imgui_impl_win32.cpp (26485B)
1 // dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) 2 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) 3 4 // Implemented features: 5 // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) 6 // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. 7 // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). 8 // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. 9 10 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 11 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 12 // Read online: https://github.com/ocornut/imgui/tree/master/docs 13 14 #include "imgui.h" 15 #include "imgui_impl_win32.h" 16 #ifndef WIN32_LEAN_AND_MEAN 17 #define WIN32_LEAN_AND_MEAN 18 #endif 19 #include <windows.h> 20 #include <tchar.h> 21 #include <dwmapi.h> 22 23 // Configuration flags to add in your imconfig.h file: 24 //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support (this used to be meaningful before <1.81) but we know load XInput dynamically so the option is less relevant now. 25 26 // Using XInput for gamepad (will load DLL dynamically) 27 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 28 #include <xinput.h> 29 typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); 30 typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); 31 #endif 32 33 // CHANGELOG 34 // (minor and older changes stripped away, please see git history for details) 35 // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). 36 // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). 37 // 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. 38 // 2021-01-25: Inputs: Dynamically loading XInput DLL. 39 // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. 40 // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) 41 // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. 42 // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. 43 // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. 44 // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). 45 // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. 46 // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. 47 // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). 48 // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. 49 // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. 50 // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). 51 // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. 52 // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. 53 // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). 54 // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. 55 // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). 56 // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. 57 // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. 58 // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. 59 // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. 60 // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. 61 // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. 62 // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. 63 64 // Win32 Data 65 static HWND g_hWnd = NULL; 66 static INT64 g_Time = 0; 67 static INT64 g_TicksPerSecond = 0; 68 static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; 69 static bool g_HasGamepad = false; 70 static bool g_WantUpdateHasGamepad = true; 71 72 // XInput DLL and functions 73 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 74 static HMODULE g_XInputDLL = NULL; 75 static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL; 76 static PFN_XInputGetState g_XInputGetState = NULL; 77 #endif 78 79 // Functions 80 bool ImGui_ImplWin32_Init(void* hwnd) 81 { 82 if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond)) 83 return false; 84 if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time)) 85 return false; 86 87 // Setup backend capabilities flags 88 g_hWnd = (HWND)hwnd; 89 ImGuiIO& io = ImGui::GetIO(); 90 io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) 91 io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) 92 io.BackendPlatformName = "imgui_impl_win32"; 93 io.ImeWindowHandle = hwnd; 94 95 // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. 96 io.KeyMap[ImGuiKey_Tab] = VK_TAB; 97 io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; 98 io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; 99 io.KeyMap[ImGuiKey_UpArrow] = VK_UP; 100 io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; 101 io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; 102 io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; 103 io.KeyMap[ImGuiKey_Home] = VK_HOME; 104 io.KeyMap[ImGuiKey_End] = VK_END; 105 io.KeyMap[ImGuiKey_Insert] = VK_INSERT; 106 io.KeyMap[ImGuiKey_Delete] = VK_DELETE; 107 io.KeyMap[ImGuiKey_Backspace] = VK_BACK; 108 io.KeyMap[ImGuiKey_Space] = VK_SPACE; 109 io.KeyMap[ImGuiKey_Enter] = VK_RETURN; 110 io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; 111 io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN; 112 io.KeyMap[ImGuiKey_A] = 'A'; 113 io.KeyMap[ImGuiKey_C] = 'C'; 114 io.KeyMap[ImGuiKey_V] = 'V'; 115 io.KeyMap[ImGuiKey_X] = 'X'; 116 io.KeyMap[ImGuiKey_Y] = 'Y'; 117 io.KeyMap[ImGuiKey_Z] = 'Z'; 118 119 // Dynamically load XInput library 120 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 121 const char* xinput_dll_names[] = 122 { 123 "xinput1_4.dll", // Windows 8+ 124 "xinput1_3.dll", // DirectX SDK 125 "xinput9_1_0.dll", // Windows Vista, Windows 7 126 "xinput1_2.dll", // DirectX SDK 127 "xinput1_1.dll" // DirectX SDK 128 }; 129 for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) 130 if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) 131 { 132 g_XInputDLL = dll; 133 g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); 134 g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); 135 break; 136 } 137 #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 138 139 return true; 140 } 141 142 void ImGui_ImplWin32_Shutdown() 143 { 144 // Unload XInput library 145 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 146 if (g_XInputDLL) 147 ::FreeLibrary(g_XInputDLL); 148 g_XInputDLL = NULL; 149 g_XInputGetCapabilities = NULL; 150 g_XInputGetState = NULL; 151 #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 152 153 g_hWnd = NULL; 154 g_Time = 0; 155 g_TicksPerSecond = 0; 156 g_LastMouseCursor = ImGuiMouseCursor_COUNT; 157 g_HasGamepad = false; 158 g_WantUpdateHasGamepad = true; 159 } 160 161 static bool ImGui_ImplWin32_UpdateMouseCursor() 162 { 163 ImGuiIO& io = ImGui::GetIO(); 164 if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) 165 return false; 166 167 ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); 168 if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) 169 { 170 // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor 171 ::SetCursor(NULL); 172 } 173 else 174 { 175 // Show OS mouse cursor 176 LPTSTR win32_cursor = IDC_ARROW; 177 switch (imgui_cursor) 178 { 179 case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; 180 case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; 181 case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; 182 case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; 183 case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; 184 case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; 185 case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; 186 case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; 187 case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; 188 } 189 ::SetCursor(::LoadCursor(NULL, win32_cursor)); 190 } 191 return true; 192 } 193 194 static void ImGui_ImplWin32_UpdateMousePos() 195 { 196 ImGuiIO& io = ImGui::GetIO(); 197 IM_ASSERT(g_hWnd != 0); 198 199 // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) 200 if (io.WantSetMousePos) 201 { 202 POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; 203 if (::ClientToScreen(g_hWnd, &pos)) 204 ::SetCursorPos(pos.x, pos.y); 205 } 206 207 // Set mouse position 208 io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); 209 POINT pos; 210 if (HWND active_window = ::GetForegroundWindow()) 211 if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd)) 212 if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos)) 213 io.MousePos = ImVec2((float)pos.x, (float)pos.y); 214 } 215 216 // Gamepad navigation mapping 217 static void ImGui_ImplWin32_UpdateGamepads() 218 { 219 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 220 ImGuiIO& io = ImGui::GetIO(); 221 memset(io.NavInputs, 0, sizeof(io.NavInputs)); 222 if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) 223 return; 224 225 // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. 226 // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. 227 if (g_WantUpdateHasGamepad) 228 { 229 XINPUT_CAPABILITIES caps; 230 g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; 231 g_WantUpdateHasGamepad = false; 232 } 233 234 io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; 235 XINPUT_STATE xinput_state; 236 if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS) 237 { 238 const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; 239 io.BackendFlags |= ImGuiBackendFlags_HasGamepad; 240 241 #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } 242 #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; } 243 MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A 244 MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B 245 MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X 246 MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y 247 MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left 248 MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right 249 MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up 250 MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down 251 MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB 252 MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB 253 MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB 254 MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB 255 MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); 256 MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); 257 MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); 258 MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); 259 #undef MAP_BUTTON 260 #undef MAP_ANALOG 261 } 262 #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 263 } 264 265 void ImGui_ImplWin32_NewFrame() 266 { 267 ImGuiIO& io = ImGui::GetIO(); 268 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()."); 269 270 // Setup display size (every frame to accommodate for window resizing) 271 RECT rect = { 0, 0, 0, 0 }; 272 ::GetClientRect(g_hWnd, &rect); 273 io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); 274 275 // Setup time step 276 INT64 current_time = 0; 277 ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); 278 io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; 279 g_Time = current_time; 280 281 // Read keyboard modifiers inputs 282 io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; 283 io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; 284 io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; 285 io.KeySuper = false; 286 // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. 287 288 // Update OS mouse position 289 ImGui_ImplWin32_UpdateMousePos(); 290 291 // Update OS mouse cursor with the cursor requested by imgui 292 ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); 293 if (g_LastMouseCursor != mouse_cursor) 294 { 295 g_LastMouseCursor = mouse_cursor; 296 ImGui_ImplWin32_UpdateMouseCursor(); 297 } 298 299 // Update game controllers (if enabled and available) 300 ImGui_ImplWin32_UpdateGamepads(); 301 } 302 303 // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. 304 #ifndef WM_MOUSEHWHEEL 305 #define WM_MOUSEHWHEEL 0x020E 306 #endif 307 #ifndef DBT_DEVNODES_CHANGED 308 #define DBT_DEVNODES_CHANGED 0x0007 309 #endif 310 311 // Win32 message handler (process Win32 mouse/keyboard inputs, etc.) 312 // Call from your application's message handler. 313 // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. 314 // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. 315 // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. 316 // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. 317 // 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. 318 // 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. 319 #if 0 320 // Copy this line into your .cpp file to forward declare the function. 321 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); 322 #endif 323 IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) 324 { 325 if (ImGui::GetCurrentContext() == NULL) 326 return 0; 327 328 ImGuiIO& io = ImGui::GetIO(); 329 switch (msg) 330 { 331 case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: 332 case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: 333 case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: 334 case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: 335 { 336 int button = 0; 337 if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } 338 if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } 339 if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } 340 if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } 341 if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) 342 ::SetCapture(hwnd); 343 io.MouseDown[button] = true; 344 return 0; 345 } 346 case WM_LBUTTONUP: 347 case WM_RBUTTONUP: 348 case WM_MBUTTONUP: 349 case WM_XBUTTONUP: 350 { 351 int button = 0; 352 if (msg == WM_LBUTTONUP) { button = 0; } 353 if (msg == WM_RBUTTONUP) { button = 1; } 354 if (msg == WM_MBUTTONUP) { button = 2; } 355 if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } 356 io.MouseDown[button] = false; 357 if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) 358 ::ReleaseCapture(); 359 return 0; 360 } 361 case WM_MOUSEWHEEL: 362 io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; 363 return 0; 364 case WM_MOUSEHWHEEL: 365 io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; 366 return 0; 367 case WM_KEYDOWN: 368 case WM_SYSKEYDOWN: 369 if (wParam < 256) 370 io.KeysDown[wParam] = 1; 371 return 0; 372 case WM_KEYUP: 373 case WM_SYSKEYUP: 374 if (wParam < 256) 375 io.KeysDown[wParam] = 0; 376 return 0; 377 case WM_KILLFOCUS: 378 memset(io.KeysDown, 0, sizeof(io.KeysDown)); 379 return 0; 380 case WM_CHAR: 381 // You can also use ToAscii()+GetKeyboardState() to retrieve characters. 382 if (wParam > 0 && wParam < 0x10000) 383 io.AddInputCharacterUTF16((unsigned short)wParam); 384 return 0; 385 case WM_SETCURSOR: 386 if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) 387 return 1; 388 return 0; 389 case WM_DEVICECHANGE: 390 if ((UINT)wParam == DBT_DEVNODES_CHANGED) 391 g_WantUpdateHasGamepad = true; 392 return 0; 393 } 394 return 0; 395 } 396 397 398 //-------------------------------------------------------------------------------------------------------- 399 // DPI-related helpers (optional) 400 //-------------------------------------------------------------------------------------------------------- 401 // - Use to enable DPI awareness without having to create an application manifest. 402 // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. 403 // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. 404 // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, 405 // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. 406 //--------------------------------------------------------------------------------------------------------- 407 // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. 408 // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. 409 // If you are trying to implement your own backend for your own engine, you may ignore that noise. 410 //--------------------------------------------------------------------------------------------------------- 411 412 // Implement some of the functions and types normally declared in recent Windows SDK. 413 #if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS) 414 static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp) 415 { 416 OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 }; 417 DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR; 418 ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL); 419 cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL); 420 cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL); 421 return ::VerifyVersionInfoW(&osvi, mask, cond); 422 } 423 #define IsWindowsVistaOrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA 424 #define IsWindows8OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 425 #define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE 426 #endif 427 428 #ifndef DPI_ENUMS_DECLARED 429 typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; 430 typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; 431 #endif 432 #ifndef _DPI_AWARENESS_CONTEXTS_ 433 DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); 434 #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 435 #endif 436 #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 437 #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 438 #endif 439 typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ 440 typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ 441 typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) 442 443 // Helper function to enable DPI awareness without setting up a manifest 444 void ImGui_ImplWin32_EnableDpiAwareness() 445 { 446 // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer! 447 { 448 static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process 449 if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) 450 { 451 SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); 452 return; 453 } 454 } 455 if (IsWindows8Point1OrGreater()) 456 { 457 static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process 458 if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) 459 { 460 SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); 461 return; 462 } 463 } 464 #if _WIN32_WINNT >= 0x0600 465 ::SetProcessDPIAware(); 466 #endif 467 } 468 469 #if defined(_MSC_VER) && !defined(NOGDI) 470 #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' 471 #endif 472 473 float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) 474 { 475 UINT xdpi = 96, ydpi = 96; 476 static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater(); 477 if (bIsWindows8Point1OrGreater) 478 { 479 static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process 480 if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor")) 481 GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); 482 } 483 #ifndef NOGDI 484 else 485 { 486 const HDC dc = ::GetDC(NULL); 487 xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); 488 ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); 489 ::ReleaseDC(NULL, dc); 490 } 491 #endif 492 IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! 493 return xdpi / 96.0f; 494 } 495 496 float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) 497 { 498 HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); 499 return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); 500 } 501 502 //--------------------------------------------------------------------------------------------------------- 503 // Transparency related helpers (optional) 504 //-------------------------------------------------------------------------------------------------------- 505 506 #if defined(_MSC_VER) 507 #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' 508 #endif 509 510 // [experimental] 511 // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c 512 // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) 513 void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) 514 { 515 if (!IsWindowsVistaOrGreater()) 516 return; 517 518 BOOL composition; 519 if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) 520 return; 521 522 BOOL opaque; 523 DWORD color; 524 if (IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) 525 { 526 HRGN region = ::CreateRectRgn(0, 0, -1, -1); 527 DWM_BLURBEHIND bb = {}; 528 bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; 529 bb.hRgnBlur = region; 530 bb.fEnable = TRUE; 531 ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); 532 ::DeleteObject(region); 533 } 534 else 535 { 536 DWM_BLURBEHIND bb = {}; 537 bb.dwFlags = DWM_BB_ENABLE; 538 ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); 539 } 540 } 541 542 //---------------------------------------------------------------------------------------------------------