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| 1 | +// dear imgui: Platform Binding for Windows (standard windows API for 32 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 imgui) |
| 6 | +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
| 7 | +// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). |
| 8 | +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
| 9 | + |
| 10 | +#include "imgui.h" |
| 11 | +#include "imgui_impl_win32.h" |
| 12 | +#ifndef WIN32_LEAN_AND_MEAN |
| 13 | +#define WIN32_LEAN_AND_MEAN |
| 14 | +#endif |
| 15 | +#include <windows.h> |
| 16 | + |
| 17 | +// CHANGELOG |
| 18 | +// (minor and older changes stripped away, please see git history for details) |
| 19 | +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). |
| 20 | +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. |
| 21 | +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. |
| 22 | +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). |
| 23 | +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. |
| 24 | +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. |
| 25 | +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). |
| 26 | +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. |
| 27 | +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. |
| 28 | +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). |
| 29 | +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. |
| 30 | +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). |
| 31 | +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. |
| 32 | +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. |
| 33 | +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. |
| 34 | +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. |
| 35 | +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. |
| 36 | +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. |
| 37 | +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. |
| 38 | + |
| 39 | +// Win32 Data |
| 40 | +static HWND g_hWnd = 0; |
| 41 | +static INT64 g_Time = 0; |
| 42 | +static INT64 g_TicksPerSecond = 0; |
| 43 | +static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; |
| 44 | +static bool g_HasGamepad = false; |
| 45 | +static bool g_WantUpdateHasGamepad = true; |
| 46 | + |
| 47 | +// Functions |
| 48 | +bool ImGui_ImplWin32_Init(void* hwnd) |
| 49 | +{ |
| 50 | + if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) |
| 51 | + return false; |
| 52 | + if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) |
| 53 | + return false; |
| 54 | + |
| 55 | + // Setup back-end capabilities flags |
| 56 | + g_hWnd = (HWND)hwnd; |
| 57 | + ImGuiIO& io = ImGui::GetIO(); |
| 58 | + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
| 59 | + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) |
| 60 | + io.BackendPlatformName = "imgui_impl_win32"; |
| 61 | + io.ImeWindowHandle = hwnd; |
| 62 | + |
| 63 | + // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. |
| 64 | + io.KeyMap[ImGuiKey_Tab] = VK_TAB; |
| 65 | + io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; |
| 66 | + io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; |
| 67 | + io.KeyMap[ImGuiKey_UpArrow] = VK_UP; |
| 68 | + io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; |
| 69 | + io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; |
| 70 | + io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; |
| 71 | + io.KeyMap[ImGuiKey_Home] = VK_HOME; |
| 72 | + io.KeyMap[ImGuiKey_End] = VK_END; |
| 73 | + io.KeyMap[ImGuiKey_Insert] = VK_INSERT; |
| 74 | + io.KeyMap[ImGuiKey_Delete] = VK_DELETE; |
| 75 | + io.KeyMap[ImGuiKey_Backspace] = VK_BACK; |
| 76 | + io.KeyMap[ImGuiKey_Space] = VK_SPACE; |
| 77 | + io.KeyMap[ImGuiKey_Enter] = VK_RETURN; |
| 78 | + io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; |
| 79 | + io.KeyMap[ImGuiKey_A] = 'A'; |
| 80 | + io.KeyMap[ImGuiKey_C] = 'C'; |
| 81 | + io.KeyMap[ImGuiKey_V] = 'V'; |
| 82 | + io.KeyMap[ImGuiKey_X] = 'X'; |
| 83 | + io.KeyMap[ImGuiKey_Y] = 'Y'; |
| 84 | + io.KeyMap[ImGuiKey_Z] = 'Z'; |
| 85 | + |
| 86 | + return true; |
| 87 | +} |
| 88 | + |
| 89 | +void ImGui_ImplWin32_Shutdown() |
| 90 | +{ |
| 91 | + g_hWnd = (HWND)0; |
| 92 | +} |
| 93 | + |
| 94 | +static bool ImGui_ImplWin32_UpdateMouseCursor() |
| 95 | +{ |
| 96 | + ImGuiIO& io = ImGui::GetIO(); |
| 97 | + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) |
| 98 | + return false; |
| 99 | + |
| 100 | + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); |
| 101 | + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) |
| 102 | + { |
| 103 | + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor |
| 104 | + ::SetCursor(NULL); |
| 105 | + } |
| 106 | + else |
| 107 | + { |
| 108 | + // Show OS mouse cursor |
| 109 | + LPTSTR win32_cursor = IDC_ARROW; |
| 110 | + switch (imgui_cursor) |
| 111 | + { |
| 112 | + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; |
| 113 | + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; |
| 114 | + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; |
| 115 | + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; |
| 116 | + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; |
| 117 | + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; |
| 118 | + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; |
| 119 | + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; |
| 120 | + } |
| 121 | + ::SetCursor(::LoadCursor(NULL, win32_cursor)); |
| 122 | + } |
| 123 | + return true; |
| 124 | +} |
| 125 | + |
| 126 | +static void ImGui_ImplWin32_UpdateMousePos() |
| 127 | +{ |
| 128 | + ImGuiIO& io = ImGui::GetIO(); |
| 129 | + |
| 130 | + // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
| 131 | + if (io.WantSetMousePos) |
| 132 | + { |
| 133 | + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; |
| 134 | + ::ClientToScreen(g_hWnd, &pos); |
| 135 | + ::SetCursorPos(pos.x, pos.y); |
| 136 | + } |
| 137 | + |
| 138 | + // Set mouse position |
| 139 | + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); |
| 140 | + POINT pos; |
| 141 | + if (HWND active_window = ::GetForegroundWindow()) |
| 142 | + if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd)) |
| 143 | + if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos)) |
| 144 | + io.MousePos = ImVec2((float)pos.x, (float)pos.y); |
| 145 | +} |
| 146 | + |
| 147 | +// Gamepad navigation mapping |
| 148 | +static void ImGui_ImplWin32_UpdateGamepads() |
| 149 | +{ |
| 150 | + ImGuiIO& io = ImGui::GetIO(); |
| 151 | + IM_ASSERT(!(io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)); |
| 152 | +} |
| 153 | + |
| 154 | +void ImGui_ImplWin32_NewFrame() |
| 155 | +{ |
| 156 | + ImGuiIO& io = ImGui::GetIO(); |
| 157 | + IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); |
| 158 | + |
| 159 | + // Setup display size (every frame to accommodate for window resizing) |
| 160 | + RECT rect; |
| 161 | + ::GetClientRect(g_hWnd, &rect); |
| 162 | + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); |
| 163 | + |
| 164 | + // Setup time step |
| 165 | + INT64 current_time; |
| 166 | + ::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); |
| 167 | + io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; |
| 168 | + g_Time = current_time; |
| 169 | + |
| 170 | + // Read keyboard modifiers inputs |
| 171 | + io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; |
| 172 | + io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; |
| 173 | + io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; |
| 174 | + io.KeySuper = false; |
| 175 | + // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. |
| 176 | + |
| 177 | + // Update OS mouse position |
| 178 | + ImGui_ImplWin32_UpdateMousePos(); |
| 179 | + |
| 180 | + // Update OS mouse cursor with the cursor requested by imgui |
| 181 | + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); |
| 182 | + if (g_LastMouseCursor != mouse_cursor) |
| 183 | + { |
| 184 | + g_LastMouseCursor = mouse_cursor; |
| 185 | + ImGui_ImplWin32_UpdateMouseCursor(); |
| 186 | + } |
| 187 | + |
| 188 | + // Update game controllers (if enabled and available) |
| 189 | + ImGui_ImplWin32_UpdateGamepads(); |
| 190 | +} |
| 191 | + |
| 192 | +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. |
| 193 | +#ifndef WM_MOUSEHWHEEL |
| 194 | +#define WM_MOUSEHWHEEL 0x020E |
| 195 | +#endif |
| 196 | +#ifndef DBT_DEVNODES_CHANGED |
| 197 | +#define DBT_DEVNODES_CHANGED 0x0007 |
| 198 | +#endif |
| 199 | + |
| 200 | +// Process Win32 mouse/keyboard inputs. |
| 201 | +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
| 202 | +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. |
| 203 | +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. |
| 204 | +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
| 205 | +// 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. |
| 206 | +// 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. |
| 207 | +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) |
| 208 | +{ |
| 209 | + if (ImGui::GetCurrentContext() == NULL) |
| 210 | + return 0; |
| 211 | + |
| 212 | + ImGuiIO& io = ImGui::GetIO(); |
| 213 | + switch (msg) |
| 214 | + { |
| 215 | + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: |
| 216 | + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: |
| 217 | + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: |
| 218 | + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: |
| 219 | + { |
| 220 | + int button = 0; |
| 221 | + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } |
| 222 | + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } |
| 223 | + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } |
| 224 | + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } |
| 225 | + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) |
| 226 | + ::SetCapture(hwnd); |
| 227 | + io.MouseDown[button] = true; |
| 228 | + return 0; |
| 229 | + } |
| 230 | + case WM_LBUTTONUP: |
| 231 | + case WM_RBUTTONUP: |
| 232 | + case WM_MBUTTONUP: |
| 233 | + case WM_XBUTTONUP: |
| 234 | + { |
| 235 | + int button = 0; |
| 236 | + if (msg == WM_LBUTTONUP) { button = 0; } |
| 237 | + if (msg == WM_RBUTTONUP) { button = 1; } |
| 238 | + if (msg == WM_MBUTTONUP) { button = 2; } |
| 239 | + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } |
| 240 | + io.MouseDown[button] = false; |
| 241 | + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) |
| 242 | + ::ReleaseCapture(); |
| 243 | + return 0; |
| 244 | + } |
| 245 | + case WM_MOUSEWHEEL: |
| 246 | + io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; |
| 247 | + return 0; |
| 248 | + case WM_MOUSEHWHEEL: |
| 249 | + io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; |
| 250 | + return 0; |
| 251 | + case WM_KEYDOWN: |
| 252 | + case WM_SYSKEYDOWN: |
| 253 | + if (wParam < 256) |
| 254 | + io.KeysDown[wParam] = 1; |
| 255 | + return 0; |
| 256 | + case WM_KEYUP: |
| 257 | + case WM_SYSKEYUP: |
| 258 | + if (wParam < 256) |
| 259 | + io.KeysDown[wParam] = 0; |
| 260 | + return 0; |
| 261 | + case WM_CHAR: |
| 262 | + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. |
| 263 | + io.AddInputCharacter((unsigned int)wParam); |
| 264 | + return 0; |
| 265 | + case WM_SETCURSOR: |
| 266 | + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) |
| 267 | + return 1; |
| 268 | + return 0; |
| 269 | + case WM_DEVICECHANGE: |
| 270 | + if ((UINT)wParam == DBT_DEVNODES_CHANGED) |
| 271 | + g_WantUpdateHasGamepad = true; |
| 272 | + return 0; |
| 273 | + } |
| 274 | + return 0; |
| 275 | +} |
| 276 | + |
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