imgui_impl_win32.cpp 46 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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  11. // Learn about Dear ImGui:
  12. // - FAQ https://dearimgui.com/faq
  13. // - Getting Started https://dearimgui.com/getting-started
  14. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  15. // - Introduction, links and more at the top of imgui.cpp
  16. // Configuration flags to add in your imconfig file:
  17. //#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.
  18. // CHANGELOG
  19. // (minor and older changes stripped away, please see git history for details)
  20. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
  21. // 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).
  22. // 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
  23. // 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
  24. // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
  25. // 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)
  26. // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
  27. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  28. // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
  29. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  30. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  31. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  32. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  33. // 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.
  34. // 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.
  35. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  36. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  37. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  38. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  39. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  40. // 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).
  41. // 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).
  42. // 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).
  43. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  44. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  45. // 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.
  46. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  47. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  48. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  49. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  50. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  51. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  52. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  53. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  54. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  55. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  56. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  57. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  58. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  59. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  60. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  61. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  62. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  63. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  64. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  65. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  66. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  67. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  68. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  69. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  70. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
  71. #include "imgui.h"
  72. #ifndef IMGUI_DISABLE
  73. #include "imgui_impl_win32.h"
  74. #ifndef WIN32_LEAN_AND_MEAN
  75. #define WIN32_LEAN_AND_MEAN
  76. #endif
  77. #include <windows.h>
  78. #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  79. #include <tchar.h>
  80. #include <dwmapi.h>
  81. // Using XInput for gamepad (will load DLL dynamically)
  82. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  83. #include <xinput.h>
  84. typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  85. typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  86. #endif
  87. // Clang/GCC warnings with -Weverything
  88. #if defined(__clang__)
  89. #pragma clang diagnostic push
  90. #pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
  91. #endif
  92. #if defined(__GNUC__)
  93. #pragma GCC diagnostic push
  94. #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
  95. #endif
  96. struct ImGui_ImplWin32_Data
  97. {
  98. HWND hWnd;
  99. HWND MouseHwnd;
  100. int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
  101. int MouseButtonsDown;
  102. INT64 Time;
  103. INT64 TicksPerSecond;
  104. ImGuiMouseCursor LastMouseCursor;
  105. UINT32 KeyboardCodePage;
  106. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  107. bool HasGamepad;
  108. bool WantUpdateHasGamepad;
  109. HMODULE XInputDLL;
  110. PFN_XInputGetCapabilities XInputGetCapabilities;
  111. PFN_XInputGetState XInputGetState;
  112. #endif
  113. ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
  114. };
  115. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  116. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  117. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  118. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  119. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  120. {
  121. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  122. }
  123. // Functions
  124. static void ImGui_ImplWin32_UpdateKeyboardCodePage()
  125. {
  126. // Retrieve keyboard code page, required for handling of non-Unicode Windows.
  127. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  128. HKL keyboard_layout = ::GetKeyboardLayout(0);
  129. LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
  130. if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
  131. bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
  132. }
  133. static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
  134. {
  135. ImGuiIO& io = ImGui::GetIO();
  136. IMGUI_CHECKVERSION();
  137. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  138. INT64 perf_frequency, perf_counter;
  139. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  140. return false;
  141. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  142. return false;
  143. // Setup backend capabilities flags
  144. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  145. io.BackendPlatformUserData = (void*)bd;
  146. io.BackendPlatformName = "imgui_impl_win32";
  147. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  148. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  149. bd->hWnd = (HWND)hwnd;
  150. bd->TicksPerSecond = perf_frequency;
  151. bd->Time = perf_counter;
  152. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  153. ImGui_ImplWin32_UpdateKeyboardCodePage();
  154. // Set platform dependent data in viewport
  155. ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
  156. IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
  157. // Dynamically load XInput library
  158. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  159. bd->WantUpdateHasGamepad = true;
  160. const char* xinput_dll_names[] =
  161. {
  162. "xinput1_4.dll", // Windows 8+
  163. "xinput1_3.dll", // DirectX SDK
  164. "xinput9_1_0.dll", // Windows Vista, Windows 7
  165. "xinput1_2.dll", // DirectX SDK
  166. "xinput1_1.dll" // DirectX SDK
  167. };
  168. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  169. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  170. {
  171. bd->XInputDLL = dll;
  172. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  173. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  174. break;
  175. }
  176. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  177. return true;
  178. }
  179. IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
  180. {
  181. return ImGui_ImplWin32_InitEx(hwnd, false);
  182. }
  183. IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
  184. {
  185. // OpenGL needs CS_OWNDC
  186. return ImGui_ImplWin32_InitEx(hwnd, true);
  187. }
  188. void ImGui_ImplWin32_Shutdown()
  189. {
  190. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  191. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  192. ImGuiIO& io = ImGui::GetIO();
  193. // Unload XInput library
  194. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  195. if (bd->XInputDLL)
  196. ::FreeLibrary(bd->XInputDLL);
  197. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  198. io.BackendPlatformName = nullptr;
  199. io.BackendPlatformUserData = nullptr;
  200. io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
  201. IM_DELETE(bd);
  202. }
  203. static bool ImGui_ImplWin32_UpdateMouseCursor()
  204. {
  205. ImGuiIO& io = ImGui::GetIO();
  206. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  207. return false;
  208. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  209. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  210. {
  211. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  212. ::SetCursor(nullptr);
  213. }
  214. else
  215. {
  216. // Show OS mouse cursor
  217. LPTSTR win32_cursor = IDC_ARROW;
  218. switch (imgui_cursor)
  219. {
  220. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  221. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  222. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  223. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  224. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  225. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  226. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  227. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  228. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  229. }
  230. ::SetCursor(::LoadCursor(nullptr, win32_cursor));
  231. }
  232. return true;
  233. }
  234. static bool IsVkDown(int vk)
  235. {
  236. return (::GetKeyState(vk) & 0x8000) != 0;
  237. }
  238. static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  239. {
  240. ImGuiIO& io = ImGui::GetIO();
  241. io.AddKeyEvent(key, down);
  242. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  243. IM_UNUSED(native_scancode);
  244. }
  245. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  246. {
  247. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  248. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  249. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
  250. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  251. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
  252. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  253. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  254. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
  255. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  256. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
  257. }
  258. static void ImGui_ImplWin32_UpdateKeyModifiers()
  259. {
  260. ImGuiIO& io = ImGui::GetIO();
  261. io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
  262. io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
  263. io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
  264. io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
  265. }
  266. static void ImGui_ImplWin32_UpdateMouseData()
  267. {
  268. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  269. ImGuiIO& io = ImGui::GetIO();
  270. IM_ASSERT(bd->hWnd != 0);
  271. HWND focused_window = ::GetForegroundWindow();
  272. const bool is_app_focused = (focused_window == bd->hWnd);
  273. if (is_app_focused)
  274. {
  275. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  276. if (io.WantSetMousePos)
  277. {
  278. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  279. if (::ClientToScreen(bd->hWnd, &pos))
  280. ::SetCursorPos(pos.x, pos.y);
  281. }
  282. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  283. // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
  284. if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
  285. {
  286. POINT pos;
  287. if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
  288. io.AddMousePosEvent((float)pos.x, (float)pos.y);
  289. }
  290. }
  291. }
  292. // Gamepad navigation mapping
  293. static void ImGui_ImplWin32_UpdateGamepads()
  294. {
  295. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  296. ImGuiIO& io = ImGui::GetIO();
  297. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  298. //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
  299. // return;
  300. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  301. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  302. if (bd->WantUpdateHasGamepad)
  303. {
  304. XINPUT_CAPABILITIES caps = {};
  305. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  306. bd->WantUpdateHasGamepad = false;
  307. }
  308. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  309. XINPUT_STATE xinput_state;
  310. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  311. if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  312. return;
  313. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  314. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  315. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  316. #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)); }
  317. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  318. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  319. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  320. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  321. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  322. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  323. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  324. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  325. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  326. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  327. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  328. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  329. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  330. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  331. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  332. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  333. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  334. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  335. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  336. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  337. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  338. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  339. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  340. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  341. #undef MAP_BUTTON
  342. #undef MAP_ANALOG
  343. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  344. }
  345. void ImGui_ImplWin32_NewFrame()
  346. {
  347. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  348. IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
  349. ImGuiIO& io = ImGui::GetIO();
  350. // Setup display size (every frame to accommodate for window resizing)
  351. RECT rect = { 0, 0, 0, 0 };
  352. ::GetClientRect(bd->hWnd, &rect);
  353. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  354. // Setup time step
  355. INT64 current_time = 0;
  356. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  357. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  358. bd->Time = current_time;
  359. // Update OS mouse position
  360. ImGui_ImplWin32_UpdateMouseData();
  361. // Process workarounds for known Windows key handling issues
  362. ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
  363. // Update OS mouse cursor with the cursor requested by imgui
  364. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  365. if (bd->LastMouseCursor != mouse_cursor)
  366. {
  367. bd->LastMouseCursor = mouse_cursor;
  368. ImGui_ImplWin32_UpdateMouseCursor();
  369. }
  370. // Update game controllers (if enabled and available)
  371. ImGui_ImplWin32_UpdateGamepads();
  372. }
  373. // 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)
  374. #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
  375. // Map VK_xxx to ImGuiKey_xxx.
  376. static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
  377. {
  378. switch (wParam)
  379. {
  380. case VK_TAB: return ImGuiKey_Tab;
  381. case VK_LEFT: return ImGuiKey_LeftArrow;
  382. case VK_RIGHT: return ImGuiKey_RightArrow;
  383. case VK_UP: return ImGuiKey_UpArrow;
  384. case VK_DOWN: return ImGuiKey_DownArrow;
  385. case VK_PRIOR: return ImGuiKey_PageUp;
  386. case VK_NEXT: return ImGuiKey_PageDown;
  387. case VK_HOME: return ImGuiKey_Home;
  388. case VK_END: return ImGuiKey_End;
  389. case VK_INSERT: return ImGuiKey_Insert;
  390. case VK_DELETE: return ImGuiKey_Delete;
  391. case VK_BACK: return ImGuiKey_Backspace;
  392. case VK_SPACE: return ImGuiKey_Space;
  393. case VK_RETURN: return ImGuiKey_Enter;
  394. case VK_ESCAPE: return ImGuiKey_Escape;
  395. case VK_OEM_7: return ImGuiKey_Apostrophe;
  396. case VK_OEM_COMMA: return ImGuiKey_Comma;
  397. case VK_OEM_MINUS: return ImGuiKey_Minus;
  398. case VK_OEM_PERIOD: return ImGuiKey_Period;
  399. case VK_OEM_2: return ImGuiKey_Slash;
  400. case VK_OEM_1: return ImGuiKey_Semicolon;
  401. case VK_OEM_PLUS: return ImGuiKey_Equal;
  402. case VK_OEM_4: return ImGuiKey_LeftBracket;
  403. case VK_OEM_5: return ImGuiKey_Backslash;
  404. case VK_OEM_6: return ImGuiKey_RightBracket;
  405. case VK_OEM_3: return ImGuiKey_GraveAccent;
  406. case VK_CAPITAL: return ImGuiKey_CapsLock;
  407. case VK_SCROLL: return ImGuiKey_ScrollLock;
  408. case VK_NUMLOCK: return ImGuiKey_NumLock;
  409. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  410. case VK_PAUSE: return ImGuiKey_Pause;
  411. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  412. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  413. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  414. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  415. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  416. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  417. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  418. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  419. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  420. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  421. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  422. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  423. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  424. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  425. case VK_ADD: return ImGuiKey_KeypadAdd;
  426. case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
  427. case VK_LSHIFT: return ImGuiKey_LeftShift;
  428. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  429. case VK_LMENU: return ImGuiKey_LeftAlt;
  430. case VK_LWIN: return ImGuiKey_LeftSuper;
  431. case VK_RSHIFT: return ImGuiKey_RightShift;
  432. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  433. case VK_RMENU: return ImGuiKey_RightAlt;
  434. case VK_RWIN: return ImGuiKey_RightSuper;
  435. case VK_APPS: return ImGuiKey_Menu;
  436. case '0': return ImGuiKey_0;
  437. case '1': return ImGuiKey_1;
  438. case '2': return ImGuiKey_2;
  439. case '3': return ImGuiKey_3;
  440. case '4': return ImGuiKey_4;
  441. case '5': return ImGuiKey_5;
  442. case '6': return ImGuiKey_6;
  443. case '7': return ImGuiKey_7;
  444. case '8': return ImGuiKey_8;
  445. case '9': return ImGuiKey_9;
  446. case 'A': return ImGuiKey_A;
  447. case 'B': return ImGuiKey_B;
  448. case 'C': return ImGuiKey_C;
  449. case 'D': return ImGuiKey_D;
  450. case 'E': return ImGuiKey_E;
  451. case 'F': return ImGuiKey_F;
  452. case 'G': return ImGuiKey_G;
  453. case 'H': return ImGuiKey_H;
  454. case 'I': return ImGuiKey_I;
  455. case 'J': return ImGuiKey_J;
  456. case 'K': return ImGuiKey_K;
  457. case 'L': return ImGuiKey_L;
  458. case 'M': return ImGuiKey_M;
  459. case 'N': return ImGuiKey_N;
  460. case 'O': return ImGuiKey_O;
  461. case 'P': return ImGuiKey_P;
  462. case 'Q': return ImGuiKey_Q;
  463. case 'R': return ImGuiKey_R;
  464. case 'S': return ImGuiKey_S;
  465. case 'T': return ImGuiKey_T;
  466. case 'U': return ImGuiKey_U;
  467. case 'V': return ImGuiKey_V;
  468. case 'W': return ImGuiKey_W;
  469. case 'X': return ImGuiKey_X;
  470. case 'Y': return ImGuiKey_Y;
  471. case 'Z': return ImGuiKey_Z;
  472. case VK_F1: return ImGuiKey_F1;
  473. case VK_F2: return ImGuiKey_F2;
  474. case VK_F3: return ImGuiKey_F3;
  475. case VK_F4: return ImGuiKey_F4;
  476. case VK_F5: return ImGuiKey_F5;
  477. case VK_F6: return ImGuiKey_F6;
  478. case VK_F7: return ImGuiKey_F7;
  479. case VK_F8: return ImGuiKey_F8;
  480. case VK_F9: return ImGuiKey_F9;
  481. case VK_F10: return ImGuiKey_F10;
  482. case VK_F11: return ImGuiKey_F11;
  483. case VK_F12: return ImGuiKey_F12;
  484. case VK_F13: return ImGuiKey_F13;
  485. case VK_F14: return ImGuiKey_F14;
  486. case VK_F15: return ImGuiKey_F15;
  487. case VK_F16: return ImGuiKey_F16;
  488. case VK_F17: return ImGuiKey_F17;
  489. case VK_F18: return ImGuiKey_F18;
  490. case VK_F19: return ImGuiKey_F19;
  491. case VK_F20: return ImGuiKey_F20;
  492. case VK_F21: return ImGuiKey_F21;
  493. case VK_F22: return ImGuiKey_F22;
  494. case VK_F23: return ImGuiKey_F23;
  495. case VK_F24: return ImGuiKey_F24;
  496. case VK_BROWSER_BACK: return ImGuiKey_AppBack;
  497. case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
  498. default: return ImGuiKey_None;
  499. }
  500. }
  501. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  502. #ifndef WM_MOUSEHWHEEL
  503. #define WM_MOUSEHWHEEL 0x020E
  504. #endif
  505. #ifndef DBT_DEVNODES_CHANGED
  506. #define DBT_DEVNODES_CHANGED 0x0007
  507. #endif
  508. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  509. // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
  510. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  511. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  512. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  513. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  514. // 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.
  515. // 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.
  516. #if 0
  517. // Copy this line into your .cpp file to forward declare the function.
  518. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  519. #endif
  520. // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
  521. // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
  522. static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
  523. {
  524. LPARAM extra_info = ::GetMessageExtraInfo();
  525. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  526. return ImGuiMouseSource_Pen;
  527. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  528. return ImGuiMouseSource_TouchScreen;
  529. return ImGuiMouseSource_Mouse;
  530. }
  531. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  532. {
  533. // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
  534. // We silently allow both context or just only backend data to be nullptr.
  535. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  536. if (bd == nullptr)
  537. return 0;
  538. ImGuiIO& io = ImGui::GetIO();
  539. switch (msg)
  540. {
  541. case WM_MOUSEMOVE:
  542. case WM_NCMOUSEMOVE:
  543. {
  544. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  545. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  546. const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
  547. bd->MouseHwnd = hwnd;
  548. if (bd->MouseTrackedArea != area)
  549. {
  550. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  551. TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
  552. if (bd->MouseTrackedArea != 0)
  553. ::TrackMouseEvent(&tme_cancel);
  554. ::TrackMouseEvent(&tme_track);
  555. bd->MouseTrackedArea = area;
  556. }
  557. POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
  558. if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
  559. return 0;
  560. io.AddMouseSourceEvent(mouse_source);
  561. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  562. return 0;
  563. }
  564. case WM_MOUSELEAVE:
  565. case WM_NCMOUSELEAVE:
  566. {
  567. const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
  568. if (bd->MouseTrackedArea == area)
  569. {
  570. if (bd->MouseHwnd == hwnd)
  571. bd->MouseHwnd = nullptr;
  572. bd->MouseTrackedArea = 0;
  573. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  574. }
  575. return 0;
  576. }
  577. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  578. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  579. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  580. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  581. {
  582. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  583. int button = 0;
  584. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  585. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  586. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  587. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  588. if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
  589. ::SetCapture(hwnd);
  590. bd->MouseButtonsDown |= 1 << button;
  591. io.AddMouseSourceEvent(mouse_source);
  592. io.AddMouseButtonEvent(button, true);
  593. return 0;
  594. }
  595. case WM_LBUTTONUP:
  596. case WM_RBUTTONUP:
  597. case WM_MBUTTONUP:
  598. case WM_XBUTTONUP:
  599. {
  600. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  601. int button = 0;
  602. if (msg == WM_LBUTTONUP) { button = 0; }
  603. if (msg == WM_RBUTTONUP) { button = 1; }
  604. if (msg == WM_MBUTTONUP) { button = 2; }
  605. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  606. bd->MouseButtonsDown &= ~(1 << button);
  607. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  608. ::ReleaseCapture();
  609. io.AddMouseSourceEvent(mouse_source);
  610. io.AddMouseButtonEvent(button, false);
  611. return 0;
  612. }
  613. case WM_MOUSEWHEEL:
  614. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  615. return 0;
  616. case WM_MOUSEHWHEEL:
  617. io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  618. return 0;
  619. case WM_KEYDOWN:
  620. case WM_KEYUP:
  621. case WM_SYSKEYDOWN:
  622. case WM_SYSKEYUP:
  623. {
  624. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  625. if (wParam < 256)
  626. {
  627. // Submit modifiers
  628. ImGui_ImplWin32_UpdateKeyModifiers();
  629. // Obtain virtual key code
  630. // (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.)
  631. int vk = (int)wParam;
  632. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  633. vk = IM_VK_KEYPAD_ENTER;
  634. const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
  635. const int scancode = (int)LOBYTE(HIWORD(lParam));
  636. // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
  637. if (key == ImGuiKey_PrintScreen && !is_key_down)
  638. ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
  639. // Submit key event
  640. if (key != ImGuiKey_None)
  641. ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
  642. // Submit individual left/right modifier events
  643. if (vk == VK_SHIFT)
  644. {
  645. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  646. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  647. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  648. }
  649. else if (vk == VK_CONTROL)
  650. {
  651. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  652. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  653. }
  654. else if (vk == VK_MENU)
  655. {
  656. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  657. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  658. }
  659. }
  660. return 0;
  661. }
  662. case WM_SETFOCUS:
  663. case WM_KILLFOCUS:
  664. io.AddFocusEvent(msg == WM_SETFOCUS);
  665. return 0;
  666. case WM_INPUTLANGCHANGE:
  667. ImGui_ImplWin32_UpdateKeyboardCodePage();
  668. return 0;
  669. case WM_CHAR:
  670. if (::IsWindowUnicode(hwnd))
  671. {
  672. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  673. if (wParam > 0 && wParam < 0x10000)
  674. io.AddInputCharacterUTF16((unsigned short)wParam);
  675. }
  676. else
  677. {
  678. wchar_t wch = 0;
  679. ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
  680. io.AddInputCharacter(wch);
  681. }
  682. return 0;
  683. case WM_SETCURSOR:
  684. // This is required to restore cursor when transitioning from e.g resize borders to client area.
  685. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  686. return 1;
  687. return 0;
  688. case WM_DEVICECHANGE:
  689. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  690. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  691. bd->WantUpdateHasGamepad = true;
  692. #endif
  693. return 0;
  694. }
  695. return 0;
  696. }
  697. //--------------------------------------------------------------------------------------------------------
  698. // DPI-related helpers (optional)
  699. //--------------------------------------------------------------------------------------------------------
  700. // - Use to enable DPI awareness without having to create an application manifest.
  701. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  702. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  703. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  704. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  705. //---------------------------------------------------------------------------------------------------------
  706. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  707. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  708. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  709. //---------------------------------------------------------------------------------------------------------
  710. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  711. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  712. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  713. {
  714. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  715. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
  716. if (RtlVerifyVersionInfoFn == nullptr)
  717. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  718. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  719. if (RtlVerifyVersionInfoFn == nullptr)
  720. return FALSE;
  721. RTL_OSVERSIONINFOEXW versionInfo = { };
  722. ULONGLONG conditionMask = 0;
  723. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  724. versionInfo.dwMajorVersion = major;
  725. versionInfo.dwMinorVersion = minor;
  726. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  727. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  728. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  729. }
  730. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  731. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  732. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  733. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  734. #ifndef DPI_ENUMS_DECLARED
  735. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  736. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  737. #endif
  738. #ifndef _DPI_AWARENESS_CONTEXTS_
  739. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  740. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  741. #endif
  742. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  743. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  744. #endif
  745. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  746. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  747. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  748. // Helper function to enable DPI awareness without setting up a manifest
  749. void ImGui_ImplWin32_EnableDpiAwareness()
  750. {
  751. if (_IsWindows10OrGreater())
  752. {
  753. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  754. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  755. {
  756. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  757. return;
  758. }
  759. }
  760. if (_IsWindows8Point1OrGreater())
  761. {
  762. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  763. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  764. {
  765. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  766. return;
  767. }
  768. }
  769. #if _WIN32_WINNT >= 0x0600
  770. ::SetProcessDPIAware();
  771. #endif
  772. }
  773. #if defined(_MSC_VER) && !defined(NOGDI)
  774. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  775. #endif
  776. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  777. {
  778. UINT xdpi = 96, ydpi = 96;
  779. if (_IsWindows8Point1OrGreater())
  780. {
  781. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  782. static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
  783. if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
  784. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  785. if (GetDpiForMonitorFn != nullptr)
  786. {
  787. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  788. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  789. return xdpi / 96.0f;
  790. }
  791. }
  792. #ifndef NOGDI
  793. const HDC dc = ::GetDC(nullptr);
  794. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  795. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  796. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  797. ::ReleaseDC(nullptr, dc);
  798. #endif
  799. return xdpi / 96.0f;
  800. }
  801. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  802. {
  803. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  804. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  805. }
  806. //---------------------------------------------------------------------------------------------------------
  807. // Transparency related helpers (optional)
  808. //--------------------------------------------------------------------------------------------------------
  809. #if defined(_MSC_VER)
  810. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  811. #endif
  812. // [experimental]
  813. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  814. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  815. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  816. {
  817. if (!_IsWindowsVistaOrGreater())
  818. return;
  819. BOOL composition;
  820. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  821. return;
  822. BOOL opaque;
  823. DWORD color;
  824. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  825. {
  826. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  827. DWM_BLURBEHIND bb = {};
  828. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  829. bb.hRgnBlur = region;
  830. bb.fEnable = TRUE;
  831. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  832. ::DeleteObject(region);
  833. }
  834. else
  835. {
  836. DWM_BLURBEHIND bb = {};
  837. bb.dwFlags = DWM_BB_ENABLE;
  838. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  839. }
  840. }
  841. //---------------------------------------------------------------------------------------------------------
  842. #if defined(__GNUC__)
  843. #pragma GCC diagnostic pop
  844. #endif
  845. #if defined(__clang__)
  846. #pragma clang diagnostic pop
  847. #endif
  848. #endif // #ifndef IMGUI_DISABLE