imgui_impl_win32.cpp 42 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847
  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. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  12. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  13. #include "imgui.h"
  14. #include "imgui_impl_win32.h"
  15. #ifndef WIN32_LEAN_AND_MEAN
  16. #define WIN32_LEAN_AND_MEAN
  17. #endif
  18. #include <windows.h>
  19. #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  20. #include <tchar.h>
  21. #include <dwmapi.h>
  22. // Configuration flags to add in your imconfig.h file:
  23. //#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.
  24. // Using XInput for gamepad (will load DLL dynamically)
  25. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  26. #include <xinput.h>
  27. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  28. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  29. #endif
  30. // CHANGELOG
  31. // (minor and older changes stripped away, please see git history for details)
  32. // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
  33. // 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)
  34. // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
  35. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  36. // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
  37. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  38. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  39. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  40. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  41. // 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.
  42. // 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.
  43. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  44. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  45. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  46. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  47. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  48. // 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).
  49. // 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).
  50. // 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).
  51. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  52. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  53. // 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.
  54. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  55. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  56. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  57. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  58. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  59. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  60. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  61. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  62. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  63. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  64. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  65. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  66. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  67. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  68. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  69. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  70. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  71. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  72. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  73. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  74. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  75. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  76. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  77. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  78. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
  79. struct ImGui_ImplWin32_Data
  80. {
  81. HWND hWnd;
  82. HWND MouseHwnd;
  83. int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
  84. int MouseButtonsDown;
  85. INT64 Time;
  86. INT64 TicksPerSecond;
  87. ImGuiMouseCursor LastMouseCursor;
  88. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  89. bool HasGamepad;
  90. bool WantUpdateHasGamepad;
  91. HMODULE XInputDLL;
  92. PFN_XInputGetCapabilities XInputGetCapabilities;
  93. PFN_XInputGetState XInputGetState;
  94. #endif
  95. ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
  96. };
  97. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  98. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  99. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  100. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  101. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  102. {
  103. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  104. }
  105. // Functions
  106. bool ImGui_ImplWin32_Init(void* hwnd)
  107. {
  108. ImGuiIO& io = ImGui::GetIO();
  109. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  110. INT64 perf_frequency, perf_counter;
  111. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  112. return false;
  113. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  114. return false;
  115. // Setup backend capabilities flags
  116. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  117. io.BackendPlatformUserData = (void*)bd;
  118. io.BackendPlatformName = "imgui_impl_win32";
  119. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  120. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  121. bd->hWnd = (HWND)hwnd;
  122. bd->TicksPerSecond = perf_frequency;
  123. bd->Time = perf_counter;
  124. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  125. // Set platform dependent data in viewport
  126. ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
  127. // Dynamically load XInput library
  128. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  129. bd->WantUpdateHasGamepad = true;
  130. const char* xinput_dll_names[] =
  131. {
  132. "xinput1_4.dll", // Windows 8+
  133. "xinput1_3.dll", // DirectX SDK
  134. "xinput9_1_0.dll", // Windows Vista, Windows 7
  135. "xinput1_2.dll", // DirectX SDK
  136. "xinput1_1.dll" // DirectX SDK
  137. };
  138. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  139. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  140. {
  141. bd->XInputDLL = dll;
  142. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  143. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  144. break;
  145. }
  146. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  147. return true;
  148. }
  149. void ImGui_ImplWin32_Shutdown()
  150. {
  151. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  152. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  153. ImGuiIO& io = ImGui::GetIO();
  154. // Unload XInput library
  155. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  156. if (bd->XInputDLL)
  157. ::FreeLibrary(bd->XInputDLL);
  158. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  159. io.BackendPlatformName = nullptr;
  160. io.BackendPlatformUserData = nullptr;
  161. IM_DELETE(bd);
  162. }
  163. static bool ImGui_ImplWin32_UpdateMouseCursor()
  164. {
  165. ImGuiIO& io = ImGui::GetIO();
  166. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  167. return false;
  168. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  169. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  170. {
  171. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  172. ::SetCursor(nullptr);
  173. }
  174. else
  175. {
  176. // Show OS mouse cursor
  177. LPTSTR win32_cursor = IDC_ARROW;
  178. switch (imgui_cursor)
  179. {
  180. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  181. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  182. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  183. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  184. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  185. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  186. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  187. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  188. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  189. }
  190. ::SetCursor(::LoadCursor(nullptr, win32_cursor));
  191. }
  192. return true;
  193. }
  194. static bool IsVkDown(int vk)
  195. {
  196. return (::GetKeyState(vk) & 0x8000) != 0;
  197. }
  198. static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  199. {
  200. ImGuiIO& io = ImGui::GetIO();
  201. io.AddKeyEvent(key, down);
  202. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  203. IM_UNUSED(native_scancode);
  204. }
  205. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  206. {
  207. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  208. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  209. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
  210. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  211. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
  212. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  213. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  214. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
  215. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  216. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
  217. }
  218. static void ImGui_ImplWin32_UpdateKeyModifiers()
  219. {
  220. ImGuiIO& io = ImGui::GetIO();
  221. io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
  222. io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
  223. io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
  224. io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
  225. }
  226. static void ImGui_ImplWin32_UpdateMouseData()
  227. {
  228. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  229. ImGuiIO& io = ImGui::GetIO();
  230. IM_ASSERT(bd->hWnd != 0);
  231. HWND focused_window = ::GetForegroundWindow();
  232. const bool is_app_focused = (focused_window == bd->hWnd);
  233. if (is_app_focused)
  234. {
  235. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  236. if (io.WantSetMousePos)
  237. {
  238. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  239. if (::ClientToScreen(bd->hWnd, &pos))
  240. ::SetCursorPos(pos.x, pos.y);
  241. }
  242. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  243. // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
  244. if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
  245. {
  246. POINT pos;
  247. if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
  248. io.AddMousePosEvent((float)pos.x, (float)pos.y);
  249. }
  250. }
  251. }
  252. // Gamepad navigation mapping
  253. static void ImGui_ImplWin32_UpdateGamepads()
  254. {
  255. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  256. ImGuiIO& io = ImGui::GetIO();
  257. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  258. //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
  259. // return;
  260. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  261. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  262. if (bd->WantUpdateHasGamepad)
  263. {
  264. XINPUT_CAPABILITIES caps = {};
  265. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  266. bd->WantUpdateHasGamepad = false;
  267. }
  268. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  269. XINPUT_STATE xinput_state;
  270. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  271. if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  272. return;
  273. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  274. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  275. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  276. #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)); }
  277. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  278. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  279. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  280. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  281. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  282. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  283. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  284. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  285. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  286. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  287. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  288. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  289. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  290. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  291. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  292. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  293. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  294. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  295. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  296. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  297. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  298. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  299. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  300. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  301. #undef MAP_BUTTON
  302. #undef MAP_ANALOG
  303. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  304. }
  305. void ImGui_ImplWin32_NewFrame()
  306. {
  307. ImGuiIO& io = ImGui::GetIO();
  308. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  309. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
  310. // Setup display size (every frame to accommodate for window resizing)
  311. RECT rect = { 0, 0, 0, 0 };
  312. ::GetClientRect(bd->hWnd, &rect);
  313. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  314. // Setup time step
  315. INT64 current_time = 0;
  316. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  317. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  318. bd->Time = current_time;
  319. // Update OS mouse position
  320. ImGui_ImplWin32_UpdateMouseData();
  321. // Process workarounds for known Windows key handling issues
  322. ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
  323. // Update OS mouse cursor with the cursor requested by imgui
  324. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  325. if (bd->LastMouseCursor != mouse_cursor)
  326. {
  327. bd->LastMouseCursor = mouse_cursor;
  328. ImGui_ImplWin32_UpdateMouseCursor();
  329. }
  330. // Update game controllers (if enabled and available)
  331. ImGui_ImplWin32_UpdateGamepads();
  332. }
  333. // 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)
  334. #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
  335. // Map VK_xxx to ImGuiKey_xxx.
  336. static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
  337. {
  338. switch (wParam)
  339. {
  340. case VK_TAB: return ImGuiKey_Tab;
  341. case VK_LEFT: return ImGuiKey_LeftArrow;
  342. case VK_RIGHT: return ImGuiKey_RightArrow;
  343. case VK_UP: return ImGuiKey_UpArrow;
  344. case VK_DOWN: return ImGuiKey_DownArrow;
  345. case VK_PRIOR: return ImGuiKey_PageUp;
  346. case VK_NEXT: return ImGuiKey_PageDown;
  347. case VK_HOME: return ImGuiKey_Home;
  348. case VK_END: return ImGuiKey_End;
  349. case VK_INSERT: return ImGuiKey_Insert;
  350. case VK_DELETE: return ImGuiKey_Delete;
  351. case VK_BACK: return ImGuiKey_Backspace;
  352. case VK_SPACE: return ImGuiKey_Space;
  353. case VK_RETURN: return ImGuiKey_Enter;
  354. case VK_ESCAPE: return ImGuiKey_Escape;
  355. case VK_OEM_7: return ImGuiKey_Apostrophe;
  356. case VK_OEM_COMMA: return ImGuiKey_Comma;
  357. case VK_OEM_MINUS: return ImGuiKey_Minus;
  358. case VK_OEM_PERIOD: return ImGuiKey_Period;
  359. case VK_OEM_2: return ImGuiKey_Slash;
  360. case VK_OEM_1: return ImGuiKey_Semicolon;
  361. case VK_OEM_PLUS: return ImGuiKey_Equal;
  362. case VK_OEM_4: return ImGuiKey_LeftBracket;
  363. case VK_OEM_5: return ImGuiKey_Backslash;
  364. case VK_OEM_6: return ImGuiKey_RightBracket;
  365. case VK_OEM_3: return ImGuiKey_GraveAccent;
  366. case VK_CAPITAL: return ImGuiKey_CapsLock;
  367. case VK_SCROLL: return ImGuiKey_ScrollLock;
  368. case VK_NUMLOCK: return ImGuiKey_NumLock;
  369. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  370. case VK_PAUSE: return ImGuiKey_Pause;
  371. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  372. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  373. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  374. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  375. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  376. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  377. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  378. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  379. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  380. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  381. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  382. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  383. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  384. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  385. case VK_ADD: return ImGuiKey_KeypadAdd;
  386. case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
  387. case VK_LSHIFT: return ImGuiKey_LeftShift;
  388. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  389. case VK_LMENU: return ImGuiKey_LeftAlt;
  390. case VK_LWIN: return ImGuiKey_LeftSuper;
  391. case VK_RSHIFT: return ImGuiKey_RightShift;
  392. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  393. case VK_RMENU: return ImGuiKey_RightAlt;
  394. case VK_RWIN: return ImGuiKey_RightSuper;
  395. case VK_APPS: return ImGuiKey_Menu;
  396. case '0': return ImGuiKey_0;
  397. case '1': return ImGuiKey_1;
  398. case '2': return ImGuiKey_2;
  399. case '3': return ImGuiKey_3;
  400. case '4': return ImGuiKey_4;
  401. case '5': return ImGuiKey_5;
  402. case '6': return ImGuiKey_6;
  403. case '7': return ImGuiKey_7;
  404. case '8': return ImGuiKey_8;
  405. case '9': return ImGuiKey_9;
  406. case 'A': return ImGuiKey_A;
  407. case 'B': return ImGuiKey_B;
  408. case 'C': return ImGuiKey_C;
  409. case 'D': return ImGuiKey_D;
  410. case 'E': return ImGuiKey_E;
  411. case 'F': return ImGuiKey_F;
  412. case 'G': return ImGuiKey_G;
  413. case 'H': return ImGuiKey_H;
  414. case 'I': return ImGuiKey_I;
  415. case 'J': return ImGuiKey_J;
  416. case 'K': return ImGuiKey_K;
  417. case 'L': return ImGuiKey_L;
  418. case 'M': return ImGuiKey_M;
  419. case 'N': return ImGuiKey_N;
  420. case 'O': return ImGuiKey_O;
  421. case 'P': return ImGuiKey_P;
  422. case 'Q': return ImGuiKey_Q;
  423. case 'R': return ImGuiKey_R;
  424. case 'S': return ImGuiKey_S;
  425. case 'T': return ImGuiKey_T;
  426. case 'U': return ImGuiKey_U;
  427. case 'V': return ImGuiKey_V;
  428. case 'W': return ImGuiKey_W;
  429. case 'X': return ImGuiKey_X;
  430. case 'Y': return ImGuiKey_Y;
  431. case 'Z': return ImGuiKey_Z;
  432. case VK_F1: return ImGuiKey_F1;
  433. case VK_F2: return ImGuiKey_F2;
  434. case VK_F3: return ImGuiKey_F3;
  435. case VK_F4: return ImGuiKey_F4;
  436. case VK_F5: return ImGuiKey_F5;
  437. case VK_F6: return ImGuiKey_F6;
  438. case VK_F7: return ImGuiKey_F7;
  439. case VK_F8: return ImGuiKey_F8;
  440. case VK_F9: return ImGuiKey_F9;
  441. case VK_F10: return ImGuiKey_F10;
  442. case VK_F11: return ImGuiKey_F11;
  443. case VK_F12: return ImGuiKey_F12;
  444. default: return ImGuiKey_None;
  445. }
  446. }
  447. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  448. #ifndef WM_MOUSEHWHEEL
  449. #define WM_MOUSEHWHEEL 0x020E
  450. #endif
  451. #ifndef DBT_DEVNODES_CHANGED
  452. #define DBT_DEVNODES_CHANGED 0x0007
  453. #endif
  454. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  455. // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
  456. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  457. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  458. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  459. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  460. // 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.
  461. // 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.
  462. #if 0
  463. // Copy this line into your .cpp file to forward declare the function.
  464. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  465. #endif
  466. // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
  467. // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
  468. static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
  469. {
  470. LPARAM extra_info = ::GetMessageExtraInfo();
  471. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  472. return ImGuiMouseSource_Pen;
  473. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  474. return ImGuiMouseSource_TouchScreen;
  475. return ImGuiMouseSource_Mouse;
  476. }
  477. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  478. {
  479. if (ImGui::GetCurrentContext() == nullptr)
  480. return 0;
  481. ImGuiIO& io = ImGui::GetIO();
  482. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  483. switch (msg)
  484. {
  485. case WM_MOUSEMOVE:
  486. case WM_NCMOUSEMOVE:
  487. {
  488. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  489. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  490. const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
  491. bd->MouseHwnd = hwnd;
  492. if (bd->MouseTrackedArea != area)
  493. {
  494. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  495. TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
  496. if (bd->MouseTrackedArea != 0)
  497. ::TrackMouseEvent(&tme_cancel);
  498. ::TrackMouseEvent(&tme_track);
  499. bd->MouseTrackedArea = area;
  500. }
  501. POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
  502. if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
  503. break;
  504. io.AddMouseSourceEvent(mouse_source);
  505. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  506. break;
  507. }
  508. case WM_MOUSELEAVE:
  509. case WM_NCMOUSELEAVE:
  510. {
  511. const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
  512. if (bd->MouseTrackedArea == area)
  513. {
  514. if (bd->MouseHwnd == hwnd)
  515. bd->MouseHwnd = nullptr;
  516. bd->MouseTrackedArea = 0;
  517. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  518. }
  519. break;
  520. }
  521. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  522. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  523. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  524. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  525. {
  526. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  527. int button = 0;
  528. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  529. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  530. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  531. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  532. if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
  533. ::SetCapture(hwnd);
  534. bd->MouseButtonsDown |= 1 << button;
  535. io.AddMouseSourceEvent(mouse_source);
  536. io.AddMouseButtonEvent(button, true);
  537. return 0;
  538. }
  539. case WM_LBUTTONUP:
  540. case WM_RBUTTONUP:
  541. case WM_MBUTTONUP:
  542. case WM_XBUTTONUP:
  543. {
  544. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  545. int button = 0;
  546. if (msg == WM_LBUTTONUP) { button = 0; }
  547. if (msg == WM_RBUTTONUP) { button = 1; }
  548. if (msg == WM_MBUTTONUP) { button = 2; }
  549. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  550. bd->MouseButtonsDown &= ~(1 << button);
  551. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  552. ::ReleaseCapture();
  553. io.AddMouseSourceEvent(mouse_source);
  554. io.AddMouseButtonEvent(button, false);
  555. return 0;
  556. }
  557. case WM_MOUSEWHEEL:
  558. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  559. return 0;
  560. case WM_MOUSEHWHEEL:
  561. io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  562. return 0;
  563. case WM_KEYDOWN:
  564. case WM_KEYUP:
  565. case WM_SYSKEYDOWN:
  566. case WM_SYSKEYUP:
  567. {
  568. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  569. if (wParam < 256)
  570. {
  571. // Submit modifiers
  572. ImGui_ImplWin32_UpdateKeyModifiers();
  573. // Obtain virtual key code
  574. // (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.)
  575. int vk = (int)wParam;
  576. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  577. vk = IM_VK_KEYPAD_ENTER;
  578. // Submit key event
  579. const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
  580. const int scancode = (int)LOBYTE(HIWORD(lParam));
  581. if (key != ImGuiKey_None)
  582. ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
  583. // Submit individual left/right modifier events
  584. if (vk == VK_SHIFT)
  585. {
  586. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  587. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  588. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  589. }
  590. else if (vk == VK_CONTROL)
  591. {
  592. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  593. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  594. }
  595. else if (vk == VK_MENU)
  596. {
  597. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  598. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  599. }
  600. }
  601. return 0;
  602. }
  603. case WM_SETFOCUS:
  604. case WM_KILLFOCUS:
  605. io.AddFocusEvent(msg == WM_SETFOCUS);
  606. return 0;
  607. case WM_CHAR:
  608. if (::IsWindowUnicode(hwnd))
  609. {
  610. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  611. if (wParam > 0 && wParam < 0x10000)
  612. io.AddInputCharacterUTF16((unsigned short)wParam);
  613. }
  614. else
  615. {
  616. wchar_t wch = 0;
  617. ::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
  618. io.AddInputCharacter(wch);
  619. }
  620. return 0;
  621. case WM_SETCURSOR:
  622. // This is required to restore cursor when transitioning from e.g resize borders to client area.
  623. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  624. return 1;
  625. return 0;
  626. case WM_DEVICECHANGE:
  627. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  628. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  629. bd->WantUpdateHasGamepad = true;
  630. #endif
  631. return 0;
  632. }
  633. return 0;
  634. }
  635. //--------------------------------------------------------------------------------------------------------
  636. // DPI-related helpers (optional)
  637. //--------------------------------------------------------------------------------------------------------
  638. // - Use to enable DPI awareness without having to create an application manifest.
  639. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  640. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  641. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  642. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  643. //---------------------------------------------------------------------------------------------------------
  644. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  645. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  646. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  647. //---------------------------------------------------------------------------------------------------------
  648. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  649. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  650. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  651. {
  652. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  653. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
  654. if (RtlVerifyVersionInfoFn == nullptr)
  655. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  656. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  657. if (RtlVerifyVersionInfoFn == nullptr)
  658. return FALSE;
  659. RTL_OSVERSIONINFOEXW versionInfo = { };
  660. ULONGLONG conditionMask = 0;
  661. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  662. versionInfo.dwMajorVersion = major;
  663. versionInfo.dwMinorVersion = minor;
  664. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  665. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  666. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  667. }
  668. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  669. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  670. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  671. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  672. #ifndef DPI_ENUMS_DECLARED
  673. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  674. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  675. #endif
  676. #ifndef _DPI_AWARENESS_CONTEXTS_
  677. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  678. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  679. #endif
  680. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  681. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  682. #endif
  683. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  684. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  685. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  686. // Helper function to enable DPI awareness without setting up a manifest
  687. void ImGui_ImplWin32_EnableDpiAwareness()
  688. {
  689. if (_IsWindows10OrGreater())
  690. {
  691. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  692. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  693. {
  694. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  695. return;
  696. }
  697. }
  698. if (_IsWindows8Point1OrGreater())
  699. {
  700. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  701. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  702. {
  703. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  704. return;
  705. }
  706. }
  707. #if _WIN32_WINNT >= 0x0600
  708. ::SetProcessDPIAware();
  709. #endif
  710. }
  711. #if defined(_MSC_VER) && !defined(NOGDI)
  712. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  713. #endif
  714. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  715. {
  716. UINT xdpi = 96, ydpi = 96;
  717. if (_IsWindows8Point1OrGreater())
  718. {
  719. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  720. static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
  721. if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
  722. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  723. if (GetDpiForMonitorFn != nullptr)
  724. {
  725. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  726. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  727. return xdpi / 96.0f;
  728. }
  729. }
  730. #ifndef NOGDI
  731. const HDC dc = ::GetDC(nullptr);
  732. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  733. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  734. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  735. ::ReleaseDC(nullptr, dc);
  736. #endif
  737. return xdpi / 96.0f;
  738. }
  739. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  740. {
  741. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  742. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  743. }
  744. //---------------------------------------------------------------------------------------------------------
  745. // Transparency related helpers (optional)
  746. //--------------------------------------------------------------------------------------------------------
  747. #if defined(_MSC_VER)
  748. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  749. #endif
  750. // [experimental]
  751. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  752. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  753. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  754. {
  755. if (!_IsWindowsVistaOrGreater())
  756. return;
  757. BOOL composition;
  758. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  759. return;
  760. BOOL opaque;
  761. DWORD color;
  762. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  763. {
  764. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  765. DWM_BLURBEHIND bb = {};
  766. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  767. bb.hRgnBlur = region;
  768. bb.fEnable = TRUE;
  769. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  770. ::DeleteObject(region);
  771. }
  772. else
  773. {
  774. DWM_BLURBEHIND bb = {};
  775. bb.dwFlags = DWM_BB_ENABLE;
  776. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  777. }
  778. }
  779. //---------------------------------------------------------------------------------------------------------