imgui_impl_win32.cpp 50 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 are obsolete since 1.87 and not supported since 1.91.5]
  7. // [X] Platform: Gamepad support.
  8. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  11. // Learn about Dear ImGui:
  12. // - FAQ https://dearimgui.com/faq
  13. // - Getting Started https://dearimgui.com/getting-started
  14. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  15. // - Introduction, links and more at the top of imgui.cpp
  16. // Configuration flags to add in your imconfig file:
  17. //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
  18. // CHANGELOG
  19. // (minor and older changes stripped away, please see git history for details)
  20. // 2026-01-28: Inputs: Minor optimization not submitting gamepad input if packet number has not changed (reworked from 2025-09-23 attempt). (#9202, #8556)
  21. // 2025-12-03: Inputs: handle WM_IME_CHAR/WM_IME_COMPOSITION messages to support Unicode inputs on MBCS (non-Unicode) Windows. (#9099, #3653, #5961)
  22. // 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state.
  23. // 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed.
  24. // 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
  25. // 2025-04-30: Inputs: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594)
  26. // 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
  27. // 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
  28. // 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
  29. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
  30. // 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
  31. // 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
  32. // 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
  33. // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
  34. // 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)
  35. // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
  36. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  37. // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
  38. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  39. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  40. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  41. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  42. // 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.
  43. // 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.
  44. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  45. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  46. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  47. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  48. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  49. // 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).
  50. // 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).
  51. // 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).
  52. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  53. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  54. // 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.
  55. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  56. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  57. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  58. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  59. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  60. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  61. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  62. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  63. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  64. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  65. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  66. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  67. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  68. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  69. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  70. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  71. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  72. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  73. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  74. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  75. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  76. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  77. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  78. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  79. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
  80. #include "imgui.h"
  81. #ifndef IMGUI_DISABLE
  82. #include "imgui_impl_win32.h"
  83. #ifndef WIN32_LEAN_AND_MEAN
  84. #define WIN32_LEAN_AND_MEAN
  85. #endif
  86. #include <windows.h>
  87. #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  88. #include <tchar.h>
  89. #include <dwmapi.h>
  90. // Using XInput for gamepad (will load DLL dynamically)
  91. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  92. #include <xinput.h>
  93. typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  94. typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  95. #endif
  96. // Clang/GCC warnings with -Weverything
  97. #if defined(__clang__)
  98. #pragma clang diagnostic push
  99. #pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
  100. #endif
  101. #if defined(__GNUC__)
  102. #pragma GCC diagnostic push
  103. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
  104. #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
  105. #endif
  106. struct ImGui_ImplWin32_Data
  107. {
  108. HWND hWnd;
  109. HWND MouseHwnd;
  110. int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area
  111. int MouseButtonsDown;
  112. INT64 Time;
  113. INT64 TicksPerSecond;
  114. ImGuiMouseCursor LastMouseCursor;
  115. UINT32 KeyboardCodePage;
  116. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  117. bool HasGamepad;
  118. bool WantUpdateHasGamepad;
  119. HMODULE XInputDLL;
  120. PFN_XInputGetCapabilities XInputGetCapabilities;
  121. PFN_XInputGetState XInputGetState;
  122. DWORD XInputPacketNumber;
  123. #endif
  124. ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
  125. };
  126. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  127. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  128. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  129. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  130. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  131. {
  132. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  133. }
  134. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io)
  135. {
  136. return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData;
  137. }
  138. // Functions
  139. static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io)
  140. {
  141. // Retrieve keyboard code page, required for handling of non-Unicode Windows.
  142. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
  143. HKL keyboard_layout = ::GetKeyboardLayout(0);
  144. LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
  145. if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
  146. bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
  147. }
  148. static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
  149. {
  150. ImGuiIO& io = ImGui::GetIO();
  151. IMGUI_CHECKVERSION();
  152. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  153. INT64 perf_frequency, perf_counter;
  154. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  155. return false;
  156. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  157. return false;
  158. // Setup backend capabilities flags
  159. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  160. io.BackendPlatformUserData = (void*)bd;
  161. io.BackendPlatformName = "imgui_impl_win32";
  162. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  163. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  164. bd->hWnd = (HWND)hwnd;
  165. bd->TicksPerSecond = perf_frequency;
  166. bd->Time = perf_counter;
  167. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  168. ImGui_ImplWin32_UpdateKeyboardCodePage(io);
  169. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  170. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  171. main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
  172. IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
  173. // Dynamically load XInput library
  174. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  175. bd->WantUpdateHasGamepad = true;
  176. const char* xinput_dll_names[] =
  177. {
  178. "xinput1_4.dll", // Windows 8+
  179. "xinput1_3.dll", // DirectX SDK
  180. "xinput9_1_0.dll", // Windows Vista, Windows 7
  181. "xinput1_2.dll", // DirectX SDK
  182. "xinput1_1.dll" // DirectX SDK
  183. };
  184. for (int n = 0; n < IM_COUNTOF(xinput_dll_names); n++)
  185. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  186. {
  187. bd->XInputDLL = dll;
  188. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  189. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  190. break;
  191. }
  192. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  193. return true;
  194. }
  195. IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
  196. {
  197. return ImGui_ImplWin32_InitEx(hwnd, false);
  198. }
  199. IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
  200. {
  201. // OpenGL needs CS_OWNDC
  202. return ImGui_ImplWin32_InitEx(hwnd, true);
  203. }
  204. void ImGui_ImplWin32_Shutdown()
  205. {
  206. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  207. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  208. ImGuiIO& io = ImGui::GetIO();
  209. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  210. // Unload XInput library
  211. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  212. if (bd->XInputDLL)
  213. ::FreeLibrary(bd->XInputDLL);
  214. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  215. io.BackendPlatformName = nullptr;
  216. io.BackendPlatformUserData = nullptr;
  217. io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
  218. platform_io.ClearPlatformHandlers();
  219. IM_DELETE(bd);
  220. }
  221. static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor)
  222. {
  223. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  224. return false;
  225. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  226. {
  227. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  228. ::SetCursor(nullptr);
  229. }
  230. else
  231. {
  232. // Show OS mouse cursor
  233. LPTSTR win32_cursor = IDC_ARROW;
  234. switch (imgui_cursor)
  235. {
  236. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  237. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  238. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  239. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  240. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  241. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  242. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  243. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  244. case ImGuiMouseCursor_Wait: win32_cursor = IDC_WAIT; break;
  245. case ImGuiMouseCursor_Progress: win32_cursor = IDC_APPSTARTING; break;
  246. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  247. }
  248. ::SetCursor(::LoadCursor(nullptr, win32_cursor));
  249. }
  250. return true;
  251. }
  252. static bool IsVkDown(int vk)
  253. {
  254. return (::GetKeyState(vk) & 0x8000) != 0;
  255. }
  256. static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  257. {
  258. io.AddKeyEvent(key, down);
  259. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  260. IM_UNUSED(native_scancode);
  261. }
  262. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io)
  263. {
  264. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  265. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  266. ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT);
  267. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  268. ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT);
  269. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  270. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  271. ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN);
  272. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  273. ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN);
  274. }
  275. static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
  276. {
  277. io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
  278. io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
  279. io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
  280. io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
  281. }
  282. static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
  283. {
  284. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
  285. IM_ASSERT(bd->hWnd != 0);
  286. HWND focused_window = ::GetForegroundWindow();
  287. const bool is_app_focused = (focused_window == bd->hWnd);
  288. if (is_app_focused)
  289. {
  290. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
  291. if (io.WantSetMousePos)
  292. {
  293. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  294. if (::ClientToScreen(bd->hWnd, &pos))
  295. ::SetCursorPos(pos.x, pos.y);
  296. }
  297. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  298. // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
  299. if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
  300. {
  301. POINT pos;
  302. if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
  303. io.AddMousePosEvent((float)pos.x, (float)pos.y);
  304. }
  305. }
  306. }
  307. // Gamepad navigation mapping
  308. static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
  309. {
  310. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  311. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
  312. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  313. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  314. if (bd->WantUpdateHasGamepad)
  315. {
  316. XINPUT_CAPABILITIES caps = {};
  317. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  318. bd->WantUpdateHasGamepad = false;
  319. }
  320. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  321. XINPUT_STATE xinput_state;
  322. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  323. if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  324. return;
  325. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  326. if (bd->XInputPacketNumber != 0 && bd->XInputPacketNumber == xinput_state.dwPacketNumber)
  327. return;
  328. bd->XInputPacketNumber = xinput_state.dwPacketNumber;
  329. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  330. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  331. #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)); }
  332. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  333. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  334. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  335. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  336. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  337. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  338. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  339. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  340. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  341. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  342. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  343. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  344. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  345. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  346. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  347. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  348. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  349. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  350. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  351. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  352. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  353. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  354. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  355. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  356. #undef MAP_BUTTON
  357. #undef MAP_ANALOG
  358. #else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  359. IM_UNUSED(io);
  360. #endif
  361. }
  362. void ImGui_ImplWin32_NewFrame()
  363. {
  364. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  365. IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
  366. ImGuiIO& io = ImGui::GetIO();
  367. // Setup display size (every frame to accommodate for window resizing)
  368. RECT rect = { 0, 0, 0, 0 };
  369. ::GetClientRect(bd->hWnd, &rect);
  370. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  371. // Setup time step
  372. INT64 current_time = 0;
  373. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  374. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  375. bd->Time = current_time;
  376. // Update OS mouse position
  377. ImGui_ImplWin32_UpdateMouseData(io);
  378. // Process workarounds for known Windows key handling issues
  379. ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
  380. // Update OS mouse cursor with the cursor requested by imgui
  381. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  382. if (bd->LastMouseCursor != mouse_cursor)
  383. {
  384. bd->LastMouseCursor = mouse_cursor;
  385. ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor);
  386. }
  387. // Update game controllers (if enabled and available)
  388. ImGui_ImplWin32_UpdateGamepads(io);
  389. }
  390. // Map VK_xxx to ImGuiKey_xxx.
  391. // Not static to allow third-party code to use that if they want to (but undocumented)
  392. ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam);
  393. ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
  394. {
  395. // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED.
  396. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  397. return ImGuiKey_KeypadEnter;
  398. const int scancode = (int)LOBYTE(HIWORD(lParam));
  399. //IMGUI_DEBUG_LOG("scancode %3d, keycode = 0x%02X\n", scancode, wParam);
  400. switch (wParam)
  401. {
  402. case VK_TAB: return ImGuiKey_Tab;
  403. case VK_LEFT: return ImGuiKey_LeftArrow;
  404. case VK_RIGHT: return ImGuiKey_RightArrow;
  405. case VK_UP: return ImGuiKey_UpArrow;
  406. case VK_DOWN: return ImGuiKey_DownArrow;
  407. case VK_PRIOR: return ImGuiKey_PageUp;
  408. case VK_NEXT: return ImGuiKey_PageDown;
  409. case VK_HOME: return ImGuiKey_Home;
  410. case VK_END: return ImGuiKey_End;
  411. case VK_INSERT: return ImGuiKey_Insert;
  412. case VK_DELETE: return ImGuiKey_Delete;
  413. case VK_BACK: return ImGuiKey_Backspace;
  414. case VK_SPACE: return ImGuiKey_Space;
  415. case VK_RETURN: return ImGuiKey_Enter;
  416. case VK_ESCAPE: return ImGuiKey_Escape;
  417. //case VK_OEM_7: return ImGuiKey_Apostrophe;
  418. case VK_OEM_COMMA: return ImGuiKey_Comma;
  419. //case VK_OEM_MINUS: return ImGuiKey_Minus;
  420. case VK_OEM_PERIOD: return ImGuiKey_Period;
  421. //case VK_OEM_2: return ImGuiKey_Slash;
  422. //case VK_OEM_1: return ImGuiKey_Semicolon;
  423. //case VK_OEM_PLUS: return ImGuiKey_Equal;
  424. //case VK_OEM_4: return ImGuiKey_LeftBracket;
  425. //case VK_OEM_5: return ImGuiKey_Backslash;
  426. //case VK_OEM_6: return ImGuiKey_RightBracket;
  427. //case VK_OEM_3: return ImGuiKey_GraveAccent;
  428. case VK_CAPITAL: return ImGuiKey_CapsLock;
  429. case VK_SCROLL: return ImGuiKey_ScrollLock;
  430. case VK_NUMLOCK: return ImGuiKey_NumLock;
  431. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  432. case VK_PAUSE: return ImGuiKey_Pause;
  433. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  434. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  435. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  436. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  437. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  438. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  439. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  440. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  441. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  442. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  443. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  444. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  445. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  446. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  447. case VK_ADD: return ImGuiKey_KeypadAdd;
  448. case VK_LSHIFT: return ImGuiKey_LeftShift;
  449. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  450. case VK_LMENU: return ImGuiKey_LeftAlt;
  451. case VK_LWIN: return ImGuiKey_LeftSuper;
  452. case VK_RSHIFT: return ImGuiKey_RightShift;
  453. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  454. case VK_RMENU: return ImGuiKey_RightAlt;
  455. case VK_RWIN: return ImGuiKey_RightSuper;
  456. case VK_APPS: return ImGuiKey_Menu;
  457. case '0': return ImGuiKey_0;
  458. case '1': return ImGuiKey_1;
  459. case '2': return ImGuiKey_2;
  460. case '3': return ImGuiKey_3;
  461. case '4': return ImGuiKey_4;
  462. case '5': return ImGuiKey_5;
  463. case '6': return ImGuiKey_6;
  464. case '7': return ImGuiKey_7;
  465. case '8': return ImGuiKey_8;
  466. case '9': return ImGuiKey_9;
  467. case 'A': return ImGuiKey_A;
  468. case 'B': return ImGuiKey_B;
  469. case 'C': return ImGuiKey_C;
  470. case 'D': return ImGuiKey_D;
  471. case 'E': return ImGuiKey_E;
  472. case 'F': return ImGuiKey_F;
  473. case 'G': return ImGuiKey_G;
  474. case 'H': return ImGuiKey_H;
  475. case 'I': return ImGuiKey_I;
  476. case 'J': return ImGuiKey_J;
  477. case 'K': return ImGuiKey_K;
  478. case 'L': return ImGuiKey_L;
  479. case 'M': return ImGuiKey_M;
  480. case 'N': return ImGuiKey_N;
  481. case 'O': return ImGuiKey_O;
  482. case 'P': return ImGuiKey_P;
  483. case 'Q': return ImGuiKey_Q;
  484. case 'R': return ImGuiKey_R;
  485. case 'S': return ImGuiKey_S;
  486. case 'T': return ImGuiKey_T;
  487. case 'U': return ImGuiKey_U;
  488. case 'V': return ImGuiKey_V;
  489. case 'W': return ImGuiKey_W;
  490. case 'X': return ImGuiKey_X;
  491. case 'Y': return ImGuiKey_Y;
  492. case 'Z': return ImGuiKey_Z;
  493. case VK_F1: return ImGuiKey_F1;
  494. case VK_F2: return ImGuiKey_F2;
  495. case VK_F3: return ImGuiKey_F3;
  496. case VK_F4: return ImGuiKey_F4;
  497. case VK_F5: return ImGuiKey_F5;
  498. case VK_F6: return ImGuiKey_F6;
  499. case VK_F7: return ImGuiKey_F7;
  500. case VK_F8: return ImGuiKey_F8;
  501. case VK_F9: return ImGuiKey_F9;
  502. case VK_F10: return ImGuiKey_F10;
  503. case VK_F11: return ImGuiKey_F11;
  504. case VK_F12: return ImGuiKey_F12;
  505. case VK_F13: return ImGuiKey_F13;
  506. case VK_F14: return ImGuiKey_F14;
  507. case VK_F15: return ImGuiKey_F15;
  508. case VK_F16: return ImGuiKey_F16;
  509. case VK_F17: return ImGuiKey_F17;
  510. case VK_F18: return ImGuiKey_F18;
  511. case VK_F19: return ImGuiKey_F19;
  512. case VK_F20: return ImGuiKey_F20;
  513. case VK_F21: return ImGuiKey_F21;
  514. case VK_F22: return ImGuiKey_F22;
  515. case VK_F23: return ImGuiKey_F23;
  516. case VK_F24: return ImGuiKey_F24;
  517. case VK_BROWSER_BACK: return ImGuiKey_AppBack;
  518. case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
  519. default: break;
  520. }
  521. // Fallback to scancode
  522. // https://handmade.network/forums/t/2011-keyboard_inputs_-_scancodes,_raw_input,_text_input,_key_names
  523. switch (scancode)
  524. {
  525. case 41: return ImGuiKey_GraveAccent; // VK_OEM_8 in EN-UK, VK_OEM_3 in EN-US, VK_OEM_7 in FR, VK_OEM_5 in DE, etc.
  526. case 12: return ImGuiKey_Minus;
  527. case 13: return ImGuiKey_Equal;
  528. case 26: return ImGuiKey_LeftBracket;
  529. case 27: return ImGuiKey_RightBracket;
  530. case 86: return ImGuiKey_Oem102;
  531. case 43: return ImGuiKey_Backslash;
  532. case 39: return ImGuiKey_Semicolon;
  533. case 40: return ImGuiKey_Apostrophe;
  534. case 51: return ImGuiKey_Comma;
  535. case 52: return ImGuiKey_Period;
  536. case 53: return ImGuiKey_Slash;
  537. default: break;
  538. }
  539. return ImGuiKey_None;
  540. }
  541. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  542. #ifndef WM_MOUSEHWHEEL
  543. #define WM_MOUSEHWHEEL 0x020E
  544. #endif
  545. #ifndef DBT_DEVNODES_CHANGED
  546. #define DBT_DEVNODES_CHANGED 0x0007
  547. #endif
  548. // Helper to obtain the source of mouse messages.
  549. // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
  550. // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
  551. static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo()
  552. {
  553. LPARAM extra_info = ::GetMessageExtraInfo();
  554. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  555. return ImGuiMouseSource_Pen;
  556. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  557. return ImGuiMouseSource_TouchScreen;
  558. return ImGuiMouseSource_Mouse;
  559. }
  560. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  561. // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
  562. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  563. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  564. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  565. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  566. // 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.
  567. // Copy either line into your .cpp file to forward declare the function:
  568. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext()
  569. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext()
  570. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  571. {
  572. // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
  573. // We silently allow both context or just only backend data to be nullptr.
  574. if (ImGui::GetCurrentContext() == nullptr)
  575. return 0;
  576. return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO());
  577. }
  578. // This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext().
  579. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io)
  580. {
  581. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
  582. if (bd == nullptr)
  583. return 0;
  584. switch (msg)
  585. {
  586. case WM_MOUSEMOVE:
  587. case WM_NCMOUSEMOVE:
  588. {
  589. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  590. ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
  591. const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
  592. bd->MouseHwnd = hwnd;
  593. if (bd->MouseTrackedArea != area)
  594. {
  595. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  596. TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
  597. if (bd->MouseTrackedArea != 0)
  598. ::TrackMouseEvent(&tme_cancel);
  599. ::TrackMouseEvent(&tme_track);
  600. bd->MouseTrackedArea = area;
  601. }
  602. POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
  603. if (msg == WM_NCMOUSEMOVE) // WM_NCMOUSEMOVE are absolute coordinates.
  604. ::ScreenToClient(hwnd, &mouse_pos);
  605. io.AddMouseSourceEvent(mouse_source);
  606. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  607. return 0;
  608. }
  609. case WM_MOUSELEAVE:
  610. case WM_NCMOUSELEAVE:
  611. {
  612. const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
  613. if (bd->MouseTrackedArea == area)
  614. {
  615. if (bd->MouseHwnd == hwnd)
  616. bd->MouseHwnd = nullptr;
  617. bd->MouseTrackedArea = 0;
  618. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  619. }
  620. return 0;
  621. }
  622. case WM_DESTROY:
  623. if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0)
  624. {
  625. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  626. ::TrackMouseEvent(&tme_cancel);
  627. bd->MouseHwnd = nullptr;
  628. bd->MouseTrackedArea = 0;
  629. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  630. }
  631. return 0;
  632. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  633. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  634. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  635. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  636. {
  637. ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
  638. int button = 0;
  639. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  640. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  641. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  642. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  643. HWND hwnd_with_capture = ::GetCapture();
  644. if (bd->MouseButtonsDown != 0 && hwnd_with_capture != hwnd) // Did we externally lost capture?
  645. bd->MouseButtonsDown = 0;
  646. if (bd->MouseButtonsDown == 0 && hwnd_with_capture == nullptr)
  647. ::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds.
  648. bd->MouseButtonsDown |= 1 << button;
  649. io.AddMouseSourceEvent(mouse_source);
  650. io.AddMouseButtonEvent(button, true);
  651. return 0;
  652. }
  653. case WM_LBUTTONUP:
  654. case WM_RBUTTONUP:
  655. case WM_MBUTTONUP:
  656. case WM_XBUTTONUP:
  657. {
  658. ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
  659. int button = 0;
  660. if (msg == WM_LBUTTONUP) { button = 0; }
  661. if (msg == WM_RBUTTONUP) { button = 1; }
  662. if (msg == WM_MBUTTONUP) { button = 2; }
  663. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  664. bd->MouseButtonsDown &= ~(1 << button);
  665. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  666. ::ReleaseCapture();
  667. io.AddMouseSourceEvent(mouse_source);
  668. io.AddMouseButtonEvent(button, false);
  669. return 0;
  670. }
  671. case WM_MOUSEWHEEL:
  672. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  673. return 0;
  674. case WM_MOUSEHWHEEL:
  675. io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  676. return 0;
  677. case WM_KEYDOWN:
  678. case WM_KEYUP:
  679. case WM_SYSKEYDOWN:
  680. case WM_SYSKEYUP:
  681. {
  682. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  683. if (wParam < 256)
  684. {
  685. // Submit modifiers
  686. ImGui_ImplWin32_UpdateKeyModifiers(io);
  687. // Obtain virtual key code and convert to ImGuiKey
  688. const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
  689. const int vk = (int)wParam;
  690. const int scancode = (int)LOBYTE(HIWORD(lParam));
  691. // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
  692. if (key == ImGuiKey_PrintScreen && !is_key_down)
  693. ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode);
  694. // Submit key event
  695. if (key != ImGuiKey_None)
  696. ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode);
  697. // Submit individual left/right modifier events
  698. if (vk == VK_SHIFT)
  699. {
  700. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  701. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  702. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  703. }
  704. else if (vk == VK_CONTROL)
  705. {
  706. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  707. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  708. }
  709. else if (vk == VK_MENU)
  710. {
  711. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  712. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  713. }
  714. }
  715. return 0;
  716. }
  717. case WM_SETFOCUS:
  718. case WM_KILLFOCUS:
  719. io.AddFocusEvent(msg == WM_SETFOCUS);
  720. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  721. bd->XInputPacketNumber = 0; // FIXME: Technically, calling io.ClearInputKeys() directly would require this as well.
  722. #endif
  723. return 0;
  724. case WM_INPUTLANGCHANGE:
  725. ImGui_ImplWin32_UpdateKeyboardCodePage(io);
  726. return 0;
  727. case WM_CHAR:
  728. if (::IsWindowUnicode(hwnd))
  729. {
  730. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  731. if (wParam > 0 && wParam < 0x10000)
  732. io.AddInputCharacterUTF16((unsigned short)wParam);
  733. }
  734. else
  735. {
  736. wchar_t wch = 0;
  737. ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 2, &wch, 1);
  738. io.AddInputCharacter(wch);
  739. }
  740. return 0;
  741. case WM_IME_COMPOSITION:
  742. {
  743. // Handling WM_IME_COMPOSITION ensure that WM_IME_CHAR value is correct even for MBCS apps.
  744. // (see #9099, #3653 and https://stackoverflow.com/questions/77450354 topics)
  745. LRESULT result = ::DefWindowProcW(hwnd, msg, wParam, lParam);
  746. return (lParam & GCS_RESULTSTR) ? 1 : result;
  747. }
  748. case WM_IME_CHAR:
  749. if (::IsWindowUnicode(hwnd) == FALSE)
  750. {
  751. if (::IsDBCSLeadByte(HIBYTE(wParam)))
  752. wParam = (WPARAM)MAKEWORD(HIBYTE(wParam), LOBYTE(wParam));
  753. wchar_t wch = 0;
  754. ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 2, &wch, 1);
  755. io.AddInputCharacterUTF16(wch);
  756. return 1;
  757. }
  758. return 0;
  759. case WM_SETCURSOR:
  760. // This is required to restore cursor when transitioning from e.g resize borders to client area.
  761. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
  762. return 1;
  763. return 0;
  764. case WM_DEVICECHANGE:
  765. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  766. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  767. bd->WantUpdateHasGamepad = true;
  768. #endif
  769. return 0;
  770. }
  771. return 0;
  772. }
  773. //--------------------------------------------------------------------------------------------------------
  774. // DPI-related helpers (optional)
  775. //--------------------------------------------------------------------------------------------------------
  776. // - Use to enable DPI awareness without having to create an application manifest.
  777. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  778. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  779. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  780. // neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  781. //---------------------------------------------------------------------------------------------------------
  782. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  783. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  784. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  785. //---------------------------------------------------------------------------------------------------------
  786. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  787. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  788. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  789. {
  790. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  791. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
  792. if (RtlVerifyVersionInfoFn == nullptr)
  793. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  794. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  795. if (RtlVerifyVersionInfoFn == nullptr)
  796. return FALSE;
  797. RTL_OSVERSIONINFOEXW versionInfo = { };
  798. ULONGLONG conditionMask = 0;
  799. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  800. versionInfo.dwMajorVersion = major;
  801. versionInfo.dwMinorVersion = minor;
  802. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  803. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  804. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  805. }
  806. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  807. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  808. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  809. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  810. #ifndef DPI_ENUMS_DECLARED
  811. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  812. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  813. #endif
  814. #ifndef _DPI_AWARENESS_CONTEXTS_
  815. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  816. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  817. #endif
  818. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  819. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  820. #endif
  821. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  822. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  823. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  824. // Helper function to enable DPI awareness without setting up a manifest
  825. void ImGui_ImplWin32_EnableDpiAwareness()
  826. {
  827. if (_IsWindows10OrGreater())
  828. {
  829. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  830. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  831. {
  832. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  833. return;
  834. }
  835. }
  836. if (_IsWindows8Point1OrGreater())
  837. {
  838. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  839. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  840. {
  841. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  842. return;
  843. }
  844. }
  845. #if _WIN32_WINNT >= 0x0600
  846. ::SetProcessDPIAware();
  847. #endif
  848. }
  849. #if defined(_MSC_VER) && !defined(NOGDI)
  850. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  851. #endif
  852. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  853. {
  854. UINT xdpi = 96, ydpi = 96;
  855. if (_IsWindows8Point1OrGreater())
  856. {
  857. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  858. static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
  859. if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
  860. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  861. if (GetDpiForMonitorFn != nullptr)
  862. {
  863. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  864. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  865. return xdpi / 96.0f;
  866. }
  867. }
  868. #ifndef NOGDI
  869. const HDC dc = ::GetDC(nullptr);
  870. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  871. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  872. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  873. ::ReleaseDC(nullptr, dc);
  874. #endif
  875. return xdpi / 96.0f;
  876. }
  877. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  878. {
  879. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  880. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  881. }
  882. //---------------------------------------------------------------------------------------------------------
  883. // Transparency related helpers (optional)
  884. //--------------------------------------------------------------------------------------------------------
  885. #if defined(_MSC_VER)
  886. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  887. #endif
  888. // [experimental]
  889. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  890. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  891. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  892. {
  893. if (!_IsWindowsVistaOrGreater())
  894. return;
  895. BOOL composition;
  896. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  897. return;
  898. BOOL opaque;
  899. DWORD color;
  900. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  901. {
  902. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  903. DWM_BLURBEHIND bb = {};
  904. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  905. bb.hRgnBlur = region;
  906. bb.fEnable = TRUE;
  907. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  908. ::DeleteObject(region);
  909. }
  910. else
  911. {
  912. DWM_BLURBEHIND bb = {};
  913. bb.dwFlags = DWM_BB_ENABLE;
  914. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  915. }
  916. }
  917. //---------------------------------------------------------------------------------------------------------
  918. #if defined(__GNUC__)
  919. #pragma GCC diagnostic pop
  920. #endif
  921. #if defined(__clang__)
  922. #pragma clang diagnostic pop
  923. #endif
  924. #endif // #ifndef IMGUI_DISABLE