mirror of
https://github.com/Drezil/imgui.git
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042a3b01d2
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx10.h # backends/imgui_impl_vulkan.h # backends/imgui_impl_win32.cpp # docs/CHANGELOG.txt # examples/README.txt # examples/example_glfw_opengl2/main.cpp # examples/example_glfw_opengl3/main.cpp # examples/example_glfw_vulkan/main.cpp # examples/example_sdl_directx11/main.cpp # examples/example_sdl_opengl2/main.cpp # examples/example_sdl_opengl3/main.cpp # examples/example_sdl_vulkan/main.cpp # examples/example_win32_directx10/main.cpp # examples/example_win32_directx11/main.cpp # examples/example_win32_directx12/main.cpp # examples/example_win32_directx9/main.cpp # imgui.cpp # imgui.h # imgui_demo.cpp # imgui_internal.h
889 lines
42 KiB
C++
889 lines
42 KiB
C++
// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// Implemented features:
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// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#include "imgui.h"
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#include "imgui_impl_win32.h"
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#ifndef WIN32_LEAN_AND_MEAN
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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 <tchar.h>
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// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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#include <XInput.h>
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#else
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#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
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#endif
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#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
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#pragma comment(lib, "xinput")
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//#pragma comment(lib, "Xinput9_1_0")
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#endif
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
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// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
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// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
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// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
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// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
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// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
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// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
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// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
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// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
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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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// 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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return false;
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if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
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return false;
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// Setup backend capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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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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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplWin32_InitPlatformInterface();
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
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io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
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io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
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io.KeyMap[ImGuiKey_Home] = VK_HOME;
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io.KeyMap[ImGuiKey_End] = VK_END;
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io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
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io.KeyMap[ImGuiKey_Space] = VK_SPACE;
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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io.KeyMap[ImGuiKey_X] = 'X';
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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return true;
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}
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void ImGui_ImplWin32_Shutdown()
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{
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ImGui_ImplWin32_ShutdownPlatformInterface();
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g_hWnd = (HWND)0;
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}
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static bool ImGui_ImplWin32_UpdateMouseCursor()
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{
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ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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return false;
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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::SetCursor(NULL);
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}
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else
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{
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// Show OS mouse cursor
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LPTSTR win32_cursor = IDC_ARROW;
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switch (imgui_cursor)
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{
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case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
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case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
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case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
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case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
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case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
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case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
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case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
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case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
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case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
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}
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::SetCursor(::LoadCursor(NULL, win32_cursor));
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}
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return true;
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}
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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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{
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ImGuiIO& io = ImGui::GetIO();
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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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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(g_hWnd, &pos);
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::SetCursorPos(pos.x, pos.y);
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}
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MouseHoveredViewport = 0;
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// Set imgui mouse 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 (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 (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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// This is the position you can get with GetCursorPos(). In theory adding viewport->Pos is also the reverse operation of doing ScreenToClient().
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if (ImGui::FindViewportByPlatformHandle((void*)focused_hwnd) != NULL)
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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 from WM_MOUSEMOVE.
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if (focused_hwnd == g_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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io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y);
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}
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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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// Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
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// - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
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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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}
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// Gamepad navigation mapping
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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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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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{
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XINPUT_CAPABILITIES caps;
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g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
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g_WantUpdateHasGamepad = false;
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}
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XINPUT_STATE xinput_state;
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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if (g_HasGamepad && 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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#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
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#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; }
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MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
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MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
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MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
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MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
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MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
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MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
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MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
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MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
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MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
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MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
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MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
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MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
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MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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}
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#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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}
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static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
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{
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MONITORINFO info = { 0 };
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info.cbSize = sizeof(MONITORINFO);
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if (!::GetMonitorInfo(monitor, &info))
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return TRUE;
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ImGuiPlatformMonitor imgui_monitor;
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imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
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imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
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imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
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imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
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imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
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ImGuiPlatformIO& io = ImGui::GetPlatformIO();
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if (info.dwFlags & MONITORINFOF_PRIMARY)
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io.Monitors.push_front(imgui_monitor);
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else
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io.Monitors.push_back(imgui_monitor);
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return TRUE;
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}
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static void ImGui_ImplWin32_UpdateMonitors()
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{
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ImGui::GetPlatformIO().Monitors.resize(0);
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::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL);
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g_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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// Setup display size (every frame to accommodate for window resizing)
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RECT rect;
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::GetClientRect(g_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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ImGui_ImplWin32_UpdateMonitors();
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// Setup time step
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INT64 current_time;
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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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// Read keyboard modifiers inputs
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io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
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io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
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io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
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io.KeySuper = false;
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// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
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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 (g_LastMouseCursor != mouse_cursor)
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|
{
|
|
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_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 IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 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()
|
|
#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) && !defined(__GNUC__)
|
|
#define HAS_WIN32_IME 1
|
|
#include <imm.h>
|
|
#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<wchar_t> 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));
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------
|