806 lines
40 KiB
C++
806 lines
40 KiB
C++
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// Implemented features:
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// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
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// [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]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#include "imgui.h"
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#include "imgui_impl_win32.h"
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <windows.h>
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#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
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#include <tchar.h>
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#include <dwmapi.h>
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// Configuration flags to add in your imconfig.h file:
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//#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.
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// Using XInput for gamepad (will load DLL dynamically)
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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#include <xinput.h>
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typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
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typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
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#endif
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
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// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 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.
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// 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.
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// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
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// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
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// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
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// 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).
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// 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).
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// 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).
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// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
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// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
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// 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.
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// 2021-01-25: Inputs: Dynamically loading XInput DLL.
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// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
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// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
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// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
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// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
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// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
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// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
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// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
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// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
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// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
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// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
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// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
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// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
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struct ImGui_ImplWin32_Data
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{
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HWND hWnd;
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HWND MouseHwnd;
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bool MouseTracked;
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int MouseButtonsDown;
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INT64 Time;
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INT64 TicksPerSecond;
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ImGuiMouseCursor LastMouseCursor;
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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bool HasGamepad;
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bool WantUpdateHasGamepad;
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HMODULE XInputDLL;
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PFN_XInputGetCapabilities XInputGetCapabilities;
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PFN_XInputGetState XInputGetState;
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#endif
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ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
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}
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// Functions
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bool ImGui_ImplWin32_Init(void* hwnd)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
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INT64 perf_frequency, perf_counter;
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if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
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return false;
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if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
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return false;
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// Setup backend capabilities flags
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ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
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io.BackendPlatformUserData = (void*)bd;
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io.BackendPlatformName = "imgui_impl_win32";
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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bd->hWnd = (HWND)hwnd;
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bd->TicksPerSecond = perf_frequency;
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bd->Time = perf_counter;
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bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
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// Set platform dependent data in viewport
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ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
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// Dynamically load XInput library
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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bd->WantUpdateHasGamepad = true;
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const char* xinput_dll_names[] =
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{
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"xinput1_4.dll", // Windows 8+
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"xinput1_3.dll", // DirectX SDK
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"xinput9_1_0.dll", // Windows Vista, Windows 7
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"xinput1_2.dll", // DirectX SDK
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"xinput1_1.dll" // DirectX SDK
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};
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for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
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if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
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{
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bd->XInputDLL = dll;
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bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
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bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
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break;
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}
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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return true;
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}
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void ImGui_ImplWin32_Shutdown()
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{
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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// Unload XInput library
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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if (bd->XInputDLL)
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::FreeLibrary(bd->XInputDLL);
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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io.BackendPlatformName = nullptr;
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io.BackendPlatformUserData = nullptr;
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IM_DELETE(bd);
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}
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static bool ImGui_ImplWin32_UpdateMouseCursor()
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{
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ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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return false;
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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::SetCursor(nullptr);
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}
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else
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{
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// Show OS mouse cursor
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LPTSTR win32_cursor = IDC_ARROW;
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switch (imgui_cursor)
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{
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case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
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case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
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case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
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case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
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case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
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case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
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case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
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case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
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case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
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}
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::SetCursor(::LoadCursor(nullptr, win32_cursor));
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}
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return true;
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}
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static bool IsVkDown(int vk)
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{
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return (::GetKeyState(vk) & 0x8000) != 0;
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}
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static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddKeyEvent(key, down);
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io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
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IM_UNUSED(native_scancode);
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}
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static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
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{
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// Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
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if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
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ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
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if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
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ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
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// Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
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if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
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ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
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if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
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ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
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}
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static void ImGui_ImplWin32_UpdateKeyModifiers()
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
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io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
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io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
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io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
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}
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static void ImGui_ImplWin32_UpdateMouseData()
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{
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(bd->hWnd != 0);
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const bool is_app_focused = (::GetForegroundWindow() == bd->hWnd);
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if (is_app_focused)
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{
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// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if (io.WantSetMousePos)
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{
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POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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if (::ClientToScreen(bd->hWnd, &pos))
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::SetCursorPos(pos.x, pos.y);
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}
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// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
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if (!io.WantSetMousePos && !bd->MouseTracked)
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{
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POINT pos;
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if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
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io.AddMousePosEvent((float)pos.x, (float)pos.y);
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}
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}
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}
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// Gamepad navigation mapping
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static void ImGui_ImplWin32_UpdateGamepads()
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{
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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// return;
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// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
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// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
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if (bd->WantUpdateHasGamepad)
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{
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XINPUT_CAPABILITIES caps = {};
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bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
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bd->WantUpdateHasGamepad = false;
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}
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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XINPUT_STATE xinput_state;
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XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
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if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
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return;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
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#define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
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#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)); }
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MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
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MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
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MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
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MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
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MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
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MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
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MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
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MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
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MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
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MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
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MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
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MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
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MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
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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();
|
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
|
|
|
|
// Setup display size (every frame to accommodate for window resizing)
|
|
RECT rect = { 0, 0, 0, 0 };
|
|
::GetClientRect(bd->hWnd, &rect);
|
|
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
|
|
|
// Setup time step
|
|
INT64 current_time = 0;
|
|
::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
|
|
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
|
|
bd->Time = current_time;
|
|
|
|
// Update OS mouse position
|
|
ImGui_ImplWin32_UpdateMouseData();
|
|
|
|
// Process workarounds for known Windows key handling issues
|
|
ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
|
|
|
|
// Update OS mouse cursor with the cursor requested by imgui
|
|
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
|
if (bd->LastMouseCursor != mouse_cursor)
|
|
{
|
|
bd->LastMouseCursor = mouse_cursor;
|
|
ImGui_ImplWin32_UpdateMouseCursor();
|
|
}
|
|
|
|
// Update game controllers (if enabled and available)
|
|
ImGui_ImplWin32_UpdateGamepads();
|
|
}
|
|
|
|
// 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.
|
|
#ifndef WM_MOUSEHWHEEL
|
|
#define WM_MOUSEHWHEEL 0x020E
|
|
#endif
|
|
#ifndef DBT_DEVNODES_CHANGED
|
|
#define DBT_DEVNODES_CHANGED 0x0007
|
|
#endif
|
|
|
|
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
|
|
// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
|
// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
|
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
|
// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
|
|
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
|
|
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
|
|
#if 0
|
|
// Copy this line into your .cpp file to forward declare the function.
|
|
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
|
#endif
|
|
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
if (ImGui::GetCurrentContext() == nullptr)
|
|
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 = nullptr;
|
|
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() == nullptr)
|
|
::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:
|
|
if (::IsWindowUnicode(hwnd))
|
|
{
|
|
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
|
if (wParam > 0 && wParam < 0x10000)
|
|
io.AddInputCharacterUTF16((unsigned short)wParam);
|
|
}
|
|
else
|
|
{
|
|
wchar_t wch = 0;
|
|
::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
|
|
io.AddInputCharacter(wch);
|
|
}
|
|
return 0;
|
|
case WM_SETCURSOR:
|
|
// This is required to restore cursor when transitioning from e.g resize borders to client area.
|
|
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
|
|
return 1;
|
|
return 0;
|
|
case WM_DEVICECHANGE:
|
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
|
|
bd->WantUpdateHasGamepad = true;
|
|
#endif
|
|
return 0;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// DPI-related helpers (optional)
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// - Use to enable DPI awareness without having to create an application manifest.
|
|
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
|
|
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
|
|
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
|
|
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
|
//---------------------------------------------------------------------------------------------------------
|
|
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
|
|
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
|
|
// If you are trying to implement your own backend for your own engine, you may ignore that noise.
|
|
//---------------------------------------------------------------------------------------------------------
|
|
|
|
// Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
|
|
// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
|
|
static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
|
|
{
|
|
typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
|
|
static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
|
|
if (RtlVerifyVersionInfoFn == nullptr)
|
|
if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
|
|
RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
|
|
if (RtlVerifyVersionInfoFn == nullptr)
|
|
return FALSE;
|
|
|
|
RTL_OSVERSIONINFOEXW versionInfo = { };
|
|
ULONGLONG conditionMask = 0;
|
|
versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
|
|
versionInfo.dwMajorVersion = major;
|
|
versionInfo.dwMinorVersion = minor;
|
|
VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
|
|
VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
|
|
return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
|
|
}
|
|
|
|
#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
|
|
#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
|
|
#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
|
|
#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
|
|
|
|
#ifndef DPI_ENUMS_DECLARED
|
|
typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
|
|
typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
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#endif
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#ifndef _DPI_AWARENESS_CONTEXTS_
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DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
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#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
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#endif
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#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
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#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
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#endif
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typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
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typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
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typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
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// Helper function to enable DPI awareness without setting up a manifest
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void ImGui_ImplWin32_EnableDpiAwareness()
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{
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if (_IsWindows10OrGreater())
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{
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static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
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if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
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{
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SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
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return;
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}
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}
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if (_IsWindows8Point1OrGreater())
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{
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static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
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if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
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{
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SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
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return;
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}
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}
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#if _WIN32_WINNT >= 0x0600
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::SetProcessDPIAware();
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#endif
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}
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#if defined(_MSC_VER) && !defined(NOGDI)
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#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
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#endif
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float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
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{
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UINT xdpi = 96, ydpi = 96;
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if (_IsWindows8Point1OrGreater())
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{
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static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
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static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
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if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
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GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
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if (GetDpiForMonitorFn != nullptr)
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{
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GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
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IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
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return xdpi / 96.0f;
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}
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}
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#ifndef NOGDI
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const HDC dc = ::GetDC(nullptr);
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xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
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ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
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IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
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::ReleaseDC(nullptr, dc);
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#endif
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return xdpi / 96.0f;
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}
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float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
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{
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HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
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return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
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}
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//---------------------------------------------------------------------------------------------------------
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// Transparency related helpers (optional)
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//--------------------------------------------------------------------------------------------------------
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#if defined(_MSC_VER)
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#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
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#endif
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// [experimental]
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// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
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// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
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void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
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{
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if (!_IsWindowsVistaOrGreater())
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return;
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BOOL composition;
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if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
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return;
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BOOL opaque;
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DWORD color;
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if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
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{
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HRGN region = ::CreateRectRgn(0, 0, -1, -1);
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DWM_BLURBEHIND bb = {};
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bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
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bb.hRgnBlur = region;
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bb.fEnable = TRUE;
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::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
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::DeleteObject(region);
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}
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else
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{
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DWM_BLURBEHIND bb = {};
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bb.dwFlags = DWM_BB_ENABLE;
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::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
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}
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}
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//---------------------------------------------------------------------------------------------------------
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