mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-06 04:58:47 +02:00
Merge branch 'features/backends_context' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_glfw.cpp # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp # examples/example_apple_opengl2/main.mm
This commit is contained in:
@ -35,6 +35,7 @@ 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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// 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).
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// 2021-06-08: Fix 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).
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// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
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// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
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@ -65,47 +66,76 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
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// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
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// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
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// Win32 Data
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static HWND g_hWnd = NULL;
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static INT64 g_Time = 0;
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static INT64 g_TicksPerSecond = 0;
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static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
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static bool g_HasGamepad = false;
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static bool g_WantUpdateHasGamepad = true;
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static bool g_WantUpdateMonitors = true;
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// Forward Declarations
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static void ImGui_ImplWin32_InitPlatformInterface();
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static void ImGui_ImplWin32_ShutdownPlatformInterface();
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static void ImGui_ImplWin32_UpdateMonitors();
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// XInput DLL and functions
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// Win32
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struct ImGui_ImplWin32_Data
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{
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HWND hWnd;
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INT64 Time;
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INT64 TicksPerSecond;
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ImGuiMouseCursor LastMouseCursor;
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bool HasGamepad;
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bool WantUpdateHasGamepad;
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bool WantUpdateMonitors;
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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static HMODULE g_XInputDLL = NULL;
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static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL;
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static PFN_XInputGetState g_XInputGetState = NULL;
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HMODULE XInputDLL;
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PFN_XInputGetCapabilities XInputGetCapabilities;
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PFN_XInputGetState XInputGetState;
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#endif
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ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
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};
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#if 1
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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static ImGui_ImplWin32_Data* g_Data;
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static ImGui_ImplWin32_Data* ImGui_ImplWin32_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplWin32_Data); return g_Data; }
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static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { return ImGui::GetCurrentContext() ? g_Data : NULL; }
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static void ImGui_ImplWin32_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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#else
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// FIXME: mouse cursor is a shared resource.
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// FIXME: facilitate calling ImGui_ImplWin32_WndProcHandler() handler and letting us do the right dispatch
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static ImGui_ImplWin32_Data* ImGui_ImplWin32_CreateBackendData() { return IM_NEW(ImGui_ImplWin32_Data)(); }
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static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { return (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData; }
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static void ImGui_ImplWin32_DestroyBackendData() { IM_DELETE(ImGui_ImplWin32_GetBackendData()); }
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#endif
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// Functions
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bool ImGui_ImplWin32_Init(void* hwnd)
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{
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if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
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INT64 perf_frequency, perf_counter;
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if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
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return false;
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if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
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if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
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return false;
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_CreateBackendData();
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bd->hWnd = (HWND)hwnd;
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bd->WantUpdateHasGamepad = true;
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bd->WantUpdateMonitors = true;
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bd->TicksPerSecond = perf_frequency;
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bd->Time = perf_counter;
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bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
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// Setup backend capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendPlatformUserData = (void*)bd;
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io.BackendPlatformName = "imgui_impl_win32";
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
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io.BackendPlatformName = "imgui_impl_win32";
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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g_hWnd = (HWND)hwnd;
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd;
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main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplWin32_InitPlatformInterface();
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@ -146,9 +176,9 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
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if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
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{
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g_XInputDLL = dll;
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g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
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g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
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bd->XInputDLL = dll;
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bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
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bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
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break;
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}
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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@ -158,23 +188,19 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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void ImGui_ImplWin32_Shutdown()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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ImGui_ImplWin32_ShutdownPlatformInterface();
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// Unload XInput library
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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if (g_XInputDLL)
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::FreeLibrary(g_XInputDLL);
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g_XInputDLL = NULL;
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g_XInputGetCapabilities = NULL;
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g_XInputGetState = NULL;
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if (bd->XInputDLL)
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::FreeLibrary(bd->XInputDLL);
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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g_hWnd = NULL;
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g_Time = 0;
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g_TicksPerSecond = 0;
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g_LastMouseCursor = ImGuiMouseCursor_COUNT;
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g_HasGamepad = false;
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g_WantUpdateHasGamepad = true;
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io.BackendPlatformName = NULL;
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io.BackendPlatformUserData = NULL;
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ImGui_ImplWin32_DestroyBackendData();
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}
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static bool ImGui_ImplWin32_UpdateMouseCursor()
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@ -215,7 +241,8 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
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static void ImGui_ImplWin32_UpdateMousePos()
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(g_hWnd != 0);
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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IM_ASSERT(bd->hWnd != 0);
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// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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// (When multi-viewports are enabled, all imgui positions are same as OS positions)
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@ -223,7 +250,7 @@ static void ImGui_ImplWin32_UpdateMousePos()
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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(g_hWnd, &pos);
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::ClientToScreen(bd->hWnd, &pos);
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::SetCursorPos(pos.x, pos.y);
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}
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@ -236,8 +263,8 @@ static void ImGui_ImplWin32_UpdateMousePos()
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return;
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if (HWND focused_hwnd = ::GetForegroundWindow())
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{
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if (::IsChild(focused_hwnd, g_hWnd))
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focused_hwnd = g_hWnd;
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if (::IsChild(focused_hwnd, bd->hWnd))
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focused_hwnd = bd->hWnd;
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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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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@ -249,7 +276,7 @@ static void ImGui_ImplWin32_UpdateMousePos()
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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 from WM_MOUSEMOVE.
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if (focused_hwnd == g_hWnd)
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if (focused_hwnd == bd->hWnd)
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{
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POINT mouse_client_pos = mouse_screen_pos;
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::ScreenToClient(focused_hwnd, &mouse_client_pos);
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@ -275,22 +302,23 @@ static void ImGui_ImplWin32_UpdateGamepads()
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{
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
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// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
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if (g_WantUpdateHasGamepad)
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if (bd->WantUpdateHasGamepad)
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{
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XINPUT_CAPABILITIES caps;
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g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
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g_WantUpdateHasGamepad = false;
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bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
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bd->WantUpdateHasGamepad = false;
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}
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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XINPUT_STATE xinput_state;
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if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
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if (bd->HasGamepad && bd->XInputGetState && bd->XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
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{
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const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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@ -341,28 +369,29 @@ static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, H
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static void ImGui_ImplWin32_UpdateMonitors()
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{
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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ImGui::GetPlatformIO().Monitors.resize(0);
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::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
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g_WantUpdateMonitors = false;
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bd->WantUpdateMonitors = false;
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}
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void ImGui_ImplWin32_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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// Setup display size (every frame to accommodate for window resizing)
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RECT rect = { 0, 0, 0, 0 };
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::GetClientRect(g_hWnd, &rect);
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::GetClientRect(bd->hWnd, &rect);
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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if (g_WantUpdateMonitors)
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if (bd->WantUpdateMonitors)
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ImGui_ImplWin32_UpdateMonitors();
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// Setup time step
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INT64 current_time = 0;
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::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
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io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
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g_Time = current_time;
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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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// Read keyboard modifiers inputs
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io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
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@ -376,9 +405,9 @@ void ImGui_ImplWin32_NewFrame()
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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 (g_LastMouseCursor != mouse_cursor)
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if (bd->LastMouseCursor != mouse_cursor)
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{
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g_LastMouseCursor = mouse_cursor;
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bd->LastMouseCursor = mouse_cursor;
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ImGui_ImplWin32_UpdateMouseCursor();
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}
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@ -412,6 +441,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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return 0;
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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switch (msg)
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{
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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@ -474,10 +505,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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return 0;
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case WM_DEVICECHANGE:
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if ((UINT)wParam == DBT_DEVNODES_CHANGED)
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g_WantUpdateHasGamepad = true;
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bd->WantUpdateHasGamepad = true;
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return 0;
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case WM_DISPLAYCHANGE:
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g_WantUpdateMonitors = true;
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bd->WantUpdateMonitors = true;
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return 0;
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}
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return 0;
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@ -544,7 +575,8 @@ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWAR
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void ImGui_ImplWin32_EnableDpiAwareness()
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{
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// Make sure monitors will be updated with latest correct scaling
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g_WantUpdateMonitors = true;
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if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
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bd->WantUpdateMonitors = true;
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if (_IsWindows10OrGreater())
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{
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@ -694,13 +726,14 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
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static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
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{
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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if (ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData)
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{
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if (::GetCapture() == data->Hwnd)
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{
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// Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
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::ReleaseCapture();
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::SetCapture(g_hWnd);
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::SetCapture(bd->hWnd);
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}
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if (data->Hwnd && data->HwndOwned)
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::DestroyWindow(data->Hwnd);
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@ -942,11 +975,12 @@ static void ImGui_ImplWin32_InitPlatformInterface()
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// Register main window handle (which is owned by the main application, not by us)
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// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
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data->Hwnd = g_hWnd;
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data->Hwnd = bd->hWnd;
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data->HwndOwned = false;
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main_viewport->PlatformUserData = data;
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main_viewport->PlatformHandle = (void*)g_hWnd;
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main_viewport->PlatformHandle = (void*)bd->hWnd;
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}
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static void ImGui_ImplWin32_ShutdownPlatformInterface()
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