// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // Implemented features: // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs #include "imgui.h" #include "imgui_impl_win32.h" #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include #include #include // Configuration flags to add in your imconfig.h file: //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support (this used to be meaningful before <1.81) but we know load XInput dynamically so the option is less relevant now. // Using XInput for gamepad (will load DLL dynamically) #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #include typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); #endif // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). // 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. // 2021-01-25: Inputs: Dynamically loading XInput DLL. // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. // Win32 Data static HWND g_hWnd = NULL; static INT64 g_Time = 0; static INT64 g_TicksPerSecond = 0; static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; static bool g_HasGamepad = false; static bool g_WantUpdateHasGamepad = true; static bool g_WantUpdateMonitors = true; // Forward Declarations static void ImGui_ImplWin32_InitPlatformInterface(); static void ImGui_ImplWin32_ShutdownPlatformInterface(); static void ImGui_ImplWin32_UpdateMonitors(); // XInput DLL and functions #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD static HMODULE g_XInputDLL = NULL; static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL; static PFN_XInputGetState g_XInputGetState = NULL; #endif // Functions bool ImGui_ImplWin32_Init(void* hwnd) { if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond)) return false; if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time)) return false; // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) io.BackendPlatformName = "imgui_impl_win32"; // Our mouse update function expect PlatformHandle to be filled for the main viewport g_hWnd = (HWND)hwnd; ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd; if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplWin32_InitPlatformInterface(); // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. io.KeyMap[ImGuiKey_Tab] = VK_TAB; io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = VK_UP; io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; io.KeyMap[ImGuiKey_Home] = VK_HOME; io.KeyMap[ImGuiKey_End] = VK_END; io.KeyMap[ImGuiKey_Insert] = VK_INSERT; io.KeyMap[ImGuiKey_Delete] = VK_DELETE; io.KeyMap[ImGuiKey_Backspace] = VK_BACK; io.KeyMap[ImGuiKey_Space] = VK_SPACE; io.KeyMap[ImGuiKey_Enter] = VK_RETURN; io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN; 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'; // Dynamically load XInput library #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD const char* xinput_dll_names[] = { "xinput1_4.dll", // Windows 8+ "xinput1_3.dll", // DirectX SDK "xinput9_1_0.dll", // Windows Vista, Windows 7 "xinput1_2.dll", // DirectX SDK "xinput1_1.dll" // DirectX SDK }; for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) { g_XInputDLL = dll; g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); break; } #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD return true; } void ImGui_ImplWin32_Shutdown() { ImGui_ImplWin32_ShutdownPlatformInterface(); // Unload XInput library #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD if (g_XInputDLL) ::FreeLibrary(g_XInputDLL); g_XInputDLL = NULL; g_XInputGetCapabilities = NULL; g_XInputGetState = NULL; #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD g_hWnd = NULL; g_Time = 0; g_TicksPerSecond = 0; g_LastMouseCursor = ImGuiMouseCursor_COUNT; g_HasGamepad = false; g_WantUpdateHasGamepad = true; } static bool ImGui_ImplWin32_UpdateMouseCursor() { ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) return false; ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor ::SetCursor(NULL); } else { // Show OS mouse cursor LPTSTR win32_cursor = IDC_ARROW; switch (imgui_cursor) { case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; } ::SetCursor(::LoadCursor(NULL, win32_cursor)); } return true; } // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) // Because of that, it is a little more complicated than your typical single-viewport binding code! static void ImGui_ImplWin32_UpdateMousePos() { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(g_hWnd != 0); // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // (When multi-viewports are enabled, all imgui positions are same as OS positions) if (io.WantSetMousePos) { POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) ::ClientToScreen(g_hWnd, &pos); ::SetCursorPos(pos.x, pos.y); } io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); io.MouseHoveredViewport = 0; // Set imgui mouse position POINT mouse_screen_pos; if (!::GetCursorPos(&mouse_screen_pos)) return; if (HWND focused_hwnd = ::GetForegroundWindow()) { if (::IsChild(focused_hwnd, g_hWnd)) focused_hwnd = g_hWnd; if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { // 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) // This is the position you can get with GetCursorPos(). In theory adding viewport->Pos is also the reverse operation of doing ScreenToClient(). if (ImGui::FindViewportByPlatformHandle((void*)focused_hwnd) != NULL) io.MousePos = ImVec2((float)mouse_screen_pos.x, (float)mouse_screen_pos.y); } else { // 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.) // This is the position you can get with GetCursorPos() + ScreenToClient() or from WM_MOUSEMOVE. if (focused_hwnd == g_hWnd) { POINT mouse_client_pos = mouse_screen_pos; ::ScreenToClient(focused_hwnd, &mouse_client_pos); io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y); } } } // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering. // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows). // - This is _regardless_ of whether another viewport is focused or being dragged from. // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the // 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. if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd)) if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated? io.MouseHoveredViewport = viewport->ID; } // Gamepad navigation mapping static void ImGui_ImplWin32_UpdateGamepads() { #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD ImGuiIO& io = ImGui::GetIO(); memset(io.NavInputs, 0, sizeof(io.NavInputs)); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) return; // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. if (g_WantUpdateHasGamepad) { XINPUT_CAPABILITIES caps; g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; g_WantUpdateHasGamepad = false; } io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; XINPUT_STATE xinput_state; if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS) { const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; io.BackendFlags |= ImGuiBackendFlags_HasGamepad; #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); #undef MAP_BUTTON #undef MAP_ANALOG } #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD } static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM) { MONITORINFO info = {}; info.cbSize = sizeof(MONITORINFO); if (!::GetMonitorInfo(monitor, &info)) return TRUE; ImGuiPlatformMonitor imgui_monitor; imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top); imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top)); imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top); imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top)); imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); ImGuiPlatformIO& io = ImGui::GetPlatformIO(); if (info.dwFlags & MONITORINFOF_PRIMARY) io.Monitors.push_front(imgui_monitor); else io.Monitors.push_back(imgui_monitor); return TRUE; } static void ImGui_ImplWin32_UpdateMonitors() { ImGui::GetPlatformIO().Monitors.resize(0); ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0); g_WantUpdateMonitors = false; } void ImGui_ImplWin32_NewFrame() { ImGuiIO& io = ImGui::GetIO(); 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()."); // Setup display size (every frame to accommodate for window resizing) RECT rect = { 0, 0, 0, 0 }; ::GetClientRect(g_hWnd, &rect); io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); if (g_WantUpdateMonitors) ImGui_ImplWin32_UpdateMonitors(); // Setup time step INT64 current_time = 0; ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; g_Time = current_time; // Read keyboard modifiers inputs io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; io.KeySuper = false; // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. // Update OS mouse position ImGui_ImplWin32_UpdateMousePos(); // Update OS mouse cursor with the cursor requested by imgui ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); if (g_LastMouseCursor != mouse_cursor) { g_LastMouseCursor = mouse_cursor; ImGui_ImplWin32_UpdateMouseCursor(); } // Update game controllers (if enabled and available) ImGui_ImplWin32_UpdateGamepads(); } // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. #ifndef WM_MOUSEHWHEEL #define WM_MOUSEHWHEEL 0x020E #endif #ifndef DBT_DEVNODES_CHANGED #define DBT_DEVNODES_CHANGED 0x0007 #endif // Win32 message handler (process Win32 mouse/keyboard inputs, etc.) // Call from your application's message handler. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. #if 0 // Copy this line into your .cpp file to forward declare the function. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); #endif IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui::GetCurrentContext() == NULL) return 0; ImGuiIO& io = ImGui::GetIO(); switch (msg) { case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: { int button = 0; if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) ::SetCapture(hwnd); io.MouseDown[button] = true; return 0; } case WM_LBUTTONUP: case WM_RBUTTONUP: case WM_MBUTTONUP: case WM_XBUTTONUP: { int button = 0; if (msg == WM_LBUTTONUP) { button = 0; } if (msg == WM_RBUTTONUP) { button = 1; } if (msg == WM_MBUTTONUP) { button = 2; } if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } io.MouseDown[button] = false; if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) ::ReleaseCapture(); return 0; } case WM_MOUSEWHEEL: io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; return 0; case WM_MOUSEHWHEEL: io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; return 0; case WM_KEYDOWN: case WM_SYSKEYDOWN: if (wParam < 256) io.KeysDown[wParam] = 1; return 0; case WM_KEYUP: case WM_SYSKEYUP: if (wParam < 256) io.KeysDown[wParam] = 0; return 0; case WM_KILLFOCUS: memset(io.KeysDown, 0, sizeof(io.KeysDown)); return 0; case WM_CHAR: // You can also use ToAscii()+GetKeyboardState() to retrieve characters. if (wParam > 0 && wParam < 0x10000) io.AddInputCharacterUTF16((unsigned short)wParam); return 0; case WM_SETCURSOR: if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) return 1; return 0; case WM_DEVICECHANGE: if ((UINT)wParam == DBT_DEVNODES_CHANGED) g_WantUpdateHasGamepad = true; return 0; case WM_DISPLAYCHANGE: g_WantUpdateMonitors = true; return 0; } return 0; } //-------------------------------------------------------------------------------------------------------- // DPI-related helpers (optional) //-------------------------------------------------------------------------------------------------------- // - Use to enable DPI awareness without having to create an application manifest. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. //--------------------------------------------------------------------------------------------------------- // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. // If you are trying to implement your own backend for your own engine, you may ignore that noise. //--------------------------------------------------------------------------------------------------------- // Implement some of the functions and types normally declared in recent Windows SDK. #if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS) static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp) { OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 }; DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR; ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL); cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL); cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL); return ::VerifyVersionInfoW(&osvi, mask, cond); } #define IsWindowsVistaOrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA #define IsWindows8OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 #define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE #endif #ifndef DPI_ENUMS_DECLARED typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; #endif #ifndef _DPI_AWARENESS_CONTEXTS_ DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 #endif #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 #endif typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) // Helper function to enable DPI awareness without setting up a manifest void ImGui_ImplWin32_EnableDpiAwareness() { // Make sure monitors will be updated with latest correct scaling g_WantUpdateMonitors = true; // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer! { static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) { SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); return; } } if (IsWindows8Point1OrGreater()) { static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) { SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); return; } } #if _WIN32_WINNT >= 0x0600 ::SetProcessDPIAware(); #endif } #if defined(_MSC_VER) && !defined(NOGDI) #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' #endif float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) { UINT xdpi = 96, ydpi = 96; static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater(); if (bIsWindows8Point1OrGreater) { static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor")) GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); } #ifndef NOGDI else { const HDC dc = ::GetDC(NULL); xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); ::ReleaseDC(NULL, dc); } #endif IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! return xdpi / 96.0f; } float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) { HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); } //-------------------------------------------------------------------------------------------------------- // IME (Input Method Editor) basic support for e.g. Asian language users //-------------------------------------------------------------------------------------------------------- #if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have Win32 functions #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS #endif #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) #define HAS_WIN32_IME 1 #include #ifdef _MSC_VER #pragma comment(lib, "imm32") #endif static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos) { COMPOSITIONFORM cf = { CFS_FORCE_POSITION,{ (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) },{ 0, 0, 0, 0 } }; if (HWND hwnd = (HWND)viewport->PlatformHandle) if (HIMC himc = ::ImmGetContext(hwnd)) { ::ImmSetCompositionWindow(himc, &cf); ::ImmReleaseContext(hwnd, himc); } } #else #define HAS_WIN32_IME 0 #endif //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. struct ImGuiViewportDataWin32 { HWND Hwnd; bool HwndOwned; DWORD DwStyle; DWORD DwExStyle; ImGuiViewportDataWin32() { Hwnd = NULL; HwndOwned = false; DwStyle = DwExStyle = 0; } ~ImGuiViewportDataWin32() { IM_ASSERT(Hwnd == NULL); } }; static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style) { if (flags & ImGuiViewportFlags_NoDecoration) *out_style = WS_POPUP; else *out_style = WS_OVERLAPPEDWINDOW; if (flags & ImGuiViewportFlags_NoTaskBarIcon) *out_ex_style = WS_EX_TOOLWINDOW; else *out_ex_style = WS_EX_APPWINDOW; if (flags & ImGuiViewportFlags_TopMost) *out_ex_style |= WS_EX_TOPMOST; } static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) { ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)(); viewport->PlatformUserData = data; // Select style and parent window ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &data->DwStyle, &data->DwExStyle); HWND parent_window = NULL; if (viewport->ParentViewportId != 0) if (ImGuiViewport* parent_viewport = ImGui::FindViewportByID(viewport->ParentViewportId)) parent_window = (HWND)parent_viewport->PlatformHandle; // Create window RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); data->Hwnd = ::CreateWindowEx( data->DwExStyle, _T("ImGui Platform"), _T("Untitled"), data->DwStyle, // Style, class name, window name rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area parent_window, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param data->HwndOwned = true; viewport->PlatformRequestResize = false; viewport->PlatformHandle = viewport->PlatformHandleRaw = data->Hwnd; } static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) { if (ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData) { if (::GetCapture() == data->Hwnd) { // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. ::ReleaseCapture(); ::SetCapture(g_hWnd); } if (data->Hwnd && data->HwndOwned) ::DestroyWindow(data->Hwnd); data->Hwnd = NULL; IM_DELETE(data); } viewport->PlatformUserData = viewport->PlatformHandle = NULL; } static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) { ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ::ShowWindow(data->Hwnd, SW_SHOWNA); else ::ShowWindow(data->Hwnd, SW_SHOW); } static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) { // (Optional) Update Win32 style if it changed _after_ creation. // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful. ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); DWORD new_style; DWORD new_ex_style; ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style); // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows) if (data->DwStyle != new_style || data->DwExStyle != new_ex_style) { // (Optional) Update TopMost state if it changed _after_ creation bool top_most_changed = (data->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST); HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0; UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER; // Apply flags and position (since it is affected by flags) data->DwStyle = new_style; data->DwExStyle = new_ex_style; ::SetWindowLong(data->Hwnd, GWL_STYLE, data->DwStyle); ::SetWindowLong(data->Hwnd, GWL_EXSTYLE, data->DwExStyle); RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen ::SetWindowPos(data->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); ::ShowWindow(data->Hwnd, SW_SHOWNA); // This is necessary when we alter the style viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; } } static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport) { ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); POINT pos = { 0, 0 }; ::ClientToScreen(data->Hwnd, &pos); return ImVec2((float)pos.x, (float)pos.y); } static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) { ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y }; ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); ::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); } static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport) { ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); RECT rect; ::GetClientRect(data->Hwnd, &rect); return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top)); } static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) { ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y }; ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen ::SetWindowPos(data->Hwnd, NULL, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); } static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport) { ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); ::BringWindowToTop(data->Hwnd); ::SetForegroundWindow(data->Hwnd); ::SetFocus(data->Hwnd); } static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) { ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); return ::GetForegroundWindow() == data->Hwnd; } static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) { ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); return ::IsIconic(data->Hwnd) != 0; } static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) { // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0); ImVector title_w; title_w.resize(n); ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); ::SetWindowTextW(data->Hwnd, title_w.Data); } static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) { ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); if (alpha < 1.0f) { DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style); ::SetLayeredWindowAttributes(data->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); } else { DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style); } } static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport) { ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); return ImGui_ImplWin32_GetDpiScaleForHwnd(data->Hwnd); } // FIXME-DPI: Testing DPI related ideas static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport) { (void)viewport; #if 0 ImGuiStyle default_style; //default_style.WindowPadding = ImVec2(0, 0); //default_style.WindowBorderSize = 0.0f; //default_style.ItemSpacing.y = 3.0f; //default_style.FramePadding = ImVec2(0, 0); default_style.ScaleAllSizes(viewport->DpiScale); ImGuiStyle& style = ImGui::GetStyle(); style = default_style; #endif } static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) return true; if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd)) { switch (msg) { case WM_CLOSE: viewport->PlatformRequestClose = true; return 0; case WM_MOVE: viewport->PlatformRequestMove = true; break; case WM_SIZE: viewport->PlatformRequestResize = true; break; case WM_MOUSEACTIVATE: if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick) return MA_NOACTIVATE; break; case WM_NCHITTEST: // Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL). // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. if (viewport->Flags & ImGuiViewportFlags_NoInputs) return HTTRANSPARENT; break; } } return DefWindowProc(hWnd, msg, wParam, lParam); } static void ImGui_ImplWin32_InitPlatformInterface() { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = ::GetModuleHandle(NULL); wcex.hIcon = NULL; wcex.hCursor = NULL; wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); wcex.lpszMenuName = NULL; wcex.lpszClassName = _T("ImGui Platform"); wcex.hIconSm = NULL; ::RegisterClassEx(&wcex); ImGui_ImplWin32_UpdateMonitors(); // Register platform interface (will be coupled with a renderer interface) ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow; platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow; platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow; platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos; platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos; platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize; platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI #if HAS_WIN32_IME platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos; #endif // Register main window handle (which is owned by the main application, not by us) // 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. ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)(); data->Hwnd = g_hWnd; data->HwndOwned = false; main_viewport->PlatformUserData = data; main_viewport->PlatformHandle = (void*)g_hWnd; } static void ImGui_ImplWin32_ShutdownPlatformInterface() { ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL)); } //--------------------------------------------------------------------------------------------------------- // Transparency related helpers (optional) //-------------------------------------------------------------------------------------------------------- #if defined(_MSC_VER) #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' #endif // [experimental] // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) { if (!IsWindowsVistaOrGreater()) return; BOOL composition; if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) return; BOOL opaque; DWORD color; if (IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) { HRGN region = ::CreateRectRgn(0, 0, -1, -1); DWM_BLURBEHIND bb = {}; bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; bb.hRgnBlur = region; bb.fEnable = TRUE; ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); ::DeleteObject(region); } else { DWM_BLURBEHIND bb = {}; bb.dwFlags = DWM_BB_ENABLE; ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); } } //---------------------------------------------------------------------------------------------------------