You cannot select more than 25 topics
			Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
		
		
		
		
		
			
		
			
				
					
					
						
							833 lines
						
					
					
						
							38 KiB
						
					
					
				
			
		
		
	
	
							833 lines
						
					
					
						
							38 KiB
						
					
					
				| // dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) | |
| // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) | |
|  | |
| // Implemented features: | |
| //  [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) | |
| //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. | |
| //  [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). | |
| //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. | |
| //  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. | |
|  | |
| #include "imgui.h" | |
| #include "imgui_impl_win32.h" | |
| #ifndef WIN32_LEAN_AND_MEAN | |
| #define WIN32_LEAN_AND_MEAN | |
| #endif | |
| #include <windows.h> | |
| #include <XInput.h> | |
| #include <tchar.h> | |
|  | |
| // CHANGELOG | |
| // (minor and older changes stripped away, please see git history for details) | |
| //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. | |
| //  2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). | |
| //  2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. | |
| //  2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. | |
| //  2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). | |
| //  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. | |
| //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. | |
| //  2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). | |
| //  2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. | |
| //  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. | |
| //  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). | |
| //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space. | |
| //  2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). | |
| //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. | |
| //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support. | |
| //  2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. | |
| //  2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. | |
| //  2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. | |
| //  2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. | |
| //  2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. | |
|  | |
| // Win32 Data | |
| static HWND                 g_hWnd = 0; | |
| static INT64                g_Time = 0; | |
| static INT64                g_TicksPerSecond = 0; | |
| static ImGuiMouseCursor     g_LastMouseCursor = ImGuiMouseCursor_COUNT; | |
| static bool                 g_HasGamepad = false; | |
| static bool                 g_WantUpdateHasGamepad = true; | |
| static bool                 g_WantUpdateMonitors = true; | |
| 
 | |
| // Forward Declarations | |
| static void ImGui_ImplWin32_InitPlatformInterface(); | |
| static void ImGui_ImplWin32_ShutdownPlatformInterface(); | |
| static void ImGui_ImplWin32_UpdateMonitors(); | |
| 
 | |
| // Functions | |
| bool    ImGui_ImplWin32_Init(void* hwnd) | |
| { | |
|     if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) | |
|         return false; | |
|     if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) | |
|         return false; | |
| 
 | |
|     // Setup back-end capabilities flags | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional) | |
|     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used) | |
|     io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional) | |
|     io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) | |
|     io.BackendPlatformName = "imgui_impl_win32"; | |
| 
 | |
|     // Our mouse update function expect PlatformHandle to be filled for the main viewport | |
|     g_hWnd = (HWND)hwnd; | |
|     ImGuiViewport* main_viewport = ImGui::GetMainViewport(); | |
|     main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd; | |
|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|         ImGui_ImplWin32_InitPlatformInterface(); | |
| 
 | |
|     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. | |
|     io.KeyMap[ImGuiKey_Tab] = VK_TAB; | |
|     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; | |
|     io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; | |
|     io.KeyMap[ImGuiKey_UpArrow] = VK_UP; | |
|     io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; | |
|     io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; | |
|     io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; | |
|     io.KeyMap[ImGuiKey_Home] = VK_HOME; | |
|     io.KeyMap[ImGuiKey_End] = VK_END; | |
|     io.KeyMap[ImGuiKey_Insert] = VK_INSERT; | |
|     io.KeyMap[ImGuiKey_Delete] = VK_DELETE; | |
|     io.KeyMap[ImGuiKey_Backspace] = VK_BACK; | |
|     io.KeyMap[ImGuiKey_Space] = VK_SPACE; | |
|     io.KeyMap[ImGuiKey_Enter] = VK_RETURN; | |
|     io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; | |
|     io.KeyMap[ImGuiKey_A] = 'A'; | |
|     io.KeyMap[ImGuiKey_C] = 'C'; | |
|     io.KeyMap[ImGuiKey_V] = 'V'; | |
|     io.KeyMap[ImGuiKey_X] = 'X'; | |
|     io.KeyMap[ImGuiKey_Y] = 'Y'; | |
|     io.KeyMap[ImGuiKey_Z] = 'Z'; | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| void    ImGui_ImplWin32_Shutdown() | |
| { | |
|     ImGui_ImplWin32_ShutdownPlatformInterface(); | |
|     g_hWnd = (HWND)0; | |
| } | |
| 
 | |
| static bool ImGui_ImplWin32_UpdateMouseCursor() | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) | |
|         return false; | |
| 
 | |
|     ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); | |
|     if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) | |
|     { | |
|         // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor | |
|         ::SetCursor(NULL); | |
|     } | |
|     else | |
|     { | |
|         // Show OS mouse cursor | |
|         LPTSTR win32_cursor = IDC_ARROW; | |
|         switch (imgui_cursor) | |
|         { | |
|         case ImGuiMouseCursor_Arrow:        win32_cursor = IDC_ARROW; break; | |
|         case ImGuiMouseCursor_TextInput:    win32_cursor = IDC_IBEAM; break; | |
|         case ImGuiMouseCursor_ResizeAll:    win32_cursor = IDC_SIZEALL; break; | |
|         case ImGuiMouseCursor_ResizeEW:     win32_cursor = IDC_SIZEWE; break; | |
|         case ImGuiMouseCursor_ResizeNS:     win32_cursor = IDC_SIZENS; break; | |
|         case ImGuiMouseCursor_ResizeNESW:   win32_cursor = IDC_SIZENESW; break; | |
|         case ImGuiMouseCursor_ResizeNWSE:   win32_cursor = IDC_SIZENWSE; break; | |
|         case ImGuiMouseCursor_Hand:         win32_cursor = IDC_HAND; break; | |
|         } | |
|         ::SetCursor(::LoadCursor(NULL, win32_cursor)); | |
|     } | |
|     return true; | |
| } | |
| 
 | |
| // This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) | |
| // Because of that, it is a little more complicated than your typical single-viewport binding code! | |
| static void ImGui_ImplWin32_UpdateMousePos() | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
| 
 | |
|     // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) | |
|     // (When multi-viewports are enabled, all imgui positions are same as OS positions) | |
|     if (io.WantSetMousePos) | |
|     { | |
|         POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; | |
|         if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) | |
|             ::ClientToScreen(g_hWnd, &pos); | |
|         ::SetCursorPos(pos.x, pos.y); | |
|     } | |
| 
 | |
|     io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); | |
|     io.MouseHoveredViewport = 0; | |
| 
 | |
|     // Set imgui mouse position | |
|     POINT mouse_screen_pos; | |
|     if (!::GetCursorPos(&mouse_screen_pos)) | |
|         return; | |
|     if (HWND focused_hwnd = ::GetForegroundWindow()) | |
|     { | |
|         if (::IsChild(focused_hwnd, g_hWnd)) | |
|             focused_hwnd = g_hWnd; | |
|         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|         { | |
|             // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) | |
|             // This is the position you can get with GetCursorPos(). In theory adding viewport->Pos is also the reverse operation of doing ScreenToClient(). | |
|             if (ImGui::FindViewportByPlatformHandle((void*)focused_hwnd) != NULL) | |
|                 io.MousePos = ImVec2((float)mouse_screen_pos.x, (float)mouse_screen_pos.y); | |
|         } | |
|         else | |
|         { | |
|             // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window.) | |
|             // This is the position you can get with GetCursorPos() + ScreenToClient() or from WM_MOUSEMOVE. | |
|             if (focused_hwnd == g_hWnd) | |
|             { | |
|                 POINT mouse_client_pos = mouse_screen_pos; | |
|                 ::ScreenToClient(focused_hwnd, &mouse_client_pos); | |
|                 io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y); | |
|             } | |
|         } | |
|     } | |
| 
 | |
|     // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering. | |
|     // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because | |
|     // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows). | |
|     // - This is _regardless_ of whether another viewport is focused or being dragged from. | |
|     // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the back-end, imgui will ignore this field and infer the information by relying on the | |
|     // rectangles and last focused time of every viewports it knows about. It will be unaware of foreign windows that may be sitting between or over your windows. | |
|     if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) | |
|         if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd)) | |
|             if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated? | |
|                 io.MouseHoveredViewport = viewport->ID; | |
| } | |
| 
 | |
| #ifdef _MSC_VER | |
| #pragma comment(lib, "xinput") | |
| #endif | |
|  | |
| // Gamepad navigation mapping | |
| static void ImGui_ImplWin32_UpdateGamepads() | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     memset(io.NavInputs, 0, sizeof(io.NavInputs)); | |
|     if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) | |
|         return; | |
| 
 | |
|     // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. | |
|     // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. | |
|     if (g_WantUpdateHasGamepad) | |
|     { | |
|         XINPUT_CAPABILITIES caps; | |
|         g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); | |
|         g_WantUpdateHasGamepad = false; | |
|     } | |
| 
 | |
|     XINPUT_STATE xinput_state; | |
|     io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; | |
|     if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) | |
|     { | |
|         const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; | |
|         io.BackendFlags |= ImGuiBackendFlags_HasGamepad; | |
| 
 | |
|         #define MAP_BUTTON(NAV_NO, BUTTON_ENUM)     { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } | |
|         #define MAP_ANALOG(NAV_NO, VALUE, V0, V1)   { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } | |
|         MAP_BUTTON(ImGuiNavInput_Activate,      XINPUT_GAMEPAD_A);              // Cross / A | |
|         MAP_BUTTON(ImGuiNavInput_Cancel,        XINPUT_GAMEPAD_B);              // Circle / B | |
|         MAP_BUTTON(ImGuiNavInput_Menu,          XINPUT_GAMEPAD_X);              // Square / X | |
|         MAP_BUTTON(ImGuiNavInput_Input,         XINPUT_GAMEPAD_Y);              // Triangle / Y | |
|         MAP_BUTTON(ImGuiNavInput_DpadLeft,      XINPUT_GAMEPAD_DPAD_LEFT);      // D-Pad Left | |
|         MAP_BUTTON(ImGuiNavInput_DpadRight,     XINPUT_GAMEPAD_DPAD_RIGHT);     // D-Pad Right | |
|         MAP_BUTTON(ImGuiNavInput_DpadUp,        XINPUT_GAMEPAD_DPAD_UP);        // D-Pad Up | |
|         MAP_BUTTON(ImGuiNavInput_DpadDown,      XINPUT_GAMEPAD_DPAD_DOWN);      // D-Pad Down | |
|         MAP_BUTTON(ImGuiNavInput_FocusPrev,     XINPUT_GAMEPAD_LEFT_SHOULDER);  // L1 / LB | |
|         MAP_BUTTON(ImGuiNavInput_FocusNext,     XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB | |
|         MAP_BUTTON(ImGuiNavInput_TweakSlow,     XINPUT_GAMEPAD_LEFT_SHOULDER);  // L1 / LB | |
|         MAP_BUTTON(ImGuiNavInput_TweakFast,     XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB | |
|         MAP_ANALOG(ImGuiNavInput_LStickLeft,    gamepad.sThumbLX,  -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); | |
|         MAP_ANALOG(ImGuiNavInput_LStickRight,   gamepad.sThumbLX,  +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); | |
|         MAP_ANALOG(ImGuiNavInput_LStickUp,      gamepad.sThumbLY,  +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); | |
|         MAP_ANALOG(ImGuiNavInput_LStickDown,    gamepad.sThumbLY,  -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); | |
|         #undef MAP_BUTTON | |
|         #undef MAP_ANALOG | |
|     } | |
| } | |
| 
 | |
| void    ImGui_ImplWin32_NewFrame() | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); | |
| 
 | |
|     // Setup display size (every frame to accommodate for window resizing) | |
|     RECT rect; | |
|     ::GetClientRect(g_hWnd, &rect); | |
|     io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); | |
|     if (g_WantUpdateMonitors) | |
|         ImGui_ImplWin32_UpdateMonitors(); | |
| 
 | |
|     // Setup time step | |
|     INT64 current_time; | |
|     ::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); | |
|     io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; | |
|     g_Time = current_time; | |
| 
 | |
|     // Read keyboard modifiers inputs | |
|     io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; | |
|     io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; | |
|     io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; | |
|     io.KeySuper = false; | |
|     // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. | |
|  | |
|     // Update OS mouse position | |
|     ImGui_ImplWin32_UpdateMousePos(); | |
| 
 | |
|     // Update OS mouse cursor with the cursor requested by imgui | |
|     ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); | |
|     if (g_LastMouseCursor != mouse_cursor) | |
|     { | |
|         g_LastMouseCursor = mouse_cursor; | |
|         ImGui_ImplWin32_UpdateMouseCursor(); | |
|     } | |
| 
 | |
|     // Update game controllers (if enabled and available) | |
|     ImGui_ImplWin32_UpdateGamepads(); | |
| } | |
| 
 | |
| // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. | |
| #ifndef WM_MOUSEHWHEEL | |
| #define WM_MOUSEHWHEEL 0x020E | |
| #endif | |
| #ifndef DBT_DEVNODES_CHANGED | |
| #define DBT_DEVNODES_CHANGED 0x0007 | |
| #endif | |
|  | |
| // Process Win32 mouse/keyboard inputs. | |
| // 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. | |
| 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. | |
|         io.AddInputCharacter((unsigned int)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 handling | |
| // Those in theory should be simple calls but Windows has multiple ways to handle DPI, and most of them | |
| // require recent Windows versions at runtime or recent Windows SDK at compile-time. Neither we want to depend on. | |
| // 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 here) and other applications aiming to be portable. | |
| //--------------------------------------------------------------------------------------------------------- | |
| // At this point ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. | |
| //--------------------------------------------------------------------------------------------------------- | |
|  | |
| static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp) | |
| { | |
|     OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0,{ 0 }, sp }; | |
|     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 | |
| #define IsWindows10OrGreater()       IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WIN10 | |
|  | |
| #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) | |
|  | |
| void ImGui_ImplWin32_EnableDpiAwareness() | |
| { | |
|     // if (IsWindows10OrGreater()) // FIXME-DPI: 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); | |
|     } | |
|     else | |
|     { | |
|         SetProcessDPIAware(); | |
|     } | |
| } | |
| 
 | |
| #ifdef _MSC_VER | |
| #pragma comment(lib, "gdi32")   // GetDeviceCaps() | |
| #endif | |
|  | |
| float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) | |
| { | |
|     UINT xdpi = 96, ydpi = 96; | |
|     if (::IsWindows8Point1OrGreater()) | |
|     { | |
|         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); | |
|     } | |
|     else | |
|     { | |
|         const HDC dc = ::GetDC(NULL); | |
|         xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); | |
|         ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); | |
|         ::ReleaseDC(NULL, dc); | |
|     } | |
|     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(_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 back-end 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.. | |
| //-------------------------------------------------------------------------------------------------------- | |
|  | |
| 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) | |
|     { | |
|         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, NULL, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | 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 back-end 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 BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM) | |
| { | |
|     MONITORINFO info = { 0 }; | |
|     info.cbSize = sizeof(MONITORINFO); | |
|     if (!::GetMonitorInfo(monitor, &info)) | |
|         return TRUE; | |
|     ImGuiPlatformMonitor imgui_monitor; | |
|     imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top); | |
|     imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top)); | |
|     imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top); | |
|     imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top)); | |
|     imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); | |
|     ImGuiPlatformIO& io = ImGui::GetPlatformIO(); | |
|     if (info.dwFlags & MONITORINFOF_PRIMARY) | |
|         io.Monitors.push_front(imgui_monitor); | |
|     else | |
|         io.Monitors.push_back(imgui_monitor); | |
|     return TRUE; | |
| } | |
| 
 | |
| static void ImGui_ImplWin32_UpdateMonitors() | |
| { | |
|     ImGui::GetPlatformIO().Monitors.resize(0); | |
|     ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL); | |
|     g_WantUpdateMonitors = false; | |
| } | |
| 
 | |
| 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) | |
|     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)); | |
| }
 | |
| 
 |