mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_osx.h # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl.cpp # backends/imgui_impl_win32.cpp
This commit is contained in:
@ -19,6 +19,7 @@
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <windows.h>
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#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
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#include <tchar.h>
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#include <dwmapi.h>
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@ -34,7 +35,9 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-01-12: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
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// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
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// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
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@ -81,6 +84,7 @@ struct ImGui_ImplWin32_Data
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HWND hWnd;
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HWND MouseHwnd;
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bool MouseTracked;
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int MouseButtonsDown;
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INT64 Time;
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INT64 TicksPerSecond;
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ImGuiMouseCursor LastMouseCursor;
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@ -256,54 +260,41 @@ static void ImGui_ImplWin32_UpdateKeyModifiers()
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// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
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// Because of that, it is a little more complicated than your typical single-viewport binding code!
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static void ImGui_ImplWin32_UpdateMousePos()
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static void ImGui_ImplWin32_UpdateMouseData()
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{
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(bd->hWnd != 0);
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const ImVec2 mouse_pos_prev = io.MousePos;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MouseHoveredViewport = 0;
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// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
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HWND focused_window = ::GetForegroundWindow();
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HWND hovered_window = bd->MouseHwnd;
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HWND mouse_window = NULL;
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if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)hovered_window)))
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mouse_window = hovered_window;
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else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)))
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mouse_window = focused_window;
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if (mouse_window == NULL)
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return;
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// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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// (When multi-viewports are enabled, all Dear ImGui positions are same as OS positions)
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if (io.WantSetMousePos)
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{
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POINT pos = { (int)mouse_pos_prev.x, (int)mouse_pos_prev.y };
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if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
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::ClientToScreen(mouse_window, &pos);
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::SetCursorPos(pos.x, pos.y);
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}
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// Set Dear ImGui mouse position from OS position
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POINT mouse_screen_pos;
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if (!::GetCursorPos(&mouse_screen_pos))
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return;
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
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HWND focused_window = ::GetForegroundWindow();
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const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
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if (is_app_focused)
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{
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// 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)
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// This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.
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io.MousePos = ImVec2((float)mouse_screen_pos.x, (float)mouse_screen_pos.y);
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}
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else
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{
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// 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)
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// This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.
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POINT mouse_client_pos = mouse_screen_pos;
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::ScreenToClient(bd->hWnd, &mouse_client_pos);
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io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y);
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// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
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if (io.WantSetMousePos)
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{
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POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
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::ClientToScreen(focused_window, &pos);
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::SetCursorPos(pos.x, pos.y);
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}
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// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
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if (!io.WantSetMousePos && !bd->MouseTracked && has_mouse_screen_pos)
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{
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// 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)
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// (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
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// 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)
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// (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.)
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POINT mouse_pos = mouse_screen_pos;
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if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
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::ScreenToClient(bd->hWnd, &mouse_pos);
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io.MousePos = ImVec2((float)mouse_pos.x, (float)mouse_pos.y);
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}
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}
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// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
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@ -312,10 +303,12 @@ static void ImGui_ImplWin32_UpdateMousePos()
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// - This is _regardless_ of whether another viewport is focused or being dragged from.
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// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the
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// 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.
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if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
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if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated?
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io.MouseHoveredViewport = viewport->ID;
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io.MouseHoveredViewport = 0;
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if (has_mouse_screen_pos)
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if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
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if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated?
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io.MouseHoveredViewport = viewport->ID;
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}
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// Gamepad navigation mapping
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@ -415,15 +408,15 @@ void ImGui_ImplWin32_NewFrame()
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io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
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bd->Time = current_time;
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// Update OS mouse position
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ImGui_ImplWin32_UpdateMouseData();
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// Process workarounds for known Windows key handling issues
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ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
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// Update key modifiers
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ImGui_ImplWin32_UpdateKeyModifiers();
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// Update OS mouse position
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ImGui_ImplWin32_UpdateMousePos();
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// Update OS mouse cursor with the cursor requested by imgui
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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if (bd->LastMouseCursor != mouse_cursor)
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@ -583,6 +576,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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switch (msg)
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{
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case WM_MOUSEMOVE:
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{
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// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
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bd->MouseHwnd = hwnd;
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if (!bd->MouseTracked)
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@ -591,11 +585,17 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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::TrackMouseEvent(&tme);
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bd->MouseTracked = true;
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}
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POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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::ClientToScreen(hwnd, &mouse_pos);
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io.MousePos = ImVec2((float)mouse_pos.x, (float)mouse_pos.y);
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break;
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}
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case WM_MOUSELEAVE:
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if (bd->MouseHwnd == hwnd)
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bd->MouseHwnd = NULL;
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bd->MouseTracked = false;
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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break;
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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@ -607,8 +607,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
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if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
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if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
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if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
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if (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL)
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::SetCapture(hwnd);
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bd->MouseButtonsDown |= 1 << button;
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io.MouseDown[button] = true;
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return 0;
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}
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@ -622,9 +623,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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if (msg == WM_RBUTTONUP) { button = 1; }
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if (msg == WM_MBUTTONUP) { button = 2; }
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if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
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io.MouseDown[button] = false;
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if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
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bd->MouseButtonsDown &= ~(1 << button);
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if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
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::ReleaseCapture();
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io.MouseDown[button] = false;
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return 0;
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}
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case WM_MOUSEWHEEL:
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