tomato-testing/backends/imgui_impl_win32.cpp
Green Sky 8de4c4b301 Squashed 'external/imgui/imgui/' changes from 8199457a7d9..cb16568fca5
cb16568fca5 Version 1.91.3
8db126188df Fixed static analyser warning. Amend b3c8747
3d399bcecab Docs: amend docs to explain case of using multiple overlayed ButtonBehavior(). (#8030, #7961, #7669)
b3c87475a5a Drags, Slider: added ImGuiSliderFlags_ClampOnInput, ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76)
5109a77f697 Tooltips: Tooltips triggered from touch inputs are positionned above the item. (#8036)
014b722963f Tooltips, Drag and Drop: Stabilized name of drag and drop tooltip window. (#8036)
f0575411c01 Tooltips, Drag and Drop: Fixed an issue where the fallback drag and drop payload tooltip appeared during drag and drop release.
004f03945f3 TabBar: added TabBarQueueFocus() by name for non-docking tab bars. (#8029, #6681)
655fcf82870 TabBar: added TabBarQueueFocus() by name for non-docking tab bars. (#8029, #6681)
03f007d4cd1 Comments (#1651)
29cff2be068 Silence PVS Studio static analyzer false positives.
ba14c70b020 Comments. Fixed warnings.
199a44e31e2 Error Handling: fixed not rewinding to recorded tree and id stack size (#1651)
30c29d291fb Error Handling: enabled experimental recovery systems. (#1651, #5654)
8776678a462 Error Handling: replaced log callback in recovery functions with calls to IM_ASSERT_USER_ERROR(). (#1651, #5654)
718a594b1e1 Error Handling: rewired asserts in PopID(), PopFont(), PopItemFlag(), EndDisabled(), PopTextWrapPos(), PopFocusScope(), PopItemWidth() to use IM_ASSERT_USER_ERROR().  (#1651, #5654)
2360061520e Error Handling, Debug Log: added IMGUI_DEBUG_LOG_ERROR() with special handling. (#5855, #1651, #5654)
26785fd8731 Internals: NewFrame: move the window reset loop higher up, namely before UpdateHoveredWindowAndCaptureFlags() -> FindHoveredWindowEx().
797101a882b Windows: BeginChild(): made it possible to call SetNextWindowSize() on a child window using ImGuiChildFlags_ResizeX/ImGuiChildFlags_ResizeY. (#1710, #8020)
9644c511835 Error handling: rework error tooltip logic (will be reused by upcoming feature). (#7961, #7669, #1651)
d0107f5da23 Internals: misc tweaks to facilitate branch merging.
726aad8e088 Refactor: moved ImGuiContext contructor to imgui.cpp
44a73be6eaf TestEngine: log calls don't need testing hook active.
bc77041b578 Error Handling: fixed an issue ErrorCheckEndWindowRecover() when aborting in a child inside a tab bar. (#1651)
7f81fbc5426 Backends: WGPU: Fix new WGPUStringView breaks shader compilation. (#8009, #8010)
fb410463e6a Scrollbar: added io.ConfigScrollbarScrollByPage setting. (#8002, #7328)
a727332e772 Scrollbar: Shift+Click always use absolute positionning scroll. (#8002, #7328)
4aeae5d7189 Error check: fixed build when using IMGUI_DISABLE_DEBUG_TOOLS.
d0750ee4e7d Error check: clarified that carriage returns are emitted by our code. Added helper default callback. Comments. (#1651)
0af2c4ef765 Backends: SDL3: Update for API changes: SDL_bool removal. SDL_INIT_TIMER removal. (#7999)
faca859043c Version 1.91.3 WIP
a9f72ab6818 Version 1.91.2
cfae5ac71b9 Backends: make ImGui_ImplSDL2_KeyEventToImGuiKey(), ImGui_ImplSDL3_KeyEventToImGuiKey(), ImGui_ImplGlfw_KeyToImGuiKey(), ImGui_ImplWin32_KeyEventToImGuiKey(), ImGui_ImplAllegro5_KeyCodeToImGuiKey(), ImGui_ImplOSX_KeyCodeToImGuiKey(), non-static. (#7997)
f7ba6453980 InputText: fixed not filling callback's SelectionEnd. (#7925)
e648dbb59d2 Tables: fixed auto-width columns when using synced-instances of same table. (#7218)
6aade6912a1 Inputs: SetNextItemShortcut() with ImGuiInputFlags_Tooltip doesn't show tooltip when item is active.
dad9f45e3ed Windows: fixed an issue where double-click to collapse could be triggered even while another item is active. (#7841, #7369)
71714eab536 Tables: fixed assertion related to inconsistent outer clipping when sizes are not rounded. (#7957)
11fba027e50 Tables: using table->InnerClipRect more consistently. Fixes an assertion with tables with borders when clipped by parent. (#6765, #3752, #7428)
6ce26ef11d5 AddFont: added assert to better detect uninitialized struct. (#7993)
08b1496b7e5 Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
1ac162f2b08 Backends: WGPU: add IMGUI_IMPL_WEBGPU_BACKEND_DAWN/IMGUI_IMPL_WEBGPU_BACKEND_WGPU to support more targets. (#7977, #7969, #6602, #6188, #7523)
4925695ae88 InputText: optimize InputTextCalcTextLenAndLineCount() for inactive multiline path. (#7925)
7ac50bf77d0 InputText: more tidying up of selection search loop.
aef07aea274 InputText: minor tidying up of selection search loop (no need to imply it runs in single line mode)
b53d91a4c40 InputText: optimization for large text: using memchr() instead of strchr() shaves 0.2 ms on 865k multi-line text case. Approximately 20%. (#7925)
510b6adc9bb CI: disable month-long PVS Studio warning about expiring licence.
dab63231d88 Misc: Made it accepted to call SetMouseCursor() with any out-of-bound value, as a way to allow hacking in custom cursors if desirable.
4d00bf8add4 MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling in a table with outer borders. (#7970, #7821).
6dcb7be35f8 CI: amend build tests for emscripten (#7965)
ac2ad79812e Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915)
52a6ab44b1f Doc: Fix typo. (#7974)
dc6346b763e Fonts: fixed ellipsis "..." rendering width miscalculation bug introduced in 1.91.0. (#7976)
8807b01b288 InputText: amends: now can use memchr()/strchr() for line counting. Much faster! (#7925)
19accb14a9e InputText: amends: fixed undo-stack reconcile. fixed metrics crash. fixes character filtering. (#7925)
3d1e593b5b1 InputText: amends: fixed next/prev word implementation. (#7925)
e240bc151a3 InputText: amends: add note about STB_TEXTEDIT_GETCHAR. tweak InputTextCalcTextSize() to use similar debug-friendly logic as ImFont:CalcTextSizeA(). misc small tidying up. (#7925)
1674fe96ff5 InputText: amends: add stb_textedit_text() api. (#7925)
d1b78179592 InputText: amends: renames, coding style. (#7925)
abd07f6d307 InputText: added native support for UTF-8 text editing and god rid of the wchar buffer. (#7925)
67cd4ead650 Added io.ConfigDebugHighlightIdConflicts debug feature! (#7961, #7669)
a8eec244056 Demo: fix some id conflicts. (#7961)
4236bc088fd Backends: SDL2: use SDL_Vulkan_GetDrawableSize with Vulkan instead of SDL_GL_GetDrawableSize. (#7967, #3190)
15cb7d61f98 InputText: moved imstb_textedit.h include to imgui_widgets.cpp
ca5701d4580 InputText: moved all ImGuiInputTextState functions to not be inline.
21d03edcb0c InputText: renamed namespace from stb_texture structure and added an indirection.
a2366f90224 TextLinkOpenURL: display a verb in front the link. Update Gallery & other links. (#7885, #7660)
a5cf4fe374d InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow.
d16cb171c66 Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439, extend #370, #369)
193c1e23668 Version 1.91.2 WIP
d0b742efdee CI: build with Clang C++26 on Linux. (#7954)
4a1a38f7ed0 CI: Amend 943fd21.
943fd216eca CI: Amend e3cb016.
e3cb0163284 CI: upgrade Ubuntu version to get newer Clang. Add C++26 build test. (#7954)
41eebc87a06 Fixed C++26 invalid enum operation (#7954)
1dfbb100d6c Version 1.91.1
f75cf62d2f3 Tables: fixed resizing columns when using multiple synched instances that are layed out at different X positions. (#7933)
8dd33839f02 Tables: fixed an issue detecting hovering column/row when using multiple synched instances layed out at different X positions. (#7933)
722a2a12fb2 Tables: comments. (#7937)
776813416b5 PlotHistogram, PlotLines: use ButtonBehavior() to be idiomatic. (#7935, #3072)
afb15e97958 PlotHistogram, PlotLines: register item ID in a more idiomatic manner. (#7935, #3072)
f99febfd6fa Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID using Pos only. (#7945, #1485, #143)
a93f7db875c Misc merge/small stuff from docking to reduce drift.
30dcdcbe736 Backends: GLFW: Emscripten: use OpenURL() when available and using EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3. Fixes popup blocked in some browsers. (#7915, #7660)
07be01767af Demo: added emscripten version. (#7915)
4832027eb6a Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure.
6a7319543c4 Backends: SDL3: following SDL3 reverting their change, result of SDL_GetGamepads must be freed. (#7918, #7898, #7807)
ee9e3a2ed66 Tabs: avoid queuing a refocus when tab is already focused, which would have the side-effect of e.g. closing popup on a mouse release. (#7914)
4a06fe59b4d Update FONTS.md (#7944)
28caa223567 Fix minor typo (#7943)
1d88609043f Changed call from cosf to ImCos (#7939)
864a2bf6b82 Tables: another attempt at making contents not overlap the bottom and right border in a scrolling table. (#6765, #3752, #7428)
a131c3e6111 Tables: revert a34071876 extending outer bottom/right border by 1, this is not the right solution. (#6765, #3752)
0b9adc2c799 BeginChild: (BREAKING) renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders.
1e939fcc32a Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside a drag and drop source or target. (#6973)
088e6fc0471 Examples: Win32+OpenGL3: added batch. file for msys2/mingw build. (#6544)
438f9e1a3e7 InputText: amend d474ed7 for static analysis. (#7913)
ce484301c0f CI: Add manual trigger for 'workflow_run' builds (#7865)
d474ed7f78c InputText: Internals: store Scroll.y as it seems sane to (internally) expose it in a way that's agnostic of our use of a child window (#7913, #383)
d15da2c47d9 Backends: GLFW: undo accidentally not committing use of Platform_SetClipboardTextFn as I was testing the legacy path (amend 214977e).
5de7f69cbb9 (BREAKING) Commented out obsolete ImageButton(). (#5533, #4471, #2464, #1390)
214977e5fd1 IO: (BREAKING) moved io.GetClipboardTextFn, io.SetClipboardTextFn to platform_io.Platform_GetClipboardTextFn, platform_io.Platform_SetClipboardTextFn.
e54f240ea0a IO: (BREAKING) moved io.PlatformLocaleDecimalPoint to platform_io.Platform_LocaleDecimalPoint. (#7389, #6719, #2278)
9ff60ae31d5 IO: (BREAKING) moved GetIO().PlatformSetImeDataFn to GetPlatformIO(.Platform_SetImeDataFn. (#7660)
ba2f4a2cd56 IO: (BREAKING) moved GetIO().PlatformOpenInShellFn to GetPlatformIO(.Platform_OpenInShellFn. (#7660)
e6460722ea1 IO: Added GetPlatformIO(), ImGuiPlatformIO, currently empty.
8e401047952 Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString().
bf75504d7a4 Style: added PushStyleVarX(), PushStyleVarY() helpers to modify only one component of a ImVec2 var.
521f84a3a9f InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870)
8a946b69e98 InputText: allow callback to update buffer while in read-only mode (fix for imgui_memory_editor 0.54 in read-only mode).
59e69dc6df7 ImGuiSelectionBasicStorage constructor needs visibility (#7906)
e471206b088 Windows: adjust default ClipRect to better match rendering of thick borders. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365)
eb7201b9026 Fonts: Made it possible to use PushFont()/PopFont() calls accross Begin() calls. (#3224, #3875, #6398, #7903)
ecb1962013d IO, InputText: missing changelog entry (amend 092c88d) + readme note on missing features.
092c88dc7bd IO: rework interleaved keys<>char trickling: only trickle for keys known to be likely to input characters. (#7889, #4921, #4858)
fabceaf0369 Internals: renamed IsModKey() -> IsLRModKey() and GetModForModKey() -> GetModForLRModKey() to be more explicit.
61313a75891 Docs: better promote IMGUI_DEFINE_MATH_OPERATORS. (#6164, #6137, #5966, #2832)
2d99052d1d4 Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. (#7853)
1b61d55079a Backends: SDL2, SDL3: ignore events of other SDL windows, amends + wrapping into a function as it'll be convenient for multi-viewport check. (#7853)
591a18a9c4b Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853)
29fadad1939 TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660)
45e7f7827a5 Examples: SDL2+SDLRenderer: fixed return value. (#7876)
3232070d3ab Demo: Fixed truncation warning. (#7857)
4b654db9040 CI: Build example_sdl2_sdlrenderer2 with msbuild (#7864)
8cc6eee2958 Fonts: amend assert when glyph range data seems incorrect. (#7856)
6864a7f839c Window refresh policy: extend tests to any window in the begin stack. (#7797)
531364d7289 Window refresh policy: fixed child window of skiprefresh windows not displaying. (#7797)
9f8f5e11455 MultiSelect+TreeNode: default open behavior is OpenOnDoubleClick + OpenOnArrow when used in a multi-select context without any OpenOnXXX flags set. (#7850)
2981a10c537 MultiSelect, TreeNode, Drag and Drop: fixed an issue where carrying a drag and drop payload over an already open tree node would select it. (#7850)
5e7dc72c926 Examples: SDL3: Update readme to use SDL3_DIR (#7846)
fd57b252ac1 Examples: Fix for Emscripten. GLFW+WGPU: rework examples main loop to handle minimization. (#7844)
71ee2ce3673 Examples: GLFW: rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
887478793b8 Examples: SDL2 (all), SDL3 (all), Win32+OpenGL3: Rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
dcf54782d4b Version 1.91.WIP

git-subtree-dir: external/imgui/imgui
git-subtree-split: cb16568fca5297512ff6a8f3b877f461c4323fbe
2024-10-05 14:44:00 +02:00

934 lines
46 KiB
C++

// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// Configuration flags to add in your imconfig file:
//#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.
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 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).
// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
// 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)
// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 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.
// 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.
// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
// 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;
}
// Functions
static void ImGui_ImplWin32_UpdateKeyboardCodePage()
{
// Retrieve keyboard code page, required for handling of non-Unicode Windows.
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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();
// 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 = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return false;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
::SetCursor(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(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
{
ImGuiIO& io = ImGui::GetIO();
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()
{
// 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(ImGuiKey_LeftShift, false, VK_LSHIFT);
if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
ImGui_ImplWin32_AddKeyEvent(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(ImGuiKey_LeftSuper, false, VK_LWIN);
if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
}
static void ImGui_ImplWin32_UpdateKeyModifiers()
{
ImGuiIO& io = ImGui::GetIO();
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()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
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 ImGuiConfigFlags_NavEnableSetMousePos 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()
{
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
//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
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
}
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*)&current_time);
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
bd->Time = current_time;
// Update OS mouse position
ImGui_ImplWin32_UpdateMouseData();
// Process workarounds for known Windows key handling issues
ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
// Update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (bd->LastMouseCursor != mouse_cursor)
{
bd->LastMouseCursor = mouse_cursor;
ImGui_ImplWin32_UpdateMouseCursor();
}
// Update game controllers (if enabled and available)
ImGui_ImplWin32_UpdateGamepads();
}
// 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)
{
// 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
// 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: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
#if 0
// Copy this line into your .cpp file to forward declare the function.
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
// 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 GetMouseSourceFromMessageExtraInfo()
{
LPARAM extra_info = ::GetMessageExtraInfo();
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
return ImGuiMouseSource_Pen;
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
return ImGuiMouseSource_TouchScreen;
return ImGuiMouseSource_Mouse;
}
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.
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
if (bd == nullptr)
return 0;
ImGuiIO& io = ImGui::GetIO();
switch (msg)
{
case WM_MOUSEMOVE:
case WM_NCMOUSEMOVE:
{
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
ImGuiMouseSource mouse_source = 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 = 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);
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 = 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();
// 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(key, true, vk, scancode);
// Submit key event
if (key != ImGuiKey_None)
ImGui_ImplWin32_AddKeyEvent(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(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
}
else if (vk == VK_CONTROL)
{
if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
}
else if (vk == VK_MENU)
{
if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(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();
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())
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