imgui_impl_win32.cpp 43 KB

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  1. // dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
  2. // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
  3. // Implemented features:
  4. // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
  5. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
  6. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
  7. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
  8. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
  9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  11. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  12. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  13. #include "imgui.h"
  14. #include "imgui_impl_win32.h"
  15. #ifndef WIN32_LEAN_AND_MEAN
  16. #define WIN32_LEAN_AND_MEAN
  17. #endif
  18. #include <windows.h>
  19. #include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
  20. #include <tchar.h>
  21. #include <dwmapi.h>
  22. // Configuration flags to add in your imconfig.h file:
  23. //#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.
  24. // Using XInput for gamepad (will load DLL dynamically)
  25. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  26. #include <xinput.h>
  27. typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
  28. typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
  29. #endif
  30. // CHANGELOG
  31. // (minor and older changes stripped away, please see git history for details)
  32. // 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
  33. // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
  34. // 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
  35. // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
  36. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  37. // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
  38. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
  39. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
  40. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
  41. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
  42. // 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
  43. // 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
  44. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
  45. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
  46. // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
  47. // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
  48. // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
  49. // 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).
  50. // 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).
  51. // 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).
  52. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
  53. // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
  54. // 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.
  55. // 2021-01-25: Inputs: Dynamically loading XInput DLL.
  56. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
  57. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
  58. // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
  59. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
  60. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
  61. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
  62. // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
  63. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
  64. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
  65. // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
  66. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
  67. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
  68. // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
  69. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
  70. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  71. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  72. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  73. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  74. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  75. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  76. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  77. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  78. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  79. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
  80. struct ImGui_ImplWin32_Data
  81. {
  82. HWND hWnd;
  83. HWND MouseHwnd;
  84. int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
  85. int MouseButtonsDown;
  86. INT64 Time;
  87. INT64 TicksPerSecond;
  88. ImGuiMouseCursor LastMouseCursor;
  89. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  90. bool HasGamepad;
  91. bool WantUpdateHasGamepad;
  92. HMODULE XInputDLL;
  93. PFN_XInputGetCapabilities XInputGetCapabilities;
  94. PFN_XInputGetState XInputGetState;
  95. #endif
  96. ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
  97. };
  98. // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
  99. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  100. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
  101. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
  102. static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
  103. {
  104. return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
  105. }
  106. // Functions
  107. static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
  108. {
  109. ImGuiIO& io = ImGui::GetIO();
  110. IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  111. INT64 perf_frequency, perf_counter;
  112. if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
  113. return false;
  114. if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
  115. return false;
  116. // Setup backend capabilities flags
  117. ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
  118. io.BackendPlatformUserData = (void*)bd;
  119. io.BackendPlatformName = "imgui_impl_win32";
  120. io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
  121. io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
  122. bd->hWnd = (HWND)hwnd;
  123. bd->TicksPerSecond = perf_frequency;
  124. bd->Time = perf_counter;
  125. bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
  126. // Set platform dependent data in viewport
  127. ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
  128. IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
  129. // Dynamically load XInput library
  130. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  131. bd->WantUpdateHasGamepad = true;
  132. const char* xinput_dll_names[] =
  133. {
  134. "xinput1_4.dll", // Windows 8+
  135. "xinput1_3.dll", // DirectX SDK
  136. "xinput9_1_0.dll", // Windows Vista, Windows 7
  137. "xinput1_2.dll", // DirectX SDK
  138. "xinput1_1.dll" // DirectX SDK
  139. };
  140. for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
  141. if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
  142. {
  143. bd->XInputDLL = dll;
  144. bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
  145. bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
  146. break;
  147. }
  148. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  149. return true;
  150. }
  151. IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
  152. {
  153. return ImGui_ImplWin32_InitEx(hwnd, false);
  154. }
  155. IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
  156. {
  157. // OpenGL needs CS_OWNDC
  158. return ImGui_ImplWin32_InitEx(hwnd, true);
  159. }
  160. void ImGui_ImplWin32_Shutdown()
  161. {
  162. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  163. IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  164. ImGuiIO& io = ImGui::GetIO();
  165. // Unload XInput library
  166. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  167. if (bd->XInputDLL)
  168. ::FreeLibrary(bd->XInputDLL);
  169. #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  170. io.BackendPlatformName = nullptr;
  171. io.BackendPlatformUserData = nullptr;
  172. io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
  173. IM_DELETE(bd);
  174. }
  175. static bool ImGui_ImplWin32_UpdateMouseCursor()
  176. {
  177. ImGuiIO& io = ImGui::GetIO();
  178. if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
  179. return false;
  180. ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  181. if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
  182. {
  183. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  184. ::SetCursor(nullptr);
  185. }
  186. else
  187. {
  188. // Show OS mouse cursor
  189. LPTSTR win32_cursor = IDC_ARROW;
  190. switch (imgui_cursor)
  191. {
  192. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  193. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  194. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  195. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  196. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  197. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  198. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  199. case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
  200. case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
  201. }
  202. ::SetCursor(::LoadCursor(nullptr, win32_cursor));
  203. }
  204. return true;
  205. }
  206. static bool IsVkDown(int vk)
  207. {
  208. return (::GetKeyState(vk) & 0x8000) != 0;
  209. }
  210. static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
  211. {
  212. ImGuiIO& io = ImGui::GetIO();
  213. io.AddKeyEvent(key, down);
  214. io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
  215. IM_UNUSED(native_scancode);
  216. }
  217. static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  218. {
  219. // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
  220. if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
  221. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
  222. if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
  223. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
  224. // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
  225. if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
  226. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
  227. if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
  228. ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
  229. }
  230. static void ImGui_ImplWin32_UpdateKeyModifiers()
  231. {
  232. ImGuiIO& io = ImGui::GetIO();
  233. io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
  234. io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
  235. io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
  236. io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
  237. }
  238. static void ImGui_ImplWin32_UpdateMouseData()
  239. {
  240. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  241. ImGuiIO& io = ImGui::GetIO();
  242. IM_ASSERT(bd->hWnd != 0);
  243. HWND focused_window = ::GetForegroundWindow();
  244. const bool is_app_focused = (focused_window == bd->hWnd);
  245. if (is_app_focused)
  246. {
  247. // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
  248. if (io.WantSetMousePos)
  249. {
  250. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  251. if (::ClientToScreen(bd->hWnd, &pos))
  252. ::SetCursorPos(pos.x, pos.y);
  253. }
  254. // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
  255. // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
  256. if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
  257. {
  258. POINT pos;
  259. if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
  260. io.AddMousePosEvent((float)pos.x, (float)pos.y);
  261. }
  262. }
  263. }
  264. // Gamepad navigation mapping
  265. static void ImGui_ImplWin32_UpdateGamepads()
  266. {
  267. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  268. ImGuiIO& io = ImGui::GetIO();
  269. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  270. //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
  271. // return;
  272. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
  273. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
  274. if (bd->WantUpdateHasGamepad)
  275. {
  276. XINPUT_CAPABILITIES caps = {};
  277. bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
  278. bd->WantUpdateHasGamepad = false;
  279. }
  280. io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
  281. XINPUT_STATE xinput_state;
  282. XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
  283. if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
  284. return;
  285. io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  286. #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
  287. #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
  288. #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
  289. MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
  290. MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
  291. MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
  292. MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
  293. MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
  294. MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
  295. MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
  296. MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
  297. MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
  298. MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
  299. MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
  300. MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
  301. MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  302. MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
  303. MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
  304. MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
  305. MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  306. MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  307. MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  308. MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  309. MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  310. MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  311. MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
  312. MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
  313. #undef MAP_BUTTON
  314. #undef MAP_ANALOG
  315. #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  316. }
  317. void ImGui_ImplWin32_NewFrame()
  318. {
  319. ImGuiIO& io = ImGui::GetIO();
  320. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  321. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
  322. // Setup display size (every frame to accommodate for window resizing)
  323. RECT rect = { 0, 0, 0, 0 };
  324. ::GetClientRect(bd->hWnd, &rect);
  325. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  326. // Setup time step
  327. INT64 current_time = 0;
  328. ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
  329. io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
  330. bd->Time = current_time;
  331. // Update OS mouse position
  332. ImGui_ImplWin32_UpdateMouseData();
  333. // Process workarounds for known Windows key handling issues
  334. ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
  335. // Update OS mouse cursor with the cursor requested by imgui
  336. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  337. if (bd->LastMouseCursor != mouse_cursor)
  338. {
  339. bd->LastMouseCursor = mouse_cursor;
  340. ImGui_ImplWin32_UpdateMouseCursor();
  341. }
  342. // Update game controllers (if enabled and available)
  343. ImGui_ImplWin32_UpdateGamepads();
  344. }
  345. // 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)
  346. #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
  347. // Map VK_xxx to ImGuiKey_xxx.
  348. static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
  349. {
  350. switch (wParam)
  351. {
  352. case VK_TAB: return ImGuiKey_Tab;
  353. case VK_LEFT: return ImGuiKey_LeftArrow;
  354. case VK_RIGHT: return ImGuiKey_RightArrow;
  355. case VK_UP: return ImGuiKey_UpArrow;
  356. case VK_DOWN: return ImGuiKey_DownArrow;
  357. case VK_PRIOR: return ImGuiKey_PageUp;
  358. case VK_NEXT: return ImGuiKey_PageDown;
  359. case VK_HOME: return ImGuiKey_Home;
  360. case VK_END: return ImGuiKey_End;
  361. case VK_INSERT: return ImGuiKey_Insert;
  362. case VK_DELETE: return ImGuiKey_Delete;
  363. case VK_BACK: return ImGuiKey_Backspace;
  364. case VK_SPACE: return ImGuiKey_Space;
  365. case VK_RETURN: return ImGuiKey_Enter;
  366. case VK_ESCAPE: return ImGuiKey_Escape;
  367. case VK_OEM_7: return ImGuiKey_Apostrophe;
  368. case VK_OEM_COMMA: return ImGuiKey_Comma;
  369. case VK_OEM_MINUS: return ImGuiKey_Minus;
  370. case VK_OEM_PERIOD: return ImGuiKey_Period;
  371. case VK_OEM_2: return ImGuiKey_Slash;
  372. case VK_OEM_1: return ImGuiKey_Semicolon;
  373. case VK_OEM_PLUS: return ImGuiKey_Equal;
  374. case VK_OEM_4: return ImGuiKey_LeftBracket;
  375. case VK_OEM_5: return ImGuiKey_Backslash;
  376. case VK_OEM_6: return ImGuiKey_RightBracket;
  377. case VK_OEM_3: return ImGuiKey_GraveAccent;
  378. case VK_CAPITAL: return ImGuiKey_CapsLock;
  379. case VK_SCROLL: return ImGuiKey_ScrollLock;
  380. case VK_NUMLOCK: return ImGuiKey_NumLock;
  381. case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
  382. case VK_PAUSE: return ImGuiKey_Pause;
  383. case VK_NUMPAD0: return ImGuiKey_Keypad0;
  384. case VK_NUMPAD1: return ImGuiKey_Keypad1;
  385. case VK_NUMPAD2: return ImGuiKey_Keypad2;
  386. case VK_NUMPAD3: return ImGuiKey_Keypad3;
  387. case VK_NUMPAD4: return ImGuiKey_Keypad4;
  388. case VK_NUMPAD5: return ImGuiKey_Keypad5;
  389. case VK_NUMPAD6: return ImGuiKey_Keypad6;
  390. case VK_NUMPAD7: return ImGuiKey_Keypad7;
  391. case VK_NUMPAD8: return ImGuiKey_Keypad8;
  392. case VK_NUMPAD9: return ImGuiKey_Keypad9;
  393. case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
  394. case VK_DIVIDE: return ImGuiKey_KeypadDivide;
  395. case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
  396. case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
  397. case VK_ADD: return ImGuiKey_KeypadAdd;
  398. case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
  399. case VK_LSHIFT: return ImGuiKey_LeftShift;
  400. case VK_LCONTROL: return ImGuiKey_LeftCtrl;
  401. case VK_LMENU: return ImGuiKey_LeftAlt;
  402. case VK_LWIN: return ImGuiKey_LeftSuper;
  403. case VK_RSHIFT: return ImGuiKey_RightShift;
  404. case VK_RCONTROL: return ImGuiKey_RightCtrl;
  405. case VK_RMENU: return ImGuiKey_RightAlt;
  406. case VK_RWIN: return ImGuiKey_RightSuper;
  407. case VK_APPS: return ImGuiKey_Menu;
  408. case '0': return ImGuiKey_0;
  409. case '1': return ImGuiKey_1;
  410. case '2': return ImGuiKey_2;
  411. case '3': return ImGuiKey_3;
  412. case '4': return ImGuiKey_4;
  413. case '5': return ImGuiKey_5;
  414. case '6': return ImGuiKey_6;
  415. case '7': return ImGuiKey_7;
  416. case '8': return ImGuiKey_8;
  417. case '9': return ImGuiKey_9;
  418. case 'A': return ImGuiKey_A;
  419. case 'B': return ImGuiKey_B;
  420. case 'C': return ImGuiKey_C;
  421. case 'D': return ImGuiKey_D;
  422. case 'E': return ImGuiKey_E;
  423. case 'F': return ImGuiKey_F;
  424. case 'G': return ImGuiKey_G;
  425. case 'H': return ImGuiKey_H;
  426. case 'I': return ImGuiKey_I;
  427. case 'J': return ImGuiKey_J;
  428. case 'K': return ImGuiKey_K;
  429. case 'L': return ImGuiKey_L;
  430. case 'M': return ImGuiKey_M;
  431. case 'N': return ImGuiKey_N;
  432. case 'O': return ImGuiKey_O;
  433. case 'P': return ImGuiKey_P;
  434. case 'Q': return ImGuiKey_Q;
  435. case 'R': return ImGuiKey_R;
  436. case 'S': return ImGuiKey_S;
  437. case 'T': return ImGuiKey_T;
  438. case 'U': return ImGuiKey_U;
  439. case 'V': return ImGuiKey_V;
  440. case 'W': return ImGuiKey_W;
  441. case 'X': return ImGuiKey_X;
  442. case 'Y': return ImGuiKey_Y;
  443. case 'Z': return ImGuiKey_Z;
  444. case VK_F1: return ImGuiKey_F1;
  445. case VK_F2: return ImGuiKey_F2;
  446. case VK_F3: return ImGuiKey_F3;
  447. case VK_F4: return ImGuiKey_F4;
  448. case VK_F5: return ImGuiKey_F5;
  449. case VK_F6: return ImGuiKey_F6;
  450. case VK_F7: return ImGuiKey_F7;
  451. case VK_F8: return ImGuiKey_F8;
  452. case VK_F9: return ImGuiKey_F9;
  453. case VK_F10: return ImGuiKey_F10;
  454. case VK_F11: return ImGuiKey_F11;
  455. case VK_F12: return ImGuiKey_F12;
  456. default: return ImGuiKey_None;
  457. }
  458. }
  459. // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
  460. #ifndef WM_MOUSEHWHEEL
  461. #define WM_MOUSEHWHEEL 0x020E
  462. #endif
  463. #ifndef DBT_DEVNODES_CHANGED
  464. #define DBT_DEVNODES_CHANGED 0x0007
  465. #endif
  466. // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
  467. // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
  468. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
  469. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  470. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  471. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
  472. // 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.
  473. // 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.
  474. #if 0
  475. // Copy this line into your .cpp file to forward declare the function.
  476. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  477. #endif
  478. // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
  479. // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
  480. static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
  481. {
  482. LPARAM extra_info = ::GetMessageExtraInfo();
  483. if ((extra_info & 0xFFFFFF80) == 0xFF515700)
  484. return ImGuiMouseSource_Pen;
  485. if ((extra_info & 0xFFFFFF80) == 0xFF515780)
  486. return ImGuiMouseSource_TouchScreen;
  487. return ImGuiMouseSource_Mouse;
  488. }
  489. IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  490. {
  491. if (ImGui::GetCurrentContext() == nullptr)
  492. return 0;
  493. ImGuiIO& io = ImGui::GetIO();
  494. ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
  495. switch (msg)
  496. {
  497. case WM_MOUSEMOVE:
  498. case WM_NCMOUSEMOVE:
  499. {
  500. // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
  501. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  502. const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
  503. bd->MouseHwnd = hwnd;
  504. if (bd->MouseTrackedArea != area)
  505. {
  506. TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
  507. TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
  508. if (bd->MouseTrackedArea != 0)
  509. ::TrackMouseEvent(&tme_cancel);
  510. ::TrackMouseEvent(&tme_track);
  511. bd->MouseTrackedArea = area;
  512. }
  513. POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
  514. if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
  515. break;
  516. io.AddMouseSourceEvent(mouse_source);
  517. io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
  518. break;
  519. }
  520. case WM_MOUSELEAVE:
  521. case WM_NCMOUSELEAVE:
  522. {
  523. const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
  524. if (bd->MouseTrackedArea == area)
  525. {
  526. if (bd->MouseHwnd == hwnd)
  527. bd->MouseHwnd = nullptr;
  528. bd->MouseTrackedArea = 0;
  529. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  530. }
  531. break;
  532. }
  533. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  534. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  535. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  536. case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
  537. {
  538. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  539. int button = 0;
  540. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
  541. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
  542. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
  543. if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  544. if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
  545. ::SetCapture(hwnd);
  546. bd->MouseButtonsDown |= 1 << button;
  547. io.AddMouseSourceEvent(mouse_source);
  548. io.AddMouseButtonEvent(button, true);
  549. return 0;
  550. }
  551. case WM_LBUTTONUP:
  552. case WM_RBUTTONUP:
  553. case WM_MBUTTONUP:
  554. case WM_XBUTTONUP:
  555. {
  556. ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
  557. int button = 0;
  558. if (msg == WM_LBUTTONUP) { button = 0; }
  559. if (msg == WM_RBUTTONUP) { button = 1; }
  560. if (msg == WM_MBUTTONUP) { button = 2; }
  561. if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
  562. bd->MouseButtonsDown &= ~(1 << button);
  563. if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
  564. ::ReleaseCapture();
  565. io.AddMouseSourceEvent(mouse_source);
  566. io.AddMouseButtonEvent(button, false);
  567. return 0;
  568. }
  569. case WM_MOUSEWHEEL:
  570. io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
  571. return 0;
  572. case WM_MOUSEHWHEEL:
  573. io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
  574. return 0;
  575. case WM_KEYDOWN:
  576. case WM_KEYUP:
  577. case WM_SYSKEYDOWN:
  578. case WM_SYSKEYUP:
  579. {
  580. const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
  581. if (wParam < 256)
  582. {
  583. // Submit modifiers
  584. ImGui_ImplWin32_UpdateKeyModifiers();
  585. // Obtain virtual key code
  586. // (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.)
  587. int vk = (int)wParam;
  588. if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
  589. vk = IM_VK_KEYPAD_ENTER;
  590. // Submit key event
  591. const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
  592. const int scancode = (int)LOBYTE(HIWORD(lParam));
  593. if (key != ImGuiKey_None)
  594. ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
  595. // Submit individual left/right modifier events
  596. if (vk == VK_SHIFT)
  597. {
  598. // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
  599. if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
  600. if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
  601. }
  602. else if (vk == VK_CONTROL)
  603. {
  604. if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
  605. if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
  606. }
  607. else if (vk == VK_MENU)
  608. {
  609. if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
  610. if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
  611. }
  612. }
  613. return 0;
  614. }
  615. case WM_SETFOCUS:
  616. case WM_KILLFOCUS:
  617. io.AddFocusEvent(msg == WM_SETFOCUS);
  618. return 0;
  619. case WM_CHAR:
  620. if (::IsWindowUnicode(hwnd))
  621. {
  622. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  623. if (wParam > 0 && wParam < 0x10000)
  624. io.AddInputCharacterUTF16((unsigned short)wParam);
  625. }
  626. else
  627. {
  628. wchar_t wch = 0;
  629. ::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
  630. io.AddInputCharacter(wch);
  631. }
  632. return 0;
  633. case WM_SETCURSOR:
  634. // This is required to restore cursor when transitioning from e.g resize borders to client area.
  635. if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
  636. return 1;
  637. return 0;
  638. case WM_DEVICECHANGE:
  639. #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
  640. if ((UINT)wParam == DBT_DEVNODES_CHANGED)
  641. bd->WantUpdateHasGamepad = true;
  642. #endif
  643. return 0;
  644. }
  645. return 0;
  646. }
  647. //--------------------------------------------------------------------------------------------------------
  648. // DPI-related helpers (optional)
  649. //--------------------------------------------------------------------------------------------------------
  650. // - Use to enable DPI awareness without having to create an application manifest.
  651. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
  652. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
  653. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
  654. // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
  655. //---------------------------------------------------------------------------------------------------------
  656. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
  657. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
  658. // If you are trying to implement your own backend for your own engine, you may ignore that noise.
  659. //---------------------------------------------------------------------------------------------------------
  660. // Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
  661. // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
  662. static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
  663. {
  664. typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
  665. static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
  666. if (RtlVerifyVersionInfoFn == nullptr)
  667. if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
  668. RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
  669. if (RtlVerifyVersionInfoFn == nullptr)
  670. return FALSE;
  671. RTL_OSVERSIONINFOEXW versionInfo = { };
  672. ULONGLONG conditionMask = 0;
  673. versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
  674. versionInfo.dwMajorVersion = major;
  675. versionInfo.dwMinorVersion = minor;
  676. VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
  677. VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
  678. return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
  679. }
  680. #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
  681. #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
  682. #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
  683. #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
  684. #ifndef DPI_ENUMS_DECLARED
  685. typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
  686. typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
  687. #endif
  688. #ifndef _DPI_AWARENESS_CONTEXTS_
  689. DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
  690. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
  691. #endif
  692. #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
  693. #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
  694. #endif
  695. typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
  696. typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
  697. typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
  698. // Helper function to enable DPI awareness without setting up a manifest
  699. void ImGui_ImplWin32_EnableDpiAwareness()
  700. {
  701. if (_IsWindows10OrGreater())
  702. {
  703. static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
  704. if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
  705. {
  706. SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
  707. return;
  708. }
  709. }
  710. if (_IsWindows8Point1OrGreater())
  711. {
  712. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  713. if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
  714. {
  715. SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
  716. return;
  717. }
  718. }
  719. #if _WIN32_WINNT >= 0x0600
  720. ::SetProcessDPIAware();
  721. #endif
  722. }
  723. #if defined(_MSC_VER) && !defined(NOGDI)
  724. #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
  725. #endif
  726. float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
  727. {
  728. UINT xdpi = 96, ydpi = 96;
  729. if (_IsWindows8Point1OrGreater())
  730. {
  731. static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
  732. static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
  733. if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
  734. GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
  735. if (GetDpiForMonitorFn != nullptr)
  736. {
  737. GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
  738. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  739. return xdpi / 96.0f;
  740. }
  741. }
  742. #ifndef NOGDI
  743. const HDC dc = ::GetDC(nullptr);
  744. xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
  745. ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
  746. IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
  747. ::ReleaseDC(nullptr, dc);
  748. #endif
  749. return xdpi / 96.0f;
  750. }
  751. float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
  752. {
  753. HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
  754. return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
  755. }
  756. //---------------------------------------------------------------------------------------------------------
  757. // Transparency related helpers (optional)
  758. //--------------------------------------------------------------------------------------------------------
  759. #if defined(_MSC_VER)
  760. #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
  761. #endif
  762. // [experimental]
  763. // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
  764. // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
  765. void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
  766. {
  767. if (!_IsWindowsVistaOrGreater())
  768. return;
  769. BOOL composition;
  770. if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
  771. return;
  772. BOOL opaque;
  773. DWORD color;
  774. if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
  775. {
  776. HRGN region = ::CreateRectRgn(0, 0, -1, -1);
  777. DWM_BLURBEHIND bb = {};
  778. bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
  779. bb.hRgnBlur = region;
  780. bb.fEnable = TRUE;
  781. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  782. ::DeleteObject(region);
  783. }
  784. else
  785. {
  786. DWM_BLURBEHIND bb = {};
  787. bb.dwFlags = DWM_BB_ENABLE;
  788. ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
  789. }
  790. }
  791. //---------------------------------------------------------------------------------------------------------