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- // dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
- // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
- // Implemented features:
- // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
- // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
- // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
- // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
- // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
- // Read online: https://github.com/ocornut/imgui/tree/master/docs
- #include "imgui.h"
- #include "imgui_impl_win32.h"
- #ifndef WIN32_LEAN_AND_MEAN
- #define WIN32_LEAN_AND_MEAN
- #endif
- #include <windows.h>
- #include <tchar.h>
- #include <dwmapi.h>
- // Configuration flags to add in your imconfig.h file:
- //#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.
- // Using XInput for gamepad (will load DLL dynamically)
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- #include <xinput.h>
- typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
- typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
- #endif
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
- // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host windo doesn't have focus.
- // 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).
- // 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).
- // 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).
- // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
- // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
- // 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.
- // 2021-01-25: Inputs: Dynamically loading XInput DLL.
- // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
- // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
- // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
- // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
- // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
- // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
- // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
- // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
- // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
- // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
- // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
- // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
- // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
- // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
- // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
- // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
- // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
- // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
- // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
- // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
- // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
- // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
- // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
- // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
- struct ImGui_ImplWin32_Data
- {
- HWND hWnd;
- HWND MouseHwnd;
- bool MouseTracked;
- INT64 Time;
- INT64 TicksPerSecond;
- ImGuiMouseCursor LastMouseCursor;
- bool HasGamepad;
- bool WantUpdateHasGamepad;
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- HMODULE XInputDLL;
- PFN_XInputGetCapabilities XInputGetCapabilities;
- PFN_XInputGetState XInputGetState;
- #endif
- ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
- };
- // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
- // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
- // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
- // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
- static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
- {
- return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
- }
- // Functions
- bool ImGui_ImplWin32_Init(void* hwnd)
- {
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
- INT64 perf_frequency, perf_counter;
- if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
- return false;
- if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
- return false;
- // Setup backend capabilities flags
- ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
- io.BackendPlatformUserData = (void*)bd;
- io.BackendPlatformName = "imgui_impl_win32";
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
- bd->hWnd = (HWND)hwnd;
- bd->WantUpdateHasGamepad = true;
- bd->TicksPerSecond = perf_frequency;
- bd->Time = perf_counter;
- bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
- io.ImeWindowHandle = hwnd;
- // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_Tab] = VK_TAB;
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Space] = VK_SPACE;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
- // Dynamically load XInput library
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- const char* xinput_dll_names[] =
- {
- "xinput1_4.dll", // Windows 8+
- "xinput1_3.dll", // DirectX SDK
- "xinput9_1_0.dll", // Windows Vista, Windows 7
- "xinput1_2.dll", // DirectX SDK
- "xinput1_1.dll" // DirectX SDK
- };
- for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
- if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
- {
- bd->XInputDLL = dll;
- bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
- bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
- break;
- }
- #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- return true;
- }
- void ImGui_ImplWin32_Shutdown()
- {
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
- // Unload XInput library
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- if (bd->XInputDLL)
- ::FreeLibrary(bd->XInputDLL);
- #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- io.BackendPlatformName = NULL;
- io.BackendPlatformUserData = NULL;
- IM_DELETE(bd);
- }
- static bool ImGui_ImplWin32_UpdateMouseCursor()
- {
- ImGuiIO& io = ImGui::GetIO();
- if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
- return false;
- ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
- if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- ::SetCursor(NULL);
- }
- else
- {
- // Show OS mouse cursor
- LPTSTR win32_cursor = IDC_ARROW;
- switch (imgui_cursor)
- {
- case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
- case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
- case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
- case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
- case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
- case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
- case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
- case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
- case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
- }
- ::SetCursor(::LoadCursor(NULL, win32_cursor));
- }
- return true;
- }
- static void ImGui_ImplWin32_UpdateMousePos()
- {
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(bd->hWnd != 0);
- const ImVec2 mouse_pos_prev = io.MousePos;
- io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
- // Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
- HWND focused_window = ::GetForegroundWindow();
- HWND hovered_window = bd->MouseHwnd;
- HWND mouse_window = NULL;
- if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd)))
- mouse_window = hovered_window;
- else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd)))
- mouse_window = focused_window;
- if (mouse_window == NULL)
- return;
- // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
- if (io.WantSetMousePos)
- {
- POINT pos = { (int)mouse_pos_prev.x, (int)mouse_pos_prev.y };
- if (::ClientToScreen(bd->hWnd, &pos))
- ::SetCursorPos(pos.x, pos.y);
- }
- // Set Dear ImGui mouse position from OS position
- POINT pos;
- if (::GetCursorPos(&pos) && ::ScreenToClient(mouse_window, &pos))
- io.MousePos = ImVec2((float)pos.x, (float)pos.y);
- }
- // Gamepad navigation mapping
- static void ImGui_ImplWin32_UpdateGamepads()
- {
- #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- memset(io.NavInputs, 0, sizeof(io.NavInputs));
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
- return;
- // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
- // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
- if (bd->WantUpdateHasGamepad)
- {
- XINPUT_CAPABILITIES caps;
- bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
- bd->WantUpdateHasGamepad = false;
- }
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
- XINPUT_STATE xinput_state;
- if (bd->HasGamepad && bd->XInputGetState && bd->XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
- {
- const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
- #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
- #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; }
- MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
- MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
- MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
- MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
- MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
- MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
- MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
- MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
- MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
- MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
- MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
- MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
- MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
- MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
- #undef MAP_BUTTON
- #undef MAP_ANALOG
- }
- #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- }
- void ImGui_ImplWin32_NewFrame()
- {
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect = { 0, 0, 0, 0 };
- ::GetClientRect(bd->hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
- // Setup time step
- INT64 current_time = 0;
- ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
- io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
- bd->Time = current_time;
- // Update OS mouse position
- ImGui_ImplWin32_UpdateMousePos();
- // Update OS mouse cursor with the cursor requested by imgui
- ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (bd->LastMouseCursor != mouse_cursor)
- {
- bd->LastMouseCursor = mouse_cursor;
- ImGui_ImplWin32_UpdateMouseCursor();
- }
- // Update game controllers (if enabled and available)
- ImGui_ImplWin32_UpdateGamepads();
- }
- // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
- #ifndef WM_MOUSEHWHEEL
- #define WM_MOUSEHWHEEL 0x020E
- #endif
- #ifndef DBT_DEVNODES_CHANGED
- #define DBT_DEVNODES_CHANGED 0x0007
- #endif
- // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
- // Call from your application's message handler.
- // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
- // 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.
- // 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.
- #if 0
- // Copy this line into your .cpp file to forward declare the function.
- extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
- #endif
- IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- if (ImGui::GetCurrentContext() == NULL)
- return 0;
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- switch (msg)
- {
- case WM_MOUSEMOVE:
- // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
- bd->MouseHwnd = hwnd;
- if (!bd->MouseTracked)
- {
- TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 };
- ::TrackMouseEvent(&tme);
- bd->MouseTracked = true;
- }
- break;
- case WM_MOUSELEAVE:
- if (bd->MouseHwnd == hwnd)
- bd->MouseHwnd = NULL;
- bd->MouseTracked = false;
- break;
- case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
- case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
- case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
- case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
- {
- int button = 0;
- if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
- if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
- if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
- if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
- ::SetCapture(hwnd);
- io.MouseDown[button] = true;
- return 0;
- }
- case WM_LBUTTONUP:
- case WM_RBUTTONUP:
- case WM_MBUTTONUP:
- case WM_XBUTTONUP:
- {
- int button = 0;
- if (msg == WM_LBUTTONUP) { button = 0; }
- if (msg == WM_RBUTTONUP) { button = 1; }
- if (msg == WM_MBUTTONUP) { button = 2; }
- if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
- io.MouseDown[button] = false;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
- ::ReleaseCapture();
- return 0;
- }
- case WM_MOUSEWHEEL:
- io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
- return 0;
- case WM_MOUSEHWHEEL:
- io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
- return 0;
- case WM_KEYDOWN:
- case WM_KEYUP:
- case WM_SYSKEYDOWN:
- case WM_SYSKEYUP:
- {
- bool down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
- if (wParam < 256)
- io.KeysDown[wParam] = down;
- if (wParam == VK_CONTROL)
- io.KeyCtrl = down;
- if (wParam == VK_SHIFT)
- io.KeyShift = down;
- if (wParam == VK_MENU)
- io.KeyAlt = down;
- return 0;
- }
- case WM_SETFOCUS:
- case WM_KILLFOCUS:
- io.AddFocusEvent(msg == WM_SETFOCUS);
- return 0;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacterUTF16((unsigned short)wParam);
- return 0;
- case WM_SETCURSOR:
- if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
- return 1;
- return 0;
- case WM_DEVICECHANGE:
- if ((UINT)wParam == DBT_DEVNODES_CHANGED)
- bd->WantUpdateHasGamepad = true;
- return 0;
- }
- return 0;
- }
- //--------------------------------------------------------------------------------------------------------
- // DPI-related helpers (optional)
- //--------------------------------------------------------------------------------------------------------
- // - Use to enable DPI awareness without having to create an application manifest.
- // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
- // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
- // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
- // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
- //---------------------------------------------------------------------------------------------------------
- // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
- // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
- // If you are trying to implement your own backend for your own engine, you may ignore that noise.
- //---------------------------------------------------------------------------------------------------------
- // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
- // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
- static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
- {
- typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
- static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL;
- if (RtlVerifyVersionInfoFn == NULL)
- if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
- RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
- if (RtlVerifyVersionInfoFn == NULL)
- return FALSE;
- RTL_OSVERSIONINFOEXW versionInfo = { };
- ULONGLONG conditionMask = 0;
- versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
- versionInfo.dwMajorVersion = major;
- versionInfo.dwMinorVersion = minor;
- VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
- VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
- return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
- }
- #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
- #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
- #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
- #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
- #ifndef DPI_ENUMS_DECLARED
- typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
- typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
- #endif
- #ifndef _DPI_AWARENESS_CONTEXTS_
- DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
- #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
- #endif
- #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
- #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
- #endif
- typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
- typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
- typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
- // Helper function to enable DPI awareness without setting up a manifest
- void ImGui_ImplWin32_EnableDpiAwareness()
- {
- if (_IsWindows10OrGreater())
- {
- static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
- if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
- {
- SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
- return;
- }
- }
- if (_IsWindows8Point1OrGreater())
- {
- static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
- if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
- {
- SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
- return;
- }
- }
- #if _WIN32_WINNT >= 0x0600
- ::SetProcessDPIAware();
- #endif
- }
- #if defined(_MSC_VER) && !defined(NOGDI)
- #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
- #endif
- float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
- {
- UINT xdpi = 96, ydpi = 96;
- if (_IsWindows8Point1OrGreater())
- {
- static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
- static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL;
- if (GetDpiForMonitorFn == NULL && shcore_dll != NULL)
- GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
- if (GetDpiForMonitorFn != NULL)
- {
- GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
- IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
- return xdpi / 96.0f;
- }
- }
- #ifndef NOGDI
- const HDC dc = ::GetDC(NULL);
- xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
- ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
- IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
- ::ReleaseDC(NULL, dc);
- #endif
- return xdpi / 96.0f;
- }
- float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
- {
- HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
- return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
- }
- //---------------------------------------------------------------------------------------------------------
- // Transparency related helpers (optional)
- //--------------------------------------------------------------------------------------------------------
- #if defined(_MSC_VER)
- #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
- #endif
- // [experimental]
- // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
- // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
- void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
- {
- if (!_IsWindowsVistaOrGreater())
- return;
- BOOL composition;
- if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
- return;
- BOOL opaque;
- DWORD color;
- if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
- {
- HRGN region = ::CreateRectRgn(0, 0, -1, -1);
- DWM_BLURBEHIND bb = {};
- bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
- bb.hRgnBlur = region;
- bb.fEnable = TRUE;
- ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
- ::DeleteObject(region);
- }
- else
- {
- DWM_BLURBEHIND bb = {};
- bb.dwFlags = DWM_BB_ENABLE;
- ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
- }
- }
- //---------------------------------------------------------------------------------------------------------
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