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-rw-r--r--3rdparty/imgui/backend/imgui_impl_win32.cpp914
1 files changed, 581 insertions, 333 deletions
diff --git a/3rdparty/imgui/backend/imgui_impl_win32.cpp b/3rdparty/imgui/backend/imgui_impl_win32.cpp
index 39e381f..157b57d 100644
--- a/3rdparty/imgui/backend/imgui_impl_win32.cpp
+++ b/3rdparty/imgui/backend/imgui_impl_win32.cpp
@@ -3,11 +3,12 @@
// 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: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// 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
@@ -17,21 +18,35 @@
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
+#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
#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 used to be meaningful before <1.81) but we know load XInput dynamically so the option is less relevant now.
+//#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>
+#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)
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
+// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
+// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
+// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
+// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
+// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
+// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
@@ -61,243 +76,407 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// 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.
-// Win32 Data
-static HWND g_hWnd = NULL;
-static INT64 g_Time = 0;
-static INT64 g_TicksPerSecond = 0;
-static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
-static bool g_HasGamepad = false;
-static bool g_WantUpdateHasGamepad = true;
+struct ImGui_ImplWin32_Data
+{
+ HWND hWnd;
+ HWND MouseHwnd;
+ bool MouseTracked;
+ int MouseButtonsDown;
+ INT64 Time;
+ INT64 TicksPerSecond;
+ ImGuiMouseCursor LastMouseCursor;
+ bool HasGamepad;
+ bool WantUpdateHasGamepad;
-// XInput DLL and functions
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
-static HMODULE g_XInputDLL = NULL;
-static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL;
-static PFN_XInputGetState g_XInputGetState = NULL;
+ 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)
{
- if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
- return false;
- if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
- return false;
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
- // Setup backend capabilities flags
- g_hWnd = (HWND)hwnd;
- ImGuiIO& io = ImGui::GetIO();
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
- io.BackendPlatformName = "imgui_impl_win32";
- io.ImeWindowHandle = hwnd;
+ INT64 perf_frequency, perf_counter;
+ if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
+ return false;
+ if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
+ return false;
- // 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';
+ // 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)
- // Dynamically load XInput library
+ bd->hWnd = (HWND)hwnd;
+ bd->WantUpdateHasGamepad = true;
+ bd->TicksPerSecond = perf_frequency;
+ bd->Time = perf_counter;
+ bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
+
+ // Set platform dependent data in viewport
+ ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
+
+ // 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]))
- {
- g_XInputDLL = dll;
- g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
- g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
- break;
- }
+ 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;
+ return true;
}
void ImGui_ImplWin32_Shutdown()
{
- // Unload XInput library
+ 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 (g_XInputDLL)
- ::FreeLibrary(g_XInputDLL);
- g_XInputDLL = NULL;
- g_XInputGetCapabilities = NULL;
- g_XInputGetState = NULL;
+ if (bd->XInputDLL)
+ ::FreeLibrary(bd->XInputDLL);
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- g_hWnd = NULL;
- g_Time = 0;
- g_TicksPerSecond = 0;
- g_LastMouseCursor = ImGuiMouseCursor_COUNT;
- g_HasGamepad = false;
- g_WantUpdateHasGamepad = true;
+ 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;
+ 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;
+ 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 bool IsVkDown(int vk)
+{
+ return (::GetKeyState(vk) & 0x8000) != 0;
+}
+
+static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddKeyEvent(key, down);
+ io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
+ IM_UNUSED(native_scancode);
+}
+
+static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
+{
+ // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
+ if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
+ ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
+ if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
+ ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
+
+ // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
+ if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
+ ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
+ if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
+ ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
}
-static void ImGui_ImplWin32_UpdateMousePos()
+static void ImGui_ImplWin32_UpdateKeyModifiers()
{
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(g_hWnd != 0);
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddKeyEvent(ImGuiKey_ModCtrl, IsVkDown(VK_CONTROL));
+ io.AddKeyEvent(ImGuiKey_ModShift, IsVkDown(VK_SHIFT));
+ io.AddKeyEvent(ImGuiKey_ModAlt, IsVkDown(VK_MENU));
+ io.AddKeyEvent(ImGuiKey_ModSuper, IsVkDown(VK_APPS));
+}
+
+static void ImGui_ImplWin32_UpdateMouseData()
+{
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(bd->hWnd != 0);
- // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
- if (io.WantSetMousePos)
- {
- POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
- if (::ClientToScreen(g_hWnd, &pos))
- ::SetCursorPos(pos.x, pos.y);
- }
+ const bool is_app_focused = (::GetForegroundWindow() == bd->hWnd);
+ if (is_app_focused)
+ {
+ // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+ if (io.WantSetMousePos)
+ {
+ POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
+ if (::ClientToScreen(bd->hWnd, &pos))
+ ::SetCursorPos(pos.x, pos.y);
+ }
- // Set mouse position
- io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
- POINT pos;
- if (HWND active_window = ::GetForegroundWindow())
- if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
- if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
- io.MousePos = ImVec2((float)pos.x, (float)pos.y);
+ // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
+ if (!io.WantSetMousePos && !bd->MouseTracked)
+ {
+ POINT pos;
+ if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
+ io.AddMousePosEvent((float)pos.x, (float)pos.y);
+ }
+ }
}
// Gamepad navigation mapping
static void ImGui_ImplWin32_UpdateGamepads()
{
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- ImGuiIO& io = ImGui::GetIO();
- memset(io.NavInputs, 0, sizeof(io.NavInputs));
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
- return;
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ 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 (g_WantUpdateHasGamepad)
- {
- XINPUT_CAPABILITIES caps;
- g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
- g_WantUpdateHasGamepad = false;
- }
+ // 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 (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
- {
- const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ XINPUT_STATE xinput_state;
+ XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
+ if (!bd->HasGamepad || bd->XInputGetState == NULL || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
+ return;
+ 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
- }
+ #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
+ #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
+ #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
+ MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
+ MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
+ MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
+ MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
+ MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
+ MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
+ MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
+ MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
+ MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
+ MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
+ MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
+ MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
+ MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
+ MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
+ MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
+ MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
+ MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
}
void ImGui_ImplWin32_NewFrame()
{
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_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(g_hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+ // 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 - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
+ // 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;
- // Read keyboard modifiers inputs
- io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
- io.KeySuper = false;
- // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
+ // Update OS mouse position
+ ImGui_ImplWin32_UpdateMouseData();
- // Update OS mouse position
- ImGui_ImplWin32_UpdateMousePos();
+ // Process workarounds for known Windows key handling issues
+ ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
- // Update OS mouse cursor with the cursor requested by imgui
- ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (g_LastMouseCursor != mouse_cursor)
- {
- g_LastMouseCursor = mouse_cursor;
- ImGui_ImplWin32_UpdateMouseCursor();
- }
+ // 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();
+ // Update game controllers (if enabled and available)
+ ImGui_ImplWin32_UpdateGamepads();
+}
+
+// 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)
+#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
+
+// Map VK_xxx to ImGuiKey_xxx.
+static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
+{
+ switch (wParam)
+ {
+ case VK_TAB: return ImGuiKey_Tab;
+ case VK_LEFT: return ImGuiKey_LeftArrow;
+ case VK_RIGHT: return ImGuiKey_RightArrow;
+ case VK_UP: return ImGuiKey_UpArrow;
+ case VK_DOWN: return ImGuiKey_DownArrow;
+ case VK_PRIOR: return ImGuiKey_PageUp;
+ case VK_NEXT: return ImGuiKey_PageDown;
+ case VK_HOME: return ImGuiKey_Home;
+ case VK_END: return ImGuiKey_End;
+ case VK_INSERT: return ImGuiKey_Insert;
+ case VK_DELETE: return ImGuiKey_Delete;
+ case VK_BACK: return ImGuiKey_Backspace;
+ case VK_SPACE: return ImGuiKey_Space;
+ case VK_RETURN: return ImGuiKey_Enter;
+ case VK_ESCAPE: return ImGuiKey_Escape;
+ case VK_OEM_7: return ImGuiKey_Apostrophe;
+ case VK_OEM_COMMA: return ImGuiKey_Comma;
+ case VK_OEM_MINUS: return ImGuiKey_Minus;
+ case VK_OEM_PERIOD: return ImGuiKey_Period;
+ case VK_OEM_2: return ImGuiKey_Slash;
+ case VK_OEM_1: return ImGuiKey_Semicolon;
+ case VK_OEM_PLUS: return ImGuiKey_Equal;
+ case VK_OEM_4: return ImGuiKey_LeftBracket;
+ case VK_OEM_5: return ImGuiKey_Backslash;
+ case VK_OEM_6: return ImGuiKey_RightBracket;
+ case VK_OEM_3: return ImGuiKey_GraveAccent;
+ case VK_CAPITAL: return ImGuiKey_CapsLock;
+ case VK_SCROLL: return ImGuiKey_ScrollLock;
+ case VK_NUMLOCK: return ImGuiKey_NumLock;
+ case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
+ case VK_PAUSE: return ImGuiKey_Pause;
+ case VK_NUMPAD0: return ImGuiKey_Keypad0;
+ case VK_NUMPAD1: return ImGuiKey_Keypad1;
+ case VK_NUMPAD2: return ImGuiKey_Keypad2;
+ case VK_NUMPAD3: return ImGuiKey_Keypad3;
+ case VK_NUMPAD4: return ImGuiKey_Keypad4;
+ case VK_NUMPAD5: return ImGuiKey_Keypad5;
+ case VK_NUMPAD6: return ImGuiKey_Keypad6;
+ case VK_NUMPAD7: return ImGuiKey_Keypad7;
+ case VK_NUMPAD8: return ImGuiKey_Keypad8;
+ case VK_NUMPAD9: return ImGuiKey_Keypad9;
+ case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
+ case VK_DIVIDE: return ImGuiKey_KeypadDivide;
+ case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
+ case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
+ case VK_ADD: return ImGuiKey_KeypadAdd;
+ case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
+ case VK_LSHIFT: return ImGuiKey_LeftShift;
+ case VK_LCONTROL: return ImGuiKey_LeftCtrl;
+ case VK_LMENU: return ImGuiKey_LeftAlt;
+ case VK_LWIN: return ImGuiKey_LeftSuper;
+ case VK_RSHIFT: return ImGuiKey_RightShift;
+ case VK_RCONTROL: return ImGuiKey_RightCtrl;
+ case VK_RMENU: return ImGuiKey_RightAlt;
+ case VK_RWIN: return ImGuiKey_RightSuper;
+ case VK_APPS: return ImGuiKey_Menu;
+ case '0': return ImGuiKey_0;
+ case '1': return ImGuiKey_1;
+ case '2': return ImGuiKey_2;
+ case '3': return ImGuiKey_3;
+ case '4': return ImGuiKey_4;
+ case '5': return ImGuiKey_5;
+ case '6': return ImGuiKey_6;
+ case '7': return ImGuiKey_7;
+ case '8': return ImGuiKey_8;
+ case '9': return ImGuiKey_9;
+ case 'A': return ImGuiKey_A;
+ case 'B': return ImGuiKey_B;
+ case 'C': return ImGuiKey_C;
+ case 'D': return ImGuiKey_D;
+ case 'E': return ImGuiKey_E;
+ case 'F': return ImGuiKey_F;
+ case 'G': return ImGuiKey_G;
+ case 'H': return ImGuiKey_H;
+ case 'I': return ImGuiKey_I;
+ case 'J': return ImGuiKey_J;
+ case 'K': return ImGuiKey_K;
+ case 'L': return ImGuiKey_L;
+ case 'M': return ImGuiKey_M;
+ case 'N': return ImGuiKey_N;
+ case 'O': return ImGuiKey_O;
+ case 'P': return ImGuiKey_P;
+ case 'Q': return ImGuiKey_Q;
+ case 'R': return ImGuiKey_R;
+ case 'S': return ImGuiKey_S;
+ case 'T': return ImGuiKey_T;
+ case 'U': return ImGuiKey_U;
+ case 'V': return ImGuiKey_V;
+ case 'W': return ImGuiKey_W;
+ case 'X': return ImGuiKey_X;
+ case 'Y': return ImGuiKey_Y;
+ case 'Z': return ImGuiKey_Z;
+ case VK_F1: return ImGuiKey_F1;
+ case VK_F2: return ImGuiKey_F2;
+ case VK_F3: return ImGuiKey_F3;
+ case VK_F4: return ImGuiKey_F4;
+ case VK_F5: return ImGuiKey_F5;
+ case VK_F6: return ImGuiKey_F6;
+ case VK_F7: return ImGuiKey_F7;
+ case VK_F8: return ImGuiKey_F8;
+ case VK_F9: return ImGuiKey_F9;
+ case VK_F10: return ImGuiKey_F10;
+ case VK_F11: return ImGuiKey_F11;
+ case VK_F12: return ImGuiKey_F12;
+ default: return ImGuiKey_None;
+ }
}
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
@@ -322,76 +501,131 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg
#endif
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
- if (ImGui::GetCurrentContext() == NULL)
- return 0;
+ if (ImGui::GetCurrentContext() == NULL)
+ return 0;
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- 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_SYSKEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return 0;
- case WM_KEYUP:
- case WM_SYSKEYUP:
- if (wParam < 256)
- io.KeysDown[wParam] = 0;
- return 0;
- case WM_KILLFOCUS:
- memset(io.KeysDown, 0, sizeof(io.KeysDown));
- 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)
- g_WantUpdateHasGamepad = true;
- return 0;
- }
- 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;
+ }
+ io.AddMousePosEvent((float)GET_X_LPARAM(lParam), (float)GET_Y_LPARAM(lParam));
+ break;
+ case WM_MOUSELEAVE:
+ if (bd->MouseHwnd == hwnd)
+ bd->MouseHwnd = NULL;
+ bd->MouseTracked = false;
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ 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 (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL)
+ ::SetCapture(hwnd);
+ bd->MouseButtonsDown |= 1 << button;
+ io.AddMouseButtonEvent(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; }
+ bd->MouseButtonsDown &= ~(1 << button);
+ if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
+ ::ReleaseCapture();
+ io.AddMouseButtonEvent(button, false);
+ return 0;
+ }
+ case WM_MOUSEWHEEL:
+ io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
+ return 0;
+ case WM_MOUSEHWHEEL:
+ io.AddMouseWheelEvent((float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
+ return 0;
+ case WM_KEYDOWN:
+ case WM_KEYUP:
+ case WM_SYSKEYDOWN:
+ case WM_SYSKEYUP:
+ {
+ const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
+ if (wParam < 256)
+ {
+ // Submit modifiers
+ ImGui_ImplWin32_UpdateKeyModifiers();
+
+ // Obtain virtual key code
+ // (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.)
+ int vk = (int)wParam;
+ if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
+ vk = IM_VK_KEYPAD_ENTER;
+
+ // Submit key event
+ const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
+ const int scancode = (int)LOBYTE(HIWORD(lParam));
+ if (key != ImGuiKey_None)
+ ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
+
+ // Submit individual left/right modifier events
+ if (vk == VK_SHIFT)
+ {
+ // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
+ if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
+ if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
+ }
+ else if (vk == VK_CONTROL)
+ {
+ if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
+ if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
+ }
+ else if (vk == VK_MENU)
+ {
+ if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
+ if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
+ }
+ }
+ return 0;
+ }
+ case WM_SETFOCUS:
+ case WM_KILLFOCUS:
+ io.AddFocusEvent(msg == WM_SETFOCUS);
+ return 0;
+ case WM_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;
}
@@ -409,21 +643,32 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
// If you are trying to implement your own backend for your own engine, you may ignore that noise.
//---------------------------------------------------------------------------------------------------------
-// Implement some of the functions and types normally declared in recent Windows SDK.
-#if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
-static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
+// 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)
{
- OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
- DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
- ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
- cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
- cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
- return ::VerifyVersionInfoW(&osvi, mask, cond);
+ 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
-#endif
+
+#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;
@@ -443,26 +688,26 @@ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWAR
// Helper function to enable DPI awareness without setting up a manifest
void ImGui_ImplWin32_EnableDpiAwareness()
{
- // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
- {
- static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
- if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
- {
- SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
- return;
- }
- }
- if (IsWindows8Point1OrGreater())
- {
- static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
- if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
- {
- SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
- return;
- }
- }
+ 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();
+ ::SetProcessDPIAware();
#endif
}
@@ -472,31 +717,34 @@ void ImGui_ImplWin32_EnableDpiAwareness()
float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
{
- UINT xdpi = 96, ydpi = 96;
- static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
- if (bIsWindows8Point1OrGreater)
- {
+ UINT xdpi = 96, ydpi = 96;
+ if (_IsWindows8Point1OrGreater())
+ {
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
- if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
+ 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
- else
- {
- const HDC dc = ::GetDC(NULL);
- xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
- ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
- ::ReleaseDC(NULL, dc);
- }
+ 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
- IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
- return xdpi / 96.0f;
+ return xdpi / 96.0f;
}
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
{
- HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
- return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
+ HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
+ return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
}
//---------------------------------------------------------------------------------------------------------
@@ -512,31 +760,31 @@ float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
{
- if (!IsWindowsVistaOrGreater())
- return;
+ if (!_IsWindowsVistaOrGreater())
+ return;
- BOOL composition;
- if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
- 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);
- }
+ 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);
+ }
}
//---------------------------------------------------------------------------------------------------------