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# Conflicts: # docs/CHANGELOG.txt # examples/example_win32_directx11/main.cpp # examples/example_win32_directx9/main.cpp # examples/imgui_impl_win32.cpp # examples/imgui_impl_win32.h # imgui.cpp
37 lines
2.2 KiB
C
37 lines
2.2 KiB
C
// dear 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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// 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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#pragma once
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IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
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IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
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// Configuration: Disable gamepad support or linking with xinput.lib
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//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
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// Win32 message handler
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// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h>
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// - You can COPY this line into your .cpp code to forward declare the function.
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#if 0
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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#endif
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// DPI-related helpers (optional)
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// - Use to enable DPI awareness without having to create an application manifest.
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// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
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// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
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// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
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// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
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IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
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IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
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IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
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