| // dear imgui: Platform Backend for Windows (standard windows API for 32-bits 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 support. Can discriminate Mouse/TouchScreen/Pen. |
| // [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'. |
| // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
| |
| // 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 |
| |
| #pragma once |
| #include "imgui.h" // IMGUI_IMPL_API |
| |
| IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); |
| IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd, void* hglrc); |
| IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); |
| IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); |
| |
| // Win32 message handler your application need to call. |
| // - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper. |
| // - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. |
| // - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. |
| |
| #if 0 |
| extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
| #endif |
| |
| // 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. |
| IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); |
| IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd |
| IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor |
| |
| // Transparency related helpers (optional) [experimental] |
| // - Use to enable alpha compositing transparency with the desktop. |
| // - Use together with e.g. clearing your framebuffer with zero-alpha. |
| IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd |