imgui_impl_win32.cpp 64 KB

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  1. // dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
  2. // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
  3. // Implemented features:
  4. // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
  5. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
  6. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
  7. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  8. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  9. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  10. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  11. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  12. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  13. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  14. #include "imgui.h"
  15. #ifndef IMGUI_DISABLE
  16. #include "imgui_impl_win32.h"
  17. #ifndef WIN32_LEAN_AND_MEAN
  18. #define WIN32_LEAN_AND_MEAN
  19. #endif
  20. #include <windows.h>
  21. #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  22. #include <tchar.h>
  23. #include <dwmapi.h>
  24. // Configuration flags to add in your imconfig.h file:
  25. //#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.
  26. // Using XInput for gamepad (will load DLL dynamically)
  27. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  28. #include <xinput.h>
  29. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  30. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  31. #endif
  32. // CHANGELOG
  33. // (minor and older changes stripped away, please see git history for details)
  34. // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  35. // 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
  36. // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
  37. // 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)
  38. // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
  39. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  40. // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
  41. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  42. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  43. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  44. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  45. // 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.
  46. // 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.
  47. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  48. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  49. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  50. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  51. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  52. // 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).
  53. // 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).
  54. // 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).
  55. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  56. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  57. // 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.
  58. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  59. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  60. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  61. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  62. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  63. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  64. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  65. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  66. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  67. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  68. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  69. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  70. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  71. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  72. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  73. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  74. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  75. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  76. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  77. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  78. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  79. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  80. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  81. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  82. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
  83. // Forward Declarations
  84. static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC);
  85. static void ImGui_ImplWin32_ShutdownPlatformInterface();
  86. static void ImGui_ImplWin32_UpdateMonitors();
  87. struct ImGui_ImplWin32_Data
  88. {
  89. HWND hWnd;
  90. HWND MouseHwnd;
  91. int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
  92. int MouseButtonsDown;
  93. INT64 Time;
  94. INT64 TicksPerSecond;
  95. ImGuiMouseCursor LastMouseCursor;
  96. bool WantUpdateMonitors;
  97. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  98. bool HasGamepad;
  99. bool WantUpdateHasGamepad;
  100. HMODULE XInputDLL;
  101. PFN_XInputGetCapabilities XInputGetCapabilities;
  102. PFN_XInputGetState XInputGetState;
  103. #endif
  104. ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
  105. };
  106. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  107. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  108. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  109. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  110. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  111. {
  112. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  113. }
  114. // Functions
  115. static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
  116. {
  117. ImGuiIO& io = ImGui::GetIO();
  118. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  119. INT64 perf_frequency, perf_counter;
  120. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  121. return false;
  122. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  123. return false;
  124. // Setup backend capabilities flags
  125. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  126. io.BackendPlatformUserData = (void*)bd;
  127. io.BackendPlatformName = "imgui_impl_win32";
  128. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  129. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  130. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  131. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
  132. bd->hWnd = (HWND)hwnd;
  133. bd->WantUpdateMonitors = true;
  134. bd->TicksPerSecond = perf_frequency;
  135. bd->Time = perf_counter;
  136. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  137. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  138. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  139. main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
  140. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  141. ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc);
  142. // Dynamically load XInput library
  143. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  144. bd->WantUpdateHasGamepad = true;
  145. const char* xinput_dll_names[] =
  146. {
  147. "xinput1_4.dll", // Windows 8+
  148. "xinput1_3.dll", // DirectX SDK
  149. "xinput9_1_0.dll", // Windows Vista, Windows 7
  150. "xinput1_2.dll", // DirectX SDK
  151. "xinput1_1.dll" // DirectX SDK
  152. };
  153. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  154. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  155. {
  156. bd->XInputDLL = dll;
  157. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  158. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  159. break;
  160. }
  161. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  162. return true;
  163. }
  164. IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
  165. {
  166. return ImGui_ImplWin32_InitEx(hwnd, false);
  167. }
  168. IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
  169. {
  170. // OpenGL needs CS_OWNDC
  171. return ImGui_ImplWin32_InitEx(hwnd, true);
  172. }
  173. void ImGui_ImplWin32_Shutdown()
  174. {
  175. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  176. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  177. ImGuiIO& io = ImGui::GetIO();
  178. ImGui_ImplWin32_ShutdownPlatformInterface();
  179. // Unload XInput library
  180. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  181. if (bd->XInputDLL)
  182. ::FreeLibrary(bd->XInputDLL);
  183. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  184. io.BackendPlatformName = nullptr;
  185. io.BackendPlatformUserData = nullptr;
  186. io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
  187. IM_DELETE(bd);
  188. }
  189. static bool ImGui_ImplWin32_UpdateMouseCursor()
  190. {
  191. ImGuiIO& io = ImGui::GetIO();
  192. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  193. return false;
  194. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  195. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  196. {
  197. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  198. ::SetCursor(nullptr);
  199. }
  200. else
  201. {
  202. // Show OS mouse cursor
  203. LPTSTR win32_cursor = IDC_ARROW;
  204. switch (imgui_cursor)
  205. {
  206. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  207. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  208. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  209. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  210. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  211. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  212. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  213. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  214. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  215. }
  216. ::SetCursor(::LoadCursor(nullptr, win32_cursor));
  217. }
  218. return true;
  219. }
  220. static bool IsVkDown(int vk)
  221. {
  222. return (::GetKeyState(vk) & 0x8000) != 0;
  223. }
  224. static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  225. {
  226. ImGuiIO& io = ImGui::GetIO();
  227. io.AddKeyEvent(key, down);
  228. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  229. IM_UNUSED(native_scancode);
  230. }
  231. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  232. {
  233. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  234. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  235. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
  236. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  237. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
  238. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  239. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  240. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
  241. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  242. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
  243. }
  244. static void ImGui_ImplWin32_UpdateKeyModifiers()
  245. {
  246. ImGuiIO& io = ImGui::GetIO();
  247. io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
  248. io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
  249. io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
  250. io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
  251. }
  252. // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
  253. // Because of that, it is a little more complicated than your typical single-viewport binding code!
  254. static void ImGui_ImplWin32_UpdateMouseData()
  255. {
  256. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  257. ImGuiIO& io = ImGui::GetIO();
  258. IM_ASSERT(bd->hWnd != 0);
  259. POINT mouse_screen_pos;
  260. bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
  261. HWND focused_window = ::GetForegroundWindow();
  262. const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
  263. if (is_app_focused)
  264. {
  265. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  266. // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
  267. if (io.WantSetMousePos)
  268. {
  269. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  270. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
  271. ::ClientToScreen(focused_window, &pos);
  272. ::SetCursorPos(pos.x, pos.y);
  273. }
  274. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  275. // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
  276. if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
  277. {
  278. // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
  279. // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
  280. // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
  281. // (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.)
  282. POINT mouse_pos = mouse_screen_pos;
  283. if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
  284. ::ScreenToClient(bd->hWnd, &mouse_pos);
  285. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  286. }
  287. }
  288. // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
  289. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
  290. // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
  291. // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
  292. // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
  293. // by the backend, and use its flawed heuristic to guess the viewport behind.
  294. // - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
  295. ImGuiID mouse_viewport_id = 0;
  296. if (has_mouse_screen_pos)
  297. if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
  298. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
  299. mouse_viewport_id = viewport->ID;
  300. io.AddMouseViewportEvent(mouse_viewport_id);
  301. }
  302. // Gamepad navigation mapping
  303. static void ImGui_ImplWin32_UpdateGamepads()
  304. {
  305. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  306. ImGuiIO& io = ImGui::GetIO();
  307. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  308. //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
  309. // return;
  310. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  311. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  312. if (bd->WantUpdateHasGamepad)
  313. {
  314. XINPUT_CAPABILITIES caps = {};
  315. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  316. bd->WantUpdateHasGamepad = false;
  317. }
  318. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  319. XINPUT_STATE xinput_state;
  320. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  321. if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  322. return;
  323. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  324. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  325. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  326. #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)); }
  327. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  328. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  329. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  330. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  331. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  332. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  333. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  334. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  335. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  336. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  337. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  338. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  339. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  340. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  341. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  342. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  343. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  344. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  345. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  346. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  347. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  348. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  349. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  350. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  351. #undef MAP_BUTTON
  352. #undef MAP_ANALOG
  353. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  354. }
  355. static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
  356. {
  357. MONITORINFO info = {};
  358. info.cbSize = sizeof(MONITORINFO);
  359. if (!::GetMonitorInfo(monitor, &info))
  360. return TRUE;
  361. ImGuiPlatformMonitor imgui_monitor;
  362. imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
  363. imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
  364. imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
  365. imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
  366. imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  367. imgui_monitor.PlatformHandle = (void*)monitor;
  368. ImGuiPlatformIO& io = ImGui::GetPlatformIO();
  369. if (info.dwFlags & MONITORINFOF_PRIMARY)
  370. io.Monitors.push_front(imgui_monitor);
  371. else
  372. io.Monitors.push_back(imgui_monitor);
  373. return TRUE;
  374. }
  375. static void ImGui_ImplWin32_UpdateMonitors()
  376. {
  377. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  378. ImGui::GetPlatformIO().Monitors.resize(0);
  379. ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
  380. bd->WantUpdateMonitors = false;
  381. }
  382. void ImGui_ImplWin32_NewFrame()
  383. {
  384. ImGuiIO& io = ImGui::GetIO();
  385. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  386. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
  387. // Setup display size (every frame to accommodate for window resizing)
  388. RECT rect = { 0, 0, 0, 0 };
  389. ::GetClientRect(bd->hWnd, &rect);
  390. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  391. if (bd->WantUpdateMonitors)
  392. ImGui_ImplWin32_UpdateMonitors();
  393. // Setup time step
  394. INT64 current_time = 0;
  395. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  396. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  397. bd->Time = current_time;
  398. // Update OS mouse position
  399. ImGui_ImplWin32_UpdateMouseData();
  400. // Process workarounds for known Windows key handling issues
  401. ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
  402. // Update OS mouse cursor with the cursor requested by imgui
  403. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  404. if (bd->LastMouseCursor != mouse_cursor)
  405. {
  406. bd->LastMouseCursor = mouse_cursor;
  407. ImGui_ImplWin32_UpdateMouseCursor();
  408. }
  409. // Update game controllers (if enabled and available)
  410. ImGui_ImplWin32_UpdateGamepads();
  411. }
  412. // 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)
  413. #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
  414. // Map VK_xxx to ImGuiKey_xxx.
  415. static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
  416. {
  417. switch (wParam)
  418. {
  419. case VK_TAB: return ImGuiKey_Tab;
  420. case VK_LEFT: return ImGuiKey_LeftArrow;
  421. case VK_RIGHT: return ImGuiKey_RightArrow;
  422. case VK_UP: return ImGuiKey_UpArrow;
  423. case VK_DOWN: return ImGuiKey_DownArrow;
  424. case VK_PRIOR: return ImGuiKey_PageUp;
  425. case VK_NEXT: return ImGuiKey_PageDown;
  426. case VK_HOME: return ImGuiKey_Home;
  427. case VK_END: return ImGuiKey_End;
  428. case VK_INSERT: return ImGuiKey_Insert;
  429. case VK_DELETE: return ImGuiKey_Delete;
  430. case VK_BACK: return ImGuiKey_Backspace;
  431. case VK_SPACE: return ImGuiKey_Space;
  432. case VK_RETURN: return ImGuiKey_Enter;
  433. case VK_ESCAPE: return ImGuiKey_Escape;
  434. case VK_OEM_7: return ImGuiKey_Apostrophe;
  435. case VK_OEM_COMMA: return ImGuiKey_Comma;
  436. case VK_OEM_MINUS: return ImGuiKey_Minus;
  437. case VK_OEM_PERIOD: return ImGuiKey_Period;
  438. case VK_OEM_2: return ImGuiKey_Slash;
  439. case VK_OEM_1: return ImGuiKey_Semicolon;
  440. case VK_OEM_PLUS: return ImGuiKey_Equal;
  441. case VK_OEM_4: return ImGuiKey_LeftBracket;
  442. case VK_OEM_5: return ImGuiKey_Backslash;
  443. case VK_OEM_6: return ImGuiKey_RightBracket;
  444. case VK_OEM_3: return ImGuiKey_GraveAccent;
  445. case VK_CAPITAL: return ImGuiKey_CapsLock;
  446. case VK_SCROLL: return ImGuiKey_ScrollLock;
  447. case VK_NUMLOCK: return ImGuiKey_NumLock;
  448. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  449. case VK_PAUSE: return ImGuiKey_Pause;
  450. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  451. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  452. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  453. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  454. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  455. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  456. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  457. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  458. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  459. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  460. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  461. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  462. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  463. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  464. case VK_ADD: return ImGuiKey_KeypadAdd;
  465. case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
  466. case VK_LSHIFT: return ImGuiKey_LeftShift;
  467. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  468. case VK_LMENU: return ImGuiKey_LeftAlt;
  469. case VK_LWIN: return ImGuiKey_LeftSuper;
  470. case VK_RSHIFT: return ImGuiKey_RightShift;
  471. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  472. case VK_RMENU: return ImGuiKey_RightAlt;
  473. case VK_RWIN: return ImGuiKey_RightSuper;
  474. case VK_APPS: return ImGuiKey_Menu;
  475. case '0': return ImGuiKey_0;
  476. case '1': return ImGuiKey_1;
  477. case '2': return ImGuiKey_2;
  478. case '3': return ImGuiKey_3;
  479. case '4': return ImGuiKey_4;
  480. case '5': return ImGuiKey_5;
  481. case '6': return ImGuiKey_6;
  482. case '7': return ImGuiKey_7;
  483. case '8': return ImGuiKey_8;
  484. case '9': return ImGuiKey_9;
  485. case 'A': return ImGuiKey_A;
  486. case 'B': return ImGuiKey_B;
  487. case 'C': return ImGuiKey_C;
  488. case 'D': return ImGuiKey_D;
  489. case 'E': return ImGuiKey_E;
  490. case 'F': return ImGuiKey_F;
  491. case 'G': return ImGuiKey_G;
  492. case 'H': return ImGuiKey_H;
  493. case 'I': return ImGuiKey_I;
  494. case 'J': return ImGuiKey_J;
  495. case 'K': return ImGuiKey_K;
  496. case 'L': return ImGuiKey_L;
  497. case 'M': return ImGuiKey_M;
  498. case 'N': return ImGuiKey_N;
  499. case 'O': return ImGuiKey_O;
  500. case 'P': return ImGuiKey_P;
  501. case 'Q': return ImGuiKey_Q;
  502. case 'R': return ImGuiKey_R;
  503. case 'S': return ImGuiKey_S;
  504. case 'T': return ImGuiKey_T;
  505. case 'U': return ImGuiKey_U;
  506. case 'V': return ImGuiKey_V;
  507. case 'W': return ImGuiKey_W;
  508. case 'X': return ImGuiKey_X;
  509. case 'Y': return ImGuiKey_Y;
  510. case 'Z': return ImGuiKey_Z;
  511. case VK_F1: return ImGuiKey_F1;
  512. case VK_F2: return ImGuiKey_F2;
  513. case VK_F3: return ImGuiKey_F3;
  514. case VK_F4: return ImGuiKey_F4;
  515. case VK_F5: return ImGuiKey_F5;
  516. case VK_F6: return ImGuiKey_F6;
  517. case VK_F7: return ImGuiKey_F7;
  518. case VK_F8: return ImGuiKey_F8;
  519. case VK_F9: return ImGuiKey_F9;
  520. case VK_F10: return ImGuiKey_F10;
  521. case VK_F11: return ImGuiKey_F11;
  522. case VK_F12: return ImGuiKey_F12;
  523. default: return ImGuiKey_None;
  524. }
  525. }
  526. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  527. #ifndef WM_MOUSEHWHEEL
  528. #define WM_MOUSEHWHEEL 0x020E
  529. #endif
  530. #ifndef DBT_DEVNODES_CHANGED
  531. #define DBT_DEVNODES_CHANGED 0x0007
  532. #endif
  533. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  534. // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
  535. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  536. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  537. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  538. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  539. // 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.
  540. // 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.
  541. #if 0
  542. // Copy this line into your .cpp file to forward declare the function.
  543. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  544. #endif
  545. // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
  546. // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
  547. static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
  548. {
  549. LPARAM extra_info = ::GetMessageExtraInfo();
  550. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  551. return ImGuiMouseSource_Pen;
  552. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  553. return ImGuiMouseSource_TouchScreen;
  554. return ImGuiMouseSource_Mouse;
  555. }
  556. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  557. {
  558. if (ImGui::GetCurrentContext() == nullptr)
  559. return 0;
  560. ImGuiIO& io = ImGui::GetIO();
  561. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  562. switch (msg)
  563. {
  564. case WM_MOUSEMOVE:
  565. case WM_NCMOUSEMOVE:
  566. {
  567. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  568. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  569. const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
  570. bd->MouseHwnd = hwnd;
  571. if (bd->MouseTrackedArea != area)
  572. {
  573. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  574. TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
  575. if (bd->MouseTrackedArea != 0)
  576. ::TrackMouseEvent(&tme_cancel);
  577. ::TrackMouseEvent(&tme_track);
  578. bd->MouseTrackedArea = area;
  579. }
  580. POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
  581. bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
  582. if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
  583. ::ClientToScreen(hwnd, &mouse_pos);
  584. if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
  585. ::ScreenToClient(hwnd, &mouse_pos);
  586. io.AddMouseSourceEvent(mouse_source);
  587. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  588. break;
  589. }
  590. case WM_MOUSELEAVE:
  591. case WM_NCMOUSELEAVE:
  592. {
  593. const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
  594. if (bd->MouseTrackedArea == area)
  595. {
  596. if (bd->MouseHwnd == hwnd)
  597. bd->MouseHwnd = nullptr;
  598. bd->MouseTrackedArea = 0;
  599. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  600. }
  601. break;
  602. }
  603. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  604. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  605. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  606. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  607. {
  608. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  609. int button = 0;
  610. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  611. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  612. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  613. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  614. if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
  615. ::SetCapture(hwnd);
  616. bd->MouseButtonsDown |= 1 << button;
  617. io.AddMouseSourceEvent(mouse_source);
  618. io.AddMouseButtonEvent(button, true);
  619. return 0;
  620. }
  621. case WM_LBUTTONUP:
  622. case WM_RBUTTONUP:
  623. case WM_MBUTTONUP:
  624. case WM_XBUTTONUP:
  625. {
  626. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  627. int button = 0;
  628. if (msg == WM_LBUTTONUP) { button = 0; }
  629. if (msg == WM_RBUTTONUP) { button = 1; }
  630. if (msg == WM_MBUTTONUP) { button = 2; }
  631. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  632. bd->MouseButtonsDown &= ~(1 << button);
  633. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  634. ::ReleaseCapture();
  635. io.AddMouseSourceEvent(mouse_source);
  636. io.AddMouseButtonEvent(button, false);
  637. return 0;
  638. }
  639. case WM_MOUSEWHEEL:
  640. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  641. return 0;
  642. case WM_MOUSEHWHEEL:
  643. io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  644. return 0;
  645. case WM_KEYDOWN:
  646. case WM_KEYUP:
  647. case WM_SYSKEYDOWN:
  648. case WM_SYSKEYUP:
  649. {
  650. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  651. if (wParam < 256)
  652. {
  653. // Submit modifiers
  654. ImGui_ImplWin32_UpdateKeyModifiers();
  655. // Obtain virtual key code
  656. // (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.)
  657. int vk = (int)wParam;
  658. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  659. vk = IM_VK_KEYPAD_ENTER;
  660. // Submit key event
  661. const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
  662. const int scancode = (int)LOBYTE(HIWORD(lParam));
  663. if (key != ImGuiKey_None)
  664. ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
  665. // Submit individual left/right modifier events
  666. if (vk == VK_SHIFT)
  667. {
  668. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  669. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  670. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  671. }
  672. else if (vk == VK_CONTROL)
  673. {
  674. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  675. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  676. }
  677. else if (vk == VK_MENU)
  678. {
  679. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  680. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  681. }
  682. }
  683. return 0;
  684. }
  685. case WM_SETFOCUS:
  686. case WM_KILLFOCUS:
  687. io.AddFocusEvent(msg == WM_SETFOCUS);
  688. return 0;
  689. case WM_CHAR:
  690. if (::IsWindowUnicode(hwnd))
  691. {
  692. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  693. if (wParam > 0 && wParam < 0x10000)
  694. io.AddInputCharacterUTF16((unsigned short)wParam);
  695. }
  696. else
  697. {
  698. wchar_t wch = 0;
  699. ::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
  700. io.AddInputCharacter(wch);
  701. }
  702. return 0;
  703. case WM_SETCURSOR:
  704. // This is required to restore cursor when transitioning from e.g resize borders to client area.
  705. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  706. return 1;
  707. return 0;
  708. case WM_DEVICECHANGE:
  709. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  710. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  711. bd->WantUpdateHasGamepad = true;
  712. #endif
  713. return 0;
  714. case WM_DISPLAYCHANGE:
  715. bd->WantUpdateMonitors = true;
  716. return 0;
  717. }
  718. return 0;
  719. }
  720. //--------------------------------------------------------------------------------------------------------
  721. // DPI-related helpers (optional)
  722. //--------------------------------------------------------------------------------------------------------
  723. // - Use to enable DPI awareness without having to create an application manifest.
  724. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  725. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  726. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  727. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  728. //---------------------------------------------------------------------------------------------------------
  729. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  730. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  731. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  732. //---------------------------------------------------------------------------------------------------------
  733. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  734. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  735. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  736. {
  737. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  738. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
  739. if (RtlVerifyVersionInfoFn == nullptr)
  740. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  741. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  742. if (RtlVerifyVersionInfoFn == nullptr)
  743. return FALSE;
  744. RTL_OSVERSIONINFOEXW versionInfo = { };
  745. ULONGLONG conditionMask = 0;
  746. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  747. versionInfo.dwMajorVersion = major;
  748. versionInfo.dwMinorVersion = minor;
  749. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  750. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  751. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  752. }
  753. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  754. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  755. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  756. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  757. #ifndef DPI_ENUMS_DECLARED
  758. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  759. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  760. #endif
  761. #ifndef _DPI_AWARENESS_CONTEXTS_
  762. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  763. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  764. #endif
  765. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  766. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  767. #endif
  768. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  769. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  770. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  771. // Helper function to enable DPI awareness without setting up a manifest
  772. void ImGui_ImplWin32_EnableDpiAwareness()
  773. {
  774. // Make sure monitors will be updated with latest correct scaling
  775. if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
  776. bd->WantUpdateMonitors = true;
  777. if (_IsWindows10OrGreater())
  778. {
  779. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  780. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  781. {
  782. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  783. return;
  784. }
  785. }
  786. if (_IsWindows8Point1OrGreater())
  787. {
  788. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  789. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  790. {
  791. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  792. return;
  793. }
  794. }
  795. #if _WIN32_WINNT >= 0x0600
  796. ::SetProcessDPIAware();
  797. #endif
  798. }
  799. #if defined(_MSC_VER) && !defined(NOGDI)
  800. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  801. #endif
  802. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  803. {
  804. UINT xdpi = 96, ydpi = 96;
  805. if (_IsWindows8Point1OrGreater())
  806. {
  807. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  808. static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
  809. if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
  810. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  811. if (GetDpiForMonitorFn != nullptr)
  812. {
  813. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  814. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  815. return xdpi / 96.0f;
  816. }
  817. }
  818. #ifndef NOGDI
  819. const HDC dc = ::GetDC(nullptr);
  820. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  821. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  822. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  823. ::ReleaseDC(nullptr, dc);
  824. #endif
  825. return xdpi / 96.0f;
  826. }
  827. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  828. {
  829. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  830. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  831. }
  832. //---------------------------------------------------------------------------------------------------------
  833. // Transparency related helpers (optional)
  834. //--------------------------------------------------------------------------------------------------------
  835. #if defined(_MSC_VER)
  836. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  837. #endif
  838. // [experimental]
  839. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  840. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  841. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  842. {
  843. if (!_IsWindowsVistaOrGreater())
  844. return;
  845. BOOL composition;
  846. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  847. return;
  848. BOOL opaque;
  849. DWORD color;
  850. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  851. {
  852. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  853. DWM_BLURBEHIND bb = {};
  854. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  855. bb.hRgnBlur = region;
  856. bb.fEnable = TRUE;
  857. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  858. ::DeleteObject(region);
  859. }
  860. else
  861. {
  862. DWM_BLURBEHIND bb = {};
  863. bb.dwFlags = DWM_BB_ENABLE;
  864. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  865. }
  866. }
  867. //---------------------------------------------------------------------------------------------------------
  868. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  869. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  870. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
  871. //--------------------------------------------------------------------------------------------------------
  872. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  873. struct ImGui_ImplWin32_ViewportData
  874. {
  875. HWND Hwnd;
  876. HWND HwndParent;
  877. bool HwndOwned;
  878. DWORD DwStyle;
  879. DWORD DwExStyle;
  880. ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
  881. ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
  882. };
  883. static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
  884. {
  885. if (flags & ImGuiViewportFlags_NoDecoration)
  886. *out_style = WS_POPUP;
  887. else
  888. *out_style = WS_OVERLAPPEDWINDOW;
  889. if (flags & ImGuiViewportFlags_NoTaskBarIcon)
  890. *out_ex_style = WS_EX_TOOLWINDOW;
  891. else
  892. *out_ex_style = WS_EX_APPWINDOW;
  893. if (flags & ImGuiViewportFlags_TopMost)
  894. *out_ex_style |= WS_EX_TOPMOST;
  895. }
  896. static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
  897. {
  898. if (viewport_id != 0)
  899. if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
  900. return (HWND)viewport->PlatformHandle;
  901. return nullptr;
  902. }
  903. static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
  904. {
  905. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  906. viewport->PlatformUserData = vd;
  907. // Select style and parent window
  908. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
  909. vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
  910. // Create window
  911. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  912. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  913. vd->Hwnd = ::CreateWindowEx(
  914. vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name
  915. rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
  916. vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
  917. vd->HwndOwned = true;
  918. viewport->PlatformRequestResize = false;
  919. viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
  920. }
  921. static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
  922. {
  923. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  924. if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
  925. {
  926. if (::GetCapture() == vd->Hwnd)
  927. {
  928. // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
  929. ::ReleaseCapture();
  930. ::SetCapture(bd->hWnd);
  931. }
  932. if (vd->Hwnd && vd->HwndOwned)
  933. ::DestroyWindow(vd->Hwnd);
  934. vd->Hwnd = nullptr;
  935. IM_DELETE(vd);
  936. }
  937. viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
  938. }
  939. static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
  940. {
  941. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  942. IM_ASSERT(vd->Hwnd != 0);
  943. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  944. ::ShowWindow(vd->Hwnd, SW_SHOWNA);
  945. else
  946. ::ShowWindow(vd->Hwnd, SW_SHOW);
  947. }
  948. static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
  949. {
  950. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  951. IM_ASSERT(vd->Hwnd != 0);
  952. // Update Win32 parent if it changed _after_ creation
  953. // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
  954. HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
  955. if (new_parent != vd->HwndParent)
  956. {
  957. // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
  958. // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner".
  959. // The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD.
  960. // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping.
  961. // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented.
  962. // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613
  963. vd->HwndParent = new_parent;
  964. ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
  965. }
  966. // (Optional) Update Win32 style if it changed _after_ creation.
  967. // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
  968. DWORD new_style;
  969. DWORD new_ex_style;
  970. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
  971. // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
  972. if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
  973. {
  974. // (Optional) Update TopMost state if it changed _after_ creation
  975. bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
  976. HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
  977. UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
  978. // Apply flags and position (since it is affected by flags)
  979. vd->DwStyle = new_style;
  980. vd->DwExStyle = new_ex_style;
  981. ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
  982. ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
  983. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  984. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  985. ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
  986. ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
  987. viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
  988. }
  989. }
  990. static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
  991. {
  992. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  993. IM_ASSERT(vd->Hwnd != 0);
  994. POINT pos = { 0, 0 };
  995. ::ClientToScreen(vd->Hwnd, &pos);
  996. return ImVec2((float)pos.x, (float)pos.y);
  997. }
  998. static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  999. {
  1000. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1001. IM_ASSERT(vd->Hwnd != 0);
  1002. RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
  1003. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  1004. ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
  1005. }
  1006. static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
  1007. {
  1008. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1009. IM_ASSERT(vd->Hwnd != 0);
  1010. RECT rect;
  1011. ::GetClientRect(vd->Hwnd, &rect);
  1012. return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
  1013. }
  1014. static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  1015. {
  1016. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1017. IM_ASSERT(vd->Hwnd != 0);
  1018. RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
  1019. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  1020. ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
  1021. }
  1022. static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
  1023. {
  1024. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1025. IM_ASSERT(vd->Hwnd != 0);
  1026. ::BringWindowToTop(vd->Hwnd);
  1027. ::SetForegroundWindow(vd->Hwnd);
  1028. ::SetFocus(vd->Hwnd);
  1029. }
  1030. static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
  1031. {
  1032. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1033. IM_ASSERT(vd->Hwnd != 0);
  1034. return ::GetForegroundWindow() == vd->Hwnd;
  1035. }
  1036. static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
  1037. {
  1038. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1039. IM_ASSERT(vd->Hwnd != 0);
  1040. return ::IsIconic(vd->Hwnd) != 0;
  1041. }
  1042. static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  1043. {
  1044. // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
  1045. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1046. IM_ASSERT(vd->Hwnd != 0);
  1047. int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
  1048. ImVector<wchar_t> title_w;
  1049. title_w.resize(n);
  1050. ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
  1051. ::SetWindowTextW(vd->Hwnd, title_w.Data);
  1052. }
  1053. static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  1054. {
  1055. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1056. IM_ASSERT(vd->Hwnd != 0);
  1057. IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
  1058. if (alpha < 1.0f)
  1059. {
  1060. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
  1061. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  1062. ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
  1063. }
  1064. else
  1065. {
  1066. DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
  1067. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
  1068. }
  1069. }
  1070. static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
  1071. {
  1072. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1073. IM_ASSERT(vd->Hwnd != 0);
  1074. return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
  1075. }
  1076. // FIXME-DPI: Testing DPI related ideas
  1077. static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
  1078. {
  1079. (void)viewport;
  1080. #if 0
  1081. ImGuiStyle default_style;
  1082. //default_style.WindowPadding = ImVec2(0, 0);
  1083. //default_style.WindowBorderSize = 0.0f;
  1084. //default_style.ItemSpacing.y = 3.0f;
  1085. //default_style.FramePadding = ImVec2(0, 0);
  1086. default_style.ScaleAllSizes(viewport->DpiScale);
  1087. ImGuiStyle& style = ImGui::GetStyle();
  1088. style = default_style;
  1089. #endif
  1090. }
  1091. static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  1092. {
  1093. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  1094. return true;
  1095. if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
  1096. {
  1097. switch (msg)
  1098. {
  1099. case WM_CLOSE:
  1100. viewport->PlatformRequestClose = true;
  1101. return 0;
  1102. case WM_MOVE:
  1103. viewport->PlatformRequestMove = true;
  1104. break;
  1105. case WM_SIZE:
  1106. viewport->PlatformRequestResize = true;
  1107. break;
  1108. case WM_MOUSEACTIVATE:
  1109. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
  1110. return MA_NOACTIVATE;
  1111. break;
  1112. case WM_NCHITTEST:
  1113. // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
  1114. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  1115. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  1116. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  1117. if (viewport->Flags & ImGuiViewportFlags_NoInputs)
  1118. return HTTRANSPARENT;
  1119. break;
  1120. }
  1121. }
  1122. return DefWindowProc(hWnd, msg, wParam, lParam);
  1123. }
  1124. static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc)
  1125. {
  1126. WNDCLASSEX wcex;
  1127. wcex.cbSize = sizeof(WNDCLASSEX);
  1128. wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
  1129. wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
  1130. wcex.cbClsExtra = 0;
  1131. wcex.cbWndExtra = 0;
  1132. wcex.hInstance = ::GetModuleHandle(nullptr);
  1133. wcex.hIcon = nullptr;
  1134. wcex.hCursor = nullptr;
  1135. wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
  1136. wcex.lpszMenuName = nullptr;
  1137. wcex.lpszClassName = _T("ImGui Platform");
  1138. wcex.hIconSm = nullptr;
  1139. ::RegisterClassEx(&wcex);
  1140. ImGui_ImplWin32_UpdateMonitors();
  1141. // Register platform interface (will be coupled with a renderer interface)
  1142. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1143. platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
  1144. platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
  1145. platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
  1146. platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
  1147. platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
  1148. platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
  1149. platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
  1150. platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
  1151. platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
  1152. platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
  1153. platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
  1154. platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
  1155. platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
  1156. platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
  1157. platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
  1158. // Register main window handle (which is owned by the main application, not by us)
  1159. // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
  1160. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  1161. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  1162. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  1163. vd->Hwnd = bd->hWnd;
  1164. vd->HwndOwned = false;
  1165. main_viewport->PlatformUserData = vd;
  1166. main_viewport->PlatformHandle = (void*)bd->hWnd;
  1167. }
  1168. static void ImGui_ImplWin32_ShutdownPlatformInterface()
  1169. {
  1170. ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr));
  1171. ImGui::DestroyPlatformWindows();
  1172. }
  1173. //---------------------------------------------------------------------------------------------------------
  1174. #endif // #ifndef IMGUI_DISABLE