imgui_impl_win32.cpp 66 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. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
  39. // 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).
  40. // 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
  41. // 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
  42. // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
  43. // 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)
  44. // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
  45. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  46. // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
  47. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  48. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  49. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  50. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  51. // 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.
  52. // 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.
  53. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  54. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  55. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  56. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  57. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  58. // 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).
  59. // 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).
  60. // 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).
  61. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  62. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  63. // 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.
  64. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  65. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  66. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  67. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  68. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  69. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  70. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  71. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  72. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  73. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  74. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  75. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  76. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  77. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  78. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  79. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  80. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  81. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  82. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  83. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  84. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  85. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  86. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  87. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  88. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
  89. // Forward Declarations
  90. static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC);
  91. static void ImGui_ImplWin32_ShutdownPlatformInterface();
  92. static void ImGui_ImplWin32_UpdateMonitors();
  93. struct ImGui_ImplWin32_Data
  94. {
  95. HWND hWnd;
  96. HWND MouseHwnd;
  97. int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
  98. int MouseButtonsDown;
  99. INT64 Time;
  100. INT64 TicksPerSecond;
  101. ImGuiMouseCursor LastMouseCursor;
  102. UINT32 KeyboardCodePage;
  103. bool WantUpdateMonitors;
  104. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  105. bool HasGamepad;
  106. bool WantUpdateHasGamepad;
  107. HMODULE XInputDLL;
  108. PFN_XInputGetCapabilities XInputGetCapabilities;
  109. PFN_XInputGetState XInputGetState;
  110. #endif
  111. ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
  112. };
  113. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  114. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  115. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  116. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  117. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  118. {
  119. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  120. }
  121. // Functions
  122. static void ImGui_ImplWin32_UpdateKeyboardCodePage()
  123. {
  124. // Retrieve keyboard code page, required for handling of non-Unicode Windows.
  125. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  126. HKL keyboard_layout = ::GetKeyboardLayout(0);
  127. LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
  128. if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
  129. bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
  130. }
  131. static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
  132. {
  133. ImGuiIO& io = ImGui::GetIO();
  134. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  135. INT64 perf_frequency, perf_counter;
  136. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  137. return false;
  138. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  139. return false;
  140. // Setup backend capabilities flags
  141. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  142. io.BackendPlatformUserData = (void*)bd;
  143. io.BackendPlatformName = "imgui_impl_win32";
  144. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  145. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  146. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  147. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
  148. bd->hWnd = (HWND)hwnd;
  149. bd->WantUpdateMonitors = true;
  150. bd->TicksPerSecond = perf_frequency;
  151. bd->Time = perf_counter;
  152. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  153. ImGui_ImplWin32_UpdateKeyboardCodePage();
  154. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  155. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  156. main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
  157. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  158. ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc);
  159. // Dynamically load XInput library
  160. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  161. bd->WantUpdateHasGamepad = true;
  162. const char* xinput_dll_names[] =
  163. {
  164. "xinput1_4.dll", // Windows 8+
  165. "xinput1_3.dll", // DirectX SDK
  166. "xinput9_1_0.dll", // Windows Vista, Windows 7
  167. "xinput1_2.dll", // DirectX SDK
  168. "xinput1_1.dll" // DirectX SDK
  169. };
  170. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  171. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  172. {
  173. bd->XInputDLL = dll;
  174. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  175. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  176. break;
  177. }
  178. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  179. return true;
  180. }
  181. IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
  182. {
  183. return ImGui_ImplWin32_InitEx(hwnd, false);
  184. }
  185. IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
  186. {
  187. // OpenGL needs CS_OWNDC
  188. return ImGui_ImplWin32_InitEx(hwnd, true);
  189. }
  190. void ImGui_ImplWin32_Shutdown()
  191. {
  192. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  193. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  194. ImGuiIO& io = ImGui::GetIO();
  195. ImGui_ImplWin32_ShutdownPlatformInterface();
  196. // Unload XInput library
  197. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  198. if (bd->XInputDLL)
  199. ::FreeLibrary(bd->XInputDLL);
  200. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  201. io.BackendPlatformName = nullptr;
  202. io.BackendPlatformUserData = nullptr;
  203. io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
  204. IM_DELETE(bd);
  205. }
  206. static bool ImGui_ImplWin32_UpdateMouseCursor()
  207. {
  208. ImGuiIO& io = ImGui::GetIO();
  209. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  210. return false;
  211. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  212. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  213. {
  214. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  215. ::SetCursor(nullptr);
  216. }
  217. else
  218. {
  219. // Show OS mouse cursor
  220. LPTSTR win32_cursor = IDC_ARROW;
  221. switch (imgui_cursor)
  222. {
  223. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  224. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  225. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  226. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  227. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  228. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  229. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  230. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  231. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  232. }
  233. ::SetCursor(::LoadCursor(nullptr, win32_cursor));
  234. }
  235. return true;
  236. }
  237. static bool IsVkDown(int vk)
  238. {
  239. return (::GetKeyState(vk) & 0x8000) != 0;
  240. }
  241. static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  242. {
  243. ImGuiIO& io = ImGui::GetIO();
  244. io.AddKeyEvent(key, down);
  245. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  246. IM_UNUSED(native_scancode);
  247. }
  248. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  249. {
  250. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  251. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  252. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
  253. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  254. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
  255. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  256. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  257. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
  258. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  259. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
  260. }
  261. static void ImGui_ImplWin32_UpdateKeyModifiers()
  262. {
  263. ImGuiIO& io = ImGui::GetIO();
  264. io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
  265. io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
  266. io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
  267. io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
  268. }
  269. // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
  270. // Because of that, it is a little more complicated than your typical single-viewport binding code!
  271. static void ImGui_ImplWin32_UpdateMouseData()
  272. {
  273. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  274. ImGuiIO& io = ImGui::GetIO();
  275. IM_ASSERT(bd->hWnd != 0);
  276. POINT mouse_screen_pos;
  277. bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
  278. HWND focused_window = ::GetForegroundWindow();
  279. const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
  280. if (is_app_focused)
  281. {
  282. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  283. // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
  284. if (io.WantSetMousePos)
  285. {
  286. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  287. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
  288. ::ClientToScreen(focused_window, &pos);
  289. ::SetCursorPos(pos.x, pos.y);
  290. }
  291. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  292. // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
  293. if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
  294. {
  295. // 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)
  296. // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
  297. // 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)
  298. // (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.)
  299. POINT mouse_pos = mouse_screen_pos;
  300. if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
  301. ::ScreenToClient(bd->hWnd, &mouse_pos);
  302. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  303. }
  304. }
  305. // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
  306. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
  307. // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
  308. // 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
  309. // 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
  310. // by the backend, and use its flawed heuristic to guess the viewport behind.
  311. // - [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).
  312. ImGuiID mouse_viewport_id = 0;
  313. if (has_mouse_screen_pos)
  314. if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
  315. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
  316. mouse_viewport_id = viewport->ID;
  317. io.AddMouseViewportEvent(mouse_viewport_id);
  318. }
  319. // Gamepad navigation mapping
  320. static void ImGui_ImplWin32_UpdateGamepads()
  321. {
  322. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  323. ImGuiIO& io = ImGui::GetIO();
  324. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  325. //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
  326. // return;
  327. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  328. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  329. if (bd->WantUpdateHasGamepad)
  330. {
  331. XINPUT_CAPABILITIES caps = {};
  332. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  333. bd->WantUpdateHasGamepad = false;
  334. }
  335. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  336. XINPUT_STATE xinput_state;
  337. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  338. if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  339. return;
  340. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  341. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  342. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  343. #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)); }
  344. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  345. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  346. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  347. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  348. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  349. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  350. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  351. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  352. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  353. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  354. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  355. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  356. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  357. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  358. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  359. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  360. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  361. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  362. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  363. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  364. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  365. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  366. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  367. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  368. #undef MAP_BUTTON
  369. #undef MAP_ANALOG
  370. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  371. }
  372. static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
  373. {
  374. MONITORINFO info = {};
  375. info.cbSize = sizeof(MONITORINFO);
  376. if (!::GetMonitorInfo(monitor, &info))
  377. return TRUE;
  378. ImGuiPlatformMonitor imgui_monitor;
  379. imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
  380. imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
  381. imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
  382. imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
  383. imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  384. imgui_monitor.PlatformHandle = (void*)monitor;
  385. ImGuiPlatformIO& io = ImGui::GetPlatformIO();
  386. if (info.dwFlags & MONITORINFOF_PRIMARY)
  387. io.Monitors.push_front(imgui_monitor);
  388. else
  389. io.Monitors.push_back(imgui_monitor);
  390. return TRUE;
  391. }
  392. static void ImGui_ImplWin32_UpdateMonitors()
  393. {
  394. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  395. ImGui::GetPlatformIO().Monitors.resize(0);
  396. ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
  397. bd->WantUpdateMonitors = false;
  398. }
  399. void ImGui_ImplWin32_NewFrame()
  400. {
  401. ImGuiIO& io = ImGui::GetIO();
  402. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  403. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
  404. // Setup display size (every frame to accommodate for window resizing)
  405. RECT rect = { 0, 0, 0, 0 };
  406. ::GetClientRect(bd->hWnd, &rect);
  407. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  408. if (bd->WantUpdateMonitors)
  409. ImGui_ImplWin32_UpdateMonitors();
  410. // Setup time step
  411. INT64 current_time = 0;
  412. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  413. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  414. bd->Time = current_time;
  415. // Update OS mouse position
  416. ImGui_ImplWin32_UpdateMouseData();
  417. // Process workarounds for known Windows key handling issues
  418. ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
  419. // Update OS mouse cursor with the cursor requested by imgui
  420. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  421. if (bd->LastMouseCursor != mouse_cursor)
  422. {
  423. bd->LastMouseCursor = mouse_cursor;
  424. ImGui_ImplWin32_UpdateMouseCursor();
  425. }
  426. // Update game controllers (if enabled and available)
  427. ImGui_ImplWin32_UpdateGamepads();
  428. }
  429. // 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)
  430. #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
  431. // Map VK_xxx to ImGuiKey_xxx.
  432. static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
  433. {
  434. switch (wParam)
  435. {
  436. case VK_TAB: return ImGuiKey_Tab;
  437. case VK_LEFT: return ImGuiKey_LeftArrow;
  438. case VK_RIGHT: return ImGuiKey_RightArrow;
  439. case VK_UP: return ImGuiKey_UpArrow;
  440. case VK_DOWN: return ImGuiKey_DownArrow;
  441. case VK_PRIOR: return ImGuiKey_PageUp;
  442. case VK_NEXT: return ImGuiKey_PageDown;
  443. case VK_HOME: return ImGuiKey_Home;
  444. case VK_END: return ImGuiKey_End;
  445. case VK_INSERT: return ImGuiKey_Insert;
  446. case VK_DELETE: return ImGuiKey_Delete;
  447. case VK_BACK: return ImGuiKey_Backspace;
  448. case VK_SPACE: return ImGuiKey_Space;
  449. case VK_RETURN: return ImGuiKey_Enter;
  450. case VK_ESCAPE: return ImGuiKey_Escape;
  451. case VK_OEM_7: return ImGuiKey_Apostrophe;
  452. case VK_OEM_COMMA: return ImGuiKey_Comma;
  453. case VK_OEM_MINUS: return ImGuiKey_Minus;
  454. case VK_OEM_PERIOD: return ImGuiKey_Period;
  455. case VK_OEM_2: return ImGuiKey_Slash;
  456. case VK_OEM_1: return ImGuiKey_Semicolon;
  457. case VK_OEM_PLUS: return ImGuiKey_Equal;
  458. case VK_OEM_4: return ImGuiKey_LeftBracket;
  459. case VK_OEM_5: return ImGuiKey_Backslash;
  460. case VK_OEM_6: return ImGuiKey_RightBracket;
  461. case VK_OEM_3: return ImGuiKey_GraveAccent;
  462. case VK_CAPITAL: return ImGuiKey_CapsLock;
  463. case VK_SCROLL: return ImGuiKey_ScrollLock;
  464. case VK_NUMLOCK: return ImGuiKey_NumLock;
  465. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  466. case VK_PAUSE: return ImGuiKey_Pause;
  467. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  468. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  469. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  470. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  471. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  472. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  473. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  474. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  475. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  476. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  477. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  478. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  479. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  480. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  481. case VK_ADD: return ImGuiKey_KeypadAdd;
  482. case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
  483. case VK_LSHIFT: return ImGuiKey_LeftShift;
  484. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  485. case VK_LMENU: return ImGuiKey_LeftAlt;
  486. case VK_LWIN: return ImGuiKey_LeftSuper;
  487. case VK_RSHIFT: return ImGuiKey_RightShift;
  488. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  489. case VK_RMENU: return ImGuiKey_RightAlt;
  490. case VK_RWIN: return ImGuiKey_RightSuper;
  491. case VK_APPS: return ImGuiKey_Menu;
  492. case '0': return ImGuiKey_0;
  493. case '1': return ImGuiKey_1;
  494. case '2': return ImGuiKey_2;
  495. case '3': return ImGuiKey_3;
  496. case '4': return ImGuiKey_4;
  497. case '5': return ImGuiKey_5;
  498. case '6': return ImGuiKey_6;
  499. case '7': return ImGuiKey_7;
  500. case '8': return ImGuiKey_8;
  501. case '9': return ImGuiKey_9;
  502. case 'A': return ImGuiKey_A;
  503. case 'B': return ImGuiKey_B;
  504. case 'C': return ImGuiKey_C;
  505. case 'D': return ImGuiKey_D;
  506. case 'E': return ImGuiKey_E;
  507. case 'F': return ImGuiKey_F;
  508. case 'G': return ImGuiKey_G;
  509. case 'H': return ImGuiKey_H;
  510. case 'I': return ImGuiKey_I;
  511. case 'J': return ImGuiKey_J;
  512. case 'K': return ImGuiKey_K;
  513. case 'L': return ImGuiKey_L;
  514. case 'M': return ImGuiKey_M;
  515. case 'N': return ImGuiKey_N;
  516. case 'O': return ImGuiKey_O;
  517. case 'P': return ImGuiKey_P;
  518. case 'Q': return ImGuiKey_Q;
  519. case 'R': return ImGuiKey_R;
  520. case 'S': return ImGuiKey_S;
  521. case 'T': return ImGuiKey_T;
  522. case 'U': return ImGuiKey_U;
  523. case 'V': return ImGuiKey_V;
  524. case 'W': return ImGuiKey_W;
  525. case 'X': return ImGuiKey_X;
  526. case 'Y': return ImGuiKey_Y;
  527. case 'Z': return ImGuiKey_Z;
  528. case VK_F1: return ImGuiKey_F1;
  529. case VK_F2: return ImGuiKey_F2;
  530. case VK_F3: return ImGuiKey_F3;
  531. case VK_F4: return ImGuiKey_F4;
  532. case VK_F5: return ImGuiKey_F5;
  533. case VK_F6: return ImGuiKey_F6;
  534. case VK_F7: return ImGuiKey_F7;
  535. case VK_F8: return ImGuiKey_F8;
  536. case VK_F9: return ImGuiKey_F9;
  537. case VK_F10: return ImGuiKey_F10;
  538. case VK_F11: return ImGuiKey_F11;
  539. case VK_F12: return ImGuiKey_F12;
  540. case VK_F13: return ImGuiKey_F13;
  541. case VK_F14: return ImGuiKey_F14;
  542. case VK_F15: return ImGuiKey_F15;
  543. case VK_F16: return ImGuiKey_F16;
  544. case VK_F17: return ImGuiKey_F17;
  545. case VK_F18: return ImGuiKey_F18;
  546. case VK_F19: return ImGuiKey_F19;
  547. case VK_F20: return ImGuiKey_F20;
  548. case VK_F21: return ImGuiKey_F21;
  549. case VK_F22: return ImGuiKey_F22;
  550. case VK_F23: return ImGuiKey_F23;
  551. case VK_F24: return ImGuiKey_F24;
  552. case VK_BROWSER_BACK: return ImGuiKey_AppBack;
  553. case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
  554. default: return ImGuiKey_None;
  555. }
  556. }
  557. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  558. #ifndef WM_MOUSEHWHEEL
  559. #define WM_MOUSEHWHEEL 0x020E
  560. #endif
  561. #ifndef DBT_DEVNODES_CHANGED
  562. #define DBT_DEVNODES_CHANGED 0x0007
  563. #endif
  564. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  565. // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
  566. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  567. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  568. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  569. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  570. // 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.
  571. // 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.
  572. #if 0
  573. // Copy this line into your .cpp file to forward declare the function.
  574. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  575. #endif
  576. // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
  577. // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
  578. static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
  579. {
  580. LPARAM extra_info = ::GetMessageExtraInfo();
  581. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  582. return ImGuiMouseSource_Pen;
  583. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  584. return ImGuiMouseSource_TouchScreen;
  585. return ImGuiMouseSource_Mouse;
  586. }
  587. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  588. {
  589. if (ImGui::GetCurrentContext() == nullptr)
  590. return 0;
  591. ImGuiIO& io = ImGui::GetIO();
  592. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  593. switch (msg)
  594. {
  595. case WM_MOUSEMOVE:
  596. case WM_NCMOUSEMOVE:
  597. {
  598. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  599. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  600. const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
  601. bd->MouseHwnd = hwnd;
  602. if (bd->MouseTrackedArea != area)
  603. {
  604. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  605. TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
  606. if (bd->MouseTrackedArea != 0)
  607. ::TrackMouseEvent(&tme_cancel);
  608. ::TrackMouseEvent(&tme_track);
  609. bd->MouseTrackedArea = area;
  610. }
  611. POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
  612. bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
  613. if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
  614. ::ClientToScreen(hwnd, &mouse_pos);
  615. if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
  616. ::ScreenToClient(hwnd, &mouse_pos);
  617. io.AddMouseSourceEvent(mouse_source);
  618. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  619. break;
  620. }
  621. case WM_MOUSELEAVE:
  622. case WM_NCMOUSELEAVE:
  623. {
  624. const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
  625. if (bd->MouseTrackedArea == area)
  626. {
  627. if (bd->MouseHwnd == hwnd)
  628. bd->MouseHwnd = nullptr;
  629. bd->MouseTrackedArea = 0;
  630. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  631. }
  632. break;
  633. }
  634. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  635. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  636. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  637. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  638. {
  639. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  640. int button = 0;
  641. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  642. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  643. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  644. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  645. if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
  646. ::SetCapture(hwnd);
  647. bd->MouseButtonsDown |= 1 << button;
  648. io.AddMouseSourceEvent(mouse_source);
  649. io.AddMouseButtonEvent(button, true);
  650. return 0;
  651. }
  652. case WM_LBUTTONUP:
  653. case WM_RBUTTONUP:
  654. case WM_MBUTTONUP:
  655. case WM_XBUTTONUP:
  656. {
  657. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  658. int button = 0;
  659. if (msg == WM_LBUTTONUP) { button = 0; }
  660. if (msg == WM_RBUTTONUP) { button = 1; }
  661. if (msg == WM_MBUTTONUP) { button = 2; }
  662. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  663. bd->MouseButtonsDown &= ~(1 << button);
  664. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  665. ::ReleaseCapture();
  666. io.AddMouseSourceEvent(mouse_source);
  667. io.AddMouseButtonEvent(button, false);
  668. return 0;
  669. }
  670. case WM_MOUSEWHEEL:
  671. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  672. return 0;
  673. case WM_MOUSEHWHEEL:
  674. io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  675. return 0;
  676. case WM_KEYDOWN:
  677. case WM_KEYUP:
  678. case WM_SYSKEYDOWN:
  679. case WM_SYSKEYUP:
  680. {
  681. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  682. if (wParam < 256)
  683. {
  684. // Submit modifiers
  685. ImGui_ImplWin32_UpdateKeyModifiers();
  686. // Obtain virtual key code
  687. // (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.)
  688. int vk = (int)wParam;
  689. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  690. vk = IM_VK_KEYPAD_ENTER;
  691. const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
  692. const int scancode = (int)LOBYTE(HIWORD(lParam));
  693. // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
  694. if (key == ImGuiKey_PrintScreen && !is_key_down)
  695. ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
  696. // Submit key event
  697. if (key != ImGuiKey_None)
  698. ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
  699. // Submit individual left/right modifier events
  700. if (vk == VK_SHIFT)
  701. {
  702. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  703. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  704. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  705. }
  706. else if (vk == VK_CONTROL)
  707. {
  708. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  709. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  710. }
  711. else if (vk == VK_MENU)
  712. {
  713. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  714. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  715. }
  716. }
  717. return 0;
  718. }
  719. case WM_SETFOCUS:
  720. case WM_KILLFOCUS:
  721. io.AddFocusEvent(msg == WM_SETFOCUS);
  722. return 0;
  723. case WM_INPUTLANGCHANGE:
  724. ImGui_ImplWin32_UpdateKeyboardCodePage();
  725. return 0;
  726. case WM_CHAR:
  727. if (::IsWindowUnicode(hwnd))
  728. {
  729. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  730. if (wParam > 0 && wParam < 0x10000)
  731. io.AddInputCharacterUTF16((unsigned short)wParam);
  732. }
  733. else
  734. {
  735. wchar_t wch = 0;
  736. ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
  737. io.AddInputCharacter(wch);
  738. }
  739. return 0;
  740. case WM_SETCURSOR:
  741. // This is required to restore cursor when transitioning from e.g resize borders to client area.
  742. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  743. return 1;
  744. return 0;
  745. case WM_DEVICECHANGE:
  746. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  747. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  748. bd->WantUpdateHasGamepad = true;
  749. #endif
  750. return 0;
  751. case WM_DISPLAYCHANGE:
  752. bd->WantUpdateMonitors = true;
  753. return 0;
  754. }
  755. return 0;
  756. }
  757. //--------------------------------------------------------------------------------------------------------
  758. // DPI-related helpers (optional)
  759. //--------------------------------------------------------------------------------------------------------
  760. // - Use to enable DPI awareness without having to create an application manifest.
  761. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  762. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  763. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  764. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  765. //---------------------------------------------------------------------------------------------------------
  766. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  767. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  768. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  769. //---------------------------------------------------------------------------------------------------------
  770. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  771. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  772. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  773. {
  774. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  775. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
  776. if (RtlVerifyVersionInfoFn == nullptr)
  777. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  778. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  779. if (RtlVerifyVersionInfoFn == nullptr)
  780. return FALSE;
  781. RTL_OSVERSIONINFOEXW versionInfo = { };
  782. ULONGLONG conditionMask = 0;
  783. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  784. versionInfo.dwMajorVersion = major;
  785. versionInfo.dwMinorVersion = minor;
  786. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  787. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  788. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  789. }
  790. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  791. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  792. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  793. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  794. #ifndef DPI_ENUMS_DECLARED
  795. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  796. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  797. #endif
  798. #ifndef _DPI_AWARENESS_CONTEXTS_
  799. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  800. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  801. #endif
  802. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  803. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  804. #endif
  805. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  806. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  807. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  808. // Helper function to enable DPI awareness without setting up a manifest
  809. void ImGui_ImplWin32_EnableDpiAwareness()
  810. {
  811. // Make sure monitors will be updated with latest correct scaling
  812. if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
  813. bd->WantUpdateMonitors = true;
  814. if (_IsWindows10OrGreater())
  815. {
  816. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  817. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  818. {
  819. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  820. return;
  821. }
  822. }
  823. if (_IsWindows8Point1OrGreater())
  824. {
  825. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  826. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  827. {
  828. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  829. return;
  830. }
  831. }
  832. #if _WIN32_WINNT >= 0x0600
  833. ::SetProcessDPIAware();
  834. #endif
  835. }
  836. #if defined(_MSC_VER) && !defined(NOGDI)
  837. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  838. #endif
  839. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  840. {
  841. UINT xdpi = 96, ydpi = 96;
  842. if (_IsWindows8Point1OrGreater())
  843. {
  844. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  845. static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
  846. if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
  847. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  848. if (GetDpiForMonitorFn != nullptr)
  849. {
  850. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  851. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  852. return xdpi / 96.0f;
  853. }
  854. }
  855. #ifndef NOGDI
  856. const HDC dc = ::GetDC(nullptr);
  857. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  858. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  859. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  860. ::ReleaseDC(nullptr, dc);
  861. #endif
  862. return xdpi / 96.0f;
  863. }
  864. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  865. {
  866. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  867. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  868. }
  869. //---------------------------------------------------------------------------------------------------------
  870. // Transparency related helpers (optional)
  871. //--------------------------------------------------------------------------------------------------------
  872. #if defined(_MSC_VER)
  873. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  874. #endif
  875. // [experimental]
  876. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  877. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  878. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  879. {
  880. if (!_IsWindowsVistaOrGreater())
  881. return;
  882. BOOL composition;
  883. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  884. return;
  885. BOOL opaque;
  886. DWORD color;
  887. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  888. {
  889. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  890. DWM_BLURBEHIND bb = {};
  891. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  892. bb.hRgnBlur = region;
  893. bb.fEnable = TRUE;
  894. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  895. ::DeleteObject(region);
  896. }
  897. else
  898. {
  899. DWM_BLURBEHIND bb = {};
  900. bb.dwFlags = DWM_BB_ENABLE;
  901. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  902. }
  903. }
  904. //---------------------------------------------------------------------------------------------------------
  905. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  906. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  907. // 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..
  908. //--------------------------------------------------------------------------------------------------------
  909. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  910. struct ImGui_ImplWin32_ViewportData
  911. {
  912. HWND Hwnd;
  913. HWND HwndParent;
  914. bool HwndOwned;
  915. DWORD DwStyle;
  916. DWORD DwExStyle;
  917. ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
  918. ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
  919. };
  920. static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
  921. {
  922. if (flags & ImGuiViewportFlags_NoDecoration)
  923. *out_style = WS_POPUP;
  924. else
  925. *out_style = WS_OVERLAPPEDWINDOW;
  926. if (flags & ImGuiViewportFlags_NoTaskBarIcon)
  927. *out_ex_style = WS_EX_TOOLWINDOW;
  928. else
  929. *out_ex_style = WS_EX_APPWINDOW;
  930. if (flags & ImGuiViewportFlags_TopMost)
  931. *out_ex_style |= WS_EX_TOPMOST;
  932. }
  933. static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
  934. {
  935. if (viewport_id != 0)
  936. if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
  937. return (HWND)viewport->PlatformHandle;
  938. return nullptr;
  939. }
  940. static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
  941. {
  942. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  943. viewport->PlatformUserData = vd;
  944. // Select style and parent window
  945. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
  946. vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
  947. // Create window
  948. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  949. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  950. vd->Hwnd = ::CreateWindowEx(
  951. vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name
  952. rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
  953. vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
  954. vd->HwndOwned = true;
  955. viewport->PlatformRequestResize = false;
  956. viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
  957. }
  958. static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
  959. {
  960. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  961. if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
  962. {
  963. if (::GetCapture() == vd->Hwnd)
  964. {
  965. // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
  966. ::ReleaseCapture();
  967. ::SetCapture(bd->hWnd);
  968. }
  969. if (vd->Hwnd && vd->HwndOwned)
  970. ::DestroyWindow(vd->Hwnd);
  971. vd->Hwnd = nullptr;
  972. IM_DELETE(vd);
  973. }
  974. viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
  975. }
  976. static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
  977. {
  978. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  979. IM_ASSERT(vd->Hwnd != 0);
  980. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  981. ::ShowWindow(vd->Hwnd, SW_SHOWNA);
  982. else
  983. ::ShowWindow(vd->Hwnd, SW_SHOW);
  984. }
  985. static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
  986. {
  987. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  988. IM_ASSERT(vd->Hwnd != 0);
  989. // Update Win32 parent if it changed _after_ creation
  990. // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
  991. HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
  992. if (new_parent != vd->HwndParent)
  993. {
  994. // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
  995. // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner".
  996. // 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.
  997. // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping.
  998. // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented.
  999. // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613
  1000. vd->HwndParent = new_parent;
  1001. ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
  1002. }
  1003. // (Optional) Update Win32 style if it changed _after_ creation.
  1004. // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
  1005. DWORD new_style;
  1006. DWORD new_ex_style;
  1007. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
  1008. // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
  1009. if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
  1010. {
  1011. // (Optional) Update TopMost state if it changed _after_ creation
  1012. bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
  1013. HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
  1014. UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
  1015. // Apply flags and position (since it is affected by flags)
  1016. vd->DwStyle = new_style;
  1017. vd->DwExStyle = new_ex_style;
  1018. ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
  1019. ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
  1020. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  1021. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  1022. ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
  1023. ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
  1024. viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
  1025. }
  1026. }
  1027. static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
  1028. {
  1029. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1030. IM_ASSERT(vd->Hwnd != 0);
  1031. POINT pos = { 0, 0 };
  1032. ::ClientToScreen(vd->Hwnd, &pos);
  1033. return ImVec2((float)pos.x, (float)pos.y);
  1034. }
  1035. static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  1036. {
  1037. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1038. IM_ASSERT(vd->Hwnd != 0);
  1039. RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
  1040. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  1041. ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
  1042. }
  1043. static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
  1044. {
  1045. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1046. IM_ASSERT(vd->Hwnd != 0);
  1047. RECT rect;
  1048. ::GetClientRect(vd->Hwnd, &rect);
  1049. return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
  1050. }
  1051. static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  1052. {
  1053. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1054. IM_ASSERT(vd->Hwnd != 0);
  1055. RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
  1056. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  1057. ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
  1058. }
  1059. static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
  1060. {
  1061. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1062. IM_ASSERT(vd->Hwnd != 0);
  1063. ::BringWindowToTop(vd->Hwnd);
  1064. ::SetForegroundWindow(vd->Hwnd);
  1065. ::SetFocus(vd->Hwnd);
  1066. }
  1067. static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
  1068. {
  1069. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1070. IM_ASSERT(vd->Hwnd != 0);
  1071. return ::GetForegroundWindow() == vd->Hwnd;
  1072. }
  1073. static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
  1074. {
  1075. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1076. IM_ASSERT(vd->Hwnd != 0);
  1077. return ::IsIconic(vd->Hwnd) != 0;
  1078. }
  1079. static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  1080. {
  1081. // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
  1082. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1083. IM_ASSERT(vd->Hwnd != 0);
  1084. int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
  1085. ImVector<wchar_t> title_w;
  1086. title_w.resize(n);
  1087. ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
  1088. ::SetWindowTextW(vd->Hwnd, title_w.Data);
  1089. }
  1090. static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  1091. {
  1092. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1093. IM_ASSERT(vd->Hwnd != 0);
  1094. IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
  1095. if (alpha < 1.0f)
  1096. {
  1097. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
  1098. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  1099. ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
  1100. }
  1101. else
  1102. {
  1103. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
  1104. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  1105. }
  1106. }
  1107. static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
  1108. {
  1109. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1110. IM_ASSERT(vd->Hwnd != 0);
  1111. return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
  1112. }
  1113. // FIXME-DPI: Testing DPI related ideas
  1114. static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
  1115. {
  1116. (void)viewport;
  1117. #if 0
  1118. ImGuiStyle default_style;
  1119. //default_style.WindowPadding = ImVec2(0, 0);
  1120. //default_style.WindowBorderSize = 0.0f;
  1121. //default_style.ItemSpacing.y = 3.0f;
  1122. //default_style.FramePadding = ImVec2(0, 0);
  1123. default_style.ScaleAllSizes(viewport->DpiScale);
  1124. ImGuiStyle& style = ImGui::GetStyle();
  1125. style = default_style;
  1126. #endif
  1127. }
  1128. static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  1129. {
  1130. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  1131. return true;
  1132. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
  1133. {
  1134. switch (msg)
  1135. {
  1136. case WM_CLOSE:
  1137. viewport->PlatformRequestClose = true;
  1138. return 0;
  1139. case WM_MOVE:
  1140. viewport->PlatformRequestMove = true;
  1141. break;
  1142. case WM_SIZE:
  1143. viewport->PlatformRequestResize = true;
  1144. break;
  1145. case WM_MOUSEACTIVATE:
  1146. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
  1147. return MA_NOACTIVATE;
  1148. break;
  1149. case WM_NCHITTEST:
  1150. // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
  1151. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  1152. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  1153. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  1154. if (viewport->Flags & ImGuiViewportFlags_NoInputs)
  1155. return HTTRANSPARENT;
  1156. break;
  1157. }
  1158. }
  1159. return DefWindowProc(hWnd, msg, wParam, lParam);
  1160. }
  1161. static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc)
  1162. {
  1163. WNDCLASSEX wcex;
  1164. wcex.cbSize = sizeof(WNDCLASSEX);
  1165. wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
  1166. wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
  1167. wcex.cbClsExtra = 0;
  1168. wcex.cbWndExtra = 0;
  1169. wcex.hInstance = ::GetModuleHandle(nullptr);
  1170. wcex.hIcon = nullptr;
  1171. wcex.hCursor = nullptr;
  1172. wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
  1173. wcex.lpszMenuName = nullptr;
  1174. wcex.lpszClassName = _T("ImGui Platform");
  1175. wcex.hIconSm = nullptr;
  1176. ::RegisterClassEx(&wcex);
  1177. ImGui_ImplWin32_UpdateMonitors();
  1178. // Register platform interface (will be coupled with a renderer interface)
  1179. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1180. platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
  1181. platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
  1182. platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
  1183. platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
  1184. platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
  1185. platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
  1186. platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
  1187. platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
  1188. platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
  1189. platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
  1190. platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
  1191. platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
  1192. platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
  1193. platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
  1194. platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
  1195. // Register main window handle (which is owned by the main application, not by us)
  1196. // 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.
  1197. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  1198. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  1199. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  1200. vd->Hwnd = bd->hWnd;
  1201. vd->HwndOwned = false;
  1202. main_viewport->PlatformUserData = vd;
  1203. main_viewport->PlatformHandle = (void*)bd->hWnd;
  1204. }
  1205. static void ImGui_ImplWin32_ShutdownPlatformInterface()
  1206. {
  1207. ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr));
  1208. ImGui::DestroyPlatformWindows();
  1209. }
  1210. //---------------------------------------------------------------------------------------------------------
  1211. #endif // #ifndef IMGUI_DISABLE