiForMonitorFn != nullptr)
  834. {
  835. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  836. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  837. return xdpi / 96.0f;
  838. }
  839. }
  840. #ifndef NOGDI
  841. const HDC dc = ::GetDC(nullptr);
  842. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  843. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  844. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  845. ::ReleaseDC(nullptr, dc);
  846. #endif
  847. return xdpi / 96.0f;
  848. }
  849. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  850. {
  851. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  852. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  853. }
  854. //---------------------------------------------------------------------------------------------------------
  855. // Transparency related helpers (optional)
  856. //--------------------------------------------------------------------------------------------------------
  857. #if defined(_MSC_VER)
  858. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  859. #endif
  860. // [experimental]
  861. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  862. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  863. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  864. {
  865. if (!_IsWindowsVistaOrGreater())
  866. return;
  867. BOOL composition;
  868. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  869. return;
  870. BOOL opaque;
  871. DWORD color;
  872. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  873. {
  874. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  875. DWM_BLURBEHIND bb = {};
  876. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  877. bb.hRgnBlur = region;
  878. bb.fEnable = TRUE;
  879. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  880. ::DeleteObject(region);
  881. }
  882. else
  883. {
  884. DWM_BLURBEHIND bb = {};
  885. bb.dwFlags = DWM_BB_ENABLE;
  886. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  887. }
  888. }
  889. //---------------------------------------------------------------------------------------------------------
  890. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  891. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  892. // 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..
  893. //--------------------------------------------------------------------------------------------------------
  894. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  895. struct ImGui_ImplWin32_ViewportData
  896. {
  897. HWND Hwnd;
  898. HWND HwndParent;
  899. bool HwndOwned;
  900. DWORD DwStyle;
  901. DWORD DwExStyle;
  902. ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
  903. ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
  904. };
  905. static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
  906. {
  907. if (flags & ImGuiViewportFlags_NoDecoration)
  908. *out_style = WS_POPUP;
  909. else
  910. *out_style = WS_OVERLAPPEDWINDOW;
  911. if (flags & ImGuiViewportFlags_NoTaskBarIcon)
  912. *out_ex_style = WS_EX_TOOLWINDOW;
  913. else
  914. *out_ex_style = WS_EX_APPWINDOW;
  915. if (flags & ImGuiViewportFlags_TopMost)
  916. *out_ex_style |= WS_EX_TOPMOST;
  917. }
  918. static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
  919. {
  920. if (viewport_id != 0)
  921. if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
  922. return (HWND)viewport->PlatformHandle;
  923. return nullptr;
  924. }
  925. static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
  926. {
  927. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  928. viewport->PlatformUserData = vd;
  929. // Select style and parent window
  930. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
  931. vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
  932. // Create window
  933. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  934. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  935. vd->Hwnd = ::CreateWindowEx(
  936. vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name
  937. rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
  938. vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
  939. vd->HwndOwned = true;
  940. viewport->PlatformRequestResize = false;
  941. viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
  942. }
  943. static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
  944. {
  945. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  946. if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
  947. {
  948. if (::GetCapture() == vd->Hwnd)
  949. {
  950. // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
  951. ::ReleaseCapture();
  952. ::SetCapture(bd->hWnd);
  953. }
  954. if (vd->Hwnd && vd->HwndOwned)
  955. ::DestroyWindow(vd->Hwnd);
  956. vd->Hwnd = nullptr;
  957. IM_DELETE(vd);
  958. }
  959. viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
  960. }
  961. static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
  962. {
  963. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  964. IM_ASSERT(vd->Hwnd != 0);
  965. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  966. ::ShowWindow(vd->Hwnd, SW_SHOWNA);
  967. else
  968. ::ShowWindow(vd->Hwnd, SW_SHOW);
  969. }
  970. static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
  971. {
  972. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  973. IM_ASSERT(vd->Hwnd != 0);
  974. // Update Win32 parent if it changed _after_ creation
  975. // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
  976. HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
  977. if (new_parent != vd->HwndParent)
  978. {
  979. // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
  980. // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner".
  981. // 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.
  982. // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping.
  983. // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented.
  984. // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613
  985. vd->HwndParent = new_parent;
  986. ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
  987. }
  988. // (Optional) Update Win32 style if it changed _after_ creation.
  989. // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
  990. DWORD new_style;
  991. DWORD new_ex_style;
  992. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
  993. // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
  994. if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
  995. {
  996. // (Optional) Update TopMost state if it changed _after_ creation
  997. bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
  998. HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
  999. UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
  1000. // Apply flags and position (since it is affected by flags)
  1001. vd->DwStyle = new_style;
  1002. vd->DwExStyle = new_ex_style;
  1003. ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
  1004. ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
  1005. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  1006. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  1007. ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
  1008. ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
  1009. viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
  1010. }
  1011. }
  1012. static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
  1013. {
  1014. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1015. IM_ASSERT(vd->Hwnd != 0);
  1016. POINT pos = { 0, 0 };
  1017. ::ClientToScreen(vd->Hwnd, &pos);
  1018. return ImVec2((float)pos.x, (float)pos.y);
  1019. }
  1020. static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  1021. {
  1022. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1023. IM_ASSERT(vd->Hwnd != 0);
  1024. RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
  1025. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  1026. ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
  1027. }
  1028. static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
  1029. {
  1030. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1031. IM_ASSERT(vd->Hwnd != 0);
  1032. RECT rect;
  1033. ::GetClientRect(vd->Hwnd, &rect);
  1034. return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
  1035. }
  1036. static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  1037. {
  1038. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1039. IM_ASSERT(vd->Hwnd != 0);
  1040. RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
  1041. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  1042. ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
  1043. }
  1044. static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
  1045. {
  1046. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1047. IM_ASSERT(vd->Hwnd != 0);
  1048. ::BringWindowToTop(vd->Hwnd);
  1049. ::SetForegroundWindow(vd->Hwnd);
  1050. ::SetFocus(vd->Hwnd);
  1051. }
  1052. static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
  1053. {
  1054. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1055. IM_ASSERT(vd->Hwnd != 0);
  1056. return ::GetForegroundWindow() == vd->Hwnd;
  1057. }
  1058. static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
  1059. {
  1060. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1061. IM_ASSERT(vd->Hwnd != 0);
  1062. return ::IsIconic(vd->Hwnd) != 0;
  1063. }
  1064. static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  1065. {
  1066. // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
  1067. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1068. IM_ASSERT(vd->Hwnd != 0);
  1069. int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
  1070. ImVector<wchar_t> title_w;
  1071. title_w.resize(n);
  1072. ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
  1073. ::SetWindowTextW(vd->Hwnd, title_w.Data);
  1074. }
  1075. static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  1076. {
  1077. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1078. IM_ASSERT(vd->Hwnd != 0);
  1079. IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
  1080. if (alpha < 1.0f)
  1081. {
  1082. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
  1083. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  1084. ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
  1085. }
  1086. else
  1087. {
  1088. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
  1089. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  1090. }
  1091. }
  1092. static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
  1093. {
  1094. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1095. IM_ASSERT(vd->Hwnd != 0);
  1096. return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
  1097. }
  1098. // FIXME-DPI: Testing DPI related ideas
  1099. static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
  1100. {
  1101. (void)viewport;
  1102. #if 0
  1103. ImGuiStyle default_style;
  1104. //default_style.WindowPadding = ImVec2(0, 0);
  1105. //default_style.WindowBorderSize = 0.0f;
  1106. //default_style.ItemSpacing.y = 3.0f;
  1107. //default_style.FramePadding = ImVec2(0, 0);
  1108. default_style.ScaleAllSizes(viewport->DpiScale);
  1109. ImGuiStyle& style = ImGui::GetStyle();
  1110. style = default_style;
  1111. #endif
  1112. }
  1113. static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  1114. {
  1115. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  1116. return true;
  1117. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
  1118. {
  1119. switch (msg)
  1120. {
  1121. case WM_CLOSE:
  1122. viewport->PlatformRequestClose = true;
  1123. return 0;
  1124. case WM_MOVE:
  1125. viewport->PlatformRequestMove = true;
  1126. break;
  1127. case WM_SIZE:
  1128. viewport->PlatformRequestResize = true;
  1129. break;
  1130. case WM_MOUSEACTIVATE:
  1131. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
  1132. return MA_NOACTIVATE;
  1133. break;
  1134. case WM_NCHITTEST:
  1135. // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
  1136. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  1137. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  1138. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  1139. if (viewport->Flags & ImGuiViewportFlags_NoInputs)
  1140. return HTTRANSPARENT;
  1141. break;
  1142. }
  1143. }
  1144. return DefWindowProc(hWnd, msg, wParam, lParam);
  1145. }
  1146. static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc)
  1147. {
  1148. WNDCLASSEX wcex;
  1149. wcex.cbSize = sizeof(WNDCLASSEX);
  1150. wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
  1151. wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
  1152. wcex.cbClsExtra = 0;
  1153. wcex.cbWndExtra = 0;
  1154. wcex.hInstance = ::GetModuleHandle(nullptr);
  1155. wcex.hIcon = nullptr;
  1156. wcex.hCursor = nullptr;
  1157. wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
  1158. wcex.lpszMenuName = nullptr;
  1159. wcex.lpszClassName = _T("ImGui Platform");
  1160. wcex.hIconSm = nullptr;
  1161. ::RegisterClassEx(&wcex);
  1162. ImGui_ImplWin32_UpdateMonitors();
  1163. // Register platform interface (will be coupled with a renderer interface)
  1164. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1165. platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
  1166. platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
  1167. platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
  1168. platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
  1169. platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
  1170. platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
  1171. platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
  1172. platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
  1173. platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
  1174. platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
  1175. platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
  1176. platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
  1177. platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
  1178. platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
  1179. platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
  1180. // Register main window handle (which is owned by the main application, not by us)
  1181. // 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.
  1182. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  1183. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  1184. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  1185. vd->Hwnd = bd->hWnd;
  1186. vd->HwndOwned = false;
  1187. main_viewport->PlatformUserData = vd;
  1188. main_viewport->PlatformHandle = (void*)bd->hWnd;
  1189. }
  1190. static void ImGui_ImplWin32_ShutdownPlatformInterface()
  1191. {
  1192. ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr));
  1193. ImGui::DestroyPlatformWindows();
  1194. }
  1195. //---------------------------------------------------------------------------------------------------------
  1196. #endif // #ifndef IMGUI_DISABLE