| // 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: 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] |
| // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
| // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
| |
| // 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 <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM() |
| #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) |
| // 2022-01-XX: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). |
| // 2022-01-12: 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. |
| // 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. |
| // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. |
| // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. |
| // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. |
| // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window 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; |
| int MouseButtonsDown; |
| 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; |
| |
| // Set platform dependent data in viewport |
| ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd; |
| |
| // 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 bool IsVkDown(int vk) |
| { |
| return (::GetKeyState(vk) & 0x8000) != 0; |
| } |
| |
| static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| io.AddKeyEvent(key, down); |
| io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) |
| IM_UNUSED(native_scancode); |
| } |
| |
| static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds() |
| { |
| // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. |
| if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) |
| ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT); |
| if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) |
| ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT); |
| |
| // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). |
| if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) |
| ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN); |
| if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) |
| ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN); |
| } |
| |
| static void ImGui_ImplWin32_UpdateKeyModifiers() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| ImGuiKeyModFlags key_mods = |
| ((IsVkDown(VK_LCONTROL) || IsVkDown(VK_RCONTROL)) ? ImGuiKeyModFlags_Ctrl : 0) | |
| ((IsVkDown(VK_LSHIFT) || IsVkDown(VK_RSHIFT)) ? ImGuiKeyModFlags_Shift : 0) | |
| ((IsVkDown(VK_LMENU) || IsVkDown(VK_RMENU)) ? ImGuiKeyModFlags_Alt : 0) | |
| ((IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)) ? ImGuiKeyModFlags_Super : 0); |
| io.AddKeyModsEvent(key_mods); |
| } |
| |
| static void ImGui_ImplWin32_UpdateMouseData() |
| { |
| ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); |
| ImGuiIO& io = ImGui::GetIO(); |
| IM_ASSERT(bd->hWnd != 0); |
| |
| const bool is_app_focused = (::GetForegroundWindow() == bd->hWnd); |
| if (is_app_focused) |
| { |
| // (Optional) 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)io.MousePos.x, (int)io.MousePos.y }; |
| if (::ClientToScreen(bd->hWnd, &pos)) |
| ::SetCursorPos(pos.x, pos.y); |
| } |
| |
| // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) |
| if (!io.WantSetMousePos && !bd->MouseTracked) |
| { |
| POINT pos; |
| if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos)) |
| io.AddMousePosEvent((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_UpdateMouseData(); |
| |
| // Process workarounds for known Windows key handling issues |
| ImGui_ImplWin32_ProcessKeyEventsWorkarounds(); |
| |
| // Update key modifiers |
| ImGui_ImplWin32_UpdateKeyModifiers(); |
| |
| // 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(); |
| } |
| |
| // 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) |
| #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256) |
| |
| // Map VK_xxx to ImGuiKey_xxx. |
| static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) |
| { |
| switch (wParam) |
| { |
| case VK_TAB: return ImGuiKey_Tab; |
| case VK_LEFT: return ImGuiKey_LeftArrow; |
| case VK_RIGHT: return ImGuiKey_RightArrow; |
| case VK_UP: return ImGuiKey_UpArrow; |
| case VK_DOWN: return ImGuiKey_DownArrow; |
| case VK_PRIOR: return ImGuiKey_PageUp; |
| case VK_NEXT: return ImGuiKey_PageDown; |
| case VK_HOME: return ImGuiKey_Home; |
| case VK_END: return ImGuiKey_End; |
| case VK_INSERT: return ImGuiKey_Insert; |
| case VK_DELETE: return ImGuiKey_Delete; |
| case VK_BACK: return ImGuiKey_Backspace; |
| case VK_SPACE: return ImGuiKey_Space; |
| case VK_RETURN: return ImGuiKey_Enter; |
| case VK_ESCAPE: return ImGuiKey_Escape; |
| case VK_OEM_7: return ImGuiKey_Apostrophe; |
| case VK_OEM_COMMA: return ImGuiKey_Comma; |
| case VK_OEM_MINUS: return ImGuiKey_Minus; |
| case VK_OEM_PERIOD: return ImGuiKey_Period; |
| case VK_OEM_2: return ImGuiKey_Slash; |
| case VK_OEM_1: return ImGuiKey_Semicolon; |
| case VK_OEM_PLUS: return ImGuiKey_Equal; |
| case VK_OEM_4: return ImGuiKey_LeftBracket; |
| case VK_OEM_5: return ImGuiKey_Backslash; |
| case VK_OEM_6: return ImGuiKey_RightBracket; |
| case VK_OEM_3: return ImGuiKey_GraveAccent; |
| case VK_CAPITAL: return ImGuiKey_CapsLock; |
| case VK_SCROLL: return ImGuiKey_ScrollLock; |
| case VK_NUMLOCK: return ImGuiKey_NumLock; |
| case VK_SNAPSHOT: return ImGuiKey_PrintScreen; |
| case VK_PAUSE: return ImGuiKey_Pause; |
| case VK_NUMPAD0: return ImGuiKey_Keypad0; |
| case VK_NUMPAD1: return ImGuiKey_Keypad1; |
| case VK_NUMPAD2: return ImGuiKey_Keypad2; |
| case VK_NUMPAD3: return ImGuiKey_Keypad3; |
| case VK_NUMPAD4: return ImGuiKey_Keypad4; |
| case VK_NUMPAD5: return ImGuiKey_Keypad5; |
| case VK_NUMPAD6: return ImGuiKey_Keypad6; |
| case VK_NUMPAD7: return ImGuiKey_Keypad7; |
| case VK_NUMPAD8: return ImGuiKey_Keypad8; |
| case VK_NUMPAD9: return ImGuiKey_Keypad9; |
| case VK_DECIMAL: return ImGuiKey_KeypadDecimal; |
| case VK_DIVIDE: return ImGuiKey_KeypadDivide; |
| case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; |
| case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; |
| case VK_ADD: return ImGuiKey_KeypadAdd; |
| case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter; |
| case VK_LSHIFT: return ImGuiKey_LeftShift; |
| case VK_LCONTROL: return ImGuiKey_LeftControl; |
| case VK_LMENU: return ImGuiKey_LeftAlt; |
| case VK_LWIN: return ImGuiKey_LeftSuper; |
| case VK_RSHIFT: return ImGuiKey_RightShift; |
| case VK_RCONTROL: return ImGuiKey_RightControl; |
| case VK_RMENU: return ImGuiKey_RightAlt; |
| case VK_RWIN: return ImGuiKey_RightSuper; |
| case VK_APPS: return ImGuiKey_Menu; |
| case '0': return ImGuiKey_0; |
| case '1': return ImGuiKey_1; |
| case '2': return ImGuiKey_2; |
| case '3': return ImGuiKey_3; |
| case '4': return ImGuiKey_4; |
| case '5': return ImGuiKey_5; |
| case '6': return ImGuiKey_6; |
| case '7': return ImGuiKey_7; |
| case '8': return ImGuiKey_8; |
| case '9': return ImGuiKey_9; |
| case 'A': return ImGuiKey_A; |
| case 'B': return ImGuiKey_B; |
| case 'C': return ImGuiKey_C; |
| case 'D': return ImGuiKey_D; |
| case 'E': return ImGuiKey_E; |
| case 'F': return ImGuiKey_F; |
| case 'G': return ImGuiKey_G; |
| case 'H': return ImGuiKey_H; |
| case 'I': return ImGuiKey_I; |
| case 'J': return ImGuiKey_J; |
| case 'K': return ImGuiKey_K; |
| case 'L': return ImGuiKey_L; |
| case 'M': return ImGuiKey_M; |
| case 'N': return ImGuiKey_N; |
| case 'O': return ImGuiKey_O; |
| case 'P': return ImGuiKey_P; |
| case 'Q': return ImGuiKey_Q; |
| case 'R': return ImGuiKey_R; |
| case 'S': return ImGuiKey_S; |
| case 'T': return ImGuiKey_T; |
| case 'U': return ImGuiKey_U; |
| case 'V': return ImGuiKey_V; |
| case 'W': return ImGuiKey_W; |
| case 'X': return ImGuiKey_X; |
| case 'Y': return ImGuiKey_Y; |
| case 'Z': return ImGuiKey_Z; |
| case VK_F1: return ImGuiKey_F1; |
| case VK_F2: return ImGuiKey_F2; |
| case VK_F3: return ImGuiKey_F3; |
| case VK_F4: return ImGuiKey_F4; |
| case VK_F5: return ImGuiKey_F5; |
| case VK_F6: return ImGuiKey_F6; |
| case VK_F7: return ImGuiKey_F7; |
| case VK_F8: return ImGuiKey_F8; |
| case VK_F9: return ImGuiKey_F9; |
| case VK_F10: return ImGuiKey_F10; |
| case VK_F11: return ImGuiKey_F11; |
| case VK_F12: return ImGuiKey_F12; |
| default: return ImGuiKey_None; |
| } |
| } |
| |
| // 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; |
| } |
| io.AddMousePosEvent((float)GET_X_LPARAM(lParam), (float)GET_Y_LPARAM(lParam)); |
| break; |
| case WM_MOUSELEAVE: |
| if (bd->MouseHwnd == hwnd) |
| bd->MouseHwnd = NULL; |
| bd->MouseTracked = false; |
| io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); |
| 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 (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL) |
| ::SetCapture(hwnd); |
| bd->MouseButtonsDown |= 1 << button; |
| io.AddMouseButtonEvent(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; } |
| bd->MouseButtonsDown &= ~(1 << button); |
| if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) |
| ::ReleaseCapture(); |
| io.AddMouseButtonEvent(button, false); |
| return 0; |
| } |
| case WM_MOUSEWHEEL: |
| io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); |
| return 0; |
| case WM_MOUSEHWHEEL: |
| io.AddMouseWheelEvent((float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); |
| return 0; |
| case WM_KEYDOWN: |
| case WM_KEYUP: |
| case WM_SYSKEYDOWN: |
| case WM_SYSKEYUP: |
| { |
| const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); |
| |
| if (wParam < 256) |
| { |
| // Obtain virtual key code |
| // (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.) |
| int vk = (int)wParam; |
| if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) |
| vk = IM_VK_KEYPAD_ENTER; |
| |
| // Submit key event |
| const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk); |
| const int scancode = (int)LOBYTE(HIWORD(lParam)); |
| if (key != ImGuiKey_None) |
| ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode); |
| |
| // Submit individual left/right modifier events |
| if (vk == VK_SHIFT) |
| { |
| // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() |
| if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } |
| if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } |
| } |
| else if (vk == VK_CONTROL) |
| { |
| if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftControl, is_key_down, VK_LCONTROL, scancode); } |
| if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightControl, is_key_down, VK_RCONTROL, scancode); } |
| } |
| else if (vk == VK_MENU) |
| { |
| if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } |
| if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } |
| } |
| } |
| 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); |
| } |
| } |
| |
| //--------------------------------------------------------------------------------------------------------- |