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authorchai <chaifix@163.com>2021-12-13 00:07:19 +0800
committerchai <chaifix@163.com>2021-12-13 00:07:19 +0800
commit60cbbdec07ab7a5636eac5b3c024ae44e937f4d4 (patch)
treeb2c7b0a868f18159dbc43d8954e1bd7668549a88 /Client/ThirdParty/imgui/backends/imgui_impl_win32.cpp
+init
Diffstat (limited to 'Client/ThirdParty/imgui/backends/imgui_impl_win32.cpp')
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diff --git a/Client/ThirdParty/imgui/backends/imgui_impl_win32.cpp b/Client/ThirdParty/imgui/backends/imgui_impl_win32.cpp
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+// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+
+// Implemented features:
+// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+
+// 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.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#include <windows.h>
+#include <tchar.h>
+#include <dwmapi.h>
+
+// Configuration flags to add in your imconfig.h 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.
+
+// 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
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
+// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host windo 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(NULL) when io.MouseDrawCursor is set.
+
+struct ImGui_ImplWin32_Data
+{
+ HWND hWnd;
+ HWND MouseHwnd;
+ bool MouseTracked;
+ INT64 Time;
+ INT64 TicksPerSecond;
+ ImGuiMouseCursor LastMouseCursor;
+ bool HasGamepad;
+ bool WantUpdateHasGamepad;
+
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+ HMODULE XInputDLL;
+ PFN_XInputGetCapabilities XInputGetCapabilities;
+ PFN_XInputGetState XInputGetState;
+#endif
+
+ ImGui_ImplWin32_Data() { memset(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 : NULL;
+}
+
+// Functions
+bool ImGui_ImplWin32_Init(void* hwnd)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendPlatformUserData == NULL && "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->WantUpdateHasGamepad = true;
+ bd->TicksPerSecond = perf_frequency;
+ bd->Time = perf_counter;
+ bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
+
+ io.ImeWindowHandle = hwnd;
+
+ // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB;
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
+ io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Space] = VK_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+
+ // Dynamically load XInput library
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+ 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;
+}
+
+void ImGui_ImplWin32_Shutdown()
+{
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ IM_ASSERT(bd != NULL && "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 = NULL;
+ io.BackendPlatformUserData = NULL;
+ 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(NULL);
+ }
+ else
+ {
+ // Show OS mouse cursor
+ LPTSTR win32_cursor = IDC_ARROW;
+ switch (imgui_cursor)
+ {
+ case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
+ case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
+ case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
+ case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
+ case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
+ case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
+ case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
+ case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
+ case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
+ }
+ ::SetCursor(::LoadCursor(NULL, win32_cursor));
+ }
+ return true;
+}
+
+static void ImGui_ImplWin32_UpdateMousePos()
+{
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(bd->hWnd != 0);
+
+ const ImVec2 mouse_pos_prev = io.MousePos;
+ io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+
+ // Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
+ HWND focused_window = ::GetForegroundWindow();
+ HWND hovered_window = bd->MouseHwnd;
+ HWND mouse_window = NULL;
+ if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd)))
+ mouse_window = hovered_window;
+ else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd)))
+ mouse_window = focused_window;
+ if (mouse_window == NULL)
+ return;
+
+ // 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)mouse_pos_prev.x, (int)mouse_pos_prev.y };
+ if (::ClientToScreen(bd->hWnd, &pos))
+ ::SetCursorPos(pos.x, pos.y);
+ }
+
+ // Set Dear ImGui mouse position from OS position
+ POINT pos;
+ if (::GetCursorPos(&pos) && ::ScreenToClient(mouse_window, &pos))
+ io.MousePos = ImVec2((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();
+ memset(io.NavInputs, 0, sizeof(io.NavInputs));
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
+ return;
+
+ // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
+ // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
+ if (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;
+ if (bd->HasGamepad && bd->XInputGetState && bd->XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
+ {
+ const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+
+ #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
+ #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
+ MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
+ MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
+ MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
+ MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
+ MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
+ MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
+ MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
+ MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
+ MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
+ MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
+ MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
+ MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+ MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+ }
+#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+}
+
+void ImGui_ImplWin32_NewFrame()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
+
+ // Setup display size (every frame to accommodate for window resizing)
+ RECT rect = { 0, 0, 0, 0 };
+ ::GetClientRect(bd->hWnd, &rect);
+ io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+ // 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_UpdateMousePos();
+
+ // Update OS mouse cursor with the cursor requested by imgui
+ ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+ if (bd->LastMouseCursor != mouse_cursor)
+ {
+ bd->LastMouseCursor = mouse_cursor;
+ ImGui_ImplWin32_UpdateMouseCursor();
+ }
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplWin32_UpdateGamepads();
+}
+
+// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
+#ifndef WM_MOUSEHWHEEL
+#define WM_MOUSEHWHEEL 0x020E
+#endif
+#ifndef DBT_DEVNODES_CHANGED
+#define DBT_DEVNODES_CHANGED 0x0007
+#endif
+
+// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
+// Call from your application's message handler.
+// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
+// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
+// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
+#if 0
+// Copy this line into your .cpp file to forward declare the function.
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+#endif
+IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui::GetCurrentContext() == NULL)
+ return 0;
+
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+
+ switch (msg)
+ {
+ case WM_MOUSEMOVE:
+ // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
+ bd->MouseHwnd = hwnd;
+ if (!bd->MouseTracked)
+ {
+ TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 };
+ ::TrackMouseEvent(&tme);
+ bd->MouseTracked = true;
+ }
+ break;
+ case WM_MOUSELEAVE:
+ if (bd->MouseHwnd == hwnd)
+ bd->MouseHwnd = NULL;
+ bd->MouseTracked = false;
+ break;
+ case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
+ case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
+ case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
+ case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
+ {
+ int button = 0;
+ if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
+ if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
+ if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
+ if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
+ if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
+ ::SetCapture(hwnd);
+ io.MouseDown[button] = true;
+ return 0;
+ }
+ case WM_LBUTTONUP:
+ case WM_RBUTTONUP:
+ case WM_MBUTTONUP:
+ case WM_XBUTTONUP:
+ {
+ int button = 0;
+ if (msg == WM_LBUTTONUP) { button = 0; }
+ if (msg == WM_RBUTTONUP) { button = 1; }
+ if (msg == WM_MBUTTONUP) { button = 2; }
+ if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
+ io.MouseDown[button] = false;
+ if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
+ ::ReleaseCapture();
+ return 0;
+ }
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
+ return 0;
+ case WM_MOUSEHWHEEL:
+ io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
+ return 0;
+ case WM_KEYDOWN:
+ case WM_KEYUP:
+ case WM_SYSKEYDOWN:
+ case WM_SYSKEYUP:
+ {
+ bool down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
+ if (wParam < 256)
+ io.KeysDown[wParam] = down;
+ if (wParam == VK_CONTROL)
+ io.KeyCtrl = down;
+ if (wParam == VK_SHIFT)
+ io.KeyShift = down;
+ if (wParam == VK_MENU)
+ io.KeyAlt = down;
+ return 0;
+ }
+ case WM_SETFOCUS:
+ case WM_KILLFOCUS:
+ io.AddFocusEvent(msg == WM_SETFOCUS);
+ return 0;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacterUTF16((unsigned short)wParam);
+ return 0;
+ case WM_SETCURSOR:
+ if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
+ return 1;
+ return 0;
+ case WM_DEVICECHANGE:
+ if ((UINT)wParam == DBT_DEVNODES_CHANGED)
+ bd->WantUpdateHasGamepad = true;
+ return 0;
+ }
+ return 0;
+}
+
+
+//--------------------------------------------------------------------------------------------------------
+// DPI-related helpers (optional)
+//--------------------------------------------------------------------------------------------------------
+// - Use to enable DPI awareness without having to create an application manifest.
+// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
+// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
+// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
+// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
+//---------------------------------------------------------------------------------------------------------
+// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
+// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
+// If you are trying to implement your own backend for your own engine, you may ignore that noise.
+//---------------------------------------------------------------------------------------------------------
+
+// Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
+// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
+static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
+{
+ typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
+ static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL;
+ if (RtlVerifyVersionInfoFn == NULL)
+ if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
+ RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
+ if (RtlVerifyVersionInfoFn == NULL)
+ return FALSE;
+
+ RTL_OSVERSIONINFOEXW versionInfo = { };
+ ULONGLONG conditionMask = 0;
+ versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
+ versionInfo.dwMajorVersion = major;
+ versionInfo.dwMinorVersion = minor;
+ VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
+ VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
+ return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
+}
+
+#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
+#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
+#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
+#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
+
+#ifndef DPI_ENUMS_DECLARED
+typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
+typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
+#endif
+#ifndef _DPI_AWARENESS_CONTEXTS_
+DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
+#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
+#endif
+#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
+#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
+#endif
+typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
+typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
+typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
+
+// Helper function to enable DPI awareness without setting up a manifest
+void ImGui_ImplWin32_EnableDpiAwareness()
+{
+ if (_IsWindows10OrGreater())
+ {
+ static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
+ if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
+ {
+ SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
+ return;
+ }
+ }
+ if (_IsWindows8Point1OrGreater())
+ {
+ static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
+ if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
+ {
+ SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
+ return;
+ }
+ }
+#if _WIN32_WINNT >= 0x0600
+ ::SetProcessDPIAware();
+#endif
+}
+
+#if defined(_MSC_VER) && !defined(NOGDI)
+#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
+#endif
+
+float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
+{
+ UINT xdpi = 96, ydpi = 96;
+ if (_IsWindows8Point1OrGreater())
+ {
+ static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
+ static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL;
+ if (GetDpiForMonitorFn == NULL && shcore_dll != NULL)
+ GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
+ if (GetDpiForMonitorFn != NULL)
+ {
+ GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
+ IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
+ return xdpi / 96.0f;
+ }
+ }
+#ifndef NOGDI
+ const HDC dc = ::GetDC(NULL);
+ xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
+ ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
+ IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
+ ::ReleaseDC(NULL, dc);
+#endif
+ return xdpi / 96.0f;
+}
+
+float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
+{
+ HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
+ return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
+}
+
+//---------------------------------------------------------------------------------------------------------
+// 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);
+ }
+}
+
+//---------------------------------------------------------------------------------------------------------