imgui_impl_win32.cpp
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 4 // Implemented features: 5 // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) 6 // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] 7 // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. 8 // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. 9 // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. 10 11 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 12 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. 13 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 14 // Read online: https://github.com/ocornut/imgui/tree/master/docs 15 16 #include "imgui.h" 17 #include "imgui_impl_win32.h" 18 #ifndef WIN32_LEAN_AND_MEAN 19 #define WIN32_LEAN_AND_MEAN 20 #endif 21 #include <windows.h> 22 #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM() 23 #include <tchar.h> 24 #include <dwmapi.h> 25 26 // Configuration flags to add in your imconfig.h file: 27 //#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. 28 29 // Using XInput for gamepad (will load DLL dynamically) 30 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 31 #include <xinput.h> 32 typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); 33 typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); 34 #endif 35 36 // CHANGELOG 37 // (minor and older changes stripped away, please see git history for details) 38 // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. 39 // 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) 40 // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) 41 // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. 42 // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). 43 // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). 44 // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. 45 // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. 46 // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). 47 // 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. 48 // 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. 49 // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. 50 // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. 51 // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. 52 // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. 53 // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. 54 // 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). 55 // 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). 56 // 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). 57 // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). 58 // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). 59 // 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. 60 // 2021-01-25: Inputs: Dynamically loading XInput DLL. 61 // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. 62 // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) 63 // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. 64 // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. 65 // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. 66 // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). 67 // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. 68 // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. 69 // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). 70 // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. 71 // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. 72 // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). 73 // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. 74 // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. 75 // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). 76 // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. 77 // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). 78 // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. 79 // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. 80 // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. 81 // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. 82 // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. 83 // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. 84 // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. 85 86 // Forward Declarations 87 static void ImGui_ImplWin32_InitPlatformInterface(); 88 static void ImGui_ImplWin32_ShutdownPlatformInterface(); 89 static void ImGui_ImplWin32_UpdateMonitors(); 90 91 struct ImGui_ImplWin32_Data 92 { 93 HWND hWnd; 94 HWND MouseHwnd; 95 int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area 96 int MouseButtonsDown; 97 INT64 Time; 98 INT64 TicksPerSecond; 99 ImGuiMouseCursor LastMouseCursor; 100 bool WantUpdateMonitors; 101 102 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 103 bool HasGamepad; 104 bool WantUpdateHasGamepad; 105 HMODULE XInputDLL; 106 PFN_XInputGetCapabilities XInputGetCapabilities; 107 PFN_XInputGetState XInputGetState; 108 #endif 109 110 ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } 111 }; 112 113 // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts 114 // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. 115 // FIXME: multi-context support is not well tested and probably dysfunctional in this backend. 116 // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. 117 static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() 118 { 119 return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; 120 } 121 122 // Functions 123 bool ImGui_ImplWin32_Init(void* hwnd) 124 { 125 ImGuiIO& io = ImGui::GetIO(); 126 IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); 127 128 INT64 perf_frequency, perf_counter; 129 if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) 130 return false; 131 if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) 132 return false; 133 134 // Setup backend capabilities flags 135 ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); 136 io.BackendPlatformUserData = (void*)bd; 137 io.BackendPlatformName = "imgui_impl_win32"; 138 io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) 139 io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) 140 io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) 141 io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) 142 143 bd->hWnd = (HWND)hwnd; 144 bd->WantUpdateMonitors = true; 145 bd->TicksPerSecond = perf_frequency; 146 bd->Time = perf_counter; 147 bd->LastMouseCursor = ImGuiMouseCursor_COUNT; 148 149 // Our mouse update function expect PlatformHandle to be filled for the main viewport 150 ImGuiViewport* main_viewport = ImGui::GetMainViewport(); 151 main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; 152 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) 153 ImGui_ImplWin32_InitPlatformInterface(); 154 155 // Dynamically load XInput library 156 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 157 bd->WantUpdateHasGamepad = true; 158 const char* xinput_dll_names[] = 159 { 160 "xinput1_4.dll", // Windows 8+ 161 "xinput1_3.dll", // DirectX SDK 162 "xinput9_1_0.dll", // Windows Vista, Windows 7 163 "xinput1_2.dll", // DirectX SDK 164 "xinput1_1.dll" // DirectX SDK 165 }; 166 for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) 167 if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) 168 { 169 bd->XInputDLL = dll; 170 bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); 171 bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); 172 break; 173 } 174 #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 175 176 return true; 177 } 178 179 void ImGui_ImplWin32_Shutdown() 180 { 181 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); 182 IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); 183 ImGuiIO& io = ImGui::GetIO(); 184 185 ImGui_ImplWin32_ShutdownPlatformInterface(); 186 187 // Unload XInput library 188 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 189 if (bd->XInputDLL) 190 ::FreeLibrary(bd->XInputDLL); 191 #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 192 193 io.BackendPlatformName = nullptr; 194 io.BackendPlatformUserData = nullptr; 195 IM_DELETE(bd); 196 } 197 198 static bool ImGui_ImplWin32_UpdateMouseCursor() 199 { 200 ImGuiIO& io = ImGui::GetIO(); 201 if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) 202 return false; 203 204 ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); 205 if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) 206 { 207 // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor 208 ::SetCursor(nullptr); 209 } 210 else 211 { 212 // Show OS mouse cursor 213 LPTSTR win32_cursor = IDC_ARROW; 214 switch (imgui_cursor) 215 { 216 case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; 217 case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; 218 case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; 219 case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; 220 case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; 221 case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; 222 case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; 223 case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; 224 case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; 225 } 226 ::SetCursor(::LoadCursor(nullptr, win32_cursor)); 227 } 228 return true; 229 } 230 231 static bool IsVkDown(int vk) 232 { 233 return (::GetKeyState(vk) & 0x8000) != 0; 234 } 235 236 static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) 237 { 238 ImGuiIO& io = ImGui::GetIO(); 239 io.AddKeyEvent(key, down); 240 io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) 241 IM_UNUSED(native_scancode); 242 } 243 244 static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds() 245 { 246 // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. 247 if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) 248 ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT); 249 if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) 250 ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT); 251 252 // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). 253 if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) 254 ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN); 255 if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) 256 ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN); 257 } 258 259 static void ImGui_ImplWin32_UpdateKeyModifiers() 260 { 261 ImGuiIO& io = ImGui::GetIO(); 262 io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); 263 io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); 264 io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); 265 io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS)); 266 } 267 268 // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) 269 // Because of that, it is a little more complicated than your typical single-viewport binding code! 270 static void ImGui_ImplWin32_UpdateMouseData() 271 { 272 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); 273 ImGuiIO& io = ImGui::GetIO(); 274 IM_ASSERT(bd->hWnd != 0); 275 276 POINT mouse_screen_pos; 277 bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0; 278 279 HWND focused_window = ::GetForegroundWindow(); 280 const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window))); 281 if (is_app_focused) 282 { 283 // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) 284 // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. 285 if (io.WantSetMousePos) 286 { 287 POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; 288 if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) 289 ::ClientToScreen(focused_window, &pos); 290 ::SetCursorPos(pos.x, pos.y); 291 } 292 293 // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) 294 // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE 295 if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos) 296 { 297 // 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) 298 // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.) 299 // 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) 300 // (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.) 301 POINT mouse_pos = mouse_screen_pos; 302 if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) 303 ::ScreenToClient(bd->hWnd, &mouse_pos); 304 io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); 305 } 306 } 307 308 // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. 309 // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. 310 // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that) 311 // 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 312 // 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 313 // by the backend, and use its flawed heuristic to guess the viewport behind. 314 // - [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). 315 ImGuiID mouse_viewport_id = 0; 316 if (has_mouse_screen_pos) 317 if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) 318 if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd)) 319 mouse_viewport_id = viewport->ID; 320 io.AddMouseViewportEvent(mouse_viewport_id); 321 } 322 323 // Gamepad navigation mapping 324 static void ImGui_ImplWin32_UpdateGamepads() 325 { 326 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 327 ImGuiIO& io = ImGui::GetIO(); 328 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); 329 //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. 330 // return; 331 332 // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. 333 // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. 334 if (bd->WantUpdateHasGamepad) 335 { 336 XINPUT_CAPABILITIES caps = {}; 337 bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; 338 bd->WantUpdateHasGamepad = false; 339 } 340 341 io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; 342 XINPUT_STATE xinput_state; 343 XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; 344 if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) 345 return; 346 io.BackendFlags |= ImGuiBackendFlags_HasGamepad; 347 348 #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) 349 #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } 350 #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)); } 351 MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); 352 MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); 353 MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); 354 MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); 355 MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); 356 MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); 357 MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); 358 MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); 359 MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); 360 MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); 361 MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); 362 MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); 363 MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); 364 MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); 365 MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); 366 MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); 367 MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); 368 MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); 369 MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); 370 MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); 371 MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); 372 MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); 373 MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); 374 MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); 375 #undef MAP_BUTTON 376 #undef MAP_ANALOG 377 #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 378 } 379 380 static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM) 381 { 382 MONITORINFO info = {}; 383 info.cbSize = sizeof(MONITORINFO); 384 if (!::GetMonitorInfo(monitor, &info)) 385 return TRUE; 386 ImGuiPlatformMonitor imgui_monitor; 387 imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top); 388 imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top)); 389 imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top); 390 imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top)); 391 imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); 392 ImGuiPlatformIO& io = ImGui::GetPlatformIO(); 393 if (info.dwFlags & MONITORINFOF_PRIMARY) 394 io.Monitors.push_front(imgui_monitor); 395 else 396 io.Monitors.push_back(imgui_monitor); 397 return TRUE; 398 } 399 400 static void ImGui_ImplWin32_UpdateMonitors() 401 { 402 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); 403 ImGui::GetPlatformIO().Monitors.resize(0); 404 ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0); 405 bd->WantUpdateMonitors = false; 406 } 407 408 void ImGui_ImplWin32_NewFrame() 409 { 410 ImGuiIO& io = ImGui::GetIO(); 411 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); 412 IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?"); 413 414 // Setup display size (every frame to accommodate for window resizing) 415 RECT rect = { 0, 0, 0, 0 }; 416 ::GetClientRect(bd->hWnd, &rect); 417 io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); 418 if (bd->WantUpdateMonitors) 419 ImGui_ImplWin32_UpdateMonitors(); 420 421 // Setup time step 422 INT64 current_time = 0; 423 ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); 424 io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; 425 bd->Time = current_time; 426 427 // Update OS mouse position 428 ImGui_ImplWin32_UpdateMouseData(); 429 430 // Process workarounds for known Windows key handling issues 431 ImGui_ImplWin32_ProcessKeyEventsWorkarounds(); 432 433 // Update OS mouse cursor with the cursor requested by imgui 434 ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); 435 if (bd->LastMouseCursor != mouse_cursor) 436 { 437 bd->LastMouseCursor = mouse_cursor; 438 ImGui_ImplWin32_UpdateMouseCursor(); 439 } 440 441 // Update game controllers (if enabled and available) 442 ImGui_ImplWin32_UpdateGamepads(); 443 } 444 445 // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255) 446 #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256) 447 448 // Map VK_xxx to ImGuiKey_xxx. 449 static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) 450 { 451 switch (wParam) 452 { 453 case VK_TAB: return ImGuiKey_Tab; 454 case VK_LEFT: return ImGuiKey_LeftArrow; 455 case VK_RIGHT: return ImGuiKey_RightArrow; 456 case VK_UP: return ImGuiKey_UpArrow; 457 case VK_DOWN: return ImGuiKey_DownArrow; 458 case VK_PRIOR: return ImGuiKey_PageUp; 459 case VK_NEXT: return ImGuiKey_PageDown; 460 case VK_HOME: return ImGuiKey_Home; 461 case VK_END: return ImGuiKey_End; 462 case VK_INSERT: return ImGuiKey_Insert; 463 case VK_DELETE: return ImGuiKey_Delete; 464 case VK_BACK: return ImGuiKey_Backspace; 465 case VK_SPACE: return ImGuiKey_Space; 466 case VK_RETURN: return ImGuiKey_Enter; 467 case VK_ESCAPE: return ImGuiKey_Escape; 468 case VK_OEM_7: return ImGuiKey_Apostrophe; 469 case VK_OEM_COMMA: return ImGuiKey_Comma; 470 case VK_OEM_MINUS: return ImGuiKey_Minus; 471 case VK_OEM_PERIOD: return ImGuiKey_Period; 472 case VK_OEM_2: return ImGuiKey_Slash; 473 case VK_OEM_1: return ImGuiKey_Semicolon; 474 case VK_OEM_PLUS: return ImGuiKey_Equal; 475 case VK_OEM_4: return ImGuiKey_LeftBracket; 476 case VK_OEM_5: return ImGuiKey_Backslash; 477 case VK_OEM_6: return ImGuiKey_RightBracket; 478 case VK_OEM_3: return ImGuiKey_GraveAccent; 479 case VK_CAPITAL: return ImGuiKey_CapsLock; 480 case VK_SCROLL: return ImGuiKey_ScrollLock; 481 case VK_NUMLOCK: return ImGuiKey_NumLock; 482 case VK_SNAPSHOT: return ImGuiKey_PrintScreen; 483 case VK_PAUSE: return ImGuiKey_Pause; 484 case VK_NUMPAD0: return ImGuiKey_Keypad0; 485 case VK_NUMPAD1: return ImGuiKey_Keypad1; 486 case VK_NUMPAD2: return ImGuiKey_Keypad2; 487 case VK_NUMPAD3: return ImGuiKey_Keypad3; 488 case VK_NUMPAD4: return ImGuiKey_Keypad4; 489 case VK_NUMPAD5: return ImGuiKey_Keypad5; 490 case VK_NUMPAD6: return ImGuiKey_Keypad6; 491 case VK_NUMPAD7: return ImGuiKey_Keypad7; 492 case VK_NUMPAD8: return ImGuiKey_Keypad8; 493 case VK_NUMPAD9: return ImGuiKey_Keypad9; 494 case VK_DECIMAL: return ImGuiKey_KeypadDecimal; 495 case VK_DIVIDE: return ImGuiKey_KeypadDivide; 496 case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; 497 case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; 498 case VK_ADD: return ImGuiKey_KeypadAdd; 499 case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter; 500 case VK_LSHIFT: return ImGuiKey_LeftShift; 501 case VK_LCONTROL: return ImGuiKey_LeftCtrl; 502 case VK_LMENU: return ImGuiKey_LeftAlt; 503 case VK_LWIN: return ImGuiKey_LeftSuper; 504 case VK_RSHIFT: return ImGuiKey_RightShift; 505 case VK_RCONTROL: return ImGuiKey_RightCtrl; 506 case VK_RMENU: return ImGuiKey_RightAlt; 507 case VK_RWIN: return ImGuiKey_RightSuper; 508 case VK_APPS: return ImGuiKey_Menu; 509 case '0': return ImGuiKey_0; 510 case '1': return ImGuiKey_1; 511 case '2': return ImGuiKey_2; 512 case '3': return ImGuiKey_3; 513 case '4': return ImGuiKey_4; 514 case '5': return ImGuiKey_5; 515 case '6': return ImGuiKey_6; 516 case '7': return ImGuiKey_7; 517 case '8': return ImGuiKey_8; 518 case '9': return ImGuiKey_9; 519 case 'A': return ImGuiKey_A; 520 case 'B': return ImGuiKey_B; 521 case 'C': return ImGuiKey_C; 522 case 'D': return ImGuiKey_D; 523 case 'E': return ImGuiKey_E; 524 case 'F': return ImGuiKey_F; 525 case 'G': return ImGuiKey_G; 526 case 'H': return ImGuiKey_H; 527 case 'I': return ImGuiKey_I; 528 case 'J': return ImGuiKey_J; 529 case 'K': return ImGuiKey_K; 530 case 'L': return ImGuiKey_L; 531 case 'M': return ImGuiKey_M; 532 case 'N': return ImGuiKey_N; 533 case 'O': return ImGuiKey_O; 534 case 'P': return ImGuiKey_P; 535 case 'Q': return ImGuiKey_Q; 536 case 'R': return ImGuiKey_R; 537 case 'S': return ImGuiKey_S; 538 case 'T': return ImGuiKey_T; 539 case 'U': return ImGuiKey_U; 540 case 'V': return ImGuiKey_V; 541 case 'W': return ImGuiKey_W; 542 case 'X': return ImGuiKey_X; 543 case 'Y': return ImGuiKey_Y; 544 case 'Z': return ImGuiKey_Z; 545 case VK_F1: return ImGuiKey_F1; 546 case VK_F2: return ImGuiKey_F2; 547 case VK_F3: return ImGuiKey_F3; 548 case VK_F4: return ImGuiKey_F4; 549 case VK_F5: return ImGuiKey_F5; 550 case VK_F6: return ImGuiKey_F6; 551 case VK_F7: return ImGuiKey_F7; 552 case VK_F8: return ImGuiKey_F8; 553 case VK_F9: return ImGuiKey_F9; 554 case VK_F10: return ImGuiKey_F10; 555 case VK_F11: return ImGuiKey_F11; 556 case VK_F12: return ImGuiKey_F12; 557 default: return ImGuiKey_None; 558 } 559 } 560 561 // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. 562 #ifndef WM_MOUSEHWHEEL 563 #define WM_MOUSEHWHEEL 0x020E 564 #endif 565 #ifndef DBT_DEVNODES_CHANGED 566 #define DBT_DEVNODES_CHANGED 0x0007 567 #endif 568 569 // Win32 message handler (process Win32 mouse/keyboard inputs, etc.) 570 // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. 571 // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. 572 // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. 573 // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. 574 // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. 575 // 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. 576 // 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. 577 #if 0 578 // Copy this line into your .cpp file to forward declare the function. 579 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); 580 #endif 581 IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) 582 { 583 if (ImGui::GetCurrentContext() == nullptr) 584 return 0; 585 586 ImGuiIO& io = ImGui::GetIO(); 587 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); 588 589 switch (msg) 590 { 591 case WM_MOUSEMOVE: 592 case WM_NCMOUSEMOVE: 593 { 594 // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events 595 const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; 596 bd->MouseHwnd = hwnd; 597 if (bd->MouseTrackedArea != area) 598 { 599 TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; 600 TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 }; 601 if (bd->MouseTrackedArea != 0) 602 ::TrackMouseEvent(&tme_cancel); 603 ::TrackMouseEvent(&tme_track); 604 bd->MouseTrackedArea = area; 605 } 606 POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; 607 bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0; 608 if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates. 609 ::ClientToScreen(hwnd, &mouse_pos); 610 if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates. 611 ::ScreenToClient(hwnd, &mouse_pos); 612 io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); 613 break; 614 } 615 case WM_MOUSELEAVE: 616 case WM_NCMOUSELEAVE: 617 { 618 const int area = (msg == WM_MOUSELEAVE) ? 1 : 2; 619 if (bd->MouseTrackedArea == area) 620 { 621 if (bd->MouseHwnd == hwnd) 622 bd->MouseHwnd = nullptr; 623 bd->MouseTrackedArea = 0; 624 io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); 625 } 626 break; 627 } 628 case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: 629 case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: 630 case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: 631 case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: 632 { 633 int button = 0; 634 if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } 635 if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } 636 if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } 637 if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } 638 if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) 639 ::SetCapture(hwnd); 640 bd->MouseButtonsDown |= 1 << button; 641 io.AddMouseButtonEvent(button, true); 642 return 0; 643 } 644 case WM_LBUTTONUP: 645 case WM_RBUTTONUP: 646 case WM_MBUTTONUP: 647 case WM_XBUTTONUP: 648 { 649 int button = 0; 650 if (msg == WM_LBUTTONUP) { button = 0; } 651 if (msg == WM_RBUTTONUP) { button = 1; } 652 if (msg == WM_MBUTTONUP) { button = 2; } 653 if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } 654 bd->MouseButtonsDown &= ~(1 << button); 655 if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) 656 ::ReleaseCapture(); 657 io.AddMouseButtonEvent(button, false); 658 return 0; 659 } 660 case WM_MOUSEWHEEL: 661 io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); 662 return 0; 663 case WM_MOUSEHWHEEL: 664 io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); 665 return 0; 666 case WM_KEYDOWN: 667 case WM_KEYUP: 668 case WM_SYSKEYDOWN: 669 case WM_SYSKEYUP: 670 { 671 const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); 672 if (wParam < 256) 673 { 674 // Submit modifiers 675 ImGui_ImplWin32_UpdateKeyModifiers(); 676 677 // Obtain virtual key code 678 // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.) 679 int vk = (int)wParam; 680 if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) 681 vk = IM_VK_KEYPAD_ENTER; 682 683 // Submit key event 684 const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk); 685 const int scancode = (int)LOBYTE(HIWORD(lParam)); 686 if (key != ImGuiKey_None) 687 ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode); 688 689 // Submit individual left/right modifier events 690 if (vk == VK_SHIFT) 691 { 692 // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() 693 if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } 694 if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } 695 } 696 else if (vk == VK_CONTROL) 697 { 698 if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } 699 if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } 700 } 701 else if (vk == VK_MENU) 702 { 703 if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } 704 if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } 705 } 706 } 707 return 0; 708 } 709 case WM_SETFOCUS: 710 case WM_KILLFOCUS: 711 io.AddFocusEvent(msg == WM_SETFOCUS); 712 return 0; 713 case WM_CHAR: 714 if (::IsWindowUnicode(hwnd)) 715 { 716 // You can also use ToAscii()+GetKeyboardState() to retrieve characters. 717 if (wParam > 0 && wParam < 0x10000) 718 io.AddInputCharacterUTF16((unsigned short)wParam); 719 } 720 else 721 { 722 wchar_t wch = 0; 723 ::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); 724 io.AddInputCharacter(wch); 725 } 726 return 0; 727 case WM_SETCURSOR: 728 // This is required to restore cursor when transitioning from e.g resize borders to client area. 729 if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) 730 return 1; 731 return 0; 732 case WM_DEVICECHANGE: 733 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 734 if ((UINT)wParam == DBT_DEVNODES_CHANGED) 735 bd->WantUpdateHasGamepad = true; 736 #endif 737 return 0; 738 case WM_DISPLAYCHANGE: 739 bd->WantUpdateMonitors = true; 740 return 0; 741 } 742 return 0; 743 } 744 745 746 //-------------------------------------------------------------------------------------------------------- 747 // DPI-related helpers (optional) 748 //-------------------------------------------------------------------------------------------------------- 749 // - Use to enable DPI awareness without having to create an application manifest. 750 // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. 751 // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. 752 // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, 753 // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. 754 //--------------------------------------------------------------------------------------------------------- 755 // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. 756 // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. 757 // If you are trying to implement your own backend for your own engine, you may ignore that noise. 758 //--------------------------------------------------------------------------------------------------------- 759 760 // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they 761 // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 762 static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) 763 { 764 typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); 765 static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; 766 if (RtlVerifyVersionInfoFn == nullptr) 767 if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) 768 RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); 769 if (RtlVerifyVersionInfoFn == nullptr) 770 return FALSE; 771 772 RTL_OSVERSIONINFOEXW versionInfo = { }; 773 ULONGLONG conditionMask = 0; 774 versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); 775 versionInfo.dwMajorVersion = major; 776 versionInfo.dwMinorVersion = minor; 777 VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); 778 VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); 779 return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; 780 } 781 782 #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA 783 #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 784 #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE 785 #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 786 787 #ifndef DPI_ENUMS_DECLARED 788 typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; 789 typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; 790 #endif 791 #ifndef _DPI_AWARENESS_CONTEXTS_ 792 DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); 793 #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 794 #endif 795 #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 796 #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 797 #endif 798 typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ 799 typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ 800 typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) 801 802 // Helper function to enable DPI awareness without setting up a manifest 803 void ImGui_ImplWin32_EnableDpiAwareness() 804 { 805 // Make sure monitors will be updated with latest correct scaling 806 if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData()) 807 bd->WantUpdateMonitors = true; 808 809 if (_IsWindows10OrGreater()) 810 { 811 static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process 812 if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) 813 { 814 SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); 815 return; 816 } 817 } 818 if (_IsWindows8Point1OrGreater()) 819 { 820 static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process 821 if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) 822 { 823 SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); 824 return; 825 } 826 } 827 #if _WIN32_WINNT >= 0x0600 828 ::SetProcessDPIAware(); 829 #endif 830 } 831 832 #if defined(_MSC_VER) && !defined(NOGDI) 833 #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' 834 #endif 835 836 float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) 837 { 838 UINT xdpi = 96, ydpi = 96; 839 if (_IsWindows8Point1OrGreater()) 840 { 841 static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process 842 static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; 843 if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) 844 GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); 845 if (GetDpiForMonitorFn != nullptr) 846 { 847 GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); 848 IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! 849 return xdpi / 96.0f; 850 } 851 } 852 #ifndef NOGDI 853 const HDC dc = ::GetDC(nullptr); 854 xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); 855 ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); 856 IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! 857 ::ReleaseDC(nullptr, dc); 858 #endif 859 return xdpi / 96.0f; 860 } 861 862 float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) 863 { 864 HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); 865 return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); 866 } 867 868 //-------------------------------------------------------------------------------------------------------- 869 // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT 870 // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. 871 // 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.. 872 //-------------------------------------------------------------------------------------------------------- 873 874 // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. 875 struct ImGui_ImplWin32_ViewportData 876 { 877 HWND Hwnd; 878 bool HwndOwned; 879 DWORD DwStyle; 880 DWORD DwExStyle; 881 882 ImGui_ImplWin32_ViewportData() { Hwnd = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; } 883 ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); } 884 }; 885 886 static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style) 887 { 888 if (flags & ImGuiViewportFlags_NoDecoration) 889 *out_style = WS_POPUP; 890 else 891 *out_style = WS_OVERLAPPEDWINDOW; 892 893 if (flags & ImGuiViewportFlags_NoTaskBarIcon) 894 *out_ex_style = WS_EX_TOOLWINDOW; 895 else 896 *out_ex_style = WS_EX_APPWINDOW; 897 898 if (flags & ImGuiViewportFlags_TopMost) 899 *out_ex_style |= WS_EX_TOPMOST; 900 } 901 902 static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) 903 { 904 ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); 905 viewport->PlatformUserData = vd; 906 907 // Select style and parent window 908 ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle); 909 HWND parent_window = nullptr; 910 if (viewport->ParentViewportId != 0) 911 if (ImGuiViewport* parent_viewport = ImGui::FindViewportByID(viewport->ParentViewportId)) 912 parent_window = (HWND)parent_viewport->PlatformHandle; 913 914 // Create window 915 RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; 916 ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); 917 vd->Hwnd = ::CreateWindowEx( 918 vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name 919 rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area 920 parent_window, nullptr, ::GetModuleHandle(nullptr), nullptr); // Parent window, Menu, Instance, Param 921 vd->HwndOwned = true; 922 viewport->PlatformRequestResize = false; 923 viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd; 924 } 925 926 static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) 927 { 928 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); 929 if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData) 930 { 931 if (::GetCapture() == vd->Hwnd) 932 { 933 // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. 934 ::ReleaseCapture(); 935 ::SetCapture(bd->hWnd); 936 } 937 if (vd->Hwnd && vd->HwndOwned) 938 ::DestroyWindow(vd->Hwnd); 939 vd->Hwnd = nullptr; 940 IM_DELETE(vd); 941 } 942 viewport->PlatformUserData = viewport->PlatformHandle = nullptr; 943 } 944 945 static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) 946 { 947 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; 948 IM_ASSERT(vd->Hwnd != 0); 949 if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) 950 ::ShowWindow(vd->Hwnd, SW_SHOWNA); 951 else 952 ::ShowWindow(vd->Hwnd, SW_SHOW); 953 } 954 955 static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) 956 { 957 // (Optional) Update Win32 style if it changed _after_ creation. 958 // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful. 959 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; 960 IM_ASSERT(vd->Hwnd != 0); 961 DWORD new_style; 962 DWORD new_ex_style; 963 ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style); 964 965 // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows) 966 if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style) 967 { 968 // (Optional) Update TopMost state if it changed _after_ creation 969 bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST); 970 HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0; 971 UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER; 972 973 // Apply flags and position (since it is affected by flags) 974 vd->DwStyle = new_style; 975 vd->DwExStyle = new_ex_style; 976 ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle); 977 ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle); 978 RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; 979 ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen 980 ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); 981 ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style 982 viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; 983 } 984 } 985 986 static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport) 987 { 988 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; 989 IM_ASSERT(vd->Hwnd != 0); 990 POINT pos = { 0, 0 }; 991 ::ClientToScreen(vd->Hwnd, &pos); 992 return ImVec2((float)pos.x, (float)pos.y); 993 } 994 995 static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) 996 { 997 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; 998 IM_ASSERT(vd->Hwnd != 0); 999 RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y }; 1000 ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); 1001 ::SetWindowPos(vd->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); 1002 } 1003 1004 static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport) 1005 { 1006 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; 1007 IM_ASSERT(vd->Hwnd != 0); 1008 RECT rect; 1009 ::GetClientRect(vd->Hwnd, &rect); 1010 return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top)); 1011 } 1012 1013 static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) 1014 { 1015 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; 1016 IM_ASSERT(vd->Hwnd != 0); 1017 RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y }; 1018 ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen 1019 ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); 1020 } 1021 1022 static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport) 1023 { 1024 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; 1025 IM_ASSERT(vd->Hwnd != 0); 1026 ::BringWindowToTop(vd->Hwnd); 1027 ::SetForegroundWindow(vd->Hwnd); 1028 ::SetFocus(vd->Hwnd); 1029 } 1030 1031 static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) 1032 { 1033 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; 1034 IM_ASSERT(vd->Hwnd != 0); 1035 return ::GetForegroundWindow() == vd->Hwnd; 1036 } 1037 1038 static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) 1039 { 1040 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; 1041 IM_ASSERT(vd->Hwnd != 0); 1042 return ::IsIconic(vd->Hwnd) != 0; 1043 } 1044 1045 static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) 1046 { 1047 // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. 1048 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; 1049 IM_ASSERT(vd->Hwnd != 0); 1050 int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0); 1051 ImVector<wchar_t> title_w; 1052 title_w.resize(n); 1053 ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); 1054 ::SetWindowTextW(vd->Hwnd, title_w.Data); 1055 } 1056 1057 static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) 1058 { 1059 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; 1060 IM_ASSERT(vd->Hwnd != 0); 1061 IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); 1062 if (alpha < 1.0f) 1063 { 1064 DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; 1065 ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style); 1066 ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); 1067 } 1068 else 1069 { 1070 DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; 1071 ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style); 1072 } 1073 } 1074 1075 static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport) 1076 { 1077 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; 1078 IM_ASSERT(vd->Hwnd != 0); 1079 return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd); 1080 } 1081 1082 // FIXME-DPI: Testing DPI related ideas 1083 static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport) 1084 { 1085 (void)viewport; 1086 #if 0 1087 ImGuiStyle default_style; 1088 //default_style.WindowPadding = ImVec2(0, 0); 1089 //default_style.WindowBorderSize = 0.0f; 1090 //default_style.ItemSpacing.y = 3.0f; 1091 //default_style.FramePadding = ImVec2(0, 0); 1092 default_style.ScaleAllSizes(viewport->DpiScale); 1093 ImGuiStyle& style = ImGui::GetStyle(); 1094 style = default_style; 1095 #endif 1096 } 1097 1098 static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) 1099 { 1100 if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) 1101 return true; 1102 1103 if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd)) 1104 { 1105 switch (msg) 1106 { 1107 case WM_CLOSE: 1108 viewport->PlatformRequestClose = true; 1109 return 0; 1110 case WM_MOVE: 1111 viewport->PlatformRequestMove = true; 1112 break; 1113 case WM_SIZE: 1114 viewport->PlatformRequestResize = true; 1115 break; 1116 case WM_MOUSEACTIVATE: 1117 if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick) 1118 return MA_NOACTIVATE; 1119 break; 1120 case WM_NCHITTEST: 1121 // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional). 1122 // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. 1123 // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in 1124 // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. 1125 if (viewport->Flags & ImGuiViewportFlags_NoInputs) 1126 return HTTRANSPARENT; 1127 break; 1128 } 1129 } 1130 1131 return DefWindowProc(hWnd, msg, wParam, lParam); 1132 } 1133 1134 static void ImGui_ImplWin32_InitPlatformInterface() 1135 { 1136 WNDCLASSEX wcex; 1137 wcex.cbSize = sizeof(WNDCLASSEX); 1138 wcex.style = CS_HREDRAW | CS_VREDRAW; 1139 wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; 1140 wcex.cbClsExtra = 0; 1141 wcex.cbWndExtra = 0; 1142 wcex.hInstance = ::GetModuleHandle(nullptr); 1143 wcex.hIcon = nullptr; 1144 wcex.hCursor = nullptr; 1145 wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); 1146 wcex.lpszMenuName = nullptr; 1147 wcex.lpszClassName = _T("ImGui Platform"); 1148 wcex.hIconSm = nullptr; 1149 ::RegisterClassEx(&wcex); 1150 1151 ImGui_ImplWin32_UpdateMonitors(); 1152 1153 // Register platform interface (will be coupled with a renderer interface) 1154 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); 1155 platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow; 1156 platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow; 1157 platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow; 1158 platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos; 1159 platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos; 1160 platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize; 1161 platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; 1162 platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; 1163 platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; 1164 platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; 1165 platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; 1166 platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; 1167 platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; 1168 platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI 1169 platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI 1170 1171 // Register main window handle (which is owned by the main application, not by us) 1172 // 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. 1173 ImGuiViewport* main_viewport = ImGui::GetMainViewport(); 1174 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); 1175 ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); 1176 vd->Hwnd = bd->hWnd; 1177 vd->HwndOwned = false; 1178 main_viewport->PlatformUserData = vd; 1179 main_viewport->PlatformHandle = (void*)bd->hWnd; 1180 } 1181 1182 static void ImGui_ImplWin32_ShutdownPlatformInterface() 1183 { 1184 ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr)); 1185 ImGui::DestroyPlatformWindows(); 1186 } 1187 1188 //---------------------------------------------------------------------------------------------------------