1// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
2// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
3
4// Implemented features:
5// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
6// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
7// [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]
8// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
9// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
10// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
11
12// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
13// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
14// Learn about Dear ImGui:
15// - FAQ https://dearimgui.com/faq
16// - Getting Started https://dearimgui.com/getting-started
17// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
18// - Introduction, links and more at the top of imgui.cpp
19
20#include "imgui.h"
21#ifndef IMGUI_DISABLE
22#include "imgui_impl_win32.h"
23#ifndef WIN32_LEAN_AND_MEAN
24#define WIN32_LEAN_AND_MEAN
25#endif
26#include <windows.h>
27#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
28#include <tchar.h>
29#include <dwmapi.h>
30
31// Configuration flags to add in your imconfig.h file:
32//#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.
33
34// Using XInput for gamepad (will load DLL dynamically)
35#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
36#include <xinput.h>
37typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
38typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
39#endif
40
41// CHANGELOG
42// (minor and older changes stripped away, please see git history for details)
43// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
44// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
45// 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).
46// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
47// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
48// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
49// 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)
50// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
51// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
52// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
53// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
54// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
55// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
56// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
57// 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.
58// 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.
59// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
60// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
61// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
62// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
63// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
64// 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).
65// 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).
66// 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).
67// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
68// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
69// 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.
70// 2021-01-25: Inputs: Dynamically loading XInput DLL.
71// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
72// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
73// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
74// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
75// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
76// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
77// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
78// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
79// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
80// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
81// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
82// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
83// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
84// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
85// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
86// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
87// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
88// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
89// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
90// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
91// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
92// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
93// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
94// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
95
96// Forward Declarations
97static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC);
98static void ImGui_ImplWin32_ShutdownPlatformInterface();
99static void ImGui_ImplWin32_UpdateMonitors();
100
101struct ImGui_ImplWin32_Data
102{
103 HWND hWnd;
104 HWND MouseHwnd;
105 int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
106 int MouseButtonsDown;
107 INT64 Time;
108 INT64 TicksPerSecond;
109 ImGuiMouseCursor LastMouseCursor;
110 UINT32 KeyboardCodePage;
111 bool WantUpdateMonitors;
112
113#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
114 bool HasGamepad;
115 bool WantUpdateHasGamepad;
116 HMODULE XInputDLL;
117 PFN_XInputGetCapabilities XInputGetCapabilities;
118 PFN_XInputGetState XInputGetState;
119#endif
120
121 ImGui_ImplWin32_Data() { memset(s: (void*)this, c: 0, n: sizeof(*this)); }
122};
123
124// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
125// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
126// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
127// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
128static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
129{
130 return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
131}
132
133// Functions
134static void ImGui_ImplWin32_UpdateKeyboardCodePage()
135{
136 // Retrieve keyboard code page, required for handling of non-Unicode Windows.
137 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
138 HKL keyboard_layout = ::GetKeyboardLayout(0);
139 LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
140 if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
141 bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
142}
143
144static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
145{
146 ImGuiIO& io = ImGui::GetIO();
147 IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
148
149 INT64 perf_frequency, perf_counter;
150 if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
151 return false;
152 if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
153 return false;
154
155 // Setup backend capabilities flags
156 ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
157 io.BackendPlatformUserData = (void*)bd;
158 io.BackendPlatformName = "imgui_impl_win32";
159 io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
160 io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
161 io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
162 io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
163
164 bd->hWnd = (HWND)hwnd;
165 bd->WantUpdateMonitors = true;
166 bd->TicksPerSecond = perf_frequency;
167 bd->Time = perf_counter;
168 bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
169 ImGui_ImplWin32_UpdateKeyboardCodePage();
170
171 // Our mouse update function expect PlatformHandle to be filled for the main viewport
172 ImGuiViewport* main_viewport = ImGui::GetMainViewport();
173 main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
174 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
175 ImGui_ImplWin32_InitPlatformInterface(platformHasOwnDC: platform_has_own_dc);
176
177 // Dynamically load XInput library
178#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
179 bd->WantUpdateHasGamepad = true;
180 const char* xinput_dll_names[] =
181 {
182 "xinput1_4.dll", // Windows 8+
183 "xinput1_3.dll", // DirectX SDK
184 "xinput9_1_0.dll", // Windows Vista, Windows 7
185 "xinput1_2.dll", // DirectX SDK
186 "xinput1_1.dll" // DirectX SDK
187 };
188 for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
189 if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
190 {
191 bd->XInputDLL = dll;
192 bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
193 bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
194 break;
195 }
196#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
197
198 return true;
199}
200
201IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
202{
203 return ImGui_ImplWin32_InitEx(hwnd, platform_has_own_dc: false);
204}
205
206IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
207{
208 // OpenGL needs CS_OWNDC
209 return ImGui_ImplWin32_InitEx(hwnd, platform_has_own_dc: true);
210}
211
212void ImGui_ImplWin32_Shutdown()
213{
214 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
215 IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
216 ImGuiIO& io = ImGui::GetIO();
217
218 ImGui_ImplWin32_ShutdownPlatformInterface();
219
220 // Unload XInput library
221#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
222 if (bd->XInputDLL)
223 ::FreeLibrary(bd->XInputDLL);
224#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
225
226 io.BackendPlatformName = nullptr;
227 io.BackendPlatformUserData = nullptr;
228 io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
229 IM_DELETE(p: bd);
230}
231
232static bool ImGui_ImplWin32_UpdateMouseCursor()
233{
234 ImGuiIO& io = ImGui::GetIO();
235 if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
236 return false;
237
238 ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
239 if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
240 {
241 // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
242 ::SetCursor(nullptr);
243 }
244 else
245 {
246 // Show OS mouse cursor
247 LPTSTR win32_cursor = IDC_ARROW;
248 switch (imgui_cursor)
249 {
250 case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
251 case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
252 case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
253 case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
254 case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
255 case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
256 case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
257 case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
258 case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
259 }
260 ::SetCursor(::LoadCursor(nullptr, win32_cursor));
261 }
262 return true;
263}
264
265static bool IsVkDown(int vk)
266{
267 return (::GetKeyState(vk) & 0x8000) != 0;
268}
269
270static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
271{
272 ImGuiIO& io = ImGui::GetIO();
273 io.AddKeyEvent(key, down);
274 io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
275 IM_UNUSED(native_scancode);
276}
277
278static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
279{
280 // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
281 if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
282 ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
283 if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
284 ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
285
286 // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
287 if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
288 ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
289 if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
290 ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
291}
292
293static void ImGui_ImplWin32_UpdateKeyModifiers()
294{
295 ImGuiIO& io = ImGui::GetIO();
296 io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
297 io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
298 io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
299 io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
300}
301
302// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
303// Because of that, it is a little more complicated than your typical single-viewport binding code!
304static void ImGui_ImplWin32_UpdateMouseData()
305{
306 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
307 ImGuiIO& io = ImGui::GetIO();
308 IM_ASSERT(bd->hWnd != 0);
309
310 POINT mouse_screen_pos;
311 bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
312
313 HWND focused_window = ::GetForegroundWindow();
314 const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
315 if (is_app_focused)
316 {
317 // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
318 // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
319 if (io.WantSetMousePos)
320 {
321 POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
322 if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
323 ::ClientToScreen(focused_window, &pos);
324 ::SetCursorPos(pos.x, pos.y);
325 }
326
327 // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
328 // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
329 if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
330 {
331 // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
332 // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
333 // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
334 // (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.)
335 POINT mouse_pos = mouse_screen_pos;
336 if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
337 ::ScreenToClient(bd->hWnd, &mouse_pos);
338 io.AddMousePosEvent(x: (float)mouse_pos.x, y: (float)mouse_pos.y);
339 }
340 }
341
342 // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
343 // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
344 // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
345 // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
346 // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
347 // by the backend, and use its flawed heuristic to guess the viewport behind.
348 // - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
349 ImGuiID mouse_viewport_id = 0;
350 if (has_mouse_screen_pos)
351 if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
352 if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(platform_handle: (void*)hovered_hwnd))
353 mouse_viewport_id = viewport->ID;
354 io.AddMouseViewportEvent(id: mouse_viewport_id);
355}
356
357// Gamepad navigation mapping
358static void ImGui_ImplWin32_UpdateGamepads()
359{
360#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
361 ImGuiIO& io = ImGui::GetIO();
362 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
363 //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
364 // return;
365
366 // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
367 // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
368 if (bd->WantUpdateHasGamepad)
369 {
370 XINPUT_CAPABILITIES caps = {};
371 bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
372 bd->WantUpdateHasGamepad = false;
373 }
374
375 io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
376 XINPUT_STATE xinput_state;
377 XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
378 if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
379 return;
380 io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
381
382 #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
383 #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
384 #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)); }
385 MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
386 MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
387 MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
388 MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
389 MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
390 MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
391 MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
392 MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
393 MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
394 MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
395 MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
396 MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
397 MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
398 MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
399 MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
400 MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
401 MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
402 MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
403 MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
404 MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
405 MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
406 MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
407 MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
408 MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
409 #undef MAP_BUTTON
410 #undef MAP_ANALOG
411#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
412}
413
414static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
415{
416 MONITORINFO info = {};
417 info.cbSize = sizeof(MONITORINFO);
418 if (!::GetMonitorInfo(monitor, &info))
419 return TRUE;
420 ImGuiPlatformMonitor imgui_monitor;
421 imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
422 imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
423 imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
424 imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
425 imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
426 imgui_monitor.PlatformHandle = (void*)monitor;
427 ImGuiPlatformIO& io = ImGui::GetPlatformIO();
428 if (info.dwFlags & MONITORINFOF_PRIMARY)
429 io.Monitors.push_front(imgui_monitor);
430 else
431 io.Monitors.push_back(imgui_monitor);
432 return TRUE;
433}
434
435static void ImGui_ImplWin32_UpdateMonitors()
436{
437 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
438 ImGui::GetPlatformIO().Monitors.resize(new_size: 0);
439 ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
440 bd->WantUpdateMonitors = false;
441}
442
443void ImGui_ImplWin32_NewFrame()
444{
445 ImGuiIO& io = ImGui::GetIO();
446 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
447 IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
448
449 // Setup display size (every frame to accommodate for window resizing)
450 RECT rect = { 0, 0, 0, 0 };
451 ::GetClientRect(bd->hWnd, &rect);
452 io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
453 if (bd->WantUpdateMonitors)
454 ImGui_ImplWin32_UpdateMonitors();
455
456 // Setup time step
457 INT64 current_time = 0;
458 ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
459 io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
460 bd->Time = current_time;
461
462 // Update OS mouse position
463 ImGui_ImplWin32_UpdateMouseData();
464
465 // Process workarounds for known Windows key handling issues
466 ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
467
468 // Update OS mouse cursor with the cursor requested by imgui
469 ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
470 if (bd->LastMouseCursor != mouse_cursor)
471 {
472 bd->LastMouseCursor = mouse_cursor;
473 ImGui_ImplWin32_UpdateMouseCursor();
474 }
475
476 // Update game controllers (if enabled and available)
477 ImGui_ImplWin32_UpdateGamepads();
478}
479
480// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
481#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
482
483// Map VK_xxx to ImGuiKey_xxx.
484static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
485{
486 switch (wParam)
487 {
488 case VK_TAB: return ImGuiKey_Tab;
489 case VK_LEFT: return ImGuiKey_LeftArrow;
490 case VK_RIGHT: return ImGuiKey_RightArrow;
491 case VK_UP: return ImGuiKey_UpArrow;
492 case VK_DOWN: return ImGuiKey_DownArrow;
493 case VK_PRIOR: return ImGuiKey_PageUp;
494 case VK_NEXT: return ImGuiKey_PageDown;
495 case VK_HOME: return ImGuiKey_Home;
496 case VK_END: return ImGuiKey_End;
497 case VK_INSERT: return ImGuiKey_Insert;
498 case VK_DELETE: return ImGuiKey_Delete;
499 case VK_BACK: return ImGuiKey_Backspace;
500 case VK_SPACE: return ImGuiKey_Space;
501 case VK_RETURN: return ImGuiKey_Enter;
502 case VK_ESCAPE: return ImGuiKey_Escape;
503 case VK_OEM_7: return ImGuiKey_Apostrophe;
504 case VK_OEM_COMMA: return ImGuiKey_Comma;
505 case VK_OEM_MINUS: return ImGuiKey_Minus;
506 case VK_OEM_PERIOD: return ImGuiKey_Period;
507 case VK_OEM_2: return ImGuiKey_Slash;
508 case VK_OEM_1: return ImGuiKey_Semicolon;
509 case VK_OEM_PLUS: return ImGuiKey_Equal;
510 case VK_OEM_4: return ImGuiKey_LeftBracket;
511 case VK_OEM_5: return ImGuiKey_Backslash;
512 case VK_OEM_6: return ImGuiKey_RightBracket;
513 case VK_OEM_3: return ImGuiKey_GraveAccent;
514 case VK_CAPITAL: return ImGuiKey_CapsLock;
515 case VK_SCROLL: return ImGuiKey_ScrollLock;
516 case VK_NUMLOCK: return ImGuiKey_NumLock;
517 case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
518 case VK_PAUSE: return ImGuiKey_Pause;
519 case VK_NUMPAD0: return ImGuiKey_Keypad0;
520 case VK_NUMPAD1: return ImGuiKey_Keypad1;
521 case VK_NUMPAD2: return ImGuiKey_Keypad2;
522 case VK_NUMPAD3: return ImGuiKey_Keypad3;
523 case VK_NUMPAD4: return ImGuiKey_Keypad4;
524 case VK_NUMPAD5: return ImGuiKey_Keypad5;
525 case VK_NUMPAD6: return ImGuiKey_Keypad6;
526 case VK_NUMPAD7: return ImGuiKey_Keypad7;
527 case VK_NUMPAD8: return ImGuiKey_Keypad8;
528 case VK_NUMPAD9: return ImGuiKey_Keypad9;
529 case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
530 case VK_DIVIDE: return ImGuiKey_KeypadDivide;
531 case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
532 case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
533 case VK_ADD: return ImGuiKey_KeypadAdd;
534 case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
535 case VK_LSHIFT: return ImGuiKey_LeftShift;
536 case VK_LCONTROL: return ImGuiKey_LeftCtrl;
537 case VK_LMENU: return ImGuiKey_LeftAlt;
538 case VK_LWIN: return ImGuiKey_LeftSuper;
539 case VK_RSHIFT: return ImGuiKey_RightShift;
540 case VK_RCONTROL: return ImGuiKey_RightCtrl;
541 case VK_RMENU: return ImGuiKey_RightAlt;
542 case VK_RWIN: return ImGuiKey_RightSuper;
543 case VK_APPS: return ImGuiKey_Menu;
544 case '0': return ImGuiKey_0;
545 case '1': return ImGuiKey_1;
546 case '2': return ImGuiKey_2;
547 case '3': return ImGuiKey_3;
548 case '4': return ImGuiKey_4;
549 case '5': return ImGuiKey_5;
550 case '6': return ImGuiKey_6;
551 case '7': return ImGuiKey_7;
552 case '8': return ImGuiKey_8;
553 case '9': return ImGuiKey_9;
554 case 'A': return ImGuiKey_A;
555 case 'B': return ImGuiKey_B;
556 case 'C': return ImGuiKey_C;
557 case 'D': return ImGuiKey_D;
558 case 'E': return ImGuiKey_E;
559 case 'F': return ImGuiKey_F;
560 case 'G': return ImGuiKey_G;
561 case 'H': return ImGuiKey_H;
562 case 'I': return ImGuiKey_I;
563 case 'J': return ImGuiKey_J;
564 case 'K': return ImGuiKey_K;
565 case 'L': return ImGuiKey_L;
566 case 'M': return ImGuiKey_M;
567 case 'N': return ImGuiKey_N;
568 case 'O': return ImGuiKey_O;
569 case 'P': return ImGuiKey_P;
570 case 'Q': return ImGuiKey_Q;
571 case 'R': return ImGuiKey_R;
572 case 'S': return ImGuiKey_S;
573 case 'T': return ImGuiKey_T;
574 case 'U': return ImGuiKey_U;
575 case 'V': return ImGuiKey_V;
576 case 'W': return ImGuiKey_W;
577 case 'X': return ImGuiKey_X;
578 case 'Y': return ImGuiKey_Y;
579 case 'Z': return ImGuiKey_Z;
580 case VK_F1: return ImGuiKey_F1;
581 case VK_F2: return ImGuiKey_F2;
582 case VK_F3: return ImGuiKey_F3;
583 case VK_F4: return ImGuiKey_F4;
584 case VK_F5: return ImGuiKey_F5;
585 case VK_F6: return ImGuiKey_F6;
586 case VK_F7: return ImGuiKey_F7;
587 case VK_F8: return ImGuiKey_F8;
588 case VK_F9: return ImGuiKey_F9;
589 case VK_F10: return ImGuiKey_F10;
590 case VK_F11: return ImGuiKey_F11;
591 case VK_F12: return ImGuiKey_F12;
592 case VK_F13: return ImGuiKey_F13;
593 case VK_F14: return ImGuiKey_F14;
594 case VK_F15: return ImGuiKey_F15;
595 case VK_F16: return ImGuiKey_F16;
596 case VK_F17: return ImGuiKey_F17;
597 case VK_F18: return ImGuiKey_F18;
598 case VK_F19: return ImGuiKey_F19;
599 case VK_F20: return ImGuiKey_F20;
600 case VK_F21: return ImGuiKey_F21;
601 case VK_F22: return ImGuiKey_F22;
602 case VK_F23: return ImGuiKey_F23;
603 case VK_F24: return ImGuiKey_F24;
604 case VK_BROWSER_BACK: return ImGuiKey_AppBack;
605 case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
606 default: return ImGuiKey_None;
607 }
608}
609
610// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
611#ifndef WM_MOUSEHWHEEL
612#define WM_MOUSEHWHEEL 0x020E
613#endif
614#ifndef DBT_DEVNODES_CHANGED
615#define DBT_DEVNODES_CHANGED 0x0007
616#endif
617
618// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
619// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
620// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
621// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
622// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
623// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
624// 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.
625// 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.
626#if 0
627// Copy this line into your .cpp file to forward declare the function.
628extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
629#endif
630
631// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
632// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
633static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
634{
635 LPARAM extra_info = ::GetMessageExtraInfo();
636 if ((extra_info & 0xFFFFFF80) == 0xFF515700)
637 return ImGuiMouseSource_Pen;
638 if ((extra_info & 0xFFFFFF80) == 0xFF515780)
639 return ImGuiMouseSource_TouchScreen;
640 return ImGuiMouseSource_Mouse;
641}
642
643IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
644{
645 if (ImGui::GetCurrentContext() == nullptr)
646 return 0;
647
648 ImGuiIO& io = ImGui::GetIO();
649 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
650
651 switch (msg)
652 {
653 case WM_MOUSEMOVE:
654 case WM_NCMOUSEMOVE:
655 {
656 // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
657 ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
658 const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
659 bd->MouseHwnd = hwnd;
660 if (bd->MouseTrackedArea != area)
661 {
662 TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
663 TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
664 if (bd->MouseTrackedArea != 0)
665 ::TrackMouseEvent(&tme_cancel);
666 ::TrackMouseEvent(&tme_track);
667 bd->MouseTrackedArea = area;
668 }
669 POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
670 bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
671 if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
672 ::ClientToScreen(hwnd, &mouse_pos);
673 if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
674 ::ScreenToClient(hwnd, &mouse_pos);
675 io.AddMouseSourceEvent(source: mouse_source);
676 io.AddMousePosEvent(x: (float)mouse_pos.x, y: (float)mouse_pos.y);
677 break;
678 }
679 case WM_MOUSELEAVE:
680 case WM_NCMOUSELEAVE:
681 {
682 const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
683 if (bd->MouseTrackedArea == area)
684 {
685 if (bd->MouseHwnd == hwnd)
686 bd->MouseHwnd = nullptr;
687 bd->MouseTrackedArea = 0;
688 io.AddMousePosEvent(x: -FLT_MAX, y: -FLT_MAX);
689 }
690 break;
691 }
692 case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
693 case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
694 case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
695 case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
696 {
697 ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
698 int button = 0;
699 if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
700 if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
701 if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
702 if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
703 if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
704 ::SetCapture(hwnd);
705 bd->MouseButtonsDown |= 1 << button;
706 io.AddMouseSourceEvent(source: mouse_source);
707 io.AddMouseButtonEvent(button, down: true);
708 return 0;
709 }
710 case WM_LBUTTONUP:
711 case WM_RBUTTONUP:
712 case WM_MBUTTONUP:
713 case WM_XBUTTONUP:
714 {
715 ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
716 int button = 0;
717 if (msg == WM_LBUTTONUP) { button = 0; }
718 if (msg == WM_RBUTTONUP) { button = 1; }
719 if (msg == WM_MBUTTONUP) { button = 2; }
720 if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
721 bd->MouseButtonsDown &= ~(1 << button);
722 if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
723 ::ReleaseCapture();
724 io.AddMouseSourceEvent(source: mouse_source);
725 io.AddMouseButtonEvent(button, down: false);
726 return 0;
727 }
728 case WM_MOUSEWHEEL:
729 io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
730 return 0;
731 case WM_MOUSEHWHEEL:
732 io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
733 return 0;
734 case WM_KEYDOWN:
735 case WM_KEYUP:
736 case WM_SYSKEYDOWN:
737 case WM_SYSKEYUP:
738 {
739 const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
740 if (wParam < 256)
741 {
742 // Submit modifiers
743 ImGui_ImplWin32_UpdateKeyModifiers();
744
745 // Obtain virtual key code
746 // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
747 int vk = (int)wParam;
748 if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
749 vk = IM_VK_KEYPAD_ENTER;
750 const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
751 const int scancode = (int)LOBYTE(HIWORD(lParam));
752
753 // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
754 if (key == ImGuiKey_PrintScreen && !is_key_down)
755 ImGui_ImplWin32_AddKeyEvent(key, down: true, native_keycode: vk, native_scancode: scancode);
756
757 // Submit key event
758 if (key != ImGuiKey_None)
759 ImGui_ImplWin32_AddKeyEvent(key, down: is_key_down, native_keycode: vk, native_scancode: scancode);
760
761 // Submit individual left/right modifier events
762 if (vk == VK_SHIFT)
763 {
764 // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
765 if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
766 if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
767 }
768 else if (vk == VK_CONTROL)
769 {
770 if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
771 if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
772 }
773 else if (vk == VK_MENU)
774 {
775 if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
776 if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
777 }
778 }
779 return 0;
780 }
781 case WM_SETFOCUS:
782 case WM_KILLFOCUS:
783 io.AddFocusEvent(msg == WM_SETFOCUS);
784 return 0;
785 case WM_INPUTLANGCHANGE:
786 ImGui_ImplWin32_UpdateKeyboardCodePage();
787 return 0;
788 case WM_CHAR:
789 if (::IsWindowUnicode(hwnd))
790 {
791 // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
792 if (wParam > 0 && wParam < 0x10000)
793 io.AddInputCharacterUTF16(c: (unsigned short)wParam);
794 }
795 else
796 {
797 wchar_t wch = 0;
798 ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
799 io.AddInputCharacter(c: wch);
800 }
801 return 0;
802 case WM_SETCURSOR:
803 // This is required to restore cursor when transitioning from e.g resize borders to client area.
804 if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
805 return 1;
806 return 0;
807 case WM_DEVICECHANGE:
808#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
809 if ((UINT)wParam == DBT_DEVNODES_CHANGED)
810 bd->WantUpdateHasGamepad = true;
811#endif
812 return 0;
813 case WM_DISPLAYCHANGE:
814 bd->WantUpdateMonitors = true;
815 return 0;
816 }
817 return 0;
818}
819
820
821//--------------------------------------------------------------------------------------------------------
822// DPI-related helpers (optional)
823//--------------------------------------------------------------------------------------------------------
824// - Use to enable DPI awareness without having to create an application manifest.
825// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
826// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
827// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
828// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
829//---------------------------------------------------------------------------------------------------------
830// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
831// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
832// If you are trying to implement your own backend for your own engine, you may ignore that noise.
833//---------------------------------------------------------------------------------------------------------
834
835// Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
836// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
837static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
838{
839 typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
840 static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
841 if (RtlVerifyVersionInfoFn == nullptr)
842 if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
843 RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
844 if (RtlVerifyVersionInfoFn == nullptr)
845 return FALSE;
846
847 RTL_OSVERSIONINFOEXW versionInfo = { };
848 ULONGLONG conditionMask = 0;
849 versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
850 versionInfo.dwMajorVersion = major;
851 versionInfo.dwMinorVersion = minor;
852 VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
853 VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
854 return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
855}
856
857#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
858#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
859#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
860#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
861
862#ifndef DPI_ENUMS_DECLARED
863typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
864typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
865#endif
866#ifndef _DPI_AWARENESS_CONTEXTS_
867DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
868#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
869#endif
870#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
871#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
872#endif
873typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
874typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
875typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
876
877// Helper function to enable DPI awareness without setting up a manifest
878void ImGui_ImplWin32_EnableDpiAwareness()
879{
880 // Make sure monitors will be updated with latest correct scaling
881 if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
882 bd->WantUpdateMonitors = true;
883
884 if (_IsWindows10OrGreater())
885 {
886 static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
887 if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
888 {
889 SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
890 return;
891 }
892 }
893 if (_IsWindows8Point1OrGreater())
894 {
895 static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
896 if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
897 {
898 SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
899 return;
900 }
901 }
902#if _WIN32_WINNT >= 0x0600
903 ::SetProcessDPIAware();
904#endif
905}
906
907#if defined(_MSC_VER) && !defined(NOGDI)
908#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
909#endif
910
911float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
912{
913 UINT xdpi = 96, ydpi = 96;
914 if (_IsWindows8Point1OrGreater())
915 {
916 static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
917 static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
918 if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
919 GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
920 if (GetDpiForMonitorFn != nullptr)
921 {
922 GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
923 IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
924 return xdpi / 96.0f;
925 }
926 }
927#ifndef NOGDI
928 const HDC dc = ::GetDC(nullptr);
929 xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
930 ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
931 IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
932 ::ReleaseDC(nullptr, dc);
933#endif
934 return xdpi / 96.0f;
935}
936
937float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
938{
939 HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
940 return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
941}
942
943//---------------------------------------------------------------------------------------------------------
944// Transparency related helpers (optional)
945//--------------------------------------------------------------------------------------------------------
946
947#if defined(_MSC_VER)
948#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
949#endif
950
951// [experimental]
952// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
953// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
954void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
955{
956 if (!_IsWindowsVistaOrGreater())
957 return;
958
959 BOOL composition;
960 if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
961 return;
962
963 BOOL opaque;
964 DWORD color;
965 if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
966 {
967 HRGN region = ::CreateRectRgn(0, 0, -1, -1);
968 DWM_BLURBEHIND bb = {};
969 bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
970 bb.hRgnBlur = region;
971 bb.fEnable = TRUE;
972 ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
973 ::DeleteObject(region);
974 }
975 else
976 {
977 DWM_BLURBEHIND bb = {};
978 bb.dwFlags = DWM_BB_ENABLE;
979 ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
980 }
981}
982
983//---------------------------------------------------------------------------------------------------------
984// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
985// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
986// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
987//--------------------------------------------------------------------------------------------------------
988
989// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
990struct ImGui_ImplWin32_ViewportData
991{
992 HWND Hwnd;
993 HWND HwndParent;
994 bool HwndOwned;
995 DWORD DwStyle;
996 DWORD DwExStyle;
997
998 ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
999 ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
1000};
1001
1002static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
1003{
1004 if (flags & ImGuiViewportFlags_NoDecoration)
1005 *out_style = WS_POPUP;
1006 else
1007 *out_style = WS_OVERLAPPEDWINDOW;
1008
1009 if (flags & ImGuiViewportFlags_NoTaskBarIcon)
1010 *out_ex_style = WS_EX_TOOLWINDOW;
1011 else
1012 *out_ex_style = WS_EX_APPWINDOW;
1013
1014 if (flags & ImGuiViewportFlags_TopMost)
1015 *out_ex_style |= WS_EX_TOPMOST;
1016}
1017
1018static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
1019{
1020 if (viewport_id != 0)
1021 if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
1022 return (HWND)viewport->PlatformHandle;
1023 return nullptr;
1024}
1025
1026static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
1027{
1028 ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
1029 viewport->PlatformUserData = vd;
1030
1031 // Select style and parent window
1032 ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
1033 vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
1034
1035 // Create window
1036 RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
1037 ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
1038 vd->Hwnd = ::CreateWindowEx(
1039 vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name
1040 rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
1041 vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
1042 vd->HwndOwned = true;
1043 viewport->PlatformRequestResize = false;
1044 viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
1045}
1046
1047static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
1048{
1049 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
1050 if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
1051 {
1052 if (::GetCapture() == vd->Hwnd)
1053 {
1054 // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
1055 ::ReleaseCapture();
1056 ::SetCapture(bd->hWnd);
1057 }
1058 if (vd->Hwnd && vd->HwndOwned)
1059 ::DestroyWindow(vd->Hwnd);
1060 vd->Hwnd = nullptr;
1061 IM_DELETE(p: vd);
1062 }
1063 viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
1064}
1065
1066static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
1067{
1068 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
1069 IM_ASSERT(vd->Hwnd != 0);
1070
1071 // ShowParent() also brings parent to front, which is not always desirable,
1072 // so we temporarily disable parenting. (#7354)
1073 if (vd->HwndParent != NULL)
1074 ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)nullptr);
1075
1076 if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
1077 ::ShowWindow(vd->Hwnd, SW_SHOWNA);
1078 else
1079 ::ShowWindow(vd->Hwnd, SW_SHOW);
1080
1081 // Restore
1082 if (vd->HwndParent != NULL)
1083 ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
1084}
1085
1086static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
1087{
1088 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
1089 IM_ASSERT(vd->Hwnd != 0);
1090
1091 // Update Win32 parent if it changed _after_ creation
1092 // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
1093 HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
1094 if (new_parent != vd->HwndParent)
1095 {
1096 // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
1097 // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner".
1098 // The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD.
1099 // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping.
1100 // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented.
1101 // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613
1102 vd->HwndParent = new_parent;
1103 ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
1104 }
1105
1106 // (Optional) Update Win32 style if it changed _after_ creation.
1107 // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
1108 DWORD new_style;
1109 DWORD new_ex_style;
1110 ImGui_ImplWin32_GetWin32StyleFromViewportFlags(flags: viewport->Flags, out_style: &new_style, out_ex_style: &new_ex_style);
1111
1112 // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
1113 if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
1114 {
1115 // (Optional) Update TopMost state if it changed _after_ creation
1116 bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
1117 HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
1118 UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
1119
1120 // Apply flags and position (since it is affected by flags)
1121 vd->DwStyle = new_style;
1122 vd->DwExStyle = new_ex_style;
1123 ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
1124 ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
1125 RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
1126 ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
1127 ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
1128 ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
1129 viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
1130 }
1131}
1132
1133static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
1134{
1135 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
1136 IM_ASSERT(vd->Hwnd != 0);
1137 POINT pos = { 0, 0 };
1138 ::ClientToScreen(vd->Hwnd, &pos);
1139 return ImVec2((float)pos.x, (float)pos.y);
1140}
1141
1142static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
1143{
1144 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
1145 IM_ASSERT(vd->Hwnd != 0);
1146 RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
1147 ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
1148 ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
1149}
1150
1151static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
1152{
1153 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
1154 IM_ASSERT(vd->Hwnd != 0);
1155 RECT rect;
1156 ::GetClientRect(vd->Hwnd, &rect);
1157 return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
1158}
1159
1160static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
1161{
1162 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
1163 IM_ASSERT(vd->Hwnd != 0);
1164 RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
1165 ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
1166 ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
1167}
1168
1169static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
1170{
1171 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
1172 IM_ASSERT(vd->Hwnd != 0);
1173 ::BringWindowToTop(vd->Hwnd);
1174 ::SetForegroundWindow(vd->Hwnd);
1175 ::SetFocus(vd->Hwnd);
1176}
1177
1178static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
1179{
1180 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
1181 IM_ASSERT(vd->Hwnd != 0);
1182 return ::GetForegroundWindow() == vd->Hwnd;
1183}
1184
1185static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
1186{
1187 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
1188 IM_ASSERT(vd->Hwnd != 0);
1189 return ::IsIconic(vd->Hwnd) != 0;
1190}
1191
1192static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
1193{
1194 // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
1195 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
1196 IM_ASSERT(vd->Hwnd != 0);
1197 int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
1198 ImVector<wchar_t> title_w;
1199 title_w.resize(new_size: n);
1200 ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
1201 ::SetWindowTextW(vd->Hwnd, title_w.Data);
1202}
1203
1204static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
1205{
1206 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
1207 IM_ASSERT(vd->Hwnd != 0);
1208 IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
1209 if (alpha < 1.0f)
1210 {
1211 DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
1212 ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
1213 ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
1214 }
1215 else
1216 {
1217 DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
1218 ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
1219 }
1220}
1221
1222static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
1223{
1224 ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
1225 IM_ASSERT(vd->Hwnd != 0);
1226 return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
1227}
1228
1229// FIXME-DPI: Testing DPI related ideas
1230static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
1231{
1232 (void)viewport;
1233#if 0
1234 ImGuiStyle default_style;
1235 //default_style.WindowPadding = ImVec2(0, 0);
1236 //default_style.WindowBorderSize = 0.0f;
1237 //default_style.ItemSpacing.y = 3.0f;
1238 //default_style.FramePadding = ImVec2(0, 0);
1239 default_style.ScaleAllSizes(viewport->DpiScale);
1240 ImGuiStyle& style = ImGui::GetStyle();
1241 style = default_style;
1242#endif
1243}
1244
1245static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
1246{
1247 if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
1248 return true;
1249
1250 if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
1251 {
1252 switch (msg)
1253 {
1254 case WM_CLOSE:
1255 viewport->PlatformRequestClose = true;
1256 return 0;
1257 case WM_MOVE:
1258 viewport->PlatformRequestMove = true;
1259 break;
1260 case WM_SIZE:
1261 viewport->PlatformRequestResize = true;
1262 break;
1263 case WM_MOUSEACTIVATE:
1264 if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
1265 return MA_NOACTIVATE;
1266 break;
1267 case WM_NCHITTEST:
1268 // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
1269 // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
1270 // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
1271 // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
1272 if (viewport->Flags & ImGuiViewportFlags_NoInputs)
1273 return HTTRANSPARENT;
1274 break;
1275 }
1276 }
1277
1278 return DefWindowProc(hWnd, msg, wParam, lParam);
1279}
1280
1281static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc)
1282{
1283 WNDCLASSEX wcex;
1284 wcex.cbSize = sizeof(WNDCLASSEX);
1285 wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
1286 wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
1287 wcex.cbClsExtra = 0;
1288 wcex.cbWndExtra = 0;
1289 wcex.hInstance = ::GetModuleHandle(nullptr);
1290 wcex.hIcon = nullptr;
1291 wcex.hCursor = nullptr;
1292 wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
1293 wcex.lpszMenuName = nullptr;
1294 wcex.lpszClassName = _T("ImGui Platform");
1295 wcex.hIconSm = nullptr;
1296 ::RegisterClassEx(&wcex);
1297
1298 ImGui_ImplWin32_UpdateMonitors();
1299
1300 // Register platform interface (will be coupled with a renderer interface)
1301 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
1302 platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
1303 platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
1304 platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
1305 platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
1306 platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
1307 platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
1308 platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
1309 platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
1310 platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
1311 platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
1312 platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
1313 platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
1314 platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
1315 platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
1316 platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
1317
1318 // Register main window handle (which is owned by the main application, not by us)
1319 // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
1320 ImGuiViewport* main_viewport = ImGui::GetMainViewport();
1321 ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
1322 ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
1323 vd->Hwnd = bd->hWnd;
1324 vd->HwndOwned = false;
1325 main_viewport->PlatformUserData = vd;
1326 main_viewport->PlatformHandle = (void*)bd->hWnd;
1327}
1328
1329static void ImGui_ImplWin32_ShutdownPlatformInterface()
1330{
1331 ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr));
1332 ImGui::DestroyPlatformWindows();
1333}
1334
1335//---------------------------------------------------------------------------------------------------------
1336
1337#endif // #ifndef IMGUI_DISABLE
1338

source code of imgui/backends/imgui_impl_win32.cpp