b8ca49f7dc
5c1d2d1e4c5 Version 1.91.7 9f8481a842e (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth. (#6937) 21902e2f536 Backends: SDL_GPU: fixed SDL_GPUViewport initialisation. (#8163, #7998, #7988) c38c18c1a07 Avoid using 1<<31 for ImGuiWindowFlags_NavFlattened as it seems to confuse some binding generators. c5f60942bdd Demo: tweak demo for ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 290e402a020 TreeNode, Tables: added ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 6fb7d442559 Backends: SDL2/SDL3: Comments. (#7672, #7670) 32cea853317 Debug Tools: Item Picker: Always available in menu. Tweak Demo Debug Options. (#2673, #1651) 00f12b9a09d InputText: Fixed not calling CallbackEdit on revert/clear with Escape key. (#8273) + rework comments. a604d4f717b Fixed IsItemDeactivated(), IsItemDeactivatedAfterEdit() to work when interrupted before/after the active id is submitted. (#5184, #5904, #6766, #8303, #8004) a28ffa81c4a Docs: added more references to IsKeyDown(), InFlags. (#8317) 1d962820d8b Error Handling: Turned common EndTable() and other TableXXX functions fail cases into recoverable errors. (#1651, #8314) 0b8ff4b2382 Backends, Examples: Vulkan: add IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE. use in descriptor pools sizes. (#6642) e7fb97208a8 Backends: Metal: Added missing IM_UNUSED (#8302) 596e09770d3 Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency. (#8163, #7998, #7988) e7998492726 Backends: SDLGPU3: Added sdl_gpu backend (amends). (#8163, #7998, #7988) 8bbccf7a977 Backends: SDLGPU3: Added sdl_gpu backend. (#8163, #7998, #7988) 940d9540f3f Fixed MinGW builds uses UTF-8 friendly _wfopen(). (#8300) c7983115e9f Fonts: Further tweaks for Ellipsis ("...") character width when automatically created from a single comma character: use AdvanceX as min. 90094a871a5 Fonts: Fixed miscalculation of Ellipsis ("...") character width when automatically created from a single comma character. 1c67a3412e1 BeginChild: also caller to manually set ImGuiNextWindowDataFlags_HasChildFlags / ChildFlags. (#8280) 2b8545684ca Refactor: moved Window Focus related functions to a dedicated section. bbbdc70f26b Refactor: moved FindBlockingModal() in its section. e6a7c7689f5 Backends: Metal: Fixed memory leaks. (#8276, #8166) 0514332474f Avoid clang/gcc warnings: -Wnontrivial-memaccess in backends. (#8295, #8129, #8135) 3115ae08159 Demo: Font selector combo sets default focus. cec8ff1885d Backends: Vulkan: Fixed building with using VK_NO_PROTOTYPES. (#8180) f04d3cbdaaf Backends: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. (#6969, #5834, #7468, #3590) af271e73303 Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState. 93a93071a27 Examples: Add Win32+Vulkan example, amends. (#8180) 38e606a153b Examples: Add Win32+Vulkan example. (#8180) a2e21727c01 Backends: Vulkan: moved helpers to backend: ImGui_ImplVulkanH_SelectPhysicalDevice(), ImGui_ImplVulkanH_SelectQueueFamilyIndex(). (#8180) dbf76f62f9e Update issue_template.yml e7e898ea179 Tables: Fixed TableAngledHeadersRow() creating an infinite horizontal scrolling region when the table is hosted in a viewport with negative coordinates. d0021e16215 Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) 2f1194a2961 Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) 80aafbc81b0 Data types: moved ImGuiDataType_String to public API as a convenience enum value only. (#8266) f169102c8ea Misc: fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) a0f907933d8 Happy new year! c147a59bb0e Clarified alternative for ImGuiButtonFlags_Repeat being ImGuiItemFlags_ButtonRepeat. (#8293) 2d2c7d3f955 Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256). 87f3109c1af Fix capitalization of ImGuiID in comment. (#8283) 6982ce43f5b InputText: fixed badly broken clipboard copy/bug (#8254, #8242) 18929bd6d6c Internals: merge ScaleWindowsInViewport() from docking branch. 2a600bddcbe ImGuiDebugLogFlags_EventFont should not be set by default (had no effect on master tho) 006721fbd6b Added ImFontAtlas section index in comments + minor tweaks to DX12 backends. 7219fa65c02 Revert "Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621)" 61d4bf95dc5 Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621) d30e102f3ad Scrollbar, TestEngine: for consistency, scrollbars are registered in _Menu layer. 91e8f2b0feb Debug Tools: Debug Log: hovering 0xXXXXXXXX values in log is allowed even if a popup is blocking mouse access to the debug log window. (#5855) eed95027956 Error Handling: Fixed bugs recovering from within a table that created a child window, and from nested child windows. (#1651) fd932297703 Tables, MultiSelect: Fixed an issue where column width may be mismeasured when calling BeginMultiSelect() while inside a table. (#8250) 9b0e61aaaa7 InputText: sanity checks to e.g. detect non zero-terminated buffers + removed a redundant strlen() call during activation. ae839620b96 Docs: Updated EXAMPLES.md (#8246) 457fae24e7a Silence more zealous GCC warning. (#8241) cd6c83cdccb Fixes GCC warnings (#8241) 32f11402f96 InputText: use TextSrc more consistently to facilitate accessing user buffer in text processing code. (#8242) e900571ac24 InputText: Fixed issue when activating a ReadOnly field when the underlying value is being modified. (#8242) f31d53093b5 TestEngine: for consistency, title bar / window items are registered in _Menu layer. 13c4084362b Nav: Fixed an issue where Alt key would clear current active item on windows with the ImGuiWindowFlags_NoNavInputs flag. (#8231) f5f11e94be3 InputText: Fixed a bug where character replacements performed from a callback were not applied when pasting from clipbard. (#8229) 324d4bb1402 InputText: calling ReloadUserBuf doesn't clear undo stack. (#2890) 8237ab450e3 Drags, Sliders: store initial value on activation, as a convenience for some mods. (#8223) 4ad5496474b Drags: Added ImGuiSliderFlags_NoSpeedTweaks flag to disable keyboard modifiers altering the tweak speed. (#8223) f9f4e22f6f7 InputText: some tidying up. (#7925) 4cc464eadc1 BeginListBox(): Comments (#8220) 1d069cf4352 Fonts: store 0 for unset EllipsisChar/FallbackChar. Pull config in BuildLookupTable(). e487eb9da08 Backends: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) f25665f3600 Version 1.91.7 WIP 993fa347495 Version 1.91.6 2ca83f0bc72 Fixed missing symbols when using IMGUI_DISABLE_DEMO_WINDOWS (e.g. with ImPlot) (#8221) c3ffd4c53e9 Misc: Added IMGUI_USE_LEGACY_CRC32_ADLER to use old tables. (#8169, #4933) d78e823449f InputText: added ImGuiInputTextFlags_ElideLeft. (#1442, #1440, #4391, #7208, #8216) d2645423de8 InputText: reactivating last activated InputText() doesn't restore horizontal scrolling. f3147f446a7 Backends: OpenGL3: call glGetString(GL_VERSION) even in GS ES 2.0 path. (#8197) 921c22f5adc Examples: GLFW+OpenGL3, SDL3+OpenGL3: Provide ES3 context creation code + failure handling. (#8197) 6b348622bb8 Examples: SDL2+OpenGL3: Provide ES3 context creation code + failure handling. (#8197) fce07bb1cb4 Don't enable SSE4 under Emscripten - Fix. (#8213, #8169, #4933) 53dd7552dcb Backends: DX12: let the user specifies the DepthStencilView format. (#8217) 2671f68f7f8 Don't enable SSE4 under Emscripten (#8213, #8169, #4933) 3f3c62a3c99 ScrollbarEx: clarify use of flags and make them optional. (#8215) 18e5d769fd7 Backends: DX10: create sampler outside of ImGui_ImplDX11_CreateFontsTexture(). 43fbd7ce840 Backends: standardized top of file comments. 566558b17c5 Replacing NULL with nullptr in examples/backends when they creeped back. (#6313, #7071, #4537) 6f6ac84228a Demo: Assets Browser: use correct axis for layout computation, to allow making items non-square. (#8207) 70b6ba42402 Clarify that IMGUI_USE_BGRA_PACKED_COLOR requires backend support. (#8201) 923ca4765a8 Backends: OpenGL3: Fix compile error with IMGUI_IMPL_OPENGL_ES2 and IMGUI_IMPL_OPENGL_DEBUG (#8197) 43c51eb12d1 Tables: fixed SetNextWindowScroll() value being ignored by BeginTable() during the first frame or when scrolling flags have changed. (#8196) ee2119d7cbe imgui_freetype: Fix build broken by 19a1f2a (#8107) 19a1f2a5d2c Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted in surface area. (#8107) 9b26743c6b3 SliderAngle: only write back to value v_rad on value_changed. (#8193) dda7672008e Backends: Vulkan: removed sizeof(ImTextureID) check. c1123fd8d05 Backends: Vulkan: small refactor to use a texture struct. 90dd510df1e Backends: DX11: create sampler outside of ImGui_ImplDX11_CreateFontsTexture(). 96877eb9c30 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. (#8172, #4867) 2d660108b27 Misc: amend crc32 to use _mm_crc32_u32. (#8169, #4933) 326dc95f9c7 Misc: use native crc32 instructions on SEE 4.2 targets. (#8169, #4933) e6dd8f626a1 Misc: changed CRC32 table to use crc32c polynomial in order to be compatible with SSE 4.2 instructions. (#8169, #4933) 61ab94d5534 Backends: Vulkan: Make descriptor pool optional (#8172, #4867) 9b273294377 Comments on ImageButton(). (#8165) + comments on Emscripten -sSINGLE_FILE option. (#8153) 5b7feebfd8f Backends: DX9: extract RGBA convert loop as we are going to need it more often. dfbf1b4f6b1 Backends: DX9: cache result of ImGui_ImplDX9_CheckFormatSupport() as we are going to need it more often. 20360e00ceb Merge miscellaneous small changes to reduce drift with texture update branch. 551b6c4d662 Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options. d0e870aad2c Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb). (#8161) 5ae3dd52a07 Fonts: added IMGUI_DISABLE_DEFAULT_FONT macro. (#8161) eb0ad66d88d Demo: example tree used by Property Editor & Selection demos properly freed on app closure. (#8158) 142827f7d86 Backends: DX12: rework legacy path for handling ImGui_ImplDX12_Init() being called with space for a single descriptor. 08400f5be7f Backends: DX12: tidying up, added a ImGui_ImplDX12_Texture helper struct. 40b2286d16e (Breaking) Backends: DX12: changed ImGui_ImplDX12_Init() signature. Added ImGui_ImplDX12_InitInfo. Added support for Srv allocators. 3260ea69545 Examples: Win32+DX12: Tweaks. 8be0723fb7a Amend Changelog to better document how changing button behavior of InputInt/InputFloat step buttons affected some mis-uses (#8149) e97b97467e4 Error Handling: fixed cases where recoverable error handling would crash. (#1651) 3381ab423b3 Version 1.91.6 WIP + fixed typo in tooltip. f401021d5a5 Version 1.91.5 31b967f098d Fix 01d27a4 (sorry I cherry-picked from wrong branch) 01d27a4acde Internals: added IM_LIKELY(), IM_UNLIKELY() helper macros (yet unused). Added ImFontGetCharAdvanceX() macro. 419a9ada16e Ignore clang warning Wnontrivial-memaccess (#8129, #8135) 17bd417a3d1 AddCustomRectFontGlyph: added storage for Colored bool in ImFontAtlasCustomRect. (#8133) 3b683927ee6 imgui_freetype: Fixed a crash in build font atlas when using merged fonts and the first font in a merged set has no loaded glyph. (#8081) 3543dfda953 Docs: document removal of ImFont const qualifier as potentially breaking. d97bbf19042 Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default styles. df0776e931d (Breaking) Removed ImGuiKey_COUNT. (#4921) 738d6db3e6b (Breaking) Removed used of ImGuiKey_KeysData_SIZE, ImGuiKey_KeysData_OFFSET. (#4921) 6f287dd16d5 (Breaking) Removed pre-1.87 obsolete io.KeyMap[], io.KeysDown[], io.NavInputs[]. Remove IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921) 57ab2b42260 Fixed unused function warning (#8130) ec2f1d69c8d Docs: word-wrap some the older changelogs. 63234f8dd0a InputText: Internals: rename CurLenA->TextLen, InitialTextA->TextToRevertTo. be2d006e2e7 Align warning blocks. Removed -Wunused-function, -Wmissing-prototypes from imgui_internal.h 88e232739bc Ignore clang warning Wnontrivial-memaccess (#8129) d4791f1bbef Fixed a comment typo. (#8128) 82d0584e7bb InputText: using CurLenA instead of TextA.Size for correctness. (#7925) 75f83de52ab InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within a callback would sometimes prevents further appending to the buffer. (#7925) f77d22837c0 Examples: Android+OpenGL: Using ALooper_pollOnce() instead of ALooper_pollAll(). (#8013) 71c77c081ac Demo: added a "Windows" section. 772ca9e9a9d Log/Capture: added experimental io.ConfigWindowsCopyContentsWithCtrlC config option. f37a9a27e58 Log/Capture: reworked scope + decorating menus, tabs. a4fcc93f4af Log/Capture: renaming ImGuiLogType to ImGuiLogFlags 9a0dff1bc56 Buttons: using ImGuiItemFlags_ButtonRepeat makes default button behavior use PressedOnClick instead of PressedOnClickRelease when unspecified. 0bde57c25a9 Font, Misc: remove qualifier from most font functions. 3b8c7d0326d Backends: Win32: rework to add ImGui_ImplWin32_WndProcHandlerEx() not using current context (experimental). (#8069, #6293, #5856, #586) d67e2eea1a0 Backends: Win32: internal rename. 81b689b9693 Backends: OpenGL3: added additional debug GL_CALL enclosure for glCreateShader() calls. (#8104) 81cfe096578 Selectable, Style: selected Selectable() use _Header color instead of an arbitrary lerp between _Header and _HeaderHovered. (#8106, #1861) ccb6646baea Examples: added SDL3+Vulkan example. (#8084, #8085) 1039b7f543c Examples: added more build_win64.bat helpers. a908d73c16a Backends: avoid missing -Wmissing-declaration warning. (#8087, #7997) b4033b37ad7 Backends: WGPU: update for Dawn WGPU String usage. (#8082, #8083) a855bd8df3c Backends: SDL2: Replace SDL_Vulkan_GetDrawableSize() forward declaration with the actual include. (#8095, #7967, #3190) 06092a9756b Backends: SDL2, SDL3: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. (#4019, #6096, #1463) 062e580436e Fixed copy/paste error in DebugModeWindow() (#8094) 4994e75852a Backends: DX12: Unmap() call specify written range. 41f02825fc5 Version 1.91.5 WIP 99109c0b3b0 Amend Changelog, oops didn't get it in the previous commit. 83b64b8be22 Version 1.91.4 ab9ce2a927a Nav: added io.ConfigNavCursorVisibleAuto, io.ConfigNavCursorVisibleAlways. (#1074, #2048, #7237, #8059, #3200, #787) 3982cb35dcf Nav, Docs: consistently use "keyboard/gamepad" instead of sometimes "gamepad/keyboard". 1ff9768aa30 Nav: (Breaking) renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 634a7ed9886 Nav: added SetNavCursorVisible(). (#1074, #2048, #7237, #8059) 0bae2db77fd Internals: (Breaking) renamed NavDisableMouseHover to NavHighlightItemUnderNav. 0536ace2b6c Internals: (Breaking) renamed RenderNavHighlight() to RenderNavCursor(), ImGuiNavHighlightFlags to ImGuiNavRenderCursorFlags. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 23b655f8e3a Internals: (Breaking) changed g.NavDisableHighlight to g.NavCursorVisible : same logic but inverted value. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 7a56b411247 Nav: added io.ConfigNavEscapeClearFocusItem. (#8059, #2048, #1074, #3200) db26fe7ca8d Debug Tools: Metrics: Fixed a crash when browsing "InputText" section before using one. (#8071) 604f2fa84aa InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not supported by InputFloat, InputInt etc. (#8065) 38617a5ad34 Internals: remove ImGuiInputTextFlags_NoMarkEdited and g.LockMarkEdited n favor of ImGuiItemFlags_NoMarkEdited. 0f6a463fae5 Internals: rename ImGuiTreeNodeStackData::InFlags and ImGuiNavItemData::InFlags to ItemFlags too. e6b5cafe65f Internals: rename ImGuiLastItemData::InFlags -> ItemFlags. ImGuiNextItemData::Flags -> HasFlags to avoid mistakes. 706438a43c3 Disabled: clicking a disabled item focuses parent window. Fix/amend 83ecc84. (#8064) 04d9a045570 imgui_freetype: Added support for plutosvg to render OpenType SVG fonts. (#7927, #7187 + #6591, #6607) 83ecc846dc4 Disabled: clicking a disabled item focuses parent window. (#8064) 67e5f3505d4 InvisibleButton: disable navigation properly + added ImGuiButtonFlags_EnableNav to enable navigation. (#8057) 971d243a872 Fixed typo (#8063) 49a9eee33f2 Commented out obsolete internals's SetItemUsingMouseWheel() (#2891), TreeNodeBehaviorIsOpen() (#4814, #5423, #282, #2958, #924) 50de550ecdd Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036) 42f47590f98 Fixed ad37b79 breaking IsItemHovered()->IsItemFocused() passthrough for navigation. 97da66209cf Internals: removing ImGuiButtonFlags_Repeat (in favor of ImGuiItemFlags_ButtonRepeat), ImGuiButtonFlags_DontClosePopups (unused) 462d1674568 Nav: rectangle highlight not rendered for items with ImGuiItemFlags_NoNav. (#8057) ad37b79bca2 Nav: shallow tidying up. 626d358e55e Nav: fixed Ctrl+Tab so when starting with no focused window it starts from the top-most window. (#3200) b0010389011 Nav: added io.ConfigNavEscapeClearFocusWindow to clear focused window on Escape. (#3200) ba5161740ea Amend d885fe4, fixes default value of ConfigNavCaptureKeyboard. (#2517, #2009) d885fe4dd0c (Breaking) moved ImGuiConfigFlags_NavEnableSetMousePos -> io.ConfigNavMoveSetMousePos, ImGuiConfigFlags_NavNoCaptureKeyboard -> ConfigNavCaptureKeyboard. (#2517, #2009) 349af8766cb InputText: ensure mouse cursor is set regardless of whether keyboard mode is enabled or not. (#6417) 20ae8bd4c32 Error Handling: turned IsItemHovered()/IsWindowHovered() checks into IM_ASSERT_USER_ERROR. (#1651) c4bc6744824 IO: WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921) 98d52b7b26c DrawList: AddCallback() added an optional size parameter allowing to copy and store any amount of user data for usage by callbacks: (#6969, #4770, #7665) f29e505d94e CI: remove --disableLicenseExpirationCheck. a0b811dd373 Backends: SDLRenderer2/3: expose selected state in ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590 + #7616) 9fbc3134591 InputText: amend 661bba0. (#8048) 661bba09ce1 InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys. (#8048) f3d242a90d6 Tables: fixed initial auto-sizing issue with synched-instances. (#8045, #7218) c3629adbeb2 Backends: Metal: fixed ImTextureID cast. (#1641) 6b8accbfa1b Fixed building when defining ImTextureID to a multi-token name. (#1641) 92b94980c69 (Breaking) Default ImTextureID to use a Im64 instead of void* (#1641) 19b494df89f Examples: DirectX12: update Windows SDK version. f890d853816 Backends: Fixed typo in comments from old wip work 'io.BackendRendererRenderState' -> 'platform_io.Renderer_RenderState'. (#6969, #5834, #7468, #3590 42206b3d513 Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502) 74dd38d27c9 Backends: Vulkan: fixed warnings when building in 32-bit mode. e94f95d82b9 Backends: DX11, DX12, Vulkan, WGPU: Expose some backend-specific render state usable for callbacks. (#6969, #5834, #7468, #3590) 9bd5d8a2405 Backends: misc renaming of locals. Use 'draw_list' instead of 'cmd_list'. Avoid using 'ctx'. 1dde20ff4a1 Version 1.91.4 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: 5c1d2d1e4c562a2ed3efbc64476e703a655b45fd
941 lines
47 KiB
C++
941 lines
47 KiB
C++
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits 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 support. Can discriminate Mouse/TouchScreen/Pen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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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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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// Configuration flags to add in your imconfig 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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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
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// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
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// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
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// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
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// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
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// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
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// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
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// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
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// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
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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 window 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).
|
|
// 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).
|
|
// 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).
|
|
// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
|
|
// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
|
|
// 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.
|
|
// 2021-01-25: Inputs: Dynamically loading XInput DLL.
|
|
// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
|
|
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
|
|
// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
|
|
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
|
|
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
|
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
|
|
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
|
|
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
|
|
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
|
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
|
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
|
// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
|
|
// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
|
|
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
|
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
|
|
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
|
// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
|
|
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
|
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
|
// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
|
|
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
|
|
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
|
|
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
|
|
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
|
|
|
|
#include "imgui.h"
|
|
#ifndef IMGUI_DISABLE
|
|
#include "imgui_impl_win32.h"
|
|
#ifndef WIN32_LEAN_AND_MEAN
|
|
#define WIN32_LEAN_AND_MEAN
|
|
#endif
|
|
#include <windows.h>
|
|
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
|
|
#include <tchar.h>
|
|
#include <dwmapi.h>
|
|
|
|
// Using XInput for gamepad (will load DLL dynamically)
|
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
#include <xinput.h>
|
|
typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
|
|
typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
|
#endif
|
|
|
|
// Clang/GCC warnings with -Weverything
|
|
#if defined(__clang__)
|
|
#pragma clang diagnostic push
|
|
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
|
#endif
|
|
#if defined(__GNUC__)
|
|
#pragma GCC diagnostic push
|
|
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
|
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
|
#endif
|
|
|
|
struct ImGui_ImplWin32_Data
|
|
{
|
|
HWND hWnd;
|
|
HWND MouseHwnd;
|
|
int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area
|
|
int MouseButtonsDown;
|
|
INT64 Time;
|
|
INT64 TicksPerSecond;
|
|
ImGuiMouseCursor LastMouseCursor;
|
|
UINT32 KeyboardCodePage;
|
|
|
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
bool HasGamepad;
|
|
bool WantUpdateHasGamepad;
|
|
HMODULE XInputDLL;
|
|
PFN_XInputGetCapabilities XInputGetCapabilities;
|
|
PFN_XInputGetState XInputGetState;
|
|
#endif
|
|
|
|
ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
|
|
};
|
|
|
|
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
|
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
|
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
|
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
|
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
|
|
{
|
|
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
|
}
|
|
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io)
|
|
{
|
|
return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData;
|
|
}
|
|
|
|
// Functions
|
|
static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io)
|
|
{
|
|
// Retrieve keyboard code page, required for handling of non-Unicode Windows.
|
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
|
|
HKL keyboard_layout = ::GetKeyboardLayout(0);
|
|
LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
|
|
if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
|
|
bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
|
|
}
|
|
|
|
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IMGUI_CHECKVERSION();
|
|
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
|
|
|
INT64 perf_frequency, perf_counter;
|
|
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
|
|
return false;
|
|
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
|
|
return false;
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
|
|
io.BackendPlatformUserData = (void*)bd;
|
|
io.BackendPlatformName = "imgui_impl_win32";
|
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
|
|
|
bd->hWnd = (HWND)hwnd;
|
|
bd->TicksPerSecond = perf_frequency;
|
|
bd->Time = perf_counter;
|
|
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
|
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
|
|
|
// Set platform dependent data in viewport
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
|
|
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
|
|
|
|
// Dynamically load XInput library
|
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
bd->WantUpdateHasGamepad = true;
|
|
const char* xinput_dll_names[] =
|
|
{
|
|
"xinput1_4.dll", // Windows 8+
|
|
"xinput1_3.dll", // DirectX SDK
|
|
"xinput9_1_0.dll", // Windows Vista, Windows 7
|
|
"xinput1_2.dll", // DirectX SDK
|
|
"xinput1_1.dll" // DirectX SDK
|
|
};
|
|
for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
|
|
if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
|
|
{
|
|
bd->XInputDLL = dll;
|
|
bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
|
|
bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
|
|
break;
|
|
}
|
|
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
|
|
return true;
|
|
}
|
|
|
|
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
|
|
{
|
|
return ImGui_ImplWin32_InitEx(hwnd, false);
|
|
}
|
|
|
|
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
|
|
{
|
|
// OpenGL needs CS_OWNDC
|
|
return ImGui_ImplWin32_InitEx(hwnd, true);
|
|
}
|
|
|
|
void ImGui_ImplWin32_Shutdown()
|
|
{
|
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Unload XInput library
|
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
if (bd->XInputDLL)
|
|
::FreeLibrary(bd->XInputDLL);
|
|
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
|
|
io.BackendPlatformName = nullptr;
|
|
io.BackendPlatformUserData = nullptr;
|
|
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor)
|
|
{
|
|
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
|
return false;
|
|
|
|
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
|
{
|
|
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
|
::SetCursor(nullptr);
|
|
}
|
|
else
|
|
{
|
|
// Show OS mouse cursor
|
|
LPTSTR win32_cursor = IDC_ARROW;
|
|
switch (imgui_cursor)
|
|
{
|
|
case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
|
|
case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
|
|
case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
|
|
case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
|
|
case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
|
|
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
|
|
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
|
|
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
|
|
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
|
|
}
|
|
::SetCursor(::LoadCursor(nullptr, win32_cursor));
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static bool IsVkDown(int vk)
|
|
{
|
|
return (::GetKeyState(vk) & 0x8000) != 0;
|
|
}
|
|
|
|
static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
|
|
{
|
|
io.AddKeyEvent(key, down);
|
|
io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
|
|
IM_UNUSED(native_scancode);
|
|
}
|
|
|
|
static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io)
|
|
{
|
|
// Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
|
|
if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
|
|
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT);
|
|
if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
|
|
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT);
|
|
|
|
// Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
|
|
if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
|
|
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN);
|
|
if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
|
|
ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN);
|
|
}
|
|
|
|
static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
|
|
{
|
|
io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
|
|
io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
|
|
io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
|
|
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
|
|
}
|
|
|
|
static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
|
|
{
|
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
|
|
IM_ASSERT(bd->hWnd != 0);
|
|
|
|
HWND focused_window = ::GetForegroundWindow();
|
|
const bool is_app_focused = (focused_window == bd->hWnd);
|
|
if (is_app_focused)
|
|
{
|
|
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
|
|
if (io.WantSetMousePos)
|
|
{
|
|
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
|
|
if (::ClientToScreen(bd->hWnd, &pos))
|
|
::SetCursorPos(pos.x, pos.y);
|
|
}
|
|
|
|
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
|
|
// This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
|
|
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
|
|
{
|
|
POINT pos;
|
|
if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
|
|
io.AddMousePosEvent((float)pos.x, (float)pos.y);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Gamepad navigation mapping
|
|
static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
|
|
{
|
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
|
|
//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
|
// return;
|
|
|
|
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
|
|
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
|
|
if (bd->WantUpdateHasGamepad)
|
|
{
|
|
XINPUT_CAPABILITIES caps = {};
|
|
bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
|
|
bd->WantUpdateHasGamepad = false;
|
|
}
|
|
|
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
XINPUT_STATE xinput_state;
|
|
XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
|
|
if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
|
|
return;
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
|
|
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
|
#define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
|
|
#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
|
|
MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
|
|
MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
|
|
MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
|
|
MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
|
|
MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
|
|
MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
|
|
MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
|
|
MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
|
#undef MAP_BUTTON
|
|
#undef MAP_ANALOG
|
|
#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
IM_UNUSED(io);
|
|
#endif
|
|
}
|
|
|
|
void ImGui_ImplWin32_NewFrame()
|
|
{
|
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// 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));
|
|
|
|
// 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_UpdateMouseData(io);
|
|
|
|
// Process workarounds for known Windows key handling issues
|
|
ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
|
|
|
|
// 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(io, mouse_cursor);
|
|
}
|
|
|
|
// Update game controllers (if enabled and available)
|
|
ImGui_ImplWin32_UpdateGamepads(io);
|
|
}
|
|
|
|
// Map VK_xxx to ImGuiKey_xxx.
|
|
// Not static to allow third-party code to use that if they want to (but undocumented)
|
|
ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam);
|
|
ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
|
|
{
|
|
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED.
|
|
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
|
|
return ImGuiKey_KeypadEnter;
|
|
|
|
switch (wParam)
|
|
{
|
|
case VK_TAB: return ImGuiKey_Tab;
|
|
case VK_LEFT: return ImGuiKey_LeftArrow;
|
|
case VK_RIGHT: return ImGuiKey_RightArrow;
|
|
case VK_UP: return ImGuiKey_UpArrow;
|
|
case VK_DOWN: return ImGuiKey_DownArrow;
|
|
case VK_PRIOR: return ImGuiKey_PageUp;
|
|
case VK_NEXT: return ImGuiKey_PageDown;
|
|
case VK_HOME: return ImGuiKey_Home;
|
|
case VK_END: return ImGuiKey_End;
|
|
case VK_INSERT: return ImGuiKey_Insert;
|
|
case VK_DELETE: return ImGuiKey_Delete;
|
|
case VK_BACK: return ImGuiKey_Backspace;
|
|
case VK_SPACE: return ImGuiKey_Space;
|
|
case VK_RETURN: return ImGuiKey_Enter;
|
|
case VK_ESCAPE: return ImGuiKey_Escape;
|
|
case VK_OEM_7: return ImGuiKey_Apostrophe;
|
|
case VK_OEM_COMMA: return ImGuiKey_Comma;
|
|
case VK_OEM_MINUS: return ImGuiKey_Minus;
|
|
case VK_OEM_PERIOD: return ImGuiKey_Period;
|
|
case VK_OEM_2: return ImGuiKey_Slash;
|
|
case VK_OEM_1: return ImGuiKey_Semicolon;
|
|
case VK_OEM_PLUS: return ImGuiKey_Equal;
|
|
case VK_OEM_4: return ImGuiKey_LeftBracket;
|
|
case VK_OEM_5: return ImGuiKey_Backslash;
|
|
case VK_OEM_6: return ImGuiKey_RightBracket;
|
|
case VK_OEM_3: return ImGuiKey_GraveAccent;
|
|
case VK_CAPITAL: return ImGuiKey_CapsLock;
|
|
case VK_SCROLL: return ImGuiKey_ScrollLock;
|
|
case VK_NUMLOCK: return ImGuiKey_NumLock;
|
|
case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
|
|
case VK_PAUSE: return ImGuiKey_Pause;
|
|
case VK_NUMPAD0: return ImGuiKey_Keypad0;
|
|
case VK_NUMPAD1: return ImGuiKey_Keypad1;
|
|
case VK_NUMPAD2: return ImGuiKey_Keypad2;
|
|
case VK_NUMPAD3: return ImGuiKey_Keypad3;
|
|
case VK_NUMPAD4: return ImGuiKey_Keypad4;
|
|
case VK_NUMPAD5: return ImGuiKey_Keypad5;
|
|
case VK_NUMPAD6: return ImGuiKey_Keypad6;
|
|
case VK_NUMPAD7: return ImGuiKey_Keypad7;
|
|
case VK_NUMPAD8: return ImGuiKey_Keypad8;
|
|
case VK_NUMPAD9: return ImGuiKey_Keypad9;
|
|
case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
|
|
case VK_DIVIDE: return ImGuiKey_KeypadDivide;
|
|
case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
|
case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
|
|
case VK_ADD: return ImGuiKey_KeypadAdd;
|
|
case VK_LSHIFT: return ImGuiKey_LeftShift;
|
|
case VK_LCONTROL: return ImGuiKey_LeftCtrl;
|
|
case VK_LMENU: return ImGuiKey_LeftAlt;
|
|
case VK_LWIN: return ImGuiKey_LeftSuper;
|
|
case VK_RSHIFT: return ImGuiKey_RightShift;
|
|
case VK_RCONTROL: return ImGuiKey_RightCtrl;
|
|
case VK_RMENU: return ImGuiKey_RightAlt;
|
|
case VK_RWIN: return ImGuiKey_RightSuper;
|
|
case VK_APPS: return ImGuiKey_Menu;
|
|
case '0': return ImGuiKey_0;
|
|
case '1': return ImGuiKey_1;
|
|
case '2': return ImGuiKey_2;
|
|
case '3': return ImGuiKey_3;
|
|
case '4': return ImGuiKey_4;
|
|
case '5': return ImGuiKey_5;
|
|
case '6': return ImGuiKey_6;
|
|
case '7': return ImGuiKey_7;
|
|
case '8': return ImGuiKey_8;
|
|
case '9': return ImGuiKey_9;
|
|
case 'A': return ImGuiKey_A;
|
|
case 'B': return ImGuiKey_B;
|
|
case 'C': return ImGuiKey_C;
|
|
case 'D': return ImGuiKey_D;
|
|
case 'E': return ImGuiKey_E;
|
|
case 'F': return ImGuiKey_F;
|
|
case 'G': return ImGuiKey_G;
|
|
case 'H': return ImGuiKey_H;
|
|
case 'I': return ImGuiKey_I;
|
|
case 'J': return ImGuiKey_J;
|
|
case 'K': return ImGuiKey_K;
|
|
case 'L': return ImGuiKey_L;
|
|
case 'M': return ImGuiKey_M;
|
|
case 'N': return ImGuiKey_N;
|
|
case 'O': return ImGuiKey_O;
|
|
case 'P': return ImGuiKey_P;
|
|
case 'Q': return ImGuiKey_Q;
|
|
case 'R': return ImGuiKey_R;
|
|
case 'S': return ImGuiKey_S;
|
|
case 'T': return ImGuiKey_T;
|
|
case 'U': return ImGuiKey_U;
|
|
case 'V': return ImGuiKey_V;
|
|
case 'W': return ImGuiKey_W;
|
|
case 'X': return ImGuiKey_X;
|
|
case 'Y': return ImGuiKey_Y;
|
|
case 'Z': return ImGuiKey_Z;
|
|
case VK_F1: return ImGuiKey_F1;
|
|
case VK_F2: return ImGuiKey_F2;
|
|
case VK_F3: return ImGuiKey_F3;
|
|
case VK_F4: return ImGuiKey_F4;
|
|
case VK_F5: return ImGuiKey_F5;
|
|
case VK_F6: return ImGuiKey_F6;
|
|
case VK_F7: return ImGuiKey_F7;
|
|
case VK_F8: return ImGuiKey_F8;
|
|
case VK_F9: return ImGuiKey_F9;
|
|
case VK_F10: return ImGuiKey_F10;
|
|
case VK_F11: return ImGuiKey_F11;
|
|
case VK_F12: return ImGuiKey_F12;
|
|
case VK_F13: return ImGuiKey_F13;
|
|
case VK_F14: return ImGuiKey_F14;
|
|
case VK_F15: return ImGuiKey_F15;
|
|
case VK_F16: return ImGuiKey_F16;
|
|
case VK_F17: return ImGuiKey_F17;
|
|
case VK_F18: return ImGuiKey_F18;
|
|
case VK_F19: return ImGuiKey_F19;
|
|
case VK_F20: return ImGuiKey_F20;
|
|
case VK_F21: return ImGuiKey_F21;
|
|
case VK_F22: return ImGuiKey_F22;
|
|
case VK_F23: return ImGuiKey_F23;
|
|
case VK_F24: return ImGuiKey_F24;
|
|
case VK_BROWSER_BACK: return ImGuiKey_AppBack;
|
|
case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
|
|
default: return ImGuiKey_None;
|
|
}
|
|
}
|
|
|
|
// 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
|
|
|
|
// Helper to obtain the source of mouse messages.
|
|
// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
|
|
// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
|
|
static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo()
|
|
{
|
|
LPARAM extra_info = ::GetMessageExtraInfo();
|
|
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
|
return ImGuiMouseSource_Pen;
|
|
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
|
return ImGuiMouseSource_TouchScreen;
|
|
return ImGuiMouseSource_Mouse;
|
|
}
|
|
|
|
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
|
|
// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
|
// 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, or clear/overwrite your copy of the mouse data.
|
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
|
// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
|
|
// 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.
|
|
|
|
// Copy either 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); // Use ImGui::GetCurrentContext()
|
|
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext()
|
|
|
|
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
|
|
// We silently allow both context or just only backend data to be nullptr.
|
|
if (ImGui::GetCurrentContext() == nullptr)
|
|
return 0;
|
|
return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO());
|
|
}
|
|
|
|
// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext().
|
|
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io)
|
|
{
|
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
|
|
if (bd == nullptr)
|
|
return 0;
|
|
switch (msg)
|
|
{
|
|
case WM_MOUSEMOVE:
|
|
case WM_NCMOUSEMOVE:
|
|
{
|
|
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
|
|
ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
|
|
const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
|
|
bd->MouseHwnd = hwnd;
|
|
if (bd->MouseTrackedArea != area)
|
|
{
|
|
TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
|
|
TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
|
|
if (bd->MouseTrackedArea != 0)
|
|
::TrackMouseEvent(&tme_cancel);
|
|
::TrackMouseEvent(&tme_track);
|
|
bd->MouseTrackedArea = area;
|
|
}
|
|
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
|
|
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
|
|
return 0;
|
|
io.AddMouseSourceEvent(mouse_source);
|
|
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
|
|
return 0;
|
|
}
|
|
case WM_MOUSELEAVE:
|
|
case WM_NCMOUSELEAVE:
|
|
{
|
|
const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
|
|
if (bd->MouseTrackedArea == area)
|
|
{
|
|
if (bd->MouseHwnd == hwnd)
|
|
bd->MouseHwnd = nullptr;
|
|
bd->MouseTrackedArea = 0;
|
|
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
|
}
|
|
return 0;
|
|
}
|
|
case WM_DESTROY:
|
|
if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0)
|
|
{
|
|
TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
|
|
::TrackMouseEvent(&tme_cancel);
|
|
bd->MouseHwnd = nullptr;
|
|
bd->MouseTrackedArea = 0;
|
|
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
|
}
|
|
return 0;
|
|
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
|
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
|
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
|
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
|
|
{
|
|
ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
|
|
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 (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
|
|
::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds.
|
|
bd->MouseButtonsDown |= 1 << button;
|
|
io.AddMouseSourceEvent(mouse_source);
|
|
io.AddMouseButtonEvent(button, true);
|
|
return 0;
|
|
}
|
|
case WM_LBUTTONUP:
|
|
case WM_RBUTTONUP:
|
|
case WM_MBUTTONUP:
|
|
case WM_XBUTTONUP:
|
|
{
|
|
ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
|
|
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; }
|
|
bd->MouseButtonsDown &= ~(1 << button);
|
|
if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
|
|
::ReleaseCapture();
|
|
io.AddMouseSourceEvent(mouse_source);
|
|
io.AddMouseButtonEvent(button, false);
|
|
return 0;
|
|
}
|
|
case WM_MOUSEWHEEL:
|
|
io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
|
|
return 0;
|
|
case WM_MOUSEHWHEEL:
|
|
io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
|
|
return 0;
|
|
case WM_KEYDOWN:
|
|
case WM_KEYUP:
|
|
case WM_SYSKEYDOWN:
|
|
case WM_SYSKEYUP:
|
|
{
|
|
const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
|
|
if (wParam < 256)
|
|
{
|
|
// Submit modifiers
|
|
ImGui_ImplWin32_UpdateKeyModifiers(io);
|
|
|
|
// Obtain virtual key code and convert to ImGuiKey
|
|
const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
|
|
const int vk = (int)wParam;
|
|
const int scancode = (int)LOBYTE(HIWORD(lParam));
|
|
|
|
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
|
|
if (key == ImGuiKey_PrintScreen && !is_key_down)
|
|
ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode);
|
|
|
|
// Submit key event
|
|
if (key != ImGuiKey_None)
|
|
ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode);
|
|
|
|
// Submit individual left/right modifier events
|
|
if (vk == VK_SHIFT)
|
|
{
|
|
// Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
|
|
if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
|
|
if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
|
|
}
|
|
else if (vk == VK_CONTROL)
|
|
{
|
|
if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
|
|
if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
|
|
}
|
|
else if (vk == VK_MENU)
|
|
{
|
|
if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
|
|
if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
case WM_SETFOCUS:
|
|
case WM_KILLFOCUS:
|
|
io.AddFocusEvent(msg == WM_SETFOCUS);
|
|
return 0;
|
|
case WM_INPUTLANGCHANGE:
|
|
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
|
return 0;
|
|
case WM_CHAR:
|
|
if (::IsWindowUnicode(hwnd))
|
|
{
|
|
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
|
if (wParam > 0 && wParam < 0x10000)
|
|
io.AddInputCharacterUTF16((unsigned short)wParam);
|
|
}
|
|
else
|
|
{
|
|
wchar_t wch = 0;
|
|
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
|
|
io.AddInputCharacter(wch);
|
|
}
|
|
return 0;
|
|
case WM_SETCURSOR:
|
|
// This is required to restore cursor when transitioning from e.g resize borders to client area.
|
|
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
|
|
return 1;
|
|
return 0;
|
|
case WM_DEVICECHANGE:
|
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
|
|
bd->WantUpdateHasGamepad = true;
|
|
#endif
|
|
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 = nullptr;
|
|
if (RtlVerifyVersionInfoFn == nullptr)
|
|
if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
|
|
RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
|
|
if (RtlVerifyVersionInfoFn == nullptr)
|
|
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()
|
|
{
|
|
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 = nullptr;
|
|
if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
|
|
GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
|
|
if (GetDpiForMonitorFn != nullptr)
|
|
{
|
|
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(nullptr);
|
|
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
|
|
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
|
|
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
|
::ReleaseDC(nullptr, dc);
|
|
#endif
|
|
return xdpi / 96.0f;
|
|
}
|
|
|
|
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
|
|
{
|
|
HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
|
|
return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------
|
|
|
|
#if defined(__GNUC__)
|
|
#pragma GCC diagnostic pop
|
|
#endif
|
|
#if defined(__clang__)
|
|
#pragma clang diagnostic pop
|
|
#endif
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|