| // dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) |
| // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) |
| |
| // Implemented features: |
| // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) |
| // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
| // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). |
| // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
| // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
| |
| // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
| // Read online: https://github.com/ocornut/imgui/tree/master/docs |
| |
| #include "imgui.h" |
| #include "imgui_impl_win32.h" |
| #ifndef WIN32_LEAN_AND_MEAN |
| #define WIN32_LEAN_AND_MEAN |
| #endif |
| #include <windows.h> |
| #include <tchar.h> |
| |
| // Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7) |
| #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD |
| #include <XInput.h> |
| #else |
| #define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT |
| #endif |
| #if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT) |
| #pragma comment(lib, "xinput") |
| //#pragma comment(lib, "Xinput9_1_0") |
| #endif |
| |
| // CHANGELOG |
| // (minor and older changes stripped away, please see git history for details) |
| // 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
| // 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. |
| |
| // Win32 Data |
| static HWND g_hWnd = NULL; |
| static INT64 g_Time = 0; |
| static INT64 g_TicksPerSecond = 0; |
| static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; |
| static bool g_HasGamepad = false; |
| static bool g_WantUpdateHasGamepad = true; |
| static bool g_WantUpdateMonitors = true; |
| |
| // Forward Declarations |
| static void ImGui_ImplWin32_InitPlatformInterface(); |
| static void ImGui_ImplWin32_ShutdownPlatformInterface(); |
| static void ImGui_ImplWin32_UpdateMonitors(); |
| |
| // Functions |
| bool ImGui_ImplWin32_Init(void* hwnd) |
| { |
| if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond)) |
| return false; |
| if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time)) |
| return false; |
| |
| // Setup backend capabilities flags |
| ImGuiIO& io = ImGui::GetIO(); |
| io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
| io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) |
| io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) |
| io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) |
| io.BackendPlatformName = "imgui_impl_win32"; |
| |
| // Our mouse update function expect PlatformHandle to be filled for the main viewport |
| g_hWnd = (HWND)hwnd; |
| ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd; |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| ImGui_ImplWin32_InitPlatformInterface(); |
| |
| // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. |
| io.KeyMap[ImGuiKey_Tab] = VK_TAB; |
| io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; |
| io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; |
| io.KeyMap[ImGuiKey_UpArrow] = VK_UP; |
| io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; |
| io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; |
| io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; |
| io.KeyMap[ImGuiKey_Home] = VK_HOME; |
| io.KeyMap[ImGuiKey_End] = VK_END; |
| io.KeyMap[ImGuiKey_Insert] = VK_INSERT; |
| io.KeyMap[ImGuiKey_Delete] = VK_DELETE; |
| io.KeyMap[ImGuiKey_Backspace] = VK_BACK; |
| io.KeyMap[ImGuiKey_Space] = VK_SPACE; |
| io.KeyMap[ImGuiKey_Enter] = VK_RETURN; |
| io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; |
| io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN; |
| io.KeyMap[ImGuiKey_A] = 'A'; |
| io.KeyMap[ImGuiKey_C] = 'C'; |
| io.KeyMap[ImGuiKey_V] = 'V'; |
| io.KeyMap[ImGuiKey_X] = 'X'; |
| io.KeyMap[ImGuiKey_Y] = 'Y'; |
| io.KeyMap[ImGuiKey_Z] = 'Z'; |
| |
| return true; |
| } |
| |
| void ImGui_ImplWin32_Shutdown() |
| { |
| ImGui_ImplWin32_ShutdownPlatformInterface(); |
| g_hWnd = (HWND)0; |
| } |
| |
| 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; |
| } |
| |
| // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) |
| // Because of that, it is a little more complicated than your typical single-viewport binding code! |
| static void ImGui_ImplWin32_UpdateMousePos() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
| // (When multi-viewports are enabled, all imgui positions are same as OS positions) |
| if (io.WantSetMousePos) |
| { |
| POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; |
| if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0 || ::ClientToScreen(g_hWnd, &pos)) |
| ::ClientToScreen(g_hWnd, &pos); |
| ::SetCursorPos(pos.x, pos.y); |
| } |
| |
| io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
| io.MouseHoveredViewport = 0; |
| |
| // Set imgui mouse position |
| POINT mouse_screen_pos; |
| if (!::GetCursorPos(&mouse_screen_pos)) |
| return; |
| if (HWND focused_hwnd = ::GetForegroundWindow()) |
| { |
| if (::IsChild(focused_hwnd, g_hWnd)) |
| focused_hwnd = g_hWnd; |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| { |
| // 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) |
| // This is the position you can get with GetCursorPos(). In theory adding viewport->Pos is also the reverse operation of doing ScreenToClient(). |
| if (ImGui::FindViewportByPlatformHandle((void*)focused_hwnd) != NULL) |
| io.MousePos = ImVec2((float)mouse_screen_pos.x, (float)mouse_screen_pos.y); |
| } |
| else |
| { |
| // 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.) |
| // This is the position you can get with GetCursorPos() + ScreenToClient() or from WM_MOUSEMOVE. |
| if (focused_hwnd == g_hWnd) |
| { |
| POINT mouse_client_pos = mouse_screen_pos; |
| ::ScreenToClient(focused_hwnd, &mouse_client_pos); |
| io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y); |
| } |
| } |
| } |
| |
| // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering. |
| // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because |
| // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows). |
| // - This is _regardless_ of whether another viewport is focused or being dragged from. |
| // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the |
| // rectangles and last focused time of every viewports it knows about. It will be unaware of foreign windows that may be sitting between or over your windows. |
| if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) |
| if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd)) |
| if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated? |
| io.MouseHoveredViewport = viewport->ID; |
| } |
| |
| // Gamepad navigation mapping |
| static void ImGui_ImplWin32_UpdateGamepads() |
| { |
| #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD |
| ImGuiIO& io = ImGui::GetIO(); |
| 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 (g_WantUpdateHasGamepad) |
| { |
| XINPUT_CAPABILITIES caps; |
| g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); |
| g_WantUpdateHasGamepad = false; |
| } |
| |
| XINPUT_STATE xinput_state; |
| io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; |
| if (g_HasGamepad && 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 |
| } |
| |
| static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM) |
| { |
| MONITORINFO info = { 0 }; |
| info.cbSize = sizeof(MONITORINFO); |
| if (!::GetMonitorInfo(monitor, &info)) |
| return TRUE; |
| ImGuiPlatformMonitor imgui_monitor; |
| imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top); |
| imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top)); |
| imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top); |
| imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top)); |
| imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); |
| ImGuiPlatformIO& io = ImGui::GetPlatformIO(); |
| if (info.dwFlags & MONITORINFOF_PRIMARY) |
| io.Monitors.push_front(imgui_monitor); |
| else |
| io.Monitors.push_back(imgui_monitor); |
| return TRUE; |
| } |
| |
| static void ImGui_ImplWin32_UpdateMonitors() |
| { |
| ImGui::GetPlatformIO().Monitors.resize(0); |
| ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL); |
| g_WantUpdateMonitors = false; |
| } |
| |
| void ImGui_ImplWin32_NewFrame() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); |
| |
| // Setup display size (every frame to accommodate for window resizing) |
| RECT rect = { 0, 0, 0, 0 }; |
| ::GetClientRect(g_hWnd, &rect); |
| io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); |
| if (g_WantUpdateMonitors) |
| ImGui_ImplWin32_UpdateMonitors(); |
| |
| // Setup time step |
| INT64 current_time = 0; |
| ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); |
| io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; |
| g_Time = current_time; |
| |
| // Read keyboard modifiers inputs |
| io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; |
| io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; |
| io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; |
| io.KeySuper = false; |
| // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. |
| |
| // Update OS mouse position |
| ImGui_ImplWin32_UpdateMousePos(); |
| |
| // Update OS mouse cursor with the cursor requested by imgui |
| ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); |
| if (g_LastMouseCursor != mouse_cursor) |
| { |
| g_LastMouseCursor = mouse_cursor; |
| ImGui_ImplWin32_UpdateMouseCursor(); |
| } |
| |
| // Update game controllers (if enabled and available) |
| ImGui_ImplWin32_UpdateGamepads(); |
| } |
| |
| // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. |
| #ifndef WM_MOUSEHWHEEL |
| #define WM_MOUSEHWHEEL 0x020E |
| #endif |
| #ifndef DBT_DEVNODES_CHANGED |
| #define DBT_DEVNODES_CHANGED 0x0007 |
| #endif |
| |
| // Win32 message handler (process Win32 mouse/keyboard inputs, etc.) |
| // Call from your application's message handler. |
| // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. |
| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. |
| // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. |
| // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. |
| // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. |
| #if 0 |
| // Copy this line into your .cpp file to forward declare the function. |
| extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
| #endif |
| IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) |
| { |
| if (ImGui::GetCurrentContext() == NULL) |
| return 0; |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| switch (msg) |
| { |
| case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: |
| case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: |
| case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: |
| case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: |
| { |
| int button = 0; |
| if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } |
| if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } |
| if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } |
| if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } |
| if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) |
| ::SetCapture(hwnd); |
| io.MouseDown[button] = true; |
| return 0; |
| } |
| case WM_LBUTTONUP: |
| case WM_RBUTTONUP: |
| case WM_MBUTTONUP: |
| case WM_XBUTTONUP: |
| { |
| int button = 0; |
| if (msg == WM_LBUTTONUP) { button = 0; } |
| if (msg == WM_RBUTTONUP) { button = 1; } |
| if (msg == WM_MBUTTONUP) { button = 2; } |
| if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } |
| io.MouseDown[button] = false; |
| if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) |
| ::ReleaseCapture(); |
| return 0; |
| } |
| case WM_MOUSEWHEEL: |
| io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; |
| return 0; |
| case WM_MOUSEHWHEEL: |
| io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; |
| return 0; |
| case WM_KEYDOWN: |
| case WM_SYSKEYDOWN: |
| if (wParam < 256) |
| io.KeysDown[wParam] = 1; |
| return 0; |
| case WM_KEYUP: |
| case WM_SYSKEYUP: |
| if (wParam < 256) |
| io.KeysDown[wParam] = 0; |
| 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) |
| g_WantUpdateHasGamepad = true; |
| return 0; |
| case WM_DISPLAYCHANGE: |
| g_WantUpdateMonitors = 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. |
| //--------------------------------------------------------------------------------------------------------- |
| |
| // Implement some of the functions and types normally declared in recent Windows SDK. |
| #if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS) |
| static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp) |
| { |
| OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 }; |
| DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR; |
| ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL); |
| cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL); |
| cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL); |
| return ::VerifyVersionInfoW(&osvi, mask, cond); |
| } |
| #define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE |
| #endif |
| |
| #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() |
| { |
| // Make sure monitors will be updated with latest correct scaling |
| g_WantUpdateMonitors = true; |
| |
| // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer! |
| { |
| 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() |
| #endif |
| |
| float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) |
| { |
| UINT xdpi = 96, ydpi = 96; |
| static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater(); |
| if (bIsWindows8Point1OrGreater) |
| { |
| static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process |
| if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor")) |
| GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); |
| } |
| #ifndef NOGDI |
| else |
| { |
| const HDC dc = ::GetDC(NULL); |
| xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); |
| ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); |
| ::ReleaseDC(NULL, dc); |
| } |
| #endif |
| IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! |
| return xdpi / 96.0f; |
| } |
| |
| float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) |
| { |
| HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); |
| return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); |
| } |
| |
| |
| //-------------------------------------------------------------------------------------------------------- |
| // IME (Input Method Editor) basic support for e.g. Asian language users |
| //-------------------------------------------------------------------------------------------------------- |
| |
| #if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have Win32 functions |
| #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS |
| #endif |
| |
| #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) |
| #define HAS_WIN32_IME 1 |
| #include <imm.h> |
| #ifdef _MSC_VER |
| #pragma comment(lib, "imm32") |
| #endif |
| static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos) |
| { |
| COMPOSITIONFORM cf = { CFS_FORCE_POSITION,{ (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) },{ 0, 0, 0, 0 } }; |
| if (HWND hwnd = (HWND)viewport->PlatformHandle) |
| if (HIMC himc = ::ImmGetContext(hwnd)) |
| { |
| ::ImmSetCompositionWindow(himc, &cf); |
| ::ImmReleaseContext(hwnd, himc); |
| } |
| } |
| #else |
| #define HAS_WIN32_IME 0 |
| #endif |
| |
| //-------------------------------------------------------------------------------------------------------- |
| // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT |
| // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. |
| // 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.. |
| //-------------------------------------------------------------------------------------------------------- |
| |
| // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. |
| struct ImGuiViewportDataWin32 |
| { |
| HWND Hwnd; |
| bool HwndOwned; |
| DWORD DwStyle; |
| DWORD DwExStyle; |
| |
| ImGuiViewportDataWin32() { Hwnd = NULL; HwndOwned = false; DwStyle = DwExStyle = 0; } |
| ~ImGuiViewportDataWin32() { IM_ASSERT(Hwnd == NULL); } |
| }; |
| |
| static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style) |
| { |
| if (flags & ImGuiViewportFlags_NoDecoration) |
| *out_style = WS_POPUP; |
| else |
| *out_style = WS_OVERLAPPEDWINDOW; |
| |
| if (flags & ImGuiViewportFlags_NoTaskBarIcon) |
| *out_ex_style = WS_EX_TOOLWINDOW; |
| else |
| *out_ex_style = WS_EX_APPWINDOW; |
| |
| if (flags & ImGuiViewportFlags_TopMost) |
| *out_ex_style |= WS_EX_TOPMOST; |
| } |
| |
| static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)(); |
| viewport->PlatformUserData = data; |
| |
| // Select style and parent window |
| ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &data->DwStyle, &data->DwExStyle); |
| HWND parent_window = NULL; |
| if (viewport->ParentViewportId != 0) |
| if (ImGuiViewport* parent_viewport = ImGui::FindViewportByID(viewport->ParentViewportId)) |
| parent_window = (HWND)parent_viewport->PlatformHandle; |
| |
| // Create window |
| RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; |
| ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); |
| data->Hwnd = ::CreateWindowEx( |
| data->DwExStyle, _T("ImGui Platform"), _T("Untitled"), data->DwStyle, // Style, class name, window name |
| rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area |
| parent_window, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param |
| data->HwndOwned = true; |
| viewport->PlatformRequestResize = false; |
| viewport->PlatformHandle = viewport->PlatformHandleRaw = data->Hwnd; |
| } |
| |
| static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) |
| { |
| if (ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData) |
| { |
| if (::GetCapture() == data->Hwnd) |
| { |
| // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. |
| ::ReleaseCapture(); |
| ::SetCapture(g_hWnd); |
| } |
| if (data->Hwnd && data->HwndOwned) |
| ::DestroyWindow(data->Hwnd); |
| data->Hwnd = NULL; |
| IM_DELETE(data); |
| } |
| viewport->PlatformUserData = viewport->PlatformHandle = NULL; |
| } |
| |
| static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; |
| IM_ASSERT(data->Hwnd != 0); |
| if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) |
| ::ShowWindow(data->Hwnd, SW_SHOWNA); |
| else |
| ::ShowWindow(data->Hwnd, SW_SHOW); |
| } |
| |
| static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) |
| { |
| // (Optional) Update Win32 style if it changed _after_ creation. |
| // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful. |
| ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; |
| IM_ASSERT(data->Hwnd != 0); |
| DWORD new_style; |
| DWORD new_ex_style; |
| ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style); |
| |
| // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows) |
| if (data->DwStyle != new_style || data->DwExStyle != new_ex_style) |
| { |
| // (Optional) Update TopMost state if it changed _after_ creation |
| bool top_most_changed = (data->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST); |
| HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0; |
| UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER; |
| |
| // Apply flags and position (since it is affected by flags) |
| data->DwStyle = new_style; |
| data->DwExStyle = new_ex_style; |
| ::SetWindowLong(data->Hwnd, GWL_STYLE, data->DwStyle); |
| ::SetWindowLong(data->Hwnd, GWL_EXSTYLE, data->DwExStyle); |
| RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; |
| ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen |
| ::SetWindowPos(data->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); |
| ::ShowWindow(data->Hwnd, SW_SHOWNA); // This is necessary when we alter the style |
| viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; |
| } |
| } |
| |
| static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; |
| IM_ASSERT(data->Hwnd != 0); |
| POINT pos = { 0, 0 }; |
| ::ClientToScreen(data->Hwnd, &pos); |
| return ImVec2((float)pos.x, (float)pos.y); |
| } |
| |
| static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) |
| { |
| ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; |
| IM_ASSERT(data->Hwnd != 0); |
| RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y }; |
| ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); |
| ::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); |
| } |
| |
| static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; |
| IM_ASSERT(data->Hwnd != 0); |
| RECT rect; |
| ::GetClientRect(data->Hwnd, &rect); |
| return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top)); |
| } |
| |
| static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
| { |
| ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; |
| IM_ASSERT(data->Hwnd != 0); |
| RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y }; |
| ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen |
| ::SetWindowPos(data->Hwnd, NULL, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); |
| } |
| |
| static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; |
| IM_ASSERT(data->Hwnd != 0); |
| ::BringWindowToTop(data->Hwnd); |
| ::SetForegroundWindow(data->Hwnd); |
| ::SetFocus(data->Hwnd); |
| } |
| |
| static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; |
| IM_ASSERT(data->Hwnd != 0); |
| return ::GetForegroundWindow() == data->Hwnd; |
| } |
| |
| static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; |
| IM_ASSERT(data->Hwnd != 0); |
| return ::IsIconic(data->Hwnd) != 0; |
| } |
| |
| static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) |
| { |
| // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. |
| ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; |
| IM_ASSERT(data->Hwnd != 0); |
| int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0); |
| ImVector<wchar_t> title_w; |
| title_w.resize(n); |
| ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); |
| ::SetWindowTextW(data->Hwnd, title_w.Data); |
| } |
| |
| static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) |
| { |
| ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; |
| IM_ASSERT(data->Hwnd != 0); |
| IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); |
| if (alpha < 1.0f) |
| { |
| DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; |
| ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style); |
| ::SetLayeredWindowAttributes(data->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); |
| } |
| else |
| { |
| DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; |
| ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style); |
| } |
| } |
| |
| static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport) |
| { |
| ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; |
| IM_ASSERT(data->Hwnd != 0); |
| return ImGui_ImplWin32_GetDpiScaleForHwnd(data->Hwnd); |
| } |
| |
| // FIXME-DPI: Testing DPI related ideas |
| static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport) |
| { |
| (void)viewport; |
| #if 0 |
| ImGuiStyle default_style; |
| //default_style.WindowPadding = ImVec2(0, 0); |
| //default_style.WindowBorderSize = 0.0f; |
| //default_style.ItemSpacing.y = 3.0f; |
| //default_style.FramePadding = ImVec2(0, 0); |
| default_style.ScaleAllSizes(viewport->DpiScale); |
| ImGuiStyle& style = ImGui::GetStyle(); |
| style = default_style; |
| #endif |
| } |
| |
| static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
| { |
| if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) |
| return true; |
| |
| if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd)) |
| { |
| switch (msg) |
| { |
| case WM_CLOSE: |
| viewport->PlatformRequestClose = true; |
| return 0; |
| case WM_MOVE: |
| viewport->PlatformRequestMove = true; |
| break; |
| case WM_SIZE: |
| viewport->PlatformRequestResize = true; |
| break; |
| case WM_MOUSEACTIVATE: |
| if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick) |
| return MA_NOACTIVATE; |
| break; |
| case WM_NCHITTEST: |
| // Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL). |
| // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. |
| // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in |
| // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. |
| if (viewport->Flags & ImGuiViewportFlags_NoInputs) |
| return HTTRANSPARENT; |
| break; |
| } |
| } |
| |
| return DefWindowProc(hWnd, msg, wParam, lParam); |
| } |
| |
| static void ImGui_ImplWin32_InitPlatformInterface() |
| { |
| WNDCLASSEX wcex; |
| wcex.cbSize = sizeof(WNDCLASSEX); |
| wcex.style = CS_HREDRAW | CS_VREDRAW; |
| wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; |
| wcex.cbClsExtra = 0; |
| wcex.cbWndExtra = 0; |
| wcex.hInstance = ::GetModuleHandle(NULL); |
| wcex.hIcon = NULL; |
| wcex.hCursor = NULL; |
| wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); |
| wcex.lpszMenuName = NULL; |
| wcex.lpszClassName = _T("ImGui Platform"); |
| wcex.hIconSm = NULL; |
| ::RegisterClassEx(&wcex); |
| |
| ImGui_ImplWin32_UpdateMonitors(); |
| |
| // Register platform interface (will be coupled with a renderer interface) |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow; |
| platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow; |
| platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow; |
| platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos; |
| platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos; |
| platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize; |
| platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; |
| platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; |
| platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; |
| platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; |
| platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; |
| platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; |
| platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; |
| platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI |
| platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI |
| #if HAS_WIN32_IME |
| platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos; |
| #endif |
| |
| // Register main window handle (which is owned by the main application, not by us) |
| // 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. |
| ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)(); |
| data->Hwnd = g_hWnd; |
| data->HwndOwned = false; |
| main_viewport->PlatformUserData = data; |
| main_viewport->PlatformHandle = (void*)g_hWnd; |
| } |
| |
| static void ImGui_ImplWin32_ShutdownPlatformInterface() |
| { |
| ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL)); |
| } |
| |
| //--------------------------------------------------------------------------------------------------------- |