imgui_impl_win32.cpp 74 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. // [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. // Learn about Dear ImGui:
  13. // - FAQ https://dearimgui.com/faq
  14. // - Getting Started https://dearimgui.com/getting-started
  15. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  16. // - Introduction, links and more at the top of imgui.cpp
  17. // Configuration flags to add in your imconfig file:
  18. //#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.
  19. // CHANGELOG
  20. // (minor and older changes stripped away, please see git history for details)
  21. // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  22. // 2025-06-02: [Docking] WM_DPICHANGED also apply io.ConfigDpiScaleViewports for main viewport instead of letting it be done by application code.
  23. // 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)
  24. // 2025-03-26: [Docking] Viewports: fixed an issue when closing a window from the OS close button (with io.ConfigViewportsNoDecoration = false) while user code was discarding the 'bool* p_open = false' output from Begin(). Because we allowed the Win32 window to close early, Windows destroyed it and our imgui window became not visible even though user code was still submitting it.
  25. // 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)
  26. // 2025-02-21: [Docking] WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415)
  27. // 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
  28. // 2024-11-21: [Docking] Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069)
  29. // 2024-10-28: [Docking] Rely on property stored inside HWND to retrieve context/viewport, should facilitate attempt to use this for parallel contexts. (#8069)
  30. // 2024-09-16: [Docking] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
  31. // 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
  32. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
  33. // 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).
  34. // 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
  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. #include "imgui.h"
  84. #ifndef IMGUI_DISABLE
  85. #include "imgui_impl_win32.h"
  86. #ifndef WIN32_LEAN_AND_MEAN
  87. #define WIN32_LEAN_AND_MEAN
  88. #endif
  89. #include <windows.h>
  90. #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  91. #include <tchar.h>
  92. #include <dwmapi.h>
  93. // Using XInput for gamepad (will load DLL dynamically)
  94. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  95. #include <xinput.h>
  96. typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  97. typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  98. #endif
  99. // Clang/GCC warnings with -Weverything
  100. #if defined(__clang__)
  101. #pragma clang diagnostic push
  102. #pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
  103. #endif
  104. #if defined(__GNUC__)
  105. #pragma GCC diagnostic push
  106. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
  107. #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
  108. #endif
  109. // Forward Declarations
  110. static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc);
  111. static void ImGui_ImplWin32_ShutdownMultiViewportSupport();
  112. static void ImGui_ImplWin32_UpdateMonitors();
  113. struct ImGui_ImplWin32_Data
  114. {
  115. HWND hWnd;
  116. HWND MouseHwnd;
  117. int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area
  118. int MouseButtonsDown;
  119. INT64 Time;
  120. INT64 TicksPerSecond;
  121. ImGuiMouseCursor LastMouseCursor;
  122. UINT32 KeyboardCodePage;
  123. bool WantUpdateMonitors;
  124. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  125. bool HasGamepad;
  126. bool WantUpdateHasGamepad;
  127. HMODULE XInputDLL;
  128. PFN_XInputGetCapabilities XInputGetCapabilities;
  129. PFN_XInputGetState XInputGetState;
  130. #endif
  131. ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
  132. };
  133. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  134. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  135. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  136. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  137. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  138. {
  139. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  140. }
  141. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io)
  142. {
  143. return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData;
  144. }
  145. // Functions
  146. static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io)
  147. {
  148. // Retrieve keyboard code page, required for handling of non-Unicode Windows.
  149. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
  150. HKL keyboard_layout = ::GetKeyboardLayout(0);
  151. LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
  152. if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
  153. bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
  154. }
  155. static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
  156. {
  157. ImGuiIO& io = ImGui::GetIO();
  158. IMGUI_CHECKVERSION();
  159. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  160. INT64 perf_frequency, perf_counter;
  161. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  162. return false;
  163. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  164. return false;
  165. // Setup backend capabilities flags
  166. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  167. io.BackendPlatformUserData = (void*)bd;
  168. io.BackendPlatformName = "imgui_impl_win32";
  169. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  170. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  171. io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
  172. io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
  173. bd->hWnd = (HWND)hwnd;
  174. bd->TicksPerSecond = perf_frequency;
  175. bd->Time = perf_counter;
  176. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  177. ImGui_ImplWin32_UpdateKeyboardCodePage(io);
  178. // Update monitor a first time during init
  179. ImGui_ImplWin32_UpdateMonitors();
  180. // Our mouse update function expect PlatformHandle to be filled for the main viewport
  181. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  182. main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
  183. // Be aware that GetPropA()/SetPropA() may be accessed from other processes.
  184. // So as we store a pointer in IMGUI_CONTEXT we need to make sure we only call GetPropA() on windows owned by our process.
  185. ::SetPropA(bd->hWnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
  186. ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc);
  187. // Dynamically load XInput library
  188. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  189. bd->WantUpdateHasGamepad = true;
  190. const char* xinput_dll_names[] =
  191. {
  192. "xinput1_4.dll", // Windows 8+
  193. "xinput1_3.dll", // DirectX SDK
  194. "xinput9_1_0.dll", // Windows Vista, Windows 7
  195. "xinput1_2.dll", // DirectX SDK
  196. "xinput1_1.dll" // DirectX SDK
  197. };
  198. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  199. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  200. {
  201. bd->XInputDLL = dll;
  202. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  203. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  204. break;
  205. }
  206. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  207. return true;
  208. }
  209. IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
  210. {
  211. return ImGui_ImplWin32_InitEx(hwnd, false);
  212. }
  213. IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
  214. {
  215. // OpenGL needs CS_OWNDC
  216. return ImGui_ImplWin32_InitEx(hwnd, true);
  217. }
  218. void ImGui_ImplWin32_Shutdown()
  219. {
  220. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  221. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  222. ImGuiIO& io = ImGui::GetIO();
  223. ::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr);
  224. ImGui_ImplWin32_ShutdownMultiViewportSupport();
  225. // Unload XInput library
  226. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  227. if (bd->XInputDLL)
  228. ::FreeLibrary(bd->XInputDLL);
  229. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  230. io.BackendPlatformName = nullptr;
  231. io.BackendPlatformUserData = nullptr;
  232. io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
  233. IM_DELETE(bd);
  234. }
  235. static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor)
  236. {
  237. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  238. return false;
  239. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  240. {
  241. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  242. ::SetCursor(nullptr);
  243. }
  244. else
  245. {
  246. // Show OS mouse cursor
  247. LPTSTR win32_cursor = IDC_ARROW;
  248. switch (imgui_cursor)
  249. {
  250. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  251. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  252. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  253. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  254. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  255. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  256. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  257. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  258. case ImGuiMouseCursor_Wait: win32_cursor = IDC_WAIT; break;
  259. case ImGuiMouseCursor_Progress: win32_cursor = IDC_APPSTARTING; break;
  260. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  261. }
  262. ::SetCursor(::LoadCursor(nullptr, win32_cursor));
  263. }
  264. return true;
  265. }
  266. static bool IsVkDown(int vk)
  267. {
  268. return (::GetKeyState(vk) & 0x8000) != 0;
  269. }
  270. static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  271. {
  272. io.AddKeyEvent(key, down);
  273. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  274. IM_UNUSED(native_scancode);
  275. }
  276. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io)
  277. {
  278. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  279. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  280. ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT);
  281. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  282. ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT);
  283. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  284. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  285. ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN);
  286. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  287. ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN);
  288. }
  289. static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
  290. {
  291. io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
  292. io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
  293. io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
  294. io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
  295. }
  296. static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(ImGuiPlatformIO& platform_io, HWND hwnd)
  297. {
  298. // We cannot use ImGui::FindViewportByPlatformHandle() because it doesn't take a context.
  299. // When called from ImGui_ImplWin32_WndProcHandler_PlatformWindow() we don't assume that context is bound.
  300. //return ImGui::FindViewportByPlatformHandle((void*)hwnd);
  301. for (ImGuiViewport* viewport : platform_io.Viewports)
  302. if (viewport->PlatformHandle == hwnd)
  303. return viewport;
  304. return nullptr;
  305. }
  306. // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
  307. // Because of that, it is a little more complicated than your typical single-viewport binding code!
  308. static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io, ImGuiPlatformIO& platform_io)
  309. {
  310. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
  311. IM_ASSERT(bd->hWnd != 0);
  312. POINT mouse_screen_pos;
  313. bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
  314. HWND focused_window = ::GetForegroundWindow();
  315. const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, focused_window)));
  316. if (is_app_focused)
  317. {
  318. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
  319. // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
  320. if (io.WantSetMousePos)
  321. {
  322. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  323. if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
  324. ::ClientToScreen(focused_window, &pos);
  325. ::SetCursorPos(pos.x, pos.y);
  326. }
  327. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  328. // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
  329. if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
  330. {
  331. // 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)
  332. // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
  333. // 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)
  334. // (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.)
  335. POINT mouse_pos = mouse_screen_pos;
  336. if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
  337. ::ScreenToClient(bd->hWnd, &mouse_pos);
  338. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  339. }
  340. }
  341. // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
  342. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
  343. // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
  344. // 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
  345. // 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
  346. // by the backend, and use its flawed heuristic to guess the viewport behind.
  347. // - [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).
  348. ImGuiID mouse_viewport_id = 0;
  349. if (has_mouse_screen_pos)
  350. if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
  351. if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hovered_hwnd))
  352. mouse_viewport_id = viewport->ID;
  353. io.AddMouseViewportEvent(mouse_viewport_id);
  354. }
  355. // Gamepad navigation mapping
  356. static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
  357. {
  358. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  359. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
  360. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  361. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  362. if (bd->WantUpdateHasGamepad)
  363. {
  364. XINPUT_CAPABILITIES caps = {};
  365. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  366. bd->WantUpdateHasGamepad = false;
  367. }
  368. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  369. XINPUT_STATE xinput_state;
  370. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  371. if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  372. return;
  373. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  374. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  375. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  376. #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)); }
  377. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  378. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  379. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  380. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  381. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  382. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  383. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  384. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  385. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  386. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  387. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  388. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  389. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  390. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  391. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  392. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  393. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  394. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  395. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  396. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  397. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  398. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  399. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  400. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  401. #undef MAP_BUTTON
  402. #undef MAP_ANALOG
  403. #else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  404. IM_UNUSED(io);
  405. #endif
  406. }
  407. static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
  408. {
  409. MONITORINFO info = {};
  410. info.cbSize = sizeof(MONITORINFO);
  411. if (!::GetMonitorInfo(monitor, &info))
  412. return TRUE;
  413. ImGuiPlatformMonitor imgui_monitor;
  414. imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
  415. imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
  416. imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
  417. imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
  418. imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  419. imgui_monitor.PlatformHandle = (void*)monitor;
  420. if (imgui_monitor.DpiScale <= 0.0f)
  421. return TRUE; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
  422. ImGuiPlatformIO& io = ImGui::GetPlatformIO();
  423. if (info.dwFlags & MONITORINFOF_PRIMARY)
  424. io.Monitors.push_front(imgui_monitor);
  425. else
  426. io.Monitors.push_back(imgui_monitor);
  427. return TRUE;
  428. }
  429. static void ImGui_ImplWin32_UpdateMonitors()
  430. {
  431. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  432. ImGui::GetPlatformIO().Monitors.resize(0);
  433. ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
  434. bd->WantUpdateMonitors = false;
  435. }
  436. void ImGui_ImplWin32_NewFrame()
  437. {
  438. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  439. IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
  440. ImGuiIO& io = ImGui::GetIO();
  441. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  442. // Setup display size (every frame to accommodate for window resizing)
  443. RECT rect = { 0, 0, 0, 0 };
  444. ::GetClientRect(bd->hWnd, &rect);
  445. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  446. if (bd->WantUpdateMonitors)
  447. ImGui_ImplWin32_UpdateMonitors();
  448. // Setup time step
  449. INT64 current_time = 0;
  450. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  451. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  452. bd->Time = current_time;
  453. // Update OS mouse position
  454. ImGui_ImplWin32_UpdateMouseData(io, platform_io);
  455. // Process workarounds for known Windows key handling issues
  456. ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
  457. // Update OS mouse cursor with the cursor requested by imgui
  458. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  459. if (bd->LastMouseCursor != mouse_cursor)
  460. {
  461. bd->LastMouseCursor = mouse_cursor;
  462. ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor);
  463. }
  464. // Update game controllers (if enabled and available)
  465. ImGui_ImplWin32_UpdateGamepads(io);
  466. }
  467. // Map VK_xxx to ImGuiKey_xxx.
  468. // Not static to allow third-party code to use that if they want to (but undocumented)
  469. ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam);
  470. ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
  471. {
  472. // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED.
  473. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  474. return ImGuiKey_KeypadEnter;
  475. const int scancode = (int)LOBYTE(HIWORD(lParam));
  476. //IMGUI_DEBUG_LOG("scancode %3d, keycode = 0x%02X\n", scancode, wParam);
  477. switch (wParam)
  478. {
  479. case VK_TAB: return ImGuiKey_Tab;
  480. case VK_LEFT: return ImGuiKey_LeftArrow;
  481. case VK_RIGHT: return ImGuiKey_RightArrow;
  482. case VK_UP: return ImGuiKey_UpArrow;
  483. case VK_DOWN: return ImGuiKey_DownArrow;
  484. case VK_PRIOR: return ImGuiKey_PageUp;
  485. case VK_NEXT: return ImGuiKey_PageDown;
  486. case VK_HOME: return ImGuiKey_Home;
  487. case VK_END: return ImGuiKey_End;
  488. case VK_INSERT: return ImGuiKey_Insert;
  489. case VK_DELETE: return ImGuiKey_Delete;
  490. case VK_BACK: return ImGuiKey_Backspace;
  491. case VK_SPACE: return ImGuiKey_Space;
  492. case VK_RETURN: return ImGuiKey_Enter;
  493. case VK_ESCAPE: return ImGuiKey_Escape;
  494. //case VK_OEM_7: return ImGuiKey_Apostrophe;
  495. case VK_OEM_COMMA: return ImGuiKey_Comma;
  496. //case VK_OEM_MINUS: return ImGuiKey_Minus;
  497. case VK_OEM_PERIOD: return ImGuiKey_Period;
  498. //case VK_OEM_2: return ImGuiKey_Slash;
  499. //case VK_OEM_1: return ImGuiKey_Semicolon;
  500. //case VK_OEM_PLUS: return ImGuiKey_Equal;
  501. //case VK_OEM_4: return ImGuiKey_LeftBracket;
  502. //case VK_OEM_5: return ImGuiKey_Backslash;
  503. //case VK_OEM_6: return ImGuiKey_RightBracket;
  504. //case VK_OEM_3: return ImGuiKey_GraveAccent;
  505. case VK_CAPITAL: return ImGuiKey_CapsLock;
  506. case VK_SCROLL: return ImGuiKey_ScrollLock;
  507. case VK_NUMLOCK: return ImGuiKey_NumLock;
  508. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  509. case VK_PAUSE: return ImGuiKey_Pause;
  510. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  511. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  512. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  513. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  514. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  515. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  516. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  517. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  518. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  519. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  520. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  521. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  522. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  523. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  524. case VK_ADD: return ImGuiKey_KeypadAdd;
  525. case VK_LSHIFT: return ImGuiKey_LeftShift;
  526. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  527. case VK_LMENU: return ImGuiKey_LeftAlt;
  528. case VK_LWIN: return ImGuiKey_LeftSuper;
  529. case VK_RSHIFT: return ImGuiKey_RightShift;
  530. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  531. case VK_RMENU: return ImGuiKey_RightAlt;
  532. case VK_RWIN: return ImGuiKey_RightSuper;
  533. case VK_APPS: return ImGuiKey_Menu;
  534. case '0': return ImGuiKey_0;
  535. case '1': return ImGuiKey_1;
  536. case '2': return ImGuiKey_2;
  537. case '3': return ImGuiKey_3;
  538. case '4': return ImGuiKey_4;
  539. case '5': return ImGuiKey_5;
  540. case '6': return ImGuiKey_6;
  541. case '7': return ImGuiKey_7;
  542. case '8': return ImGuiKey_8;
  543. case '9': return ImGuiKey_9;
  544. case 'A': return ImGuiKey_A;
  545. case 'B': return ImGuiKey_B;
  546. case 'C': return ImGuiKey_C;
  547. case 'D': return ImGuiKey_D;
  548. case 'E': return ImGuiKey_E;
  549. case 'F': return ImGuiKey_F;
  550. case 'G': return ImGuiKey_G;
  551. case 'H': return ImGuiKey_H;
  552. case 'I': return ImGuiKey_I;
  553. case 'J': return ImGuiKey_J;
  554. case 'K': return ImGuiKey_K;
  555. case 'L': return ImGuiKey_L;
  556. case 'M': return ImGuiKey_M;
  557. case 'N': return ImGuiKey_N;
  558. case 'O': return ImGuiKey_O;
  559. case 'P': return ImGuiKey_P;
  560. case 'Q': return ImGuiKey_Q;
  561. case 'R': return ImGuiKey_R;
  562. case 'S': return ImGuiKey_S;
  563. case 'T': return ImGuiKey_T;
  564. case 'U': return ImGuiKey_U;
  565. case 'V': return ImGuiKey_V;
  566. case 'W': return ImGuiKey_W;
  567. case 'X': return ImGuiKey_X;
  568. case 'Y': return ImGuiKey_Y;
  569. case 'Z': return ImGuiKey_Z;
  570. case VK_F1: return ImGuiKey_F1;
  571. case VK_F2: return ImGuiKey_F2;
  572. case VK_F3: return ImGuiKey_F3;
  573. case VK_F4: return ImGuiKey_F4;
  574. case VK_F5: return ImGuiKey_F5;
  575. case VK_F6: return ImGuiKey_F6;
  576. case VK_F7: return ImGuiKey_F7;
  577. case VK_F8: return ImGuiKey_F8;
  578. case VK_F9: return ImGuiKey_F9;
  579. case VK_F10: return ImGuiKey_F10;
  580. case VK_F11: return ImGuiKey_F11;
  581. case VK_F12: return ImGuiKey_F12;
  582. case VK_F13: return ImGuiKey_F13;
  583. case VK_F14: return ImGuiKey_F14;
  584. case VK_F15: return ImGuiKey_F15;
  585. case VK_F16: return ImGuiKey_F16;
  586. case VK_F17: return ImGuiKey_F17;
  587. case VK_F18: return ImGuiKey_F18;
  588. case VK_F19: return ImGuiKey_F19;
  589. case VK_F20: return ImGuiKey_F20;
  590. case VK_F21: return ImGuiKey_F21;
  591. case VK_F22: return ImGuiKey_F22;
  592. case VK_F23: return ImGuiKey_F23;
  593. case VK_F24: return ImGuiKey_F24;
  594. case VK_BROWSER_BACK: return ImGuiKey_AppBack;
  595. case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
  596. default: break;
  597. }
  598. // Fallback to scancode
  599. // https://handmade.network/forums/t/2011-keyboard_inputs_-_scancodes,_raw_input,_text_input,_key_names
  600. switch (scancode)
  601. {
  602. 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.
  603. case 12: return ImGuiKey_Minus;
  604. case 13: return ImGuiKey_Equal;
  605. case 26: return ImGuiKey_LeftBracket;
  606. case 27: return ImGuiKey_RightBracket;
  607. case 86: return ImGuiKey_Oem102;
  608. case 43: return ImGuiKey_Backslash;
  609. case 39: return ImGuiKey_Semicolon;
  610. case 40: return ImGuiKey_Apostrophe;
  611. case 51: return ImGuiKey_Comma;
  612. case 52: return ImGuiKey_Period;
  613. case 53: return ImGuiKey_Slash;
  614. default: break;
  615. }
  616. return ImGuiKey_None;
  617. }
  618. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  619. #ifndef WM_MOUSEHWHEEL
  620. #define WM_MOUSEHWHEEL 0x020E
  621. #endif
  622. #ifndef DBT_DEVNODES_CHANGED
  623. #define DBT_DEVNODES_CHANGED 0x0007
  624. #endif
  625. // Helper to obtain the source of mouse messages.
  626. // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
  627. // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
  628. static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo()
  629. {
  630. LPARAM extra_info = ::GetMessageExtraInfo();
  631. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  632. return ImGuiMouseSource_Pen;
  633. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  634. return ImGuiMouseSource_TouchScreen;
  635. return ImGuiMouseSource_Mouse;
  636. }
  637. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  638. // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
  639. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  640. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  641. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  642. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  643. // 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.
  644. // Copy either line into your .cpp file to forward declare the function:
  645. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext()
  646. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext()
  647. #ifndef WM_DPICHANGED
  648. #define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
  649. #endif
  650. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  651. {
  652. // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
  653. // We silently allow both context or just only backend data to be nullptr.
  654. if (ImGui::GetCurrentContext() == nullptr)
  655. return 0;
  656. return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO());
  657. }
  658. // This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext().
  659. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io)
  660. {
  661. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
  662. if (bd == nullptr)
  663. return 0;
  664. switch (msg)
  665. {
  666. case WM_MOUSEMOVE:
  667. case WM_NCMOUSEMOVE:
  668. {
  669. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  670. ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
  671. const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
  672. bd->MouseHwnd = hwnd;
  673. if (bd->MouseTrackedArea != area)
  674. {
  675. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  676. TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
  677. if (bd->MouseTrackedArea != 0)
  678. ::TrackMouseEvent(&tme_cancel);
  679. ::TrackMouseEvent(&tme_track);
  680. bd->MouseTrackedArea = area;
  681. }
  682. POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
  683. bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
  684. if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
  685. ::ClientToScreen(hwnd, &mouse_pos);
  686. if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
  687. ::ScreenToClient(hwnd, &mouse_pos);
  688. io.AddMouseSourceEvent(mouse_source);
  689. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  690. return 0;
  691. }
  692. case WM_MOUSELEAVE:
  693. case WM_NCMOUSELEAVE:
  694. {
  695. const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
  696. if (bd->MouseTrackedArea == area)
  697. {
  698. if (bd->MouseHwnd == hwnd)
  699. bd->MouseHwnd = nullptr;
  700. bd->MouseTrackedArea = 0;
  701. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  702. }
  703. return 0;
  704. }
  705. case WM_DESTROY:
  706. if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0)
  707. {
  708. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  709. ::TrackMouseEvent(&tme_cancel);
  710. bd->MouseHwnd = nullptr;
  711. bd->MouseTrackedArea = 0;
  712. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  713. }
  714. return 0;
  715. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  716. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  717. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  718. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  719. {
  720. ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
  721. int button = 0;
  722. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  723. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  724. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  725. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  726. HWND hwnd_with_capture = ::GetCapture();
  727. if (bd->MouseButtonsDown != 0 && hwnd_with_capture != hwnd) // Did we externally lost capture?
  728. bd->MouseButtonsDown = 0;
  729. if (bd->MouseButtonsDown == 0 && hwnd_with_capture == nullptr)
  730. ::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds.
  731. bd->MouseButtonsDown |= 1 << button;
  732. io.AddMouseSourceEvent(mouse_source);
  733. io.AddMouseButtonEvent(button, true);
  734. return 0;
  735. }
  736. case WM_LBUTTONUP:
  737. case WM_RBUTTONUP:
  738. case WM_MBUTTONUP:
  739. case WM_XBUTTONUP:
  740. {
  741. ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
  742. int button = 0;
  743. if (msg == WM_LBUTTONUP) { button = 0; }
  744. if (msg == WM_RBUTTONUP) { button = 1; }
  745. if (msg == WM_MBUTTONUP) { button = 2; }
  746. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  747. bd->MouseButtonsDown &= ~(1 << button);
  748. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  749. ::ReleaseCapture();
  750. io.AddMouseSourceEvent(mouse_source);
  751. io.AddMouseButtonEvent(button, false);
  752. return 0;
  753. }
  754. case WM_MOUSEWHEEL:
  755. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  756. return 0;
  757. case WM_MOUSEHWHEEL:
  758. io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  759. return 0;
  760. case WM_KEYDOWN:
  761. case WM_KEYUP:
  762. case WM_SYSKEYDOWN:
  763. case WM_SYSKEYUP:
  764. {
  765. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  766. if (wParam < 256)
  767. {
  768. // Submit modifiers
  769. ImGui_ImplWin32_UpdateKeyModifiers(io);
  770. // Obtain virtual key code and convert to ImGuiKey
  771. const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
  772. const int vk = (int)wParam;
  773. const int scancode = (int)LOBYTE(HIWORD(lParam));
  774. // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
  775. if (key == ImGuiKey_PrintScreen && !is_key_down)
  776. ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode);
  777. // Submit key event
  778. if (key != ImGuiKey_None)
  779. ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode);
  780. // Submit individual left/right modifier events
  781. if (vk == VK_SHIFT)
  782. {
  783. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  784. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  785. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  786. }
  787. else if (vk == VK_CONTROL)
  788. {
  789. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  790. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  791. }
  792. else if (vk == VK_MENU)
  793. {
  794. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  795. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  796. }
  797. }
  798. return 0;
  799. }
  800. case WM_SETFOCUS:
  801. case WM_KILLFOCUS:
  802. io.AddFocusEvent(msg == WM_SETFOCUS);
  803. return 0;
  804. case WM_INPUTLANGCHANGE:
  805. ImGui_ImplWin32_UpdateKeyboardCodePage(io);
  806. return 0;
  807. case WM_CHAR:
  808. if (::IsWindowUnicode(hwnd))
  809. {
  810. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  811. if (wParam > 0 && wParam < 0x10000)
  812. io.AddInputCharacterUTF16((unsigned short)wParam);
  813. }
  814. else
  815. {
  816. wchar_t wch = 0;
  817. ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
  818. io.AddInputCharacter(wch);
  819. }
  820. return 0;
  821. case WM_SETCURSOR:
  822. // This is required to restore cursor when transitioning from e.g resize borders to client area.
  823. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
  824. return 1;
  825. return 0;
  826. case WM_DEVICECHANGE:
  827. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  828. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  829. bd->WantUpdateHasGamepad = true;
  830. #endif
  831. return 0;
  832. case WM_DISPLAYCHANGE:
  833. bd->WantUpdateMonitors = true;
  834. return 0;
  835. case WM_SETTINGCHANGE:
  836. if (wParam == SPI_SETWORKAREA)
  837. bd->WantUpdateMonitors = true;
  838. return 0;
  839. case WM_DPICHANGED:
  840. {
  841. const RECT* suggested_rect = (RECT*)lParam;
  842. if (io.ConfigDpiScaleViewports)
  843. ::SetWindowPos(hwnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
  844. return 0;
  845. }
  846. }
  847. return 0;
  848. }
  849. //--------------------------------------------------------------------------------------------------------
  850. // DPI-related helpers (optional)
  851. //--------------------------------------------------------------------------------------------------------
  852. // - Use to enable DPI awareness without having to create an application manifest.
  853. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  854. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  855. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  856. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  857. //---------------------------------------------------------------------------------------------------------
  858. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  859. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  860. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  861. //---------------------------------------------------------------------------------------------------------
  862. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  863. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  864. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  865. {
  866. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  867. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
  868. if (RtlVerifyVersionInfoFn == nullptr)
  869. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  870. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  871. if (RtlVerifyVersionInfoFn == nullptr)
  872. return FALSE;
  873. RTL_OSVERSIONINFOEXW versionInfo = { };
  874. ULONGLONG conditionMask = 0;
  875. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  876. versionInfo.dwMajorVersion = major;
  877. versionInfo.dwMinorVersion = minor;
  878. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  879. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  880. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  881. }
  882. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  883. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  884. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  885. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  886. #ifndef DPI_ENUMS_DECLARED
  887. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  888. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  889. #endif
  890. #ifndef _DPI_AWARENESS_CONTEXTS_
  891. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  892. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  893. #endif
  894. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  895. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  896. #endif
  897. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  898. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  899. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  900. // Helper function to enable DPI awareness without setting up a manifest
  901. void ImGui_ImplWin32_EnableDpiAwareness()
  902. {
  903. // Make sure monitors will be updated with latest correct scaling
  904. if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
  905. bd->WantUpdateMonitors = true;
  906. if (_IsWindows10OrGreater())
  907. {
  908. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  909. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  910. {
  911. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  912. return;
  913. }
  914. }
  915. if (_IsWindows8Point1OrGreater())
  916. {
  917. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  918. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  919. {
  920. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  921. return;
  922. }
  923. }
  924. #if _WIN32_WINNT >= 0x0600
  925. ::SetProcessDPIAware();
  926. #endif
  927. }
  928. #if defined(_MSC_VER) && !defined(NOGDI)
  929. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  930. #endif
  931. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  932. {
  933. UINT xdpi = 96, ydpi = 96;
  934. if (_IsWindows8Point1OrGreater())
  935. {
  936. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  937. static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
  938. if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
  939. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  940. if (GetDpiForMonitorFn != nullptr)
  941. {
  942. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  943. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  944. return xdpi / 96.0f;
  945. }
  946. }
  947. #ifndef NOGDI
  948. const HDC dc = ::GetDC(nullptr);
  949. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  950. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  951. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  952. ::ReleaseDC(nullptr, dc);
  953. #endif
  954. return xdpi / 96.0f;
  955. }
  956. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  957. {
  958. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  959. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  960. }
  961. //---------------------------------------------------------------------------------------------------------
  962. // Transparency related helpers (optional)
  963. //--------------------------------------------------------------------------------------------------------
  964. #if defined(_MSC_VER)
  965. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  966. #endif
  967. // [experimental]
  968. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  969. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  970. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  971. {
  972. if (!_IsWindowsVistaOrGreater())
  973. return;
  974. BOOL composition;
  975. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  976. return;
  977. BOOL opaque;
  978. DWORD color;
  979. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  980. {
  981. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  982. DWM_BLURBEHIND bb = {};
  983. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  984. bb.hRgnBlur = region;
  985. bb.fEnable = TRUE;
  986. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  987. ::DeleteObject(region);
  988. }
  989. else
  990. {
  991. DWM_BLURBEHIND bb = {};
  992. bb.dwFlags = DWM_BB_ENABLE;
  993. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  994. }
  995. }
  996. //---------------------------------------------------------------------------------------------------------
  997. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  998. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  999. // 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..
  1000. //--------------------------------------------------------------------------------------------------------
  1001. // Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
  1002. struct ImGui_ImplWin32_ViewportData
  1003. {
  1004. HWND Hwnd; // Stored in ImGuiViewport::PlatformHandle + PlatformHandleRaw
  1005. HWND HwndParent;
  1006. bool HwndOwned;
  1007. DWORD DwStyle;
  1008. DWORD DwExStyle;
  1009. ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
  1010. ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
  1011. };
  1012. static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
  1013. {
  1014. if (flags & ImGuiViewportFlags_NoDecoration)
  1015. *out_style = WS_POPUP;
  1016. else
  1017. *out_style = WS_OVERLAPPEDWINDOW;
  1018. if (flags & ImGuiViewportFlags_NoTaskBarIcon)
  1019. *out_ex_style = WS_EX_TOOLWINDOW;
  1020. else
  1021. *out_ex_style = WS_EX_APPWINDOW;
  1022. if (flags & ImGuiViewportFlags_TopMost)
  1023. *out_ex_style |= WS_EX_TOPMOST;
  1024. }
  1025. static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
  1026. {
  1027. if (viewport_id != 0)
  1028. if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
  1029. return (HWND)viewport->PlatformHandle;
  1030. return nullptr;
  1031. }
  1032. static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
  1033. {
  1034. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  1035. viewport->PlatformUserData = vd;
  1036. // Select style and parent window
  1037. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
  1038. vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
  1039. // Create window
  1040. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  1041. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  1042. vd->Hwnd = ::CreateWindowExW(
  1043. vd->DwExStyle, L"ImGui Platform", L"Untitled", vd->DwStyle, // Style, class name, window name
  1044. rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
  1045. vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
  1046. vd->HwndOwned = true;
  1047. viewport->PlatformRequestResize = false;
  1048. viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
  1049. // Secondary viewports store their imgui context
  1050. ::SetPropA(vd->Hwnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
  1051. }
  1052. static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
  1053. {
  1054. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  1055. if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
  1056. {
  1057. if (::GetCapture() == vd->Hwnd)
  1058. {
  1059. // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
  1060. ::ReleaseCapture();
  1061. ::SetCapture(bd->hWnd);
  1062. }
  1063. if (vd->Hwnd && vd->HwndOwned)
  1064. ::DestroyWindow(vd->Hwnd);
  1065. vd->Hwnd = nullptr;
  1066. IM_DELETE(vd);
  1067. }
  1068. viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
  1069. }
  1070. static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
  1071. {
  1072. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1073. IM_ASSERT(vd->Hwnd != 0);
  1074. // ShowParent() also brings parent to front, which is not always desirable,
  1075. // so we temporarily disable parenting. (#7354)
  1076. if (vd->HwndParent != NULL)
  1077. ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)nullptr);
  1078. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
  1079. ::ShowWindow(vd->Hwnd, SW_SHOWNA);
  1080. else
  1081. ::ShowWindow(vd->Hwnd, SW_SHOW);
  1082. // Restore
  1083. if (vd->HwndParent != NULL)
  1084. ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
  1085. }
  1086. static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
  1087. {
  1088. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1089. IM_ASSERT(vd->Hwnd != 0);
  1090. // Update Win32 parent if it changed _after_ creation
  1091. // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
  1092. HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
  1093. if (new_parent != vd->HwndParent)
  1094. {
  1095. // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
  1096. // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner".
  1097. // 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.
  1098. // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping.
  1099. // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented.
  1100. // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613
  1101. vd->HwndParent = new_parent;
  1102. ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
  1103. }
  1104. // (Optional) Update Win32 style if it changed _after_ creation.
  1105. // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
  1106. DWORD new_style;
  1107. DWORD new_ex_style;
  1108. ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
  1109. // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
  1110. if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
  1111. {
  1112. // (Optional) Update TopMost state if it changed _after_ creation
  1113. bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
  1114. HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
  1115. UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
  1116. // Apply flags and position (since it is affected by flags)
  1117. vd->DwStyle = new_style;
  1118. vd->DwExStyle = new_ex_style;
  1119. ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
  1120. ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
  1121. RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
  1122. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  1123. ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
  1124. ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
  1125. viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
  1126. }
  1127. }
  1128. static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
  1129. {
  1130. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1131. IM_ASSERT(vd->Hwnd != 0);
  1132. POINT pos = { 0, 0 };
  1133. ::ClientToScreen(vd->Hwnd, &pos);
  1134. return ImVec2((float)pos.x, (float)pos.y);
  1135. }
  1136. static void ImGui_ImplWin32_UpdateWin32StyleFromWindow(ImGuiViewport* viewport)
  1137. {
  1138. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1139. vd->DwStyle = ::GetWindowLongW(vd->Hwnd, GWL_STYLE);
  1140. vd->DwExStyle = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE);
  1141. }
  1142. static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
  1143. {
  1144. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1145. IM_ASSERT(vd->Hwnd != 0);
  1146. RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
  1147. if (viewport->Flags & ImGuiViewportFlags_OwnedByApp)
  1148. ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using
  1149. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
  1150. ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
  1151. }
  1152. static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
  1153. {
  1154. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1155. IM_ASSERT(vd->Hwnd != 0);
  1156. RECT rect;
  1157. ::GetClientRect(vd->Hwnd, &rect);
  1158. return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
  1159. }
  1160. static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  1161. {
  1162. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1163. IM_ASSERT(vd->Hwnd != 0);
  1164. RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
  1165. if (viewport->Flags & ImGuiViewportFlags_OwnedByApp)
  1166. ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using
  1167. ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
  1168. ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
  1169. }
  1170. static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
  1171. {
  1172. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1173. IM_ASSERT(vd->Hwnd != 0);
  1174. ::BringWindowToTop(vd->Hwnd);
  1175. ::SetForegroundWindow(vd->Hwnd);
  1176. ::SetFocus(vd->Hwnd);
  1177. }
  1178. static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
  1179. {
  1180. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1181. IM_ASSERT(vd->Hwnd != 0);
  1182. return ::GetForegroundWindow() == vd->Hwnd;
  1183. }
  1184. static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
  1185. {
  1186. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1187. IM_ASSERT(vd->Hwnd != 0);
  1188. return ::IsIconic(vd->Hwnd) != 0;
  1189. }
  1190. static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
  1191. {
  1192. // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
  1193. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1194. IM_ASSERT(vd->Hwnd != 0);
  1195. int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
  1196. ImVector<wchar_t> title_w;
  1197. title_w.resize(n);
  1198. ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
  1199. // Calling SetWindowTextW() in a project where UNICODE is not set doesn't work but there's a trick
  1200. // which is to pass it directly to the DefWindowProcW() handler.
  1201. // See: https://stackoverflow.com/questions/9410681/setwindowtextw-in-an-ansi-project
  1202. //::SetWindowTextW(vd->Hwnd, title_w.Data);
  1203. ::DefWindowProcW(vd->Hwnd, WM_SETTEXT, 0, (LPARAM)title_w.Data);
  1204. }
  1205. static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
  1206. {
  1207. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1208. IM_ASSERT(vd->Hwnd != 0);
  1209. IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
  1210. if (alpha < 1.0f)
  1211. {
  1212. DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
  1213. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style);
  1214. ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
  1215. }
  1216. else
  1217. {
  1218. DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
  1219. ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style);
  1220. }
  1221. }
  1222. static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
  1223. {
  1224. ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
  1225. IM_ASSERT(vd->Hwnd != 0);
  1226. return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
  1227. }
  1228. // FIXME-DPI: Testing DPI related ideas
  1229. static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
  1230. {
  1231. (void)viewport;
  1232. #if 0
  1233. ImGuiStyle default_style;
  1234. //default_style.WindowPadding = ImVec2(0, 0);
  1235. //default_style.WindowBorderSize = 0.0f;
  1236. //default_style.ItemSpacing.y = 3.0f;
  1237. //default_style.FramePadding = ImVec2(0, 0);
  1238. default_style.ScaleAllSizes(viewport->DpiScale);
  1239. ImGuiStyle& style = ImGui::GetStyle();
  1240. style = default_style;
  1241. #endif
  1242. }
  1243. namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); extern ImGuiPlatformIO& GetPlatformIO(ImGuiContext*); }
  1244. static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  1245. {
  1246. // Allow secondary viewport WndProc to be called regardless of current context
  1247. ImGuiContext* ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT");
  1248. if (ctx == NULL)
  1249. return DefWindowProc(hWnd, msg, wParam, lParam); // unlike ImGui_ImplWin32_WndProcHandler() we are called directly by Windows, we can't just return 0.
  1250. ImGuiIO& io = ImGui::GetIO(ctx);
  1251. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(ctx);
  1252. LRESULT result = 0;
  1253. if (ImGui_ImplWin32_WndProcHandlerEx(hWnd, msg, wParam, lParam, io))
  1254. result = 1;
  1255. else if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hWnd))
  1256. {
  1257. switch (msg)
  1258. {
  1259. case WM_CLOSE:
  1260. viewport->PlatformRequestClose = true;
  1261. return 0; // 0 = Operating system will ignore the message and not destroy the window. We close ourselves.
  1262. case WM_MOVE:
  1263. viewport->PlatformRequestMove = true;
  1264. break;
  1265. case WM_SIZE:
  1266. viewport->PlatformRequestResize = true;
  1267. break;
  1268. case WM_MOUSEACTIVATE:
  1269. if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
  1270. result = MA_NOACTIVATE;
  1271. break;
  1272. case WM_NCHITTEST:
  1273. // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
  1274. // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
  1275. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
  1276. // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
  1277. if (viewport->Flags & ImGuiViewportFlags_NoInputs)
  1278. result = HTTRANSPARENT;
  1279. break;
  1280. }
  1281. }
  1282. if (result == 0)
  1283. result = DefWindowProc(hWnd, msg, wParam, lParam);
  1284. return result;
  1285. }
  1286. static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc)
  1287. {
  1288. WNDCLASSEXW wcex;
  1289. wcex.cbSize = sizeof(WNDCLASSEXW);
  1290. wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
  1291. wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
  1292. wcex.cbClsExtra = 0;
  1293. wcex.cbWndExtra = 0;
  1294. wcex.hInstance = ::GetModuleHandle(nullptr);
  1295. wcex.hIcon = nullptr;
  1296. wcex.hCursor = nullptr;
  1297. wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
  1298. wcex.lpszMenuName = nullptr;
  1299. wcex.lpszClassName = L"ImGui Platform";
  1300. wcex.hIconSm = nullptr;
  1301. ::RegisterClassExW(&wcex);
  1302. ImGui_ImplWin32_UpdateMonitors();
  1303. // Register platform interface (will be coupled with a renderer interface)
  1304. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1305. platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
  1306. platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
  1307. platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
  1308. platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
  1309. platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
  1310. platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
  1311. platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
  1312. platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
  1313. platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
  1314. platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
  1315. platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
  1316. platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
  1317. platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
  1318. platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
  1319. platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
  1320. // Register main window handle (which is owned by the main application, not by us)
  1321. // 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.
  1322. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  1323. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  1324. ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
  1325. vd->Hwnd = bd->hWnd;
  1326. vd->HwndOwned = false;
  1327. main_viewport->PlatformUserData = vd;
  1328. }
  1329. static void ImGui_ImplWin32_ShutdownMultiViewportSupport()
  1330. {
  1331. ::UnregisterClassW(L"ImGui Platform", ::GetModuleHandle(nullptr));
  1332. ImGui::DestroyPlatformWindows();
  1333. }
  1334. //---------------------------------------------------------------------------------------------------------
  1335. #if defined(__GNUC__)
  1336. #pragma GCC diagnostic pop
  1337. #endif
  1338. #if defined(__clang__)
  1339. #pragma clang diagnostic pop
  1340. #endif
  1341. #endif // #ifndef IMGUI_DISABLE