Examples: DirectX11: Extracted imgui_impl_dx11.* instead imgui_impl_dx11 and imgui_impl_win32

This commit is contained in:
omar 2018-02-16 23:04:17 +01:00
parent 90dffb5a06
commit 19540479d4
7 changed files with 196 additions and 165 deletions

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@ -143,13 +143,15 @@
<ClInclude Include="..\..\imconfig.h" /> <ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" /> <ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="imgui_impl_dx11.h" /> <ClInclude Include="..\imgui_impl_dx11.h" />
<ClInclude Include="..\imgui_impl_win32.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\imgui.cpp" /> <ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" /> <ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" /> <ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="imgui_impl_dx11.cpp" /> <ClCompile Include="..\imgui_impl_dx11.cpp" />
<ClCompile Include="..\imgui_impl_win32.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>

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@ -15,12 +15,15 @@
<ClInclude Include="..\..\imgui.h"> <ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="imgui_impl_dx11.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h"> <ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\imgui_impl_win32.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_dx11.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\imgui.cpp"> <ClCompile Include="..\..\imgui.cpp">
@ -29,15 +32,18 @@
<ClCompile Include="main.cpp"> <ClCompile Include="main.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="imgui_impl_dx11.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp"> <ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp"> <ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\imgui_impl_win32.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_dx11.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\README.txt" /> <None Include="..\README.txt" />

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@ -2,7 +2,8 @@
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_dx11.h" #include "../imgui_impl_win32.h"
#include "../imgui_impl_dx11.h"
#include <d3d11.h> #include <d3d11.h>
#define DIRECTINPUT_VERSION 0x0800 #define DIRECTINPUT_VERSION 0x0800
#include <dinput.h> #include <dinput.h>
@ -125,7 +126,8 @@ int main(int, char**)
// Setup ImGui binding // Setup ImGui binding
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext); ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
// Setup style // Setup style
@ -167,6 +169,7 @@ int main(int, char**)
continue; continue;
} }
ImGui_ImplDX11_NewFrame(); ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
// 1. Show a simple window. // 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
@ -216,6 +219,7 @@ int main(int, char**)
} }
ImGui_ImplDX11_Shutdown(); ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
CleanupDeviceD3D(); CleanupDeviceD3D();

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@ -31,11 +31,6 @@
#define DIRECTINPUT_VERSION 0x0800 #define DIRECTINPUT_VERSION 0x0800
#include <dinput.h> #include <dinput.h>
// Data
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static HWND g_hWnd = 0;
static ID3D11Device* g_pd3dDevice = NULL; static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static ID3D11Buffer* g_pVB = NULL; static ID3D11Buffer* g_pVB = NULL;
@ -247,76 +242,6 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
} }
// 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 coordinations 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_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:
{
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 (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
::SetCapture(hwnd);
io.MouseDown[button] = true;
return 0;
}
case WM_LBUTTONUP:
case WM_RBUTTONUP:
case WM_MBUTTONUP:
{
int button = 0;
if (msg == WM_LBUTTONUP) button = 0;
if (msg == WM_RBUTTONUP) button = 1;
if (msg == WM_MBUTTONUP) button = 2;
io.MouseDown[button] = false;
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
::ReleaseCapture();
return 0;
}
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return 0;
case WM_MOUSEHWHEEL:
io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return 0;
case WM_MOUSEMOVE:
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
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.AddInputCharacter((unsigned short)wParam);
return 0;
}
return 0;
}
static void ImGui_ImplDX11_CreateFontsTexture() static void ImGui_ImplDX11_CreateFontsTexture()
{ {
// Build texture atlas // Build texture atlas
@ -538,42 +463,10 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
} }
bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context) bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{ {
g_hWnd = (HWND)hwnd;
g_pd3dDevice = device; g_pd3dDevice = device;
g_pd3dDeviceContext = device_context; g_pd3dDeviceContext = device_context;
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
return false;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
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';
io.ImeWindowHandle = g_hWnd;
return true; return true;
} }
@ -582,49 +475,10 @@ void ImGui_ImplDX11_Shutdown()
ImGui_ImplDX11_InvalidateDeviceObjects(); ImGui_ImplDX11_InvalidateDeviceObjects();
g_pd3dDevice = NULL; g_pd3dDevice = NULL;
g_pd3dDeviceContext = NULL; g_pd3dDeviceContext = NULL;
g_hWnd = (HWND)0;
} }
void ImGui_ImplDX11_NewFrame() void ImGui_ImplDX11_NewFrame()
{ {
if (!g_pFontSampler) if (!g_pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects(); ImGui_ImplDX11_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// 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 *)&current_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 : filled by WM_KEYDOWN/WM_KEYUP events
// io.MousePos : filled by WM_MOUSEMOVE events
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if (io.WantMoveMouse)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
ClientToScreen(g_hWnd, &pos);
SetCursorPos(pos.x, pos.y);
}
// Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor)
SetCursor(NULL);
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
} }

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@ -11,7 +11,7 @@
struct ID3D11Device; struct ID3D11Device;
struct ID3D11DeviceContext; struct ID3D11DeviceContext;
IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context); IMGUI_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_API void ImGui_ImplDX11_Shutdown(); IMGUI_API void ImGui_ImplDX11_Shutdown();
IMGUI_API void ImGui_ImplDX11_NewFrame(); IMGUI_API void ImGui_ImplDX11_NewFrame();
IMGUI_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); IMGUI_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
@ -19,10 +19,3 @@ IMGUI_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state. // Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects(); IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects(); IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/

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@ -0,0 +1,161 @@
#include "imgui.h"
#include "imgui_impl_win32.h"
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
// Data
static HWND g_hWnd = 0;
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
// Functions
bool ImGui_ImplWin32_Init(void* hwnd)
{
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
return false;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false;
g_hWnd = (HWND)hwnd;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
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';
io.ImeWindowHandle = g_hWnd; return true;
}
void ImGui_ImplWin32_Shutdown()
{
g_hWnd = (HWND)0;
}
void ImGui_ImplWin32_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
// 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 *)&current_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 : filled by WM_KEYDOWN/WM_KEYUP events
// io.MousePos : filled by WM_MOUSEMOVE events
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if (io.WantMoveMouse)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
ClientToScreen(g_hWnd, &pos);
SetCursorPos(pos.x, pos.y);
}
// Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor)
SetCursor(NULL);
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}
// 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 coordinations 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_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:
{
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 (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
::SetCapture(hwnd);
io.MouseDown[button] = true;
return 0;
}
case WM_LBUTTONUP:
case WM_RBUTTONUP:
case WM_MBUTTONUP:
{
int button = 0;
if (msg == WM_LBUTTONUP) button = 0;
if (msg == WM_RBUTTONUP) button = 1;
if (msg == WM_MBUTTONUP) button = 2;
io.MouseDown[button] = false;
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
::ReleaseCapture();
return 0;
}
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return 0;
case WM_MOUSEHWHEEL:
io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return 0;
case WM_MOUSEMOVE:
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
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.AddInputCharacter((unsigned short)wParam);
return 0;
}
return 0;
}

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@ -0,0 +1,11 @@
IMGUI_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_API void ImGui_ImplWin32_Shutdown();
IMGUI_API void ImGui_ImplWin32_NewFrame();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/