imgui_impl_win32.cpp 30 KB

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  1. // dear imgui: Platform Backend for Windows (standard windows API for 32 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 cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  6. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
  7. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  8. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  10. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  11. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  12. #include "imgui.h"
  13. #include "imgui_impl_win32.h"
  14. #ifndef WIN32_LEAN_AND_MEAN
  15. #define WIN32_LEAN_AND_MEAN
  16. #endif
  17. #include <windows.h>
  18. #include <tchar.h>
  19. #include <dwmapi.h>
  20. // Configuration flags to add in your imconfig.h file:
  21. //#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.
  22. // Using XInput for gamepad (will load DLL dynamically)
  23. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  24. #include <xinput.h>
  25. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  26. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  27. #endif
  28. // CHANGELOG
  29. // (minor and older changes stripped away, please see git history for details)
  30. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  31. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host windo doesn't have focus.
  32. // 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).
  33. // 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).
  34. // 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).
  35. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  36. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  37. // 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.
  38. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  39. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  40. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  41. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  42. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  43. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  44. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  45. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  46. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  47. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  48. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  49. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  50. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  51. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  52. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  53. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  54. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  55. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  56. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  57. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  58. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  59. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  60. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  61. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  62. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  63. struct ImGui_ImplWin32_Data
  64. {
  65. HWND hWnd;
  66. HWND MouseHwnd;
  67. bool MouseTracked;
  68. INT64 Time;
  69. INT64 TicksPerSecond;
  70. ImGuiMouseCursor LastMouseCursor;
  71. bool HasGamepad;
  72. bool WantUpdateHasGamepad;
  73. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  74. HMODULE XInputDLL;
  75. PFN_XInputGetCapabilities XInputGetCapabilities;
  76. PFN_XInputGetState XInputGetState;
  77. #endif
  78. ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
  79. };
  80. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  81. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  82. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  83. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  84. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  85. {
  86. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
  87. }
  88. // Functions
  89. bool ImGui_ImplWin32_Init(void* hwnd)
  90. {
  91. ImGuiIO& io = ImGui::GetIO();
  92. IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
  93. INT64 perf_frequency, perf_counter;
  94. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  95. return false;
  96. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  97. return false;
  98. // Setup backend capabilities flags
  99. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  100. io.BackendPlatformUserData = (void*)bd;
  101. io.BackendPlatformName = "imgui_impl_win32";
  102. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  103. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  104. bd->hWnd = (HWND)hwnd;
  105. bd->WantUpdateHasGamepad = true;
  106. bd->TicksPerSecond = perf_frequency;
  107. bd->Time = perf_counter;
  108. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  109. io.ImeWindowHandle = hwnd;
  110. // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
  111. io.KeyMap[ImGuiKey_Tab] = VK_TAB;
  112. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  113. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  114. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  115. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  116. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  117. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  118. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  119. io.KeyMap[ImGuiKey_End] = VK_END;
  120. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  121. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  122. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  123. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  124. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  125. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  126. io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
  127. io.KeyMap[ImGuiKey_A] = 'A';
  128. io.KeyMap[ImGuiKey_C] = 'C';
  129. io.KeyMap[ImGuiKey_V] = 'V';
  130. io.KeyMap[ImGuiKey_X] = 'X';
  131. io.KeyMap[ImGuiKey_Y] = 'Y';
  132. io.KeyMap[ImGuiKey_Z] = 'Z';
  133. // Dynamically load XInput library
  134. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  135. const char* xinput_dll_names[] =
  136. {
  137. "xinput1_4.dll", // Windows 8+
  138. "xinput1_3.dll", // DirectX SDK
  139. "xinput9_1_0.dll", // Windows Vista, Windows 7
  140. "xinput1_2.dll", // DirectX SDK
  141. "xinput1_1.dll" // DirectX SDK
  142. };
  143. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  144. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  145. {
  146. bd->XInputDLL = dll;
  147. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  148. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  149. break;
  150. }
  151. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  152. return true;
  153. }
  154. void ImGui_ImplWin32_Shutdown()
  155. {
  156. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  157. IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
  158. ImGuiIO& io = ImGui::GetIO();
  159. // Unload XInput library
  160. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  161. if (bd->XInputDLL)
  162. ::FreeLibrary(bd->XInputDLL);
  163. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  164. io.BackendPlatformName = NULL;
  165. io.BackendPlatformUserData = NULL;
  166. IM_DELETE(bd);
  167. }
  168. static bool ImGui_ImplWin32_UpdateMouseCursor()
  169. {
  170. ImGuiIO& io = ImGui::GetIO();
  171. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  172. return false;
  173. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  174. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  175. {
  176. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  177. ::SetCursor(NULL);
  178. }
  179. else
  180. {
  181. // Show OS mouse cursor
  182. LPTSTR win32_cursor = IDC_ARROW;
  183. switch (imgui_cursor)
  184. {
  185. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  186. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  187. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  188. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  189. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  190. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  191. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  192. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  193. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  194. }
  195. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  196. }
  197. return true;
  198. }
  199. static void ImGui_ImplWin32_UpdateMousePos()
  200. {
  201. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  202. ImGuiIO& io = ImGui::GetIO();
  203. IM_ASSERT(bd->hWnd != 0);
  204. const ImVec2 mouse_pos_prev = io.MousePos;
  205. io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
  206. // Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
  207. HWND focused_window = ::GetForegroundWindow();
  208. HWND hovered_window = bd->MouseHwnd;
  209. HWND mouse_window = NULL;
  210. if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd)))
  211. mouse_window = hovered_window;
  212. else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd)))
  213. mouse_window = focused_window;
  214. if (mouse_window == NULL)
  215. return;
  216. // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  217. if (io.WantSetMousePos)
  218. {
  219. POINT pos = { (int)mouse_pos_prev.x, (int)mouse_pos_prev.y };
  220. if (::ClientToScreen(bd->hWnd, &pos))
  221. ::SetCursorPos(pos.x, pos.y);
  222. }
  223. // Set Dear ImGui mouse position from OS position
  224. POINT pos;
  225. if (::GetCursorPos(&pos) && ::ScreenToClient(mouse_window, &pos))
  226. io.MousePos = ImVec2((float)pos.x, (float)pos.y);
  227. }
  228. // Gamepad navigation mapping
  229. static void ImGui_ImplWin32_UpdateGamepads()
  230. {
  231. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  232. ImGuiIO& io = ImGui::GetIO();
  233. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  234. memset(io.NavInputs, 0, sizeof(io.NavInputs));
  235. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
  236. return;
  237. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  238. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  239. if (bd->WantUpdateHasGamepad)
  240. {
  241. XINPUT_CAPABILITIES caps;
  242. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  243. bd->WantUpdateHasGamepad = false;
  244. }
  245. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  246. XINPUT_STATE xinput_state;
  247. if (bd->HasGamepad && bd->XInputGetState && bd->XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
  248. {
  249. const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  250. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  251. #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
  252. #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
  253. MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
  254. MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
  255. MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
  256. MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
  257. MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
  258. MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
  259. MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
  260. MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
  261. MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  262. MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  263. MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
  264. MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
  265. MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  266. MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  267. MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  268. MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
  269. #undef MAP_BUTTON
  270. #undef MAP_ANALOG
  271. }
  272. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  273. }
  274. void ImGui_ImplWin32_NewFrame()
  275. {
  276. ImGuiIO& io = ImGui::GetIO();
  277. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  278. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
  279. // Setup display size (every frame to accommodate for window resizing)
  280. RECT rect = { 0, 0, 0, 0 };
  281. ::GetClientRect(bd->hWnd, &rect);
  282. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  283. // Setup time step
  284. INT64 current_time = 0;
  285. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  286. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  287. bd->Time = current_time;
  288. // Update OS mouse position
  289. ImGui_ImplWin32_UpdateMousePos();
  290. // Update OS mouse cursor with the cursor requested by imgui
  291. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  292. if (bd->LastMouseCursor != mouse_cursor)
  293. {
  294. bd->LastMouseCursor = mouse_cursor;
  295. ImGui_ImplWin32_UpdateMouseCursor();
  296. }
  297. // Update game controllers (if enabled and available)
  298. ImGui_ImplWin32_UpdateGamepads();
  299. }
  300. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  301. #ifndef WM_MOUSEHWHEEL
  302. #define WM_MOUSEHWHEEL 0x020E
  303. #endif
  304. #ifndef DBT_DEVNODES_CHANGED
  305. #define DBT_DEVNODES_CHANGED 0x0007
  306. #endif
  307. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  308. // Call from your application's message handler.
  309. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  310. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  311. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  312. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  313. // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
  314. // 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.
  315. #if 0
  316. // Copy this line into your .cpp file to forward declare the function.
  317. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  318. #endif
  319. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  320. {
  321. if (ImGui::GetCurrentContext() == NULL)
  322. return 0;
  323. ImGuiIO& io = ImGui::GetIO();
  324. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  325. switch (msg)
  326. {
  327. case WM_MOUSEMOVE:
  328. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  329. bd->MouseHwnd = hwnd;
  330. if (!bd->MouseTracked)
  331. {
  332. TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 };
  333. ::TrackMouseEvent(&tme);
  334. bd->MouseTracked = true;
  335. }
  336. break;
  337. case WM_MOUSELEAVE:
  338. if (bd->MouseHwnd == hwnd)
  339. bd->MouseHwnd = NULL;
  340. bd->MouseTracked = false;
  341. break;
  342. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  343. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  344. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  345. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  346. {
  347. int button = 0;
  348. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  349. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  350. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  351. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  352. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  353. ::SetCapture(hwnd);
  354. io.MouseDown[button] = true;
  355. return 0;
  356. }
  357. case WM_LBUTTONUP:
  358. case WM_RBUTTONUP:
  359. case WM_MBUTTONUP:
  360. case WM_XBUTTONUP:
  361. {
  362. int button = 0;
  363. if (msg == WM_LBUTTONUP) { button = 0; }
  364. if (msg == WM_RBUTTONUP) { button = 1; }
  365. if (msg == WM_MBUTTONUP) { button = 2; }
  366. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  367. io.MouseDown[button] = false;
  368. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  369. ::ReleaseCapture();
  370. return 0;
  371. }
  372. case WM_MOUSEWHEEL:
  373. io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  374. return 0;
  375. case WM_MOUSEHWHEEL:
  376. io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
  377. return 0;
  378. case WM_KEYDOWN:
  379. case WM_KEYUP:
  380. case WM_SYSKEYDOWN:
  381. case WM_SYSKEYUP:
  382. {
  383. bool down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  384. if (wParam < 256)
  385. io.KeysDown[wParam] = down;
  386. if (wParam == VK_CONTROL)
  387. io.KeyCtrl = down;
  388. if (wParam == VK_SHIFT)
  389. io.KeyShift = down;
  390. if (wParam == VK_MENU)
  391. io.KeyAlt = down;
  392. return 0;
  393. }
  394. case WM_SETFOCUS:
  395. case WM_KILLFOCUS:
  396. io.AddFocusEvent(msg == WM_SETFOCUS);
  397. return 0;
  398. case WM_CHAR:
  399. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  400. if (wParam > 0 && wParam < 0x10000)
  401. io.AddInputCharacterUTF16((unsigned short)wParam);
  402. return 0;
  403. case WM_SETCURSOR:
  404. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  405. return 1;
  406. return 0;
  407. case WM_DEVICECHANGE:
  408. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  409. bd->WantUpdateHasGamepad = true;
  410. return 0;
  411. }
  412. return 0;
  413. }
  414. //--------------------------------------------------------------------------------------------------------
  415. // DPI-related helpers (optional)
  416. //--------------------------------------------------------------------------------------------------------
  417. // - Use to enable DPI awareness without having to create an application manifest.
  418. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  419. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  420. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  421. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  422. //---------------------------------------------------------------------------------------------------------
  423. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  424. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  425. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  426. //---------------------------------------------------------------------------------------------------------
  427. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  428. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  429. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  430. {
  431. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  432. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL;
  433. if (RtlVerifyVersionInfoFn == NULL)
  434. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  435. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  436. if (RtlVerifyVersionInfoFn == NULL)
  437. return FALSE;
  438. RTL_OSVERSIONINFOEXW versionInfo = { };
  439. ULONGLONG conditionMask = 0;
  440. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  441. versionInfo.dwMajorVersion = major;
  442. versionInfo.dwMinorVersion = minor;
  443. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  444. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  445. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  446. }
  447. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  448. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  449. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  450. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  451. #ifndef DPI_ENUMS_DECLARED
  452. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  453. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  454. #endif
  455. #ifndef _DPI_AWARENESS_CONTEXTS_
  456. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  457. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  458. #endif
  459. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  460. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  461. #endif
  462. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  463. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  464. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  465. // Helper function to enable DPI awareness without setting up a manifest
  466. void ImGui_ImplWin32_EnableDpiAwareness()
  467. {
  468. if (_IsWindows10OrGreater())
  469. {
  470. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  471. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  472. {
  473. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  474. return;
  475. }
  476. }
  477. if (_IsWindows8Point1OrGreater())
  478. {
  479. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  480. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  481. {
  482. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  483. return;
  484. }
  485. }
  486. #if _WIN32_WINNT >= 0x0600
  487. ::SetProcessDPIAware();
  488. #endif
  489. }
  490. #if defined(_MSC_VER) && !defined(NOGDI)
  491. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  492. #endif
  493. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  494. {
  495. UINT xdpi = 96, ydpi = 96;
  496. if (_IsWindows8Point1OrGreater())
  497. {
  498. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  499. static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL;
  500. if (GetDpiForMonitorFn == NULL && shcore_dll != NULL)
  501. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  502. if (GetDpiForMonitorFn != NULL)
  503. {
  504. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  505. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  506. return xdpi / 96.0f;
  507. }
  508. }
  509. #ifndef NOGDI
  510. const HDC dc = ::GetDC(NULL);
  511. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  512. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  513. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  514. ::ReleaseDC(NULL, dc);
  515. #endif
  516. return xdpi / 96.0f;
  517. }
  518. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  519. {
  520. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  521. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  522. }
  523. //---------------------------------------------------------------------------------------------------------
  524. // Transparency related helpers (optional)
  525. //--------------------------------------------------------------------------------------------------------
  526. #if defined(_MSC_VER)
  527. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  528. #endif
  529. // [experimental]
  530. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  531. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  532. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  533. {
  534. if (!_IsWindowsVistaOrGreater())
  535. return;
  536. BOOL composition;
  537. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  538. return;
  539. BOOL opaque;
  540. DWORD color;
  541. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  542. {
  543. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  544. DWM_BLURBEHIND bb = {};
  545. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  546. bb.hRgnBlur = region;
  547. bb.fEnable = TRUE;
  548. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  549. ::DeleteObject(region);
  550. }
  551. else
  552. {
  553. DWM_BLURBEHIND bb = {};
  554. bb.dwFlags = DWM_BB_ENABLE;
  555. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  556. }
  557. }
  558. //---------------------------------------------------------------------------------------------------------