mirror of
https://github.com/Drezil/imgui.git
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468 lines
19 KiB
C++
468 lines
19 KiB
C++
// ImGui Platform Binding 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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#include "imgui.h"
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#include "imgui_impl_win32.h"
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <tchar.h>
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#include "imgui_internal.h" // FIXME-PLATFORM
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// CHANGELOG
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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformInterface
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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.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse 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 = 0;
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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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// Forward Declarations
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static void ImGui_ImplWin32_InitPlatformInterface();
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static void ImGui_ImplWin32_ShutdownPlatformInterface();
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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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g_hWnd = (HWND)hwnd;
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ImGuiIO& io = ImGui::GetIO();
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io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
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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_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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io.ImeWindowHandle = g_hWnd;
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// Our mouse update function expect PlatformHandle to be filled for the main viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->PlatformHandle = (void*)g_hWnd;
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if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
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ImGui_ImplWin32_InitPlatformInterface();
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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 void ImGui_ImplWin32_UpdateMouseCursor()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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if (imgui_cursor == ImGuiMouseCursor_None)
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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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// Hardware cursor type
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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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}
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::SetCursor(::LoadCursor(NULL, win32_cursor));
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}
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}
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// This code supports multiple OS Windows mapped into different ImGui viewports,
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// So it is a little more complicated than your typical binding code (which only needs to set io.MousePos in your WM_MOUSEMOVE handler)
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// This is what imgui needs from the back-end to support multiple windows:
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// - io.MousePos = mouse position (e.g. io.MousePos == viewport->Pos when we are on the upper-left of our viewport)
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// - io.MousePosViewport = viewport which mouse position is based from (generally the focused/active/capturing viewport)
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// - io.MouseHoveredWindow = viewport which mouse is hovering, **regardless of it being the active/focused window**, **regardless of another window holding mouse captured**. [Optional]
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// This function overwrite the value of io.MousePos normally updated by the WM_MOUSEMOVE handler.
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// We keep the WM_MOUSEMOVE handling code so that WndProc function can be copied as-in in applications which do not need multiple OS windows support.
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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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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MousePosViewport = 0;
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io.MouseHoveredViewport = 0;
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POINT pos;
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if (!::GetCursorPos(&pos))
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return;
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// Our back-end can tell which window is under the mouse cursor (not every back-end can), so pass that info to imgui
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io.ConfigFlags |= ImGuiConfigFlags_PlatformHasMouseHoveredViewport;
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HWND hovered_hwnd = ::WindowFromPoint(pos);
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if (hovered_hwnd)
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
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io.MouseHoveredViewport = viewport->ID;
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// Convert mouse from screen position to window client position
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HWND focused_hwnd = ::GetActiveWindow();
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if (focused_hwnd != 0 && ::ScreenToClient(focused_hwnd, &pos))
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)focused_hwnd))
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{
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io.MousePos = ImVec2(viewport->Pos.x + (float)pos.x, viewport->Pos.y + (float)pos.y);
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io.MousePosViewport = viewport->ID;
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}
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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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// 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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// 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 : filled by WM_KEYDOWN/WM_KEYUP events
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// io.MousePos : filled by WM_MOUSEMOVE events
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// io.MouseDown : filled by WM_*BUTTON* events
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// io.MouseWheel : filled by WM_MOUSEWHEEL events
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// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
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if (io.WantMoveMouse)
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{
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POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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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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// 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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{
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g_LastMouseCursor = mouse_cursor;
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ImGui_ImplWin32_UpdateMouseCursor();
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}
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ImGui_ImplWin32_UpdateMousePos();
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// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
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ImGui::NewFrame();
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}
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// Process Win32 mouse/keyboard inputs.
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
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// 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.
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IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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if (ImGui::GetCurrentContext() == NULL)
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return 0;
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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{
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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{
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int button = 0;
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if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
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if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
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if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
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if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
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::SetCapture(hwnd);
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io.MouseDown[button] = true;
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return 0;
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}
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case WM_LBUTTONUP:
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case WM_RBUTTONUP:
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case WM_MBUTTONUP:
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{
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int button = 0;
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if (msg == WM_LBUTTONUP) button = 0;
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if (msg == WM_RBUTTONUP) button = 1;
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if (msg == WM_MBUTTONUP) button = 2;
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io.MouseDown[button] = false;
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if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
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::ReleaseCapture();
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return 0;
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}
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case WM_MOUSEWHEEL:
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io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
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return 0;
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case WM_MOUSEHWHEEL:
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io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
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return 0;
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case WM_MOUSEMOVE:
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io.MousePos.x = (signed short)(lParam);
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io.MousePos.y = (signed short)(lParam >> 16);
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return 0;
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case WM_KEYDOWN:
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case WM_SYSKEYDOWN:
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if (wParam < 256)
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io.KeysDown[wParam] = 1;
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return 0;
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case WM_KEYUP:
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case WM_SYSKEYUP:
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if (wParam < 256)
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io.KeysDown[wParam] = 0;
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return 0;
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case WM_CHAR:
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 0 && wParam < 0x10000)
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io.AddInputCharacter((unsigned short)wParam);
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return 0;
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case WM_SETCURSOR:
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if (LOWORD(lParam) == HTCLIENT)
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{
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ImGui_ImplWin32_UpdateMouseCursor();
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return 1;
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}
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return 0;
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}
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return 0;
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}
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// --------------------------------------------------------------------------------------------------------
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// Platform Windows
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// --------------------------------------------------------------------------------------------------------
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struct ImGuiPlatformDataWin32
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{
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HWND Hwnd;
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bool ExternalResize;
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DWORD DwStyle;
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DWORD DwExStyle;
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ImGuiPlatformDataWin32() { Hwnd = NULL; ExternalResize = false; DwStyle = DwExStyle = 0; }
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~ImGuiPlatformDataWin32() { IM_ASSERT(Hwnd == NULL); }
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};
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static void ImGui_ImplWin32_CreateViewport(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataWin32* data = IM_NEW(ImGuiPlatformDataWin32)();
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viewport->PlatformUserData = data;
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if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
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{
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data->DwStyle = WS_POPUP;
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data->DwExStyle = 0;
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}
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else
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{
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data->DwStyle = WS_OVERLAPPEDWINDOW;
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data->DwExStyle = WS_EX_TOOLWINDOW;
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}
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// Create window
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RECT rect = { (LONG)viewport->PlatformOsDesktopPos.x, (LONG)viewport->PlatformOsDesktopPos.y, (LONG)(viewport->PlatformOsDesktopPos.x + viewport->Size.x), (LONG)(viewport->PlatformOsDesktopPos.y + viewport->Size.y) };
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::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
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data->ExternalResize = true;
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data->Hwnd = ::CreateWindowExA(
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data->DwExStyle, "ImGui Platform", "No Title Yet", data->DwStyle, // Style, class name, window name
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rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
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g_hWnd, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param
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data->ExternalResize = false;
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viewport->PlatformHandle = data->Hwnd;
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}
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static void ImGui_ImplWin32_DestroyViewport(ImGuiViewport* viewport)
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{
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if (ImGuiPlatformDataWin32* data = (ImGuiPlatformDataWin32*)viewport->PlatformUserData)
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{
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if (::GetCapture() == data->Hwnd)
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{
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// Transfer capture so if we started dragging from a window that later disappears, we'll still release the MOUSEUP event.
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::ReleaseCapture();
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::SetCapture(g_hWnd);
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}
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if (data->Hwnd)
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::DestroyWindow(data->Hwnd);
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data->Hwnd = NULL;
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IM_DELETE(data);
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}
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viewport->PlatformUserData = viewport->PlatformHandle = NULL;
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}
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static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataWin32* data = (ImGuiPlatformDataWin32*)viewport->PlatformUserData;
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IM_ASSERT(data->Hwnd != 0);
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data->ExternalResize = true;
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if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
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::ShowWindow(data->Hwnd, SW_SHOWNA);
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else
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::ShowWindow(data->Hwnd, SW_SHOW);
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data->ExternalResize = false;
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}
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static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataWin32* data = (ImGuiPlatformDataWin32*)viewport->PlatformUserData;
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IM_ASSERT(data->Hwnd != 0);
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POINT pos = { 0, 0 };
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::ClientToScreen(data->Hwnd, &pos);
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return ImVec2((float)pos.x, (float)pos.y);
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}
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static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
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{
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ImGuiPlatformDataWin32* data = (ImGuiPlatformDataWin32*)viewport->PlatformUserData;
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IM_ASSERT(data->Hwnd != 0);
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RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
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::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
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::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
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}
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static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataWin32* data = (ImGuiPlatformDataWin32*)viewport->PlatformUserData;
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IM_ASSERT(data->Hwnd != 0);
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RECT rect;
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::GetClientRect(data->Hwnd, &rect);
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return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
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}
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static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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{
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ImGuiPlatformDataWin32* data = (ImGuiPlatformDataWin32*)viewport->PlatformUserData;
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IM_ASSERT(data->Hwnd != 0);
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data->ExternalResize = true;
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RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
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::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen
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::SetWindowPos(data->Hwnd, NULL, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
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data->ExternalResize = false;
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}
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static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
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{
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ImGuiPlatformDataWin32* data = (ImGuiPlatformDataWin32*)viewport->PlatformUserData;
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IM_ASSERT(data->Hwnd != 0);
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::SetWindowTextA(data->Hwnd, title);
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}
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static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
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return true;
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiPlatformDataWin32* data = (ImGuiPlatformDataWin32*)viewport->PlatformUserData;
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switch (msg)
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{
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case WM_CLOSE:
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viewport->PlatformRequestClose = true;
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return 0;
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case WM_MOVE:
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viewport->PlatformOsDesktopPos = ImVec2((float)(short)LOWORD(lParam), (float)(short)HIWORD(lParam));
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break;
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case WM_NCHITTEST:
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// Let mouse pass-through the window, this is used while e.g. dragging a window, we creates a temporary overlay but want the cursor to aim behind our overlay.
|
|
if (viewport->Flags & ImGuiViewportFlags_NoInputs)
|
|
return HTTRANSPARENT;
|
|
break;
|
|
case WM_SIZE:
|
|
if (!data->ExternalResize)
|
|
viewport->PlatformRequestResize = true;
|
|
if (io.RendererInterface.ResizeViewport)
|
|
io.RendererInterface.ResizeViewport(viewport, (int)LOWORD(lParam), (int)HIWORD(lParam));
|
|
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);
|
|
|
|
// Register platform interface (will be coupled with a renderer interface)
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.PlatformInterface.CreateViewport = ImGui_ImplWin32_CreateViewport;
|
|
io.PlatformInterface.DestroyViewport = ImGui_ImplWin32_DestroyViewport;
|
|
io.PlatformInterface.ShowWindow = ImGui_ImplWin32_ShowWindow;
|
|
io.PlatformInterface.SetWindowPos = ImGui_ImplWin32_SetWindowPos;
|
|
io.PlatformInterface.GetWindowPos = ImGui_ImplWin32_GetWindowPos;
|
|
io.PlatformInterface.SetWindowSize = ImGui_ImplWin32_SetWindowSize;
|
|
io.PlatformInterface.GetWindowSize = ImGui_ImplWin32_GetWindowSize;
|
|
io.PlatformInterface.SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
|
|
|
|
// Register main window handle
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
ImGuiPlatformDataWin32* data = IM_NEW(ImGuiPlatformDataWin32)();
|
|
data->Hwnd = g_hWnd;
|
|
main_viewport->PlatformUserData = data;
|
|
main_viewport->PlatformHandle = (void*)data->Hwnd;
|
|
}
|
|
|
|
static void ImGui_ImplWin32_ShutdownPlatformInterface()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
memset(&io.PlatformInterface, 0, sizeof(io.PlatformInterface));
|
|
|
|
::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL));
|
|
}
|