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847 lines
40 KiB
847 lines
40 KiB
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications) |
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) |
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// Implemented features: |
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// [X] Platform: Clipboard support (for Win32 this is actually part of core 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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#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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// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7) |
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD |
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#include <XInput.h> |
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#else |
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#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT |
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#endif |
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#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT) |
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#pragma comment(lib, "xinput") |
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//#pragma comment(lib, "Xinput9_1_0") |
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
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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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// Win32 Data |
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static HWND g_hWnd = NULL; |
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static INT64 g_Time = 0; |
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static INT64 g_TicksPerSecond = 0; |
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static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; |
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static bool g_HasGamepad = false; |
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static bool g_WantUpdateHasGamepad = true; |
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static bool g_WantUpdateMonitors = true; |
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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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// Functions |
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bool ImGui_ImplWin32_Init(void* hwnd) |
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{ |
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if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) |
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return false; |
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if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) |
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return false; |
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// Setup back-end capabilities flags |
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ImGuiIO& io = ImGui::GetIO(); |
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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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io.BackendPlatformName = "imgui_impl_win32"; |
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// Our mouse update function expect PlatformHandle to be filled for the main viewport |
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g_hWnd = (HWND)hwnd; |
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ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
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main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd; |
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
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ImGui_ImplWin32_InitPlatformInterface(); |
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// Keyboard mapping. 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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return true; |
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} |
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void ImGui_ImplWin32_Shutdown() |
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{ |
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ImGui_ImplWin32_ShutdownPlatformInterface(); |
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g_hWnd = (HWND)0; |
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} |
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static 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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ImGuiIO& io = ImGui::GetIO(); |
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// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
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// (When multi-viewports are enabled, all 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)io.MousePos.x, (int)io.MousePos.y }; |
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if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) |
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::ClientToScreen(g_hWnd, &pos); |
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::SetCursorPos(pos.x, pos.y); |
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} |
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
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io.MouseHoveredViewport = 0; |
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// Set imgui mouse 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 (HWND focused_hwnd = ::GetForegroundWindow()) |
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{ |
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if (::IsChild(focused_hwnd, g_hWnd)) |
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focused_hwnd = g_hWnd; |
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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(). In theory adding viewport->Pos is also the reverse operation of doing ScreenToClient(). |
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if (ImGui::FindViewportByPlatformHandle((void*)focused_hwnd) != NULL) |
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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 from WM_MOUSEMOVE. |
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if (focused_hwnd == g_hWnd) |
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{ |
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POINT mouse_client_pos = mouse_screen_pos; |
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::ScreenToClient(focused_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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} |
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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 back-end, 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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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 (g_WantUpdateHasGamepad) |
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{ |
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XINPUT_CAPABILITIES caps; |
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g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); |
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g_WantUpdateHasGamepad = false; |
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} |
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XINPUT_STATE xinput_state; |
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; |
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if (g_HasGamepad && 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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void ImGui_ImplWin32_NewFrame() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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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()."); |
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// Setup display size (every frame to accommodate for window resizing) |
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RECT rect; |
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::GetClientRect(g_hWnd, &rect); |
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); |
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if (g_WantUpdateMonitors) |
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ImGui_ImplWin32_UpdateMonitors(); |
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// Setup time step |
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INT64 current_time; |
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::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); |
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io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; |
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g_Time = current_time; |
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// Read keyboard modifiers inputs |
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io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; |
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io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; |
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io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; |
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io.KeySuper = false; |
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// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. |
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// Update OS mouse position |
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ImGui_ImplWin32_UpdateMousePos(); |
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// Update OS mouse cursor with the cursor requested by imgui |
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); |
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if (g_LastMouseCursor != mouse_cursor) |
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{ |
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g_LastMouseCursor = mouse_cursor; |
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ImGui_ImplWin32_UpdateMouseCursor(); |
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} |
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// Update game controllers (if enabled and available) |
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ImGui_ImplWin32_UpdateGamepads(); |
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} |
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// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. |
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#ifndef WM_MOUSEHWHEEL |
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#define WM_MOUSEHWHEEL 0x020E |
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#endif |
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#ifndef DBT_DEVNODES_CHANGED |
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#define DBT_DEVNODES_CHANGED 0x0007 |
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#endif |
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// Process Win32 mouse/keyboard inputs. |
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. |
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. |
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
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// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. |
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// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. |
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IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) |
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{ |
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if (ImGui::GetCurrentContext() == NULL) |
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return 0; |
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ImGuiIO& io = ImGui::GetIO(); |
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switch (msg) |
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{ |
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: |
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: |
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case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: |
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case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: |
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{ |
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int button = 0; |
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if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } |
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if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } |
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if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } |
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if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } |
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if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) |
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::SetCapture(hwnd); |
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io.MouseDown[button] = true; |
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return 0; |
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} |
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case WM_LBUTTONUP: |
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case WM_RBUTTONUP: |
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case WM_MBUTTONUP: |
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case WM_XBUTTONUP: |
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{ |
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int button = 0; |
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if (msg == WM_LBUTTONUP) { button = 0; } |
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if (msg == WM_RBUTTONUP) { button = 1; } |
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if (msg == WM_MBUTTONUP) { button = 2; } |
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if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } |
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io.MouseDown[button] = false; |
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if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) |
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::ReleaseCapture(); |
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return 0; |
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} |
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case WM_MOUSEWHEEL: |
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io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; |
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return 0; |
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case WM_MOUSEHWHEEL: |
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io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; |
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return 0; |
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case WM_KEYDOWN: |
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case WM_SYSKEYDOWN: |
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if (wParam < 256) |
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io.KeysDown[wParam] = 1; |
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return 0; |
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case WM_KEYUP: |
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case WM_SYSKEYUP: |
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if (wParam < 256) |
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io.KeysDown[wParam] = 0; |
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return 0; |
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case WM_CHAR: |
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters. |
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io.AddInputCharacter((unsigned int)wParam); |
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return 0; |
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case WM_SETCURSOR: |
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if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) |
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return 1; |
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return 0; |
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case WM_DEVICECHANGE: |
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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.. |
|
//-------------------------------------------------------------------------------------------------------- |
|
|
|
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. |
|
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) |
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
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platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow; |
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platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow; |
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platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow; |
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platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos; |
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platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos; |
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platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize; |
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platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; |
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platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; |
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platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; |
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platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; |
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platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; |
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platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; |
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platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; |
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platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI |
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platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI |
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#if HAS_WIN32_IME |
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platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos; |
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#endif |
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// Register main window handle (which is owned by the main application, not by us) |
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// 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. |
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ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
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ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)(); |
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data->Hwnd = g_hWnd; |
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data->HwndOwned = false; |
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main_viewport->PlatformUserData = data; |
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main_viewport->PlatformHandle = (void*)g_hWnd; |
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} |
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static void ImGui_ImplWin32_ShutdownPlatformInterface() |
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{ |
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::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL)); |
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}
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