| // dear imgui: Platform Binding 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 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'. |
| |
| #include "imgui.h" |
| #include "imgui_impl_win32.h" |
| #ifndef WIN32_LEAN_AND_MEAN |
| #define WIN32_LEAN_AND_MEAN |
| #endif |
| #include <windows.h> |
| #include <XInput.h> |
| #include <tchar.h> |
| |
| // CHANGELOG |
| // (minor and older changes stripped away, please see git history for details) |
| // 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 = 0; |
| 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; |
| |
| // Functions |
| bool ImGui_ImplWin32_Init(void* hwnd) |
| { |
| if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) |
| return false; |
| if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) |
| return false; |
| |
| // Setup back-end capabilities flags |
| g_hWnd = (HWND)hwnd; |
| 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.BackendPlatformName = "imgui_impl_win32"; |
| io.ImeWindowHandle = hwnd; |
| |
| // 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_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() |
| { |
| 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; |
| } |
| ::SetCursor(::LoadCursor(NULL, win32_cursor)); |
| } |
| return true; |
| } |
| |
| 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) |
| if (io.WantSetMousePos) |
| { |
| POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; |
| ::ClientToScreen(g_hWnd, &pos); |
| ::SetCursorPos(pos.x, pos.y); |
| } |
| |
| // Set mouse position |
| io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
| POINT pos; |
| if (HWND active_window = ::GetForegroundWindow()) |
| if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd)) |
| if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos)) |
| io.MousePos = ImVec2((float)pos.x, (float)pos.y); |
| } |
| |
| #ifdef _MSC_VER |
| #pragma comment(lib, "xinput") |
| #endif |
| |
| // Gamepad navigation mapping |
| static void ImGui_ImplWin32_UpdateGamepads() |
| { |
| 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 |
| } |
| } |
| |
| void ImGui_ImplWin32_NewFrame() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); |
| |
| // Setup display size (every frame to accommodate for window resizing) |
| RECT rect; |
| ::GetClientRect(g_hWnd, &rect); |
| io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); |
| |
| // Setup time step |
| INT64 current_time; |
| ::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 |
| |
| // Process Win32 mouse/keyboard inputs. |
| // 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. |
| 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. |
| io.AddInputCharacter((unsigned int)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; |
| } |
| return 0; |
| } |
| |