imgui_impl_win32.cpp 40 KB

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  1. // dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
  2. // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
  3. // Implemented features:
  4. // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
  5. // [X] Platform: 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]
  6. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  7. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  8. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  10. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  11. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  12. #include "imgui.h"
  13. #include "imgui_impl_win32.h"
  14. #ifndef WIN32_LEAN_AND_MEAN
  15. #define WIN32_LEAN_AND_MEAN
  16. #endif
  17. #include <windows.h>
  18. #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  19. #include <tchar.h>
  20. #include <dwmapi.h>
  21. // Configuration flags to add in your imconfig.h file:
  22. //#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.
  23. // Using XInput for gamepad (will load DLL dynamically)
  24. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  25. #include <xinput.h>
  26. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  27. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  28. #endif
  29. // CHANGELOG
  30. // (minor and older changes stripped away, please see git history for details)
  31. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  32. // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
  33. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  34. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  35. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  36. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  37. // 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.
  38. // 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.
  39. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  40. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  41. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  42. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  43. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  44. // 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).
  45. // 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).
  46. // 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).
  47. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  48. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  49. // 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.
  50. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  51. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  52. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  53. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  54. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  55. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  56. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  57. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  58. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  59. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  60. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  61. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  62. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  63. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  64. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  65. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  66. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  67. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  68. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  69. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  70. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  71. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  72. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  73. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  74. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
  75. struct ImGui_ImplWin32_Data
  76. {
  77. HWND hWnd;
  78. HWND MouseHwnd;
  79. bool MouseTracked;
  80. int MouseButtonsDown;
  81. INT64 Time;
  82. INT64 TicksPerSecond;
  83. ImGuiMouseCursor LastMouseCursor;
  84. bool HasGamepad;
  85. bool WantUpdateHasGamepad;
  86. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  87. HMODULE XInputDLL;
  88. PFN_XInputGetCapabilities XInputGetCapabilities;
  89. PFN_XInputGetState XInputGetState;
  90. #endif
  91. ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
  92. };
  93. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  94. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  95. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  96. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  97. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  98. {
  99. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  100. }
  101. // Functions
  102. bool ImGui_ImplWin32_Init(void* hwnd)
  103. {
  104. ImGuiIO& io = ImGui::GetIO();
  105. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  106. INT64 perf_frequency, perf_counter;
  107. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  108. return false;
  109. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  110. return false;
  111. // Setup backend capabilities flags
  112. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  113. io.BackendPlatformUserData = (void*)bd;
  114. io.BackendPlatformName = "imgui_impl_win32";
  115. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  116. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  117. bd->hWnd = (HWND)hwnd;
  118. bd->WantUpdateHasGamepad = true;
  119. bd->TicksPerSecond = perf_frequency;
  120. bd->Time = perf_counter;
  121. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  122. // Set platform dependent data in viewport
  123. ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
  124. // Dynamically load XInput library
  125. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  126. const char* xinput_dll_names[] =
  127. {
  128. "xinput1_4.dll", // Windows 8+
  129. "xinput1_3.dll", // DirectX SDK
  130. "xinput9_1_0.dll", // Windows Vista, Windows 7
  131. "xinput1_2.dll", // DirectX SDK
  132. "xinput1_1.dll" // DirectX SDK
  133. };
  134. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  135. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  136. {
  137. bd->XInputDLL = dll;
  138. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  139. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  140. break;
  141. }
  142. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  143. return true;
  144. }
  145. void ImGui_ImplWin32_Shutdown()
  146. {
  147. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  148. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  149. ImGuiIO& io = ImGui::GetIO();
  150. // Unload XInput library
  151. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  152. if (bd->XInputDLL)
  153. ::FreeLibrary(bd->XInputDLL);
  154. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  155. io.BackendPlatformName = nullptr;
  156. io.BackendPlatformUserData = nullptr;
  157. IM_DELETE(bd);
  158. }
  159. static bool ImGui_ImplWin32_UpdateMouseCursor()
  160. {
  161. ImGuiIO& io = ImGui::GetIO();
  162. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  163. return false;
  164. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  165. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  166. {
  167. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  168. ::SetCursor(nullptr);
  169. }
  170. else
  171. {
  172. // Show OS mouse cursor
  173. LPTSTR win32_cursor = IDC_ARROW;
  174. switch (imgui_cursor)
  175. {
  176. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  177. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  178. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  179. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  180. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  181. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  182. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  183. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  184. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  185. }
  186. ::SetCursor(::LoadCursor(nullptr, win32_cursor));
  187. }
  188. return true;
  189. }
  190. static bool IsVkDown(int vk)
  191. {
  192. return (::GetKeyState(vk) & 0x8000) != 0;
  193. }
  194. static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  195. {
  196. ImGuiIO& io = ImGui::GetIO();
  197. io.AddKeyEvent(key, down);
  198. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  199. IM_UNUSED(native_scancode);
  200. }
  201. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  202. {
  203. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  204. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  205. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
  206. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  207. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
  208. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  209. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  210. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
  211. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  212. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
  213. }
  214. static void ImGui_ImplWin32_UpdateKeyModifiers()
  215. {
  216. ImGuiIO& io = ImGui::GetIO();
  217. io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
  218. io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
  219. io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
  220. io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
  221. }
  222. static void ImGui_ImplWin32_UpdateMouseData()
  223. {
  224. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  225. ImGuiIO& io = ImGui::GetIO();
  226. IM_ASSERT(bd->hWnd != 0);
  227. const bool is_app_focused = (::GetForegroundWindow() == bd->hWnd);
  228. if (is_app_focused)
  229. {
  230. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  231. if (io.WantSetMousePos)
  232. {
  233. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  234. if (::ClientToScreen(bd->hWnd, &pos))
  235. ::SetCursorPos(pos.x, pos.y);
  236. }
  237. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  238. if (!io.WantSetMousePos && !bd->MouseTracked)
  239. {
  240. POINT pos;
  241. if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
  242. io.AddMousePosEvent((float)pos.x, (float)pos.y);
  243. }
  244. }
  245. }
  246. // Gamepad navigation mapping
  247. static void ImGui_ImplWin32_UpdateGamepads()
  248. {
  249. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  250. ImGuiIO& io = ImGui::GetIO();
  251. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  252. //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
  253. // return;
  254. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  255. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  256. if (bd->WantUpdateHasGamepad)
  257. {
  258. XINPUT_CAPABILITIES caps = {};
  259. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  260. bd->WantUpdateHasGamepad = false;
  261. }
  262. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  263. XINPUT_STATE xinput_state;
  264. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  265. if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  266. return;
  267. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  268. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  269. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  270. #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)); }
  271. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  272. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  273. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  274. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  275. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  276. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  277. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  278. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  279. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  280. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  281. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  282. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  283. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  284. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  285. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  286. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  287. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  288. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  289. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  290. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  291. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  292. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  293. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  294. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  295. #undef MAP_BUTTON
  296. #undef MAP_ANALOG
  297. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  298. }
  299. void ImGui_ImplWin32_NewFrame()
  300. {
  301. ImGuiIO& io = ImGui::GetIO();
  302. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  303. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
  304. // Setup display size (every frame to accommodate for window resizing)
  305. RECT rect = { 0, 0, 0, 0 };
  306. ::GetClientRect(bd->hWnd, &rect);
  307. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  308. // Setup time step
  309. INT64 current_time = 0;
  310. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  311. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  312. bd->Time = current_time;
  313. // Update OS mouse position
  314. ImGui_ImplWin32_UpdateMouseData();
  315. // Process workarounds for known Windows key handling issues
  316. ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
  317. // Update OS mouse cursor with the cursor requested by imgui
  318. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  319. if (bd->LastMouseCursor != mouse_cursor)
  320. {
  321. bd->LastMouseCursor = mouse_cursor;
  322. ImGui_ImplWin32_UpdateMouseCursor();
  323. }
  324. // Update game controllers (if enabled and available)
  325. ImGui_ImplWin32_UpdateGamepads();
  326. }
  327. // 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)
  328. #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
  329. // Map VK_xxx to ImGuiKey_xxx.
  330. static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
  331. {
  332. switch (wParam)
  333. {
  334. case VK_TAB: return ImGuiKey_Tab;
  335. case VK_LEFT: return ImGuiKey_LeftArrow;
  336. case VK_RIGHT: return ImGuiKey_RightArrow;
  337. case VK_UP: return ImGuiKey_UpArrow;
  338. case VK_DOWN: return ImGuiKey_DownArrow;
  339. case VK_PRIOR: return ImGuiKey_PageUp;
  340. case VK_NEXT: return ImGuiKey_PageDown;
  341. case VK_HOME: return ImGuiKey_Home;
  342. case VK_END: return ImGuiKey_End;
  343. case VK_INSERT: return ImGuiKey_Insert;
  344. case VK_DELETE: return ImGuiKey_Delete;
  345. case VK_BACK: return ImGuiKey_Backspace;
  346. case VK_SPACE: return ImGuiKey_Space;
  347. case VK_RETURN: return ImGuiKey_Enter;
  348. case VK_ESCAPE: return ImGuiKey_Escape;
  349. case VK_OEM_7: return ImGuiKey_Apostrophe;
  350. case VK_OEM_COMMA: return ImGuiKey_Comma;
  351. case VK_OEM_MINUS: return ImGuiKey_Minus;
  352. case VK_OEM_PERIOD: return ImGuiKey_Period;
  353. case VK_OEM_2: return ImGuiKey_Slash;
  354. case VK_OEM_1: return ImGuiKey_Semicolon;
  355. case VK_OEM_PLUS: return ImGuiKey_Equal;
  356. case VK_OEM_4: return ImGuiKey_LeftBracket;
  357. case VK_OEM_5: return ImGuiKey_Backslash;
  358. case VK_OEM_6: return ImGuiKey_RightBracket;
  359. case VK_OEM_3: return ImGuiKey_GraveAccent;
  360. case VK_CAPITAL: return ImGuiKey_CapsLock;
  361. case VK_SCROLL: return ImGuiKey_ScrollLock;
  362. case VK_NUMLOCK: return ImGuiKey_NumLock;
  363. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  364. case VK_PAUSE: return ImGuiKey_Pause;
  365. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  366. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  367. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  368. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  369. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  370. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  371. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  372. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  373. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  374. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  375. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  376. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  377. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  378. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  379. case VK_ADD: return ImGuiKey_KeypadAdd;
  380. case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
  381. case VK_LSHIFT: return ImGuiKey_LeftShift;
  382. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  383. case VK_LMENU: return ImGuiKey_LeftAlt;
  384. case VK_LWIN: return ImGuiKey_LeftSuper;
  385. case VK_RSHIFT: return ImGuiKey_RightShift;
  386. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  387. case VK_RMENU: return ImGuiKey_RightAlt;
  388. case VK_RWIN: return ImGuiKey_RightSuper;
  389. case VK_APPS: return ImGuiKey_Menu;
  390. case '0': return ImGuiKey_0;
  391. case '1': return ImGuiKey_1;
  392. case '2': return ImGuiKey_2;
  393. case '3': return ImGuiKey_3;
  394. case '4': return ImGuiKey_4;
  395. case '5': return ImGuiKey_5;
  396. case '6': return ImGuiKey_6;
  397. case '7': return ImGuiKey_7;
  398. case '8': return ImGuiKey_8;
  399. case '9': return ImGuiKey_9;
  400. case 'A': return ImGuiKey_A;
  401. case 'B': return ImGuiKey_B;
  402. case 'C': return ImGuiKey_C;
  403. case 'D': return ImGuiKey_D;
  404. case 'E': return ImGuiKey_E;
  405. case 'F': return ImGuiKey_F;
  406. case 'G': return ImGuiKey_G;
  407. case 'H': return ImGuiKey_H;
  408. case 'I': return ImGuiKey_I;
  409. case 'J': return ImGuiKey_J;
  410. case 'K': return ImGuiKey_K;
  411. case 'L': return ImGuiKey_L;
  412. case 'M': return ImGuiKey_M;
  413. case 'N': return ImGuiKey_N;
  414. case 'O': return ImGuiKey_O;
  415. case 'P': return ImGuiKey_P;
  416. case 'Q': return ImGuiKey_Q;
  417. case 'R': return ImGuiKey_R;
  418. case 'S': return ImGuiKey_S;
  419. case 'T': return ImGuiKey_T;
  420. case 'U': return ImGuiKey_U;
  421. case 'V': return ImGuiKey_V;
  422. case 'W': return ImGuiKey_W;
  423. case 'X': return ImGuiKey_X;
  424. case 'Y': return ImGuiKey_Y;
  425. case 'Z': return ImGuiKey_Z;
  426. case VK_F1: return ImGuiKey_F1;
  427. case VK_F2: return ImGuiKey_F2;
  428. case VK_F3: return ImGuiKey_F3;
  429. case VK_F4: return ImGuiKey_F4;
  430. case VK_F5: return ImGuiKey_F5;
  431. case VK_F6: return ImGuiKey_F6;
  432. case VK_F7: return ImGuiKey_F7;
  433. case VK_F8: return ImGuiKey_F8;
  434. case VK_F9: return ImGuiKey_F9;
  435. case VK_F10: return ImGuiKey_F10;
  436. case VK_F11: return ImGuiKey_F11;
  437. case VK_F12: return ImGuiKey_F12;
  438. default: return ImGuiKey_None;
  439. }
  440. }
  441. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  442. #ifndef WM_MOUSEHWHEEL
  443. #define WM_MOUSEHWHEEL 0x020E
  444. #endif
  445. #ifndef DBT_DEVNODES_CHANGED
  446. #define DBT_DEVNODES_CHANGED 0x0007
  447. #endif
  448. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  449. // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
  450. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  451. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  452. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  453. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  454. // 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.
  455. // 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.
  456. #if 0
  457. // Copy this line into your .cpp file to forward declare the function.
  458. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  459. #endif
  460. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  461. {
  462. if (ImGui::GetCurrentContext() == nullptr)
  463. return 0;
  464. ImGuiIO& io = ImGui::GetIO();
  465. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  466. switch (msg)
  467. {
  468. case WM_MOUSEMOVE:
  469. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  470. bd->MouseHwnd = hwnd;
  471. if (!bd->MouseTracked)
  472. {
  473. TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 };
  474. ::TrackMouseEvent(&tme);
  475. bd->MouseTracked = true;
  476. }
  477. io.AddMousePosEvent((float)GET_X_LPARAM(lParam), (float)GET_Y_LPARAM(lParam));
  478. break;
  479. case WM_MOUSELEAVE:
  480. if (bd->MouseHwnd == hwnd)
  481. bd->MouseHwnd = nullptr;
  482. bd->MouseTracked = false;
  483. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  484. break;
  485. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  486. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  487. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  488. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  489. {
  490. int button = 0;
  491. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  492. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  493. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  494. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  495. if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
  496. ::SetCapture(hwnd);
  497. bd->MouseButtonsDown |= 1 << button;
  498. io.AddMouseButtonEvent(button, true);
  499. return 0;
  500. }
  501. case WM_LBUTTONUP:
  502. case WM_RBUTTONUP:
  503. case WM_MBUTTONUP:
  504. case WM_XBUTTONUP:
  505. {
  506. int button = 0;
  507. if (msg == WM_LBUTTONUP) { button = 0; }
  508. if (msg == WM_RBUTTONUP) { button = 1; }
  509. if (msg == WM_MBUTTONUP) { button = 2; }
  510. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  511. bd->MouseButtonsDown &= ~(1 << button);
  512. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  513. ::ReleaseCapture();
  514. io.AddMouseButtonEvent(button, false);
  515. return 0;
  516. }
  517. case WM_MOUSEWHEEL:
  518. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  519. return 0;
  520. case WM_MOUSEHWHEEL:
  521. io.AddMouseWheelEvent((float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  522. return 0;
  523. case WM_KEYDOWN:
  524. case WM_KEYUP:
  525. case WM_SYSKEYDOWN:
  526. case WM_SYSKEYUP:
  527. {
  528. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  529. if (wParam < 256)
  530. {
  531. // Submit modifiers
  532. ImGui_ImplWin32_UpdateKeyModifiers();
  533. // Obtain virtual key code
  534. // (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.)
  535. int vk = (int)wParam;
  536. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  537. vk = IM_VK_KEYPAD_ENTER;
  538. // Submit key event
  539. const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
  540. const int scancode = (int)LOBYTE(HIWORD(lParam));
  541. if (key != ImGuiKey_None)
  542. ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
  543. // Submit individual left/right modifier events
  544. if (vk == VK_SHIFT)
  545. {
  546. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  547. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  548. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  549. }
  550. else if (vk == VK_CONTROL)
  551. {
  552. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  553. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  554. }
  555. else if (vk == VK_MENU)
  556. {
  557. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  558. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  559. }
  560. }
  561. return 0;
  562. }
  563. case WM_SETFOCUS:
  564. case WM_KILLFOCUS:
  565. io.AddFocusEvent(msg == WM_SETFOCUS);
  566. return 0;
  567. case WM_CHAR:
  568. if (::IsWindowUnicode(hwnd))
  569. {
  570. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  571. if (wParam > 0 && wParam < 0x10000)
  572. io.AddInputCharacterUTF16((unsigned short)wParam);
  573. }
  574. else
  575. {
  576. wchar_t wch = 0;
  577. ::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
  578. io.AddInputCharacter(wch);
  579. }
  580. return 0;
  581. case WM_SETCURSOR:
  582. // This is required to restore cursor when transitioning from e.g resize borders to client area.
  583. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  584. return 1;
  585. return 0;
  586. case WM_DEVICECHANGE:
  587. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  588. bd->WantUpdateHasGamepad = true;
  589. return 0;
  590. }
  591. return 0;
  592. }
  593. //--------------------------------------------------------------------------------------------------------
  594. // DPI-related helpers (optional)
  595. //--------------------------------------------------------------------------------------------------------
  596. // - Use to enable DPI awareness without having to create an application manifest.
  597. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  598. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  599. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  600. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  601. //---------------------------------------------------------------------------------------------------------
  602. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  603. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  604. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  605. //---------------------------------------------------------------------------------------------------------
  606. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  607. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  608. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  609. {
  610. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  611. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
  612. if (RtlVerifyVersionInfoFn == nullptr)
  613. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  614. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  615. if (RtlVerifyVersionInfoFn == nullptr)
  616. return FALSE;
  617. RTL_OSVERSIONINFOEXW versionInfo = { };
  618. ULONGLONG conditionMask = 0;
  619. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  620. versionInfo.dwMajorVersion = major;
  621. versionInfo.dwMinorVersion = minor;
  622. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  623. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  624. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  625. }
  626. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  627. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  628. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  629. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  630. #ifndef DPI_ENUMS_DECLARED
  631. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  632. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  633. #endif
  634. #ifndef _DPI_AWARENESS_CONTEXTS_
  635. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  636. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  637. #endif
  638. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  639. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  640. #endif
  641. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  642. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  643. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  644. // Helper function to enable DPI awareness without setting up a manifest
  645. void ImGui_ImplWin32_EnableDpiAwareness()
  646. {
  647. if (_IsWindows10OrGreater())
  648. {
  649. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  650. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  651. {
  652. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  653. return;
  654. }
  655. }
  656. if (_IsWindows8Point1OrGreater())
  657. {
  658. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  659. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  660. {
  661. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  662. return;
  663. }
  664. }
  665. #if _WIN32_WINNT >= 0x0600
  666. ::SetProcessDPIAware();
  667. #endif
  668. }
  669. #if defined(_MSC_VER) && !defined(NOGDI)
  670. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  671. #endif
  672. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  673. {
  674. UINT xdpi = 96, ydpi = 96;
  675. if (_IsWindows8Point1OrGreater())
  676. {
  677. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  678. static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
  679. if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
  680. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  681. if (GetDpiForMonitorFn != nullptr)
  682. {
  683. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  684. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  685. return xdpi / 96.0f;
  686. }
  687. }
  688. #ifndef NOGDI
  689. const HDC dc = ::GetDC(nullptr);
  690. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  691. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  692. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  693. ::ReleaseDC(nullptr, dc);
  694. #endif
  695. return xdpi / 96.0f;
  696. }
  697. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  698. {
  699. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  700. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  701. }
  702. //---------------------------------------------------------------------------------------------------------
  703. // Transparency related helpers (optional)
  704. //--------------------------------------------------------------------------------------------------------
  705. #if defined(_MSC_VER)
  706. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  707. #endif
  708. // [experimental]
  709. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  710. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  711. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  712. {
  713. if (!_IsWindowsVistaOrGreater())
  714. return;
  715. BOOL composition;
  716. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  717. return;
  718. BOOL opaque;
  719. DWORD color;
  720. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  721. {
  722. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  723. DWM_BLURBEHIND bb = {};
  724. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  725. bb.hRgnBlur = region;
  726. bb.fEnable = TRUE;
  727. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  728. ::DeleteObject(region);
  729. }
  730. else
  731. {
  732. DWM_BLURBEHIND bb = {};
  733. bb.dwFlags = DWM_BB_ENABLE;
  734. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  735. }
  736. }
  737. //---------------------------------------------------------------------------------------------------------