imgui_impl_win32.cpp 62 KB

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  1. // dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
  2. // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
  3. // Implemented features:
  4. // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
  5. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
  6. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
  7. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  8. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  9. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  10. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  11. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  12. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  13. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  14. #include "imgui.h"
  15. #include "imgui_impl_win32.h"
  16. #ifndef WIN32_LEAN_AND_MEAN
  17. #define WIN32_LEAN_AND_MEAN
  18. #endif
  19. #include <windows.h>
  20. #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  21. #include <tchar.h>
  22. #include <dwmapi.h>
  23. // Configuration flags to add in your imconfig.h file:
  24. //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
  25. // Using XInput for gamepad (will load DLL dynamically)
  26. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  27. #include <xinput.h>
  28. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  29. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  30. #endif
  31. // CHANGELOG
  32. // (minor and older changes stripped away, please see git history for details)
  33. // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  34. // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
  35. // 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)
  36. // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
  37. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  38. // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
  39. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  40. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  41. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  42. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  43. // 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.
  44. // 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.
  45. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  46. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  47. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  48. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  49. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  50. // 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).
  51. // 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).
  52. // 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).
  53. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  54. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  55. // 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.
  56. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  57. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  58. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  59. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  60. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  61. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  62. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  63. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  64. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  65. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  66. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  67. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  68. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  69. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  70. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  71. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  72. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  73. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  74. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  75. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  76. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  77. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  78. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  79. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  80. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
  81. // Forward Declarations
  82. static void ImGui_ImplWin32_InitPlatformInterface();
  83. static void ImGui_ImplWin32_ShutdownPlatformInterface();
  84. static void ImGui_ImplWin32_UpdateMonitors();
  85. struct ImGui_ImplWin32_Data
  86. {
  87. HWND hWnd;
  88. HWND MouseHwnd;
  89. int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
  90. int MouseButtonsDown;
  91. INT64 Time;
  92. INT64 TicksPerSecond;
  93. ImGuiMouseCursor LastMouseCursor;
  94. bool WantUpdateMonitors;
  95. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  96. bool HasGamepad;
  97. bool WantUpdateHasGamepad;
  98. HMODULE XInputDLL;
  99. PFN_XInputGetCapabilities XInputGetCapabilities;
  100. PFN_XInputGetState XInputGetState;
  101. #endif
  102. ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
  103. };
  104. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  105. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  106. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  107. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  108. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  109. {
  110. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  111. }
  112. // Functions
  113. bool ImGui_ImplWin32_Init(void* hwnd)
  114. {
  115. ImGuiIO& io = ImGui::GetIO();
  116. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  117. INT64 perf_frequency, perf_counter;
  118. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  119. return false;
  120. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  121. return false;
  122. // Setup backend capabilities flags
  123. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  124. io.BackendPlatformUserData = (void*)bd;
  125. io.BackendPlatformName = "imgui_impl_win32";
  126. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  127. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  128. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  129. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
  130. bd->hWnd = (HWND)hwnd;
  131. bd->WantUpdateMonitors = true;
  132. bd->TicksPerSecond = perf_frequency;
  133. bd->Time = perf_counter;
  134. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  135. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  136. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  137. main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
  138. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  139. ImGui_ImplWin32_InitPlatformInterface();
  140. // Dynamically load XInput library
  141. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  142. bd->WantUpdateHasGamepad = true;
  143. const char* xinput_dll_names[] =
  144. {
  145. "xinput1_4.dll", // Windows 8+
  146. "xinput1_3.dll", // DirectX SDK
  147. "xinput9_1_0.dll", // Windows Vista, Windows 7
  148. "xinput1_2.dll", // DirectX SDK
  149. "xinput1_1.dll" // DirectX SDK
  150. };
  151. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  152. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  153. {
  154. bd->XInputDLL = dll;
  155. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  156. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  157. break;
  158. }
  159. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  160. return true;
  161. }
  162. void ImGui_ImplWin32_Shutdown()
  163. {
  164. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  165. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  166. ImGuiIO& io = ImGui::GetIO();
  167. ImGui_ImplWin32_ShutdownPlatformInterface();
  168. // Unload XInput library
  169. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  170. if (bd->XInputDLL)
  171. ::FreeLibrary(bd->XInputDLL);
  172. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  173. io.BackendPlatformName = nullptr;
  174. io.BackendPlatformUserData = nullptr;
  175. IM_DELETE(bd);
  176. }
  177. static bool ImGui_ImplWin32_UpdateMouseCursor()
  178. {
  179. ImGuiIO& io = ImGui::GetIO();
  180. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  181. return false;
  182. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  183. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  184. {
  185. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  186. ::SetCursor(nullptr);
  187. }
  188. else
  189. {
  190. // Show OS mouse cursor
  191. LPTSTR win32_cursor = IDC_ARROW;
  192. switch (imgui_cursor)
  193. {
  194. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  195. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  196. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  197. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  198. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  199. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  200. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  201. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  202. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  203. }
  204. ::SetCursor(::LoadCursor(nullptr, win32_cursor));
  205. }
  206. return true;
  207. }
  208. static bool IsVkDown(int vk)
  209. {
  210. return (::GetKeyState(vk) & 0x8000) != 0;
  211. }
  212. static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  213. {
  214. ImGuiIO& io = ImGui::GetIO();
  215. io.AddKeyEvent(key, down);
  216. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  217. IM_UNUSED(native_scancode);
  218. }
  219. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  220. {
  221. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  222. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  223. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
  224. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  225. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
  226. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  227. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  228. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
  229. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  230. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
  231. }
  232. static void ImGui_ImplWin32_UpdateKeyModifiers()
  233. {
  234. ImGuiIO& io = ImGui::GetIO();
  235. io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
  236. io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
  237. io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
  238. io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
  239. }
  240. // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
  241. // Because of that, it is a little more complicated than your typical single-viewport binding code!
  242. static void ImGui_ImplWin32_UpdateMouseData()
  243. {
  244. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  245. ImGuiIO& io = ImGui::GetIO();
  246. IM_ASSERT(bd->hWnd != 0);
  247. POINT mouse_screen_pos;
  248. bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
  249. HWND focused_window = ::GetForegroundWindow();
  250. const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
  251. if (is_app_focused)
  252. {
  253. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  254. // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
  255. if (io.WantSetMousePos)
  256. {
  257. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  258. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
  259. ::ClientToScreen(focused_window, &pos);
  260. ::SetCursorPos(pos.x, pos.y);
  261. }
  262. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  263. // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
  264. if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
  265. {
  266. // 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)
  267. // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
  268. // 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)
  269. // (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.)
  270. POINT mouse_pos = mouse_screen_pos;
  271. if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
  272. ::ScreenToClient(bd->hWnd, &mouse_pos);
  273. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  274. }
  275. }
  276. // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
  277. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
  278. // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
  279. // 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
  280. // 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
  281. // by the backend, and use its flawed heuristic to guess the viewport behind.
  282. // - [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).
  283. ImGuiID mouse_viewport_id = 0;
  284. if (has_mouse_screen_pos)
  285. if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
  286. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
  287. mouse_viewport_id = viewport->ID;
  288. io.AddMouseViewportEvent(mouse_viewport_id);
  289. }
  290. // Gamepad navigation mapping
  291. static void ImGui_ImplWin32_UpdateGamepads()
  292. {
  293. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  294. ImGuiIO& io = ImGui::GetIO();
  295. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  296. //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
  297. // return;
  298. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  299. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  300. if (bd->WantUpdateHasGamepad)
  301. {
  302. XINPUT_CAPABILITIES caps = {};
  303. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  304. bd->WantUpdateHasGamepad = false;
  305. }
  306. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  307. XINPUT_STATE xinput_state;
  308. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  309. if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  310. return;
  311. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  312. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  313. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  314. #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)); }
  315. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  316. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  317. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  318. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  319. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  320. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  321. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  322. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  323. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  324. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  325. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  326. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  327. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  328. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  329. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  330. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  331. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  332. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  333. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  334. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  335. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  336. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  337. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  338. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  339. #undef MAP_BUTTON
  340. #undef MAP_ANALOG
  341. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  342. }
  343. static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
  344. {
  345. MONITORINFO info = {};
  346. info.cbSize = sizeof(MONITORINFO);
  347. if (!::GetMonitorInfo(monitor, &info))
  348. return TRUE;
  349. ImGuiPlatformMonitor imgui_monitor;
  350. imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
  351. imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
  352. imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
  353. imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
  354. imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  355. ImGuiPlatformIO& io = ImGui::GetPlatformIO();
  356. if (info.dwFlags & MONITORINFOF_PRIMARY)
  357. io.Monitors.push_front(imgui_monitor);
  358. else
  359. io.Monitors.push_back(imgui_monitor);
  360. return TRUE;
  361. }
  362. static void ImGui_ImplWin32_UpdateMonitors()
  363. {
  364. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  365. ImGui::GetPlatformIO().Monitors.resize(0);
  366. ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
  367. bd->WantUpdateMonitors = false;
  368. }
  369. void ImGui_ImplWin32_NewFrame()
  370. {
  371. ImGuiIO& io = ImGui::GetIO();
  372. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  373. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
  374. // Setup display size (every frame to accommodate for window resizing)
  375. RECT rect = { 0, 0, 0, 0 };
  376. ::GetClientRect(bd->hWnd, &rect);
  377. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  378. if (bd->WantUpdateMonitors)
  379. ImGui_ImplWin32_UpdateMonitors();
  380. // Setup time step
  381. INT64 current_time = 0;
  382. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  383. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  384. bd->Time = current_time;
  385. // Update OS mouse position
  386. ImGui_ImplWin32_UpdateMouseData();
  387. // Process workarounds for known Windows key handling issues
  388. ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
  389. // Update OS mouse cursor with the cursor requested by imgui
  390. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  391. if (bd->LastMouseCursor != mouse_cursor)
  392. {
  393. bd->LastMouseCursor = mouse_cursor;
  394. ImGui_ImplWin32_UpdateMouseCursor();
  395. }
  396. // Update game controllers (if enabled and available)
  397. ImGui_ImplWin32_UpdateGamepads();
  398. }
  399. // 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)
  400. #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
  401. // Map VK_xxx to ImGuiKey_xxx.
  402. static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
  403. {
  404. switch (wParam)
  405. {
  406. case VK_TAB: return ImGuiKey_Tab;
  407. case VK_LEFT: return ImGuiKey_LeftArrow;
  408. case VK_RIGHT: return ImGuiKey_RightArrow;
  409. case VK_UP: return ImGuiKey_UpArrow;
  410. case VK_DOWN: return ImGuiKey_DownArrow;
  411. case VK_PRIOR: return ImGuiKey_PageUp;
  412. case VK_NEXT: return ImGuiKey_PageDown;
  413. case VK_HOME: return ImGuiKey_Home;
  414. case VK_END: return ImGuiKey_End;
  415. case VK_INSERT: return ImGuiKey_Insert;
  416. case VK_DELETE: return ImGuiKey_Delete;
  417. case VK_BACK: return ImGuiKey_Backspace;
  418. case VK_SPACE: return ImGuiKey_Space;
  419. case VK_RETURN: return ImGuiKey_Enter;
  420. case VK_ESCAPE: return ImGuiKey_Escape;
  421. case VK_OEM_7: return ImGuiKey_Apostrophe;
  422. case VK_OEM_COMMA: return ImGuiKey_Comma;
  423. case VK_OEM_MINUS: return ImGuiKey_Minus;
  424. case VK_OEM_PERIOD: return ImGuiKey_Period;
  425. case VK_OEM_2: return ImGuiKey_Slash;
  426. case VK_OEM_1: return ImGuiKey_Semicolon;
  427. case VK_OEM_PLUS: return ImGuiKey_Equal;
  428. case VK_OEM_4: return ImGuiKey_LeftBracket;
  429. case VK_OEM_5: return ImGuiKey_Backslash;
  430. case VK_OEM_6: return ImGuiKey_RightBracket;
  431. case VK_OEM_3: return ImGuiKey_GraveAccent;
  432. case VK_CAPITAL: return ImGuiKey_CapsLock;
  433. case VK_SCROLL: return ImGuiKey_ScrollLock;
  434. case VK_NUMLOCK: return ImGuiKey_NumLock;
  435. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  436. case VK_PAUSE: return ImGuiKey_Pause;
  437. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  438. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  439. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  440. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  441. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  442. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  443. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  444. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  445. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  446. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  447. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  448. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  449. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  450. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  451. case VK_ADD: return ImGuiKey_KeypadAdd;
  452. case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
  453. case VK_LSHIFT: return ImGuiKey_LeftShift;
  454. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  455. case VK_LMENU: return ImGuiKey_LeftAlt;
  456. case VK_LWIN: return ImGuiKey_LeftSuper;
  457. case VK_RSHIFT: return ImGuiKey_RightShift;
  458. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  459. case VK_RMENU: return ImGuiKey_RightAlt;
  460. case VK_RWIN: return ImGuiKey_RightSuper;
  461. case VK_APPS: return ImGuiKey_Menu;
  462. case '0': return ImGuiKey_0;
  463. case '1': return ImGuiKey_1;
  464. case '2': return ImGuiKey_2;
  465. case '3': return ImGuiKey_3;
  466. case '4': return ImGuiKey_4;
  467. case '5': return ImGuiKey_5;
  468. case '6': return ImGuiKey_6;
  469. case '7': return ImGuiKey_7;
  470. case '8': return ImGuiKey_8;
  471. case '9': return ImGuiKey_9;
  472. case 'A': return ImGuiKey_A;
  473. case 'B': return ImGuiKey_B;
  474. case 'C': return ImGuiKey_C;
  475. case 'D': return ImGuiKey_D;
  476. case 'E': return ImGuiKey_E;
  477. case 'F': return ImGuiKey_F;
  478. case 'G': return ImGuiKey_G;
  479. case 'H': return ImGuiKey_H;
  480. case 'I': return ImGuiKey_I;
  481. case 'J': return ImGuiKey_J;
  482. case 'K': return ImGuiKey_K;
  483. case 'L': return ImGuiKey_L;
  484. case 'M': return ImGuiKey_M;
  485. case 'N': return ImGuiKey_N;
  486. case 'O': return ImGuiKey_O;
  487. case 'P': return ImGuiKey_P;
  488. case 'Q': return ImGuiKey_Q;
  489. case 'R': return ImGuiKey_R;
  490. case 'S': return ImGuiKey_S;
  491. case 'T': return ImGuiKey_T;
  492. case 'U': return ImGuiKey_U;
  493. case 'V': return ImGuiKey_V;
  494. case 'W': return ImGuiKey_W;
  495. case 'X': return ImGuiKey_X;
  496. case 'Y': return ImGuiKey_Y;
  497. case 'Z': return ImGuiKey_Z;
  498. case VK_F1: return ImGuiKey_F1;
  499. case VK_F2: return ImGuiKey_F2;
  500. case VK_F3: return ImGuiKey_F3;
  501. case VK_F4: return ImGuiKey_F4;
  502. case VK_F5: return ImGuiKey_F5;
  503. case VK_F6: return ImGuiKey_F6;
  504. case VK_F7: return ImGuiKey_F7;
  505. case VK_F8: return ImGuiKey_F8;
  506. case VK_F9: return ImGuiKey_F9;
  507. case VK_F10: return ImGuiKey_F10;
  508. case VK_F11: return ImGuiKey_F11;
  509. case VK_F12: return ImGuiKey_F12;
  510. default: return ImGuiKey_None;
  511. }
  512. }
  513. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  514. #ifndef WM_MOUSEHWHEEL
  515. #define WM_MOUSEHWHEEL 0x020E
  516. #endif
  517. #ifndef DBT_DEVNODES_CHANGED
  518. #define DBT_DEVNODES_CHANGED 0x0007
  519. #endif
  520. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  521. // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
  522. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  523. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  524. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  525. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  526. // 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.
  527. // 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.
  528. #if 0
  529. // Copy this line into your .cpp file to forward declare the function.
  530. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  531. #endif
  532. // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
  533. // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
  534. static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
  535. {
  536. LPARAM extra_info = ::GetMessageExtraInfo();
  537. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  538. return ImGuiMouseSource_Pen;
  539. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  540. return ImGuiMouseSource_TouchScreen;
  541. return ImGuiMouseSource_Mouse;
  542. }
  543. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  544. {
  545. if (ImGui::GetCurrentContext() == nullptr)
  546. return 0;
  547. ImGuiIO& io = ImGui::GetIO();
  548. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  549. switch (msg)
  550. {
  551. case WM_MOUSEMOVE:
  552. case WM_NCMOUSEMOVE:
  553. {
  554. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  555. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  556. const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
  557. bd->MouseHwnd = hwnd;
  558. if (bd->MouseTrackedArea != area)
  559. {
  560. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  561. TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
  562. if (bd->MouseTrackedArea != 0)
  563. ::TrackMouseEvent(&tme_cancel);
  564. ::TrackMouseEvent(&tme_track);
  565. bd->MouseTrackedArea = area;
  566. }
  567. POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
  568. bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
  569. if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
  570. ::ClientToScreen(hwnd, &mouse_pos);
  571. if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
  572. ::ScreenToClient(hwnd, &mouse_pos);
  573. io.AddMouseSourceEvent(mouse_source);
  574. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  575. break;
  576. }
  577. case WM_MOUSELEAVE:
  578. case WM_NCMOUSELEAVE:
  579. {
  580. const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
  581. if (bd->MouseTrackedArea == area)
  582. {
  583. if (bd->MouseHwnd == hwnd)
  584. bd->MouseHwnd = nullptr;
  585. bd->MouseTrackedArea = 0;
  586. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  587. }
  588. break;
  589. }
  590. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  591. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  592. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  593. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  594. {
  595. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  596. int button = 0;
  597. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  598. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  599. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  600. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  601. if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
  602. ::SetCapture(hwnd);
  603. bd->MouseButtonsDown |= 1 << button;
  604. io.AddMouseSourceEvent(mouse_source);
  605. io.AddMouseButtonEvent(button, true);
  606. return 0;
  607. }
  608. case WM_LBUTTONUP:
  609. case WM_RBUTTONUP:
  610. case WM_MBUTTONUP:
  611. case WM_XBUTTONUP:
  612. {
  613. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  614. int button = 0;
  615. if (msg == WM_LBUTTONUP) { button = 0; }
  616. if (msg == WM_RBUTTONUP) { button = 1; }
  617. if (msg == WM_MBUTTONUP) { button = 2; }
  618. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  619. bd->MouseButtonsDown &= ~(1 << button);
  620. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  621. ::ReleaseCapture();
  622. io.AddMouseSourceEvent(mouse_source);
  623. io.AddMouseButtonEvent(button, false);
  624. return 0;
  625. }
  626. case WM_MOUSEWHEEL:
  627. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  628. return 0;
  629. case WM_MOUSEHWHEEL:
  630. io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  631. return 0;
  632. case WM_KEYDOWN:
  633. case WM_KEYUP:
  634. case WM_SYSKEYDOWN:
  635. case WM_SYSKEYUP:
  636. {
  637. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  638. if (wParam < 256)
  639. {
  640. // Submit modifiers
  641. ImGui_ImplWin32_UpdateKeyModifiers();
  642. // Obtain virtual key code
  643. // (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.)
  644. int vk = (int)wParam;
  645. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  646. vk = IM_VK_KEYPAD_ENTER;
  647. // Submit key event
  648. const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
  649. const int scancode = (int)LOBYTE(HIWORD(lParam));
  650. if (key != ImGuiKey_None)
  651. ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
  652. // Submit individual left/right modifier events
  653. if (vk == VK_SHIFT)
  654. {
  655. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  656. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  657. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  658. }
  659. else if (vk == VK_CONTROL)
  660. {
  661. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  662. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  663. }
  664. else if (vk == VK_MENU)
  665. {
  666. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  667. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  668. }
  669. }
  670. return 0;
  671. }
  672. case WM_SETFOCUS:
  673. case WM_KILLFOCUS:
  674. io.AddFocusEvent(msg == WM_SETFOCUS);
  675. return 0;
  676. case WM_CHAR:
  677. if (::IsWindowUnicode(hwnd))
  678. {
  679. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  680. if (wParam > 0 && wParam < 0x10000)
  681. io.AddInputCharacterUTF16((unsigned short)wParam);
  682. }
  683. else
  684. {
  685. wchar_t wch = 0;
  686. ::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
  687. io.AddInputCharacter(wch);
  688. }
  689. return 0;
  690. case WM_SETCURSOR:
  691. // This is required to restore cursor when transitioning from e.g resize borders to client area.
  692. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  693. return 1;
  694. return 0;
  695. case WM_DEVICECHANGE:
  696. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  697. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  698. bd->WantUpdateHasGamepad = true;
  699. #endif
  700. return 0;
  701. case WM_DISPLAYCHANGE:
  702. bd->WantUpdateMonitors = true;
  703. return 0;
  704. }
  705. return 0;
  706. }
  707. //--------------------------------------------------------------------------------------------------------
  708. // DPI-related helpers (optional)
  709. //--------------------------------------------------------------------------------------------------------
  710. // - Use to enable DPI awareness without having to create an application manifest.
  711. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  712. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  713. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  714. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  715. //---------------------------------------------------------------------------------------------------------
  716. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  717. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  718. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  719. //---------------------------------------------------------------------------------------------------------
  720. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  721. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  722. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  723. {
  724. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  725. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
  726. if (RtlVerifyVersionInfoFn == nullptr)
  727. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  728. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  729. if (RtlVerifyVersionInfoFn == nullptr)
  730. return FALSE;
  731. RTL_OSVERSIONINFOEXW versionInfo = { };
  732. ULONGLONG conditionMask = 0;
  733. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  734. versionInfo.dwMajorVersion = major;
  735. versionInfo.dwMinorVersion = minor;
  736. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  737. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  738. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  739. }
  740. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  741. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  742. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  743. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  744. #ifndef DPI_ENUMS_DECLARED
  745. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  746. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  747. #endif
  748. #ifndef _DPI_AWARENESS_CONTEXTS_
  749. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  750. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  751. #endif
  752. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  753. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  754. #endif
  755. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  756. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  757. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  758. // Helper function to enable DPI awareness without setting up a manifest
  759. void ImGui_ImplWin32_EnableDpiAwareness()
  760. {
  761. // Make sure monitors will be updated with latest correct scaling
  762. if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
  763. bd->WantUpdateMonitors = true;
  764. if (_IsWindows10OrGreater())
  765. {
  766. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  767. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  768. {
  769. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  770. return;
  771. }
  772. }
  773. if (_IsWindows8Point1OrGreater())
  774. {
  775. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  776. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  777. {
  778. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  779. return;
  780. }
  781. }
  782. #if _WIN32_WINNT >= 0x0600
  783. ::SetProcessDPIAware();
  784. #endif
  785. }
  786. #if defined(_MSC_VER) && !defined(NOGDI)
  787. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  788. #endif
  789. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  790. {
  791. UINT xdpi = 96, ydpi = 96;
  792. if (_IsWindows8Point1OrGreater())
  793. {
  794. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  795. static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
  796. if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
  797. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  798. if (GetDpiForMonitorFn != nullptr)
  799. {
  800. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  801. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  802. return xdpi / 96.0f;
  803. }
  804. }
  805. #ifndef NOGDI
  806. const HDC dc = ::GetDC(nullptr);
  807. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  808. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  809. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  810. ::ReleaseDC(nullptr, dc);
  811. #endif
  812. return xdpi / 96.0f;
  813. }
  814. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  815. {
  816. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  817. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  818. }
  819. //--------------------------------------------------------------------------------------------------------
  820. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  821. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  822. // 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..
  823. //--------------------------------------------------------------------------------------------------------
  824. // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
  825. struct ImGui_ImplWin32_ViewportData
  826. {
  827. HWND Hwnd;
  828. bool HwndOwned;
  829. DWORD DwStyle;
  830. DWORD DwExStyle;
  831. ImGui_ImplWin32_ViewportData() { Hwnd = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
  832. ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
  833. };
  834. static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
  835. {
  836. if (flags & ImGuiViewportFlags_NoDecoration)
  837. *out_style = WS_POPUP;
  838. else
  839. *out_style = WS_OVERLAPPEDWINDOW;
  840. if (flags & ImGuiViewportFlags_NoTaskBarIcon)
  841. *out_ex_style = WS_EX_TOOLWINDOW;
  842. else
  843. *out_ex_style = WS_EX_APPWINDOW;
  844. if (flags & ImGuiViewportFlags_TopMost)
  845. *out_ex_style |= WS_EX_TOPMOST;
  846. }
  847. static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
  848. {
  849. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  850. viewport->PlatformUserData = vd;
  851. // Select style and parent window
  852. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
  853. HWND parent_window = nullptr;
  854. if (viewport->ParentViewportId != 0)
  855. if (ImGuiViewport* parent_viewport = ImGui::FindViewportByID(viewport->ParentViewportId))
  856. parent_window = (HWND)parent_viewport->PlatformHandle;
  857. // Create window
  858. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  859. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  860. vd->Hwnd = ::CreateWindowEx(
  861. vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name
  862. rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
  863. parent_window, nullptr, ::GetModuleHandle(nullptr), nullptr); // Parent window, Menu, Instance, Param
  864. vd->HwndOwned = true;
  865. viewport->PlatformRequestResize = false;
  866. viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
  867. }
  868. static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
  869. {
  870. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  871. if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
  872. {
  873. if (::GetCapture() == vd->Hwnd)
  874. {
  875. // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
  876. ::ReleaseCapture();
  877. ::SetCapture(bd->hWnd);
  878. }
  879. if (vd->Hwnd && vd->HwndOwned)
  880. ::DestroyWindow(vd->Hwnd);
  881. vd->Hwnd = nullptr;
  882. IM_DELETE(vd);
  883. }
  884. viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
  885. }
  886. static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
  887. {
  888. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  889. IM_ASSERT(vd->Hwnd != 0);
  890. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  891. ::ShowWindow(vd->Hwnd, SW_SHOWNA);
  892. else
  893. ::ShowWindow(vd->Hwnd, SW_SHOW);
  894. }
  895. static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
  896. {
  897. // (Optional) Update Win32 style if it changed _after_ creation.
  898. // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
  899. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  900. IM_ASSERT(vd->Hwnd != 0);
  901. DWORD new_style;
  902. DWORD new_ex_style;
  903. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
  904. // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
  905. if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
  906. {
  907. // (Optional) Update TopMost state if it changed _after_ creation
  908. bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
  909. HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
  910. UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
  911. // Apply flags and position (since it is affected by flags)
  912. vd->DwStyle = new_style;
  913. vd->DwExStyle = new_ex_style;
  914. ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
  915. ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
  916. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  917. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  918. ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
  919. ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
  920. viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
  921. }
  922. }
  923. static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
  924. {
  925. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  926. IM_ASSERT(vd->Hwnd != 0);
  927. POINT pos = { 0, 0 };
  928. ::ClientToScreen(vd->Hwnd, &pos);
  929. return ImVec2((float)pos.x, (float)pos.y);
  930. }
  931. static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  932. {
  933. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  934. IM_ASSERT(vd->Hwnd != 0);
  935. RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
  936. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  937. ::SetWindowPos(vd->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
  938. }
  939. static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
  940. {
  941. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  942. IM_ASSERT(vd->Hwnd != 0);
  943. RECT rect;
  944. ::GetClientRect(vd->Hwnd, &rect);
  945. return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
  946. }
  947. static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  948. {
  949. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  950. IM_ASSERT(vd->Hwnd != 0);
  951. RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
  952. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  953. ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
  954. }
  955. static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
  956. {
  957. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  958. IM_ASSERT(vd->Hwnd != 0);
  959. ::BringWindowToTop(vd->Hwnd);
  960. ::SetForegroundWindow(vd->Hwnd);
  961. ::SetFocus(vd->Hwnd);
  962. }
  963. static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
  964. {
  965. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  966. IM_ASSERT(vd->Hwnd != 0);
  967. return ::GetForegroundWindow() == vd->Hwnd;
  968. }
  969. static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
  970. {
  971. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  972. IM_ASSERT(vd->Hwnd != 0);
  973. return ::IsIconic(vd->Hwnd) != 0;
  974. }
  975. static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  976. {
  977. // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
  978. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  979. IM_ASSERT(vd->Hwnd != 0);
  980. int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
  981. ImVector<wchar_t> title_w;
  982. title_w.resize(n);
  983. ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
  984. ::SetWindowTextW(vd->Hwnd, title_w.Data);
  985. }
  986. static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  987. {
  988. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  989. IM_ASSERT(vd->Hwnd != 0);
  990. IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
  991. if (alpha < 1.0f)
  992. {
  993. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
  994. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  995. ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
  996. }
  997. else
  998. {
  999. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
  1000. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  1001. }
  1002. }
  1003. static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
  1004. {
  1005. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1006. IM_ASSERT(vd->Hwnd != 0);
  1007. return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
  1008. }
  1009. // FIXME-DPI: Testing DPI related ideas
  1010. static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
  1011. {
  1012. (void)viewport;
  1013. #if 0
  1014. ImGuiStyle default_style;
  1015. //default_style.WindowPadding = ImVec2(0, 0);
  1016. //default_style.WindowBorderSize = 0.0f;
  1017. //default_style.ItemSpacing.y = 3.0f;
  1018. //default_style.FramePadding = ImVec2(0, 0);
  1019. default_style.ScaleAllSizes(viewport->DpiScale);
  1020. ImGuiStyle& style = ImGui::GetStyle();
  1021. style = default_style;
  1022. #endif
  1023. }
  1024. static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  1025. {
  1026. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  1027. return true;
  1028. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
  1029. {
  1030. switch (msg)
  1031. {
  1032. case WM_CLOSE:
  1033. viewport->PlatformRequestClose = true;
  1034. return 0;
  1035. case WM_MOVE:
  1036. viewport->PlatformRequestMove = true;
  1037. break;
  1038. case WM_SIZE:
  1039. viewport->PlatformRequestResize = true;
  1040. break;
  1041. case WM_MOUSEACTIVATE:
  1042. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
  1043. return MA_NOACTIVATE;
  1044. break;
  1045. case WM_NCHITTEST:
  1046. // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
  1047. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  1048. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  1049. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  1050. if (viewport->Flags & ImGuiViewportFlags_NoInputs)
  1051. return HTTRANSPARENT;
  1052. break;
  1053. }
  1054. }
  1055. return DefWindowProc(hWnd, msg, wParam, lParam);
  1056. }
  1057. static void ImGui_ImplWin32_InitPlatformInterface()
  1058. {
  1059. WNDCLASSEX wcex;
  1060. wcex.cbSize = sizeof(WNDCLASSEX);
  1061. wcex.style = CS_HREDRAW | CS_VREDRAW;
  1062. wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
  1063. wcex.cbClsExtra = 0;
  1064. wcex.cbWndExtra = 0;
  1065. wcex.hInstance = ::GetModuleHandle(nullptr);
  1066. wcex.hIcon = nullptr;
  1067. wcex.hCursor = nullptr;
  1068. wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
  1069. wcex.lpszMenuName = nullptr;
  1070. wcex.lpszClassName = _T("ImGui Platform");
  1071. wcex.hIconSm = nullptr;
  1072. ::RegisterClassEx(&wcex);
  1073. ImGui_ImplWin32_UpdateMonitors();
  1074. // Register platform interface (will be coupled with a renderer interface)
  1075. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1076. platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
  1077. platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
  1078. platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
  1079. platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
  1080. platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
  1081. platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
  1082. platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
  1083. platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
  1084. platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
  1085. platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
  1086. platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
  1087. platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
  1088. platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
  1089. platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
  1090. platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
  1091. // Register main window handle (which is owned by the main application, not by us)
  1092. // 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.
  1093. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  1094. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  1095. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  1096. vd->Hwnd = bd->hWnd;
  1097. vd->HwndOwned = false;
  1098. main_viewport->PlatformUserData = vd;
  1099. main_viewport->PlatformHandle = (void*)bd->hWnd;
  1100. }
  1101. static void ImGui_ImplWin32_ShutdownPlatformInterface()
  1102. {
  1103. ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr));
  1104. ImGui::DestroyPlatformWindows();
  1105. }
  1106. //---------------------------------------------------------------------------------------------------------
  1107. // Transparency related helpers (optional)
  1108. //--------------------------------------------------------------------------------------------------------
  1109. #if defined(_MSC_VER)
  1110. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  1111. #endif
  1112. // [experimental]
  1113. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  1114. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  1115. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  1116. {
  1117. if (!_IsWindowsVistaOrGreater())
  1118. return;
  1119. BOOL composition;
  1120. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  1121. return;
  1122. BOOL opaque;
  1123. DWORD color;
  1124. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  1125. {
  1126. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  1127. DWM_BLURBEHIND bb = {};
  1128. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  1129. bb.hRgnBlur = region;
  1130. bb.fEnable = TRUE;
  1131. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  1132. ::DeleteObject(region);
  1133. }
  1134. else
  1135. {
  1136. DWM_BLURBEHIND bb = {};
  1137. bb.dwFlags = DWM_BB_ENABLE;
  1138. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  1139. }
  1140. }
  1141. //---------------------------------------------------------------------------------------------------------