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1052 lines
50 KiB
1052 lines
50 KiB
// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) |
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) |
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// Implemented features: |
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// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) |
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
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// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). |
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
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// Read online: https://github.com/ocornut/imgui/tree/master/docs |
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#include "imgui.h" |
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#include "imgui_impl_win32.h" |
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#ifndef WIN32_LEAN_AND_MEAN |
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#define WIN32_LEAN_AND_MEAN |
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#endif |
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#include <windows.h> |
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#include <tchar.h> |
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#include <dwmapi.h> |
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// Configuration flags to add in your imconfig.h file: |
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//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. |
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// Using XInput for gamepad (will load DLL dynamically) |
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD |
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#include <xinput.h> |
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typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); |
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typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); |
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#endif |
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// CHANGELOG |
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// (minor and older changes stripped away, please see git history for details) |
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
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// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. |
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// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host windo doesn't have focus. |
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// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). |
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). |
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// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). |
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// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). |
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// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). |
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// 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. |
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// 2021-01-25: Inputs: Dynamically loading XInput DLL. |
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// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. |
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// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) |
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// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. |
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// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. |
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. |
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// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). |
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// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. |
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// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. |
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// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). |
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. |
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. |
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// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). |
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// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. |
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. |
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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). |
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. |
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// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). |
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. |
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. |
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// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. |
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// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. |
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// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. |
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// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. |
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// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. |
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// Forward Declarations |
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static void ImGui_ImplWin32_InitPlatformInterface(); |
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static void ImGui_ImplWin32_ShutdownPlatformInterface(); |
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static void ImGui_ImplWin32_UpdateMonitors(); |
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struct ImGui_ImplWin32_Data |
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{ |
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HWND hWnd; |
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HWND MouseHwnd; |
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bool MouseTracked; |
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INT64 Time; |
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INT64 TicksPerSecond; |
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ImGuiMouseCursor LastMouseCursor; |
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bool HasGamepad; |
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bool WantUpdateHasGamepad; |
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bool WantUpdateMonitors; |
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD |
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HMODULE XInputDLL; |
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PFN_XInputGetCapabilities XInputGetCapabilities; |
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PFN_XInputGetState XInputGetState; |
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#endif |
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ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); } |
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}; |
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts |
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. |
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. |
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static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() |
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{ |
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return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; |
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} |
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// Functions |
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bool ImGui_ImplWin32_Init(void* hwnd) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); |
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INT64 perf_frequency, perf_counter; |
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if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) |
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return false; |
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if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) |
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return false; |
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// Setup backend capabilities flags |
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ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); |
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io.BackendPlatformUserData = (void*)bd; |
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io.BackendPlatformName = "imgui_impl_win32"; |
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) |
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io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) |
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io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) |
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bd->hWnd = (HWND)hwnd; |
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bd->WantUpdateHasGamepad = true; |
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bd->WantUpdateMonitors = true; |
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bd->TicksPerSecond = perf_frequency; |
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bd->Time = perf_counter; |
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bd->LastMouseCursor = ImGuiMouseCursor_COUNT; |
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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 = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; |
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
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ImGui_ImplWin32_InitPlatformInterface(); |
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. |
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io.KeyMap[ImGuiKey_Tab] = VK_TAB; |
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; |
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; |
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP; |
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io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; |
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io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; |
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io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; |
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io.KeyMap[ImGuiKey_Home] = VK_HOME; |
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io.KeyMap[ImGuiKey_End] = VK_END; |
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io.KeyMap[ImGuiKey_Insert] = VK_INSERT; |
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE; |
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK; |
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io.KeyMap[ImGuiKey_Space] = VK_SPACE; |
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN; |
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; |
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io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN; |
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io.KeyMap[ImGuiKey_A] = 'A'; |
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io.KeyMap[ImGuiKey_C] = 'C'; |
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io.KeyMap[ImGuiKey_V] = 'V'; |
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io.KeyMap[ImGuiKey_X] = 'X'; |
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io.KeyMap[ImGuiKey_Y] = 'Y'; |
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io.KeyMap[ImGuiKey_Z] = 'Z'; |
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// Dynamically load XInput library |
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD |
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const char* xinput_dll_names[] = |
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{ |
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"xinput1_4.dll", // Windows 8+ |
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"xinput1_3.dll", // DirectX SDK |
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"xinput9_1_0.dll", // Windows Vista, Windows 7 |
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"xinput1_2.dll", // DirectX SDK |
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"xinput1_1.dll" // DirectX SDK |
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}; |
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for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) |
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if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) |
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{ |
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bd->XInputDLL = dll; |
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bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); |
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bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); |
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break; |
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} |
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD |
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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_Data* bd = ImGui_ImplWin32_GetBackendData(); |
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IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplWin32_ShutdownPlatformInterface(); |
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// Unload XInput library |
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD |
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if (bd->XInputDLL) |
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::FreeLibrary(bd->XInputDLL); |
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD |
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io.BackendPlatformName = NULL; |
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io.BackendPlatformUserData = NULL; |
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IM_DELETE(bd); |
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} |
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static bool ImGui_ImplWin32_UpdateMouseCursor() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) |
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return false; |
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); |
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) |
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{ |
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor |
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::SetCursor(NULL); |
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} |
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else |
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{ |
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// Show OS mouse cursor |
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LPTSTR win32_cursor = IDC_ARROW; |
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switch (imgui_cursor) |
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{ |
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case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; |
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case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; |
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case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; |
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case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; |
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case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; |
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case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; |
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case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; |
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case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; |
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case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; |
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} |
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::SetCursor(::LoadCursor(NULL, win32_cursor)); |
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} |
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return true; |
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} |
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// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) |
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// Because of that, it is a little more complicated than your typical single-viewport binding code! |
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static void ImGui_ImplWin32_UpdateMousePos() |
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{ |
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); |
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ImGuiIO& io = ImGui::GetIO(); |
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IM_ASSERT(bd->hWnd != 0); |
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const ImVec2 mouse_pos_prev = io.MousePos; |
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
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io.MouseHoveredViewport = 0; |
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// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing) |
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HWND focused_window = ::GetForegroundWindow(); |
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HWND hovered_window = bd->MouseHwnd; |
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HWND mouse_window = NULL; |
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if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)hovered_window))) |
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mouse_window = hovered_window; |
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else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window))) |
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mouse_window = focused_window; |
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if (mouse_window == NULL) |
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return; |
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// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
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// (When multi-viewports are enabled, all Dear ImGui positions are same as OS positions) |
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if (io.WantSetMousePos) |
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{ |
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POINT pos = { (int)mouse_pos_prev.x, (int)mouse_pos_prev.y }; |
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if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) |
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::ClientToScreen(mouse_window, &pos); |
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::SetCursorPos(pos.x, pos.y); |
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} |
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// Set Dear ImGui mouse position from OS position |
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POINT mouse_screen_pos; |
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if (!::GetCursorPos(&mouse_screen_pos)) |
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return; |
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
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{ |
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// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) |
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// This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same. |
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io.MousePos = ImVec2((float)mouse_screen_pos.x, (float)mouse_screen_pos.y); |
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} |
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else |
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{ |
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// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) |
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// This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE. |
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POINT mouse_client_pos = mouse_screen_pos; |
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::ScreenToClient(bd->hWnd, &mouse_client_pos); |
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io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y); |
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} |
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// (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering. |
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// Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because |
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// - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows). |
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// - This is _regardless_ of whether another viewport is focused or being dragged from. |
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// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the |
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// rectangles and last focused time of every viewports it knows about. It will be unaware of foreign windows that may be sitting between or over your windows. |
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if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) |
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if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd)) |
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if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated? |
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io.MouseHoveredViewport = viewport->ID; |
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} |
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// Gamepad navigation mapping |
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static void ImGui_ImplWin32_UpdateGamepads() |
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{ |
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); |
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memset(io.NavInputs, 0, sizeof(io.NavInputs)); |
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) |
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return; |
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// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. |
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// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. |
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if (bd->WantUpdateHasGamepad) |
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{ |
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XINPUT_CAPABILITIES caps; |
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bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; |
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bd->WantUpdateHasGamepad = false; |
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} |
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; |
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XINPUT_STATE xinput_state; |
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if (bd->HasGamepad && bd->XInputGetState && bd->XInputGetState(0, &xinput_state) == ERROR_SUCCESS) |
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{ |
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const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; |
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad; |
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#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } |
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#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } |
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MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A |
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MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B |
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MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X |
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MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y |
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MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left |
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MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right |
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MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up |
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MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down |
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MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB |
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MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB |
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MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB |
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MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB |
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MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); |
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MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); |
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MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); |
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MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); |
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#undef MAP_BUTTON |
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#undef MAP_ANALOG |
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} |
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#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD |
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} |
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static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM) |
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{ |
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MONITORINFO info = {}; |
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info.cbSize = sizeof(MONITORINFO); |
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if (!::GetMonitorInfo(monitor, &info)) |
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return TRUE; |
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ImGuiPlatformMonitor imgui_monitor; |
|
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_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); |
|
ImGui::GetPlatformIO().Monitors.resize(0); |
|
::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0); |
|
bd->WantUpdateMonitors = false; |
|
} |
|
|
|
void ImGui_ImplWin32_NewFrame() |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); |
|
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?"); |
|
|
|
// Setup display size (every frame to accommodate for window resizing) |
|
RECT rect = { 0, 0, 0, 0 }; |
|
::GetClientRect(bd->hWnd, &rect); |
|
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); |
|
if (bd->WantUpdateMonitors) |
|
ImGui_ImplWin32_UpdateMonitors(); |
|
|
|
// Setup time step |
|
INT64 current_time = 0; |
|
::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); |
|
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; |
|
bd->Time = current_time; |
|
|
|
// 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 (bd->LastMouseCursor != mouse_cursor) |
|
{ |
|
bd->LastMouseCursor = mouse_cursor; |
|
ImGui_ImplWin32_UpdateMouseCursor(); |
|
} |
|
|
|
// Update game controllers (if enabled and available) |
|
ImGui_ImplWin32_UpdateGamepads(); |
|
} |
|
|
|
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. |
|
#ifndef WM_MOUSEHWHEEL |
|
#define WM_MOUSEHWHEEL 0x020E |
|
#endif |
|
#ifndef DBT_DEVNODES_CHANGED |
|
#define DBT_DEVNODES_CHANGED 0x0007 |
|
#endif |
|
|
|
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) |
|
// Call from your application's message handler. |
|
// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. |
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. |
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. |
|
// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. |
|
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. |
|
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. |
|
#if 0 |
|
// Copy this line into your .cpp file to forward declare the function. |
|
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
|
#endif |
|
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) |
|
{ |
|
if (ImGui::GetCurrentContext() == NULL) |
|
return 0; |
|
|
|
ImGuiIO& io = ImGui::GetIO(); |
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); |
|
|
|
switch (msg) |
|
{ |
|
case WM_MOUSEMOVE: |
|
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events |
|
bd->MouseHwnd = hwnd; |
|
if (!bd->MouseTracked) |
|
{ |
|
TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 }; |
|
::TrackMouseEvent(&tme); |
|
bd->MouseTracked = true; |
|
} |
|
break; |
|
case WM_MOUSELEAVE: |
|
if (bd->MouseHwnd == hwnd) |
|
bd->MouseHwnd = NULL; |
|
bd->MouseTracked = false; |
|
break; |
|
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_KEYUP: |
|
case WM_SYSKEYDOWN: |
|
case WM_SYSKEYUP: |
|
{ |
|
bool down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); |
|
if (wParam < 256) |
|
io.KeysDown[wParam] = down; |
|
if (wParam == VK_CONTROL) |
|
io.KeyCtrl = down; |
|
if (wParam == VK_SHIFT) |
|
io.KeyShift = down; |
|
if (wParam == VK_MENU) |
|
io.KeyAlt = down; |
|
return 0; |
|
} |
|
case WM_SETFOCUS: |
|
case WM_KILLFOCUS: |
|
io.AddFocusEvent(msg == WM_SETFOCUS); |
|
return 0; |
|
case WM_CHAR: |
|
// You can also use ToAscii()+GetKeyboardState() to retrieve characters. |
|
if (wParam > 0 && wParam < 0x10000) |
|
io.AddInputCharacterUTF16((unsigned short)wParam); |
|
return 0; |
|
case WM_SETCURSOR: |
|
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) |
|
return 1; |
|
return 0; |
|
case WM_DEVICECHANGE: |
|
if ((UINT)wParam == DBT_DEVNODES_CHANGED) |
|
bd->WantUpdateHasGamepad = true; |
|
return 0; |
|
case WM_DISPLAYCHANGE: |
|
bd->WantUpdateMonitors = true; |
|
return 0; |
|
} |
|
return 0; |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
// DPI-related helpers (optional) |
|
//-------------------------------------------------------------------------------------------------------- |
|
// - Use to enable DPI awareness without having to create an application manifest. |
|
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. |
|
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. |
|
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, |
|
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. |
|
//--------------------------------------------------------------------------------------------------------- |
|
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. |
|
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. |
|
// If you are trying to implement your own backend for your own engine, you may ignore that noise. |
|
//--------------------------------------------------------------------------------------------------------- |
|
|
|
// Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they |
|
// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 |
|
static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) |
|
{ |
|
typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); |
|
static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL; |
|
if (RtlVerifyVersionInfoFn == NULL) |
|
if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) |
|
RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); |
|
if (RtlVerifyVersionInfoFn == NULL) |
|
return FALSE; |
|
|
|
RTL_OSVERSIONINFOEXW versionInfo = { }; |
|
ULONGLONG conditionMask = 0; |
|
versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); |
|
versionInfo.dwMajorVersion = major; |
|
versionInfo.dwMinorVersion = minor; |
|
VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); |
|
VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); |
|
return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; |
|
} |
|
|
|
#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA |
|
#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 |
|
#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE |
|
#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _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) |
|
|
|
// Helper function to enable DPI awareness without setting up a manifest |
|
void ImGui_ImplWin32_EnableDpiAwareness() |
|
{ |
|
// Make sure monitors will be updated with latest correct scaling |
|
if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData()) |
|
bd->WantUpdateMonitors = true; |
|
|
|
if (_IsWindows10OrGreater()) |
|
{ |
|
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process |
|
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) |
|
{ |
|
SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); |
|
return; |
|
} |
|
} |
|
if (_IsWindows8Point1OrGreater()) |
|
{ |
|
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process |
|
if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) |
|
{ |
|
SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); |
|
return; |
|
} |
|
} |
|
#if _WIN32_WINNT >= 0x0600 |
|
::SetProcessDPIAware(); |
|
#endif |
|
} |
|
|
|
#if defined(_MSC_VER) && !defined(NOGDI) |
|
#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' |
|
#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 |
|
static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL; |
|
if (GetDpiForMonitorFn == NULL && shcore_dll != NULL) |
|
GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); |
|
if (GetDpiForMonitorFn != NULL) |
|
{ |
|
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); |
|
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! |
|
return xdpi / 96.0f; |
|
} |
|
} |
|
#ifndef NOGDI |
|
const HDC dc = ::GetDC(NULL); |
|
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); |
|
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); |
|
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! |
|
::ReleaseDC(NULL, dc); |
|
#endif |
|
return xdpi / 96.0f; |
|
} |
|
|
|
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) |
|
{ |
|
HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); |
|
return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); |
|
} |
|
|
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
// IME (Input Method Editor) basic support for e.g. Asian language users |
|
//-------------------------------------------------------------------------------------------------------- |
|
|
|
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have Win32 functions |
|
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS |
|
#endif |
|
|
|
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) |
|
#define HAS_WIN32_IME 1 |
|
#include <imm.h> |
|
#ifdef _MSC_VER |
|
#pragma comment(lib, "imm32") |
|
#endif |
|
static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos) |
|
{ |
|
COMPOSITIONFORM cf = { CFS_FORCE_POSITION,{ (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) },{ 0, 0, 0, 0 } }; |
|
if (HWND hwnd = (HWND)viewport->PlatformHandle) |
|
if (HIMC himc = ::ImmGetContext(hwnd)) |
|
{ |
|
::ImmSetCompositionWindow(himc, &cf); |
|
::ImmReleaseContext(hwnd, himc); |
|
} |
|
} |
|
#else |
|
#define HAS_WIN32_IME 0 |
|
#endif |
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT |
|
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. |
|
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. |
|
//-------------------------------------------------------------------------------------------------------- |
|
|
|
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. |
|
struct ImGui_ImplWin32_ViewportData |
|
{ |
|
HWND Hwnd; |
|
bool HwndOwned; |
|
DWORD DwStyle; |
|
DWORD DwExStyle; |
|
|
|
ImGui_ImplWin32_ViewportData() { Hwnd = NULL; HwndOwned = false; DwStyle = DwExStyle = 0; } |
|
~ImGui_ImplWin32_ViewportData() { 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) |
|
{ |
|
ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); |
|
viewport->PlatformUserData = vd; |
|
|
|
// Select style and parent window |
|
ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->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, vd->DwStyle, FALSE, vd->DwExStyle); |
|
vd->Hwnd = ::CreateWindowEx( |
|
vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->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 |
|
vd->HwndOwned = true; |
|
viewport->PlatformRequestResize = false; |
|
viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd; |
|
} |
|
|
|
static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); |
|
if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData) |
|
{ |
|
if (::GetCapture() == vd->Hwnd) |
|
{ |
|
// Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. |
|
::ReleaseCapture(); |
|
::SetCapture(bd->hWnd); |
|
} |
|
if (vd->Hwnd && vd->HwndOwned) |
|
::DestroyWindow(vd->Hwnd); |
|
vd->Hwnd = NULL; |
|
IM_DELETE(vd); |
|
} |
|
viewport->PlatformUserData = viewport->PlatformHandle = NULL; |
|
} |
|
|
|
static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; |
|
IM_ASSERT(vd->Hwnd != 0); |
|
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) |
|
::ShowWindow(vd->Hwnd, SW_SHOWNA); |
|
else |
|
::ShowWindow(vd->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. |
|
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; |
|
IM_ASSERT(vd->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 (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style) |
|
{ |
|
// (Optional) Update TopMost state if it changed _after_ creation |
|
bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST); |
|
HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0; |
|
UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER; |
|
|
|
// Apply flags and position (since it is affected by flags) |
|
vd->DwStyle = new_style; |
|
vd->DwExStyle = new_ex_style; |
|
::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle); |
|
::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->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, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen |
|
::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); |
|
::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style |
|
viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; |
|
} |
|
} |
|
|
|
static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; |
|
IM_ASSERT(vd->Hwnd != 0); |
|
POINT pos = { 0, 0 }; |
|
::ClientToScreen(vd->Hwnd, &pos); |
|
return ImVec2((float)pos.x, (float)pos.y); |
|
} |
|
|
|
static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) |
|
{ |
|
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; |
|
IM_ASSERT(vd->Hwnd != 0); |
|
RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y }; |
|
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); |
|
::SetWindowPos(vd->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); |
|
} |
|
|
|
static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; |
|
IM_ASSERT(vd->Hwnd != 0); |
|
RECT rect; |
|
::GetClientRect(vd->Hwnd, &rect); |
|
return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top)); |
|
} |
|
|
|
static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
|
{ |
|
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; |
|
IM_ASSERT(vd->Hwnd != 0); |
|
RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y }; |
|
::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen |
|
::SetWindowPos(vd->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) |
|
{ |
|
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; |
|
IM_ASSERT(vd->Hwnd != 0); |
|
::BringWindowToTop(vd->Hwnd); |
|
::SetForegroundWindow(vd->Hwnd); |
|
::SetFocus(vd->Hwnd); |
|
} |
|
|
|
static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; |
|
IM_ASSERT(vd->Hwnd != 0); |
|
return ::GetForegroundWindow() == vd->Hwnd; |
|
} |
|
|
|
static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; |
|
IM_ASSERT(vd->Hwnd != 0); |
|
return ::IsIconic(vd->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. |
|
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; |
|
IM_ASSERT(vd->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(vd->Hwnd, title_w.Data); |
|
} |
|
|
|
static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) |
|
{ |
|
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; |
|
IM_ASSERT(vd->Hwnd != 0); |
|
IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); |
|
if (alpha < 1.0f) |
|
{ |
|
DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; |
|
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style); |
|
::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); |
|
} |
|
else |
|
{ |
|
DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; |
|
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style); |
|
} |
|
} |
|
|
|
static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport) |
|
{ |
|
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; |
|
IM_ASSERT(vd->Hwnd != 0); |
|
return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd); |
|
} |
|
|
|
// FIXME-DPI: Testing DPI related ideas |
|
static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport) |
|
{ |
|
(void)viewport; |
|
#if 0 |
|
ImGuiStyle default_style; |
|
//default_style.WindowPadding = ImVec2(0, 0); |
|
//default_style.WindowBorderSize = 0.0f; |
|
//default_style.ItemSpacing.y = 3.0f; |
|
//default_style.FramePadding = ImVec2(0, 0); |
|
default_style.ScaleAllSizes(viewport->DpiScale); |
|
ImGuiStyle& style = ImGui::GetStyle(); |
|
style = default_style; |
|
#endif |
|
} |
|
|
|
static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
|
{ |
|
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) |
|
return true; |
|
|
|
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd)) |
|
{ |
|
switch (msg) |
|
{ |
|
case WM_CLOSE: |
|
viewport->PlatformRequestClose = true; |
|
return 0; |
|
case WM_MOVE: |
|
viewport->PlatformRequestMove = true; |
|
break; |
|
case WM_SIZE: |
|
viewport->PlatformRequestResize = true; |
|
break; |
|
case WM_MOUSEACTIVATE: |
|
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick) |
|
return MA_NOACTIVATE; |
|
break; |
|
case WM_NCHITTEST: |
|
// Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL). |
|
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. |
|
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in |
|
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. |
|
if (viewport->Flags & ImGuiViewportFlags_NoInputs) |
|
return HTTRANSPARENT; |
|
break; |
|
} |
|
} |
|
|
|
return DefWindowProc(hWnd, msg, wParam, lParam); |
|
} |
|
|
|
static void ImGui_ImplWin32_InitPlatformInterface() |
|
{ |
|
WNDCLASSEX wcex; |
|
wcex.cbSize = sizeof(WNDCLASSEX); |
|
wcex.style = CS_HREDRAW | CS_VREDRAW; |
|
wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; |
|
wcex.cbClsExtra = 0; |
|
wcex.cbWndExtra = 0; |
|
wcex.hInstance = ::GetModuleHandle(NULL); |
|
wcex.hIcon = NULL; |
|
wcex.hCursor = NULL; |
|
wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); |
|
wcex.lpszMenuName = NULL; |
|
wcex.lpszClassName = _T("ImGui Platform"); |
|
wcex.hIconSm = NULL; |
|
::RegisterClassEx(&wcex); |
|
|
|
ImGui_ImplWin32_UpdateMonitors(); |
|
|
|
// Register platform interface (will be coupled with a renderer interface) |
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
|
platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow; |
|
platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow; |
|
platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow; |
|
platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos; |
|
platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos; |
|
platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize; |
|
platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; |
|
platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; |
|
platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; |
|
platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; |
|
platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; |
|
platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; |
|
platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; |
|
platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI |
|
platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI |
|
#if HAS_WIN32_IME |
|
platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos; |
|
#endif |
|
|
|
// Register main window handle (which is owned by the main application, not by us) |
|
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. |
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); |
|
ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); |
|
vd->Hwnd = bd->hWnd; |
|
vd->HwndOwned = false; |
|
main_viewport->PlatformUserData = vd; |
|
main_viewport->PlatformHandle = (void*)bd->hWnd; |
|
} |
|
|
|
static void ImGui_ImplWin32_ShutdownPlatformInterface() |
|
{ |
|
::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL)); |
|
ImGui::DestroyPlatformWindows(); |
|
} |
|
|
|
//--------------------------------------------------------------------------------------------------------- |
|
// Transparency related helpers (optional) |
|
//-------------------------------------------------------------------------------------------------------- |
|
|
|
#if defined(_MSC_VER) |
|
#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' |
|
#endif |
|
|
|
// [experimental] |
|
// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c |
|
// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) |
|
void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) |
|
{ |
|
if (!_IsWindowsVistaOrGreater()) |
|
return; |
|
|
|
BOOL composition; |
|
if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) |
|
return; |
|
|
|
BOOL opaque; |
|
DWORD color; |
|
if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) |
|
{ |
|
HRGN region = ::CreateRectRgn(0, 0, -1, -1); |
|
DWM_BLURBEHIND bb = {}; |
|
bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; |
|
bb.hRgnBlur = region; |
|
bb.fEnable = TRUE; |
|
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); |
|
::DeleteObject(region); |
|
} |
|
else |
|
{ |
|
DWM_BLURBEHIND bb = {}; |
|
bb.dwFlags = DWM_BB_ENABLE; |
|
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); |
|
} |
|
} |
|
|
|
//---------------------------------------------------------------------------------------------------------
|
|
|