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backends/imgui_impl_dx11.cpp
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605
backends/imgui_impl_dx11.cpp
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// dear imgui: Renderer Backend for DirectX11
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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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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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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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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// 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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// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
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// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
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// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
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// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
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// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
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// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
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// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
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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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// 2016-05-07: DirectX11: Disabling depth-write.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_dx11.h"
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// DirectX
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#include <stdio.h>
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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#endif
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// DirectX11 data
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struct ImGui_ImplDX11_Data
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{
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ID3D11Device* pd3dDevice;
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ID3D11DeviceContext* pd3dDeviceContext;
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IDXGIFactory* pFactory;
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ID3D11Buffer* pVB;
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ID3D11Buffer* pIB;
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ID3D11VertexShader* pVertexShader;
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ID3D11InputLayout* pInputLayout;
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ID3D11Buffer* pVertexConstantBuffer;
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ID3D11PixelShader* pPixelShader;
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ID3D11SamplerState* pFontSampler;
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ID3D11ShaderResourceView* pFontTextureView;
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ID3D11RasterizerState* pRasterizerState;
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ID3D11BlendState* pBlendState;
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ID3D11DepthStencilState* pDepthStencilState;
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int VertexBufferSize;
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int IndexBufferSize;
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ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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struct VERTEX_CONSTANT_BUFFER_DX11
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{
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float mvp[4][4];
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};
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// Backend data stored in io.BackendRendererUserData 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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static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Functions
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static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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// Setup viewport
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D3D11_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D11_VIEWPORT));
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vp.Width = draw_data->DisplaySize.x;
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vp.Height = draw_data->DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0;
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ctx->RSSetViewports(1, &vp);
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// Setup shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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ctx->IASetInputLayout(bd->pInputLayout);
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ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
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ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
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ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
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ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
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ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
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ctx->GSSetShader(nullptr, nullptr, 0);
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ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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// Setup blend state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
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ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
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ctx->RSSetState(bd->pRasterizerState);
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}
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// Render function
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void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
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// Create and grow vertex/index buffers if needed
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if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D11_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
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return;
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}
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if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D11_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
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desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
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return;
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}
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// Upload vertex/index data into a single contiguous GPU buffer
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D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
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if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
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return;
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if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
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return;
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.Size;
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idx_dst += cmd_list->IdxBuffer.Size;
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}
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ctx->Unmap(bd->pVB, 0);
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ctx->Unmap(bd->pIB, 0);
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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{
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D3D11_MAPPED_SUBRESOURCE mapped_resource;
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if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
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ctx->Unmap(bd->pVertexConstantBuffer, 0);
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}
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
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struct BACKUP_DX11_STATE
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{
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UINT ScissorRectsCount, ViewportsCount;
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D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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ID3D11RasterizerState* RS;
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ID3D11BlendState* BlendState;
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FLOAT BlendFactor[4];
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UINT SampleMask;
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UINT StencilRef;
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ID3D11DepthStencilState* DepthStencilState;
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ID3D11ShaderResourceView* PSShaderResource;
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ID3D11SamplerState* PSSampler;
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ID3D11PixelShader* PS;
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ID3D11VertexShader* VS;
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ID3D11GeometryShader* GS;
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UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
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ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
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D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
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ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
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DXGI_FORMAT IndexBufferFormat;
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ID3D11InputLayout* InputLayout;
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};
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BACKUP_DX11_STATE old = {};
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old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
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ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
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ctx->RSGetState(&old.RS);
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ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
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ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
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ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
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ctx->PSGetSamplers(0, 1, &old.PSSampler);
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old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
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ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
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ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
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ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
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ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
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ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
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ctx->IAGetInputLayout(&old.InputLayout);
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// Setup desired DX state
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ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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||||||
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int global_idx_offset = 0;
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||||||
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int global_vtx_offset = 0;
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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||||||
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if (pcmd->UserCallback != nullptr)
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||||||
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{
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// User callback, registered via ImDrawList::AddCallback()
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||||||
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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||||||
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ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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||||||
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||||||
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// Apply scissor/clipping rectangle
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||||||
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const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
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||||||
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ctx->RSSetScissorRects(1, &r);
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||||||
|
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||||||
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// Bind texture, Draw
|
||||||
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ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
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||||||
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ctx->PSSetShaderResources(0, 1, &texture_srv);
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ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||||
|
}
|
||||||
|
}
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||||||
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global_idx_offset += cmd_list->IdxBuffer.Size;
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||||||
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global_vtx_offset += cmd_list->VtxBuffer.Size;
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||||||
|
}
|
||||||
|
|
||||||
|
// Restore modified DX state
|
||||||
|
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||||
|
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||||
|
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||||
|
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||||
|
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
||||||
|
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||||
|
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||||
|
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
|
||||||
|
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
|
||||||
|
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
|
||||||
|
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||||
|
ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
|
||||||
|
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
|
||||||
|
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||||
|
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||||
|
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||||
|
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplDX11_CreateFontsTexture()
|
||||||
|
{
|
||||||
|
// Build texture atlas
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||||
|
unsigned char* pixels;
|
||||||
|
int width, height;
|
||||||
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||||
|
|
||||||
|
// Upload texture to graphics system
|
||||||
|
{
|
||||||
|
D3D11_TEXTURE2D_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.Width = width;
|
||||||
|
desc.Height = height;
|
||||||
|
desc.MipLevels = 1;
|
||||||
|
desc.ArraySize = 1;
|
||||||
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
desc.SampleDesc.Count = 1;
|
||||||
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||||
|
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||||
|
desc.CPUAccessFlags = 0;
|
||||||
|
|
||||||
|
ID3D11Texture2D* pTexture = nullptr;
|
||||||
|
D3D11_SUBRESOURCE_DATA subResource;
|
||||||
|
subResource.pSysMem = pixels;
|
||||||
|
subResource.SysMemPitch = desc.Width * 4;
|
||||||
|
subResource.SysMemSlicePitch = 0;
|
||||||
|
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||||
|
IM_ASSERT(pTexture != nullptr);
|
||||||
|
|
||||||
|
// Create texture view
|
||||||
|
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||||
|
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||||
|
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||||
|
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||||
|
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||||
|
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
|
||||||
|
pTexture->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Store our identifier
|
||||||
|
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
|
||||||
|
|
||||||
|
// Create texture sampler
|
||||||
|
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
||||||
|
{
|
||||||
|
D3D11_SAMPLER_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||||
|
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
desc.MipLODBias = 0.f;
|
||||||
|
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||||
|
desc.MinLOD = 0.f;
|
||||||
|
desc.MaxLOD = 0.f;
|
||||||
|
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||||
|
{
|
||||||
|
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||||
|
if (!bd->pd3dDevice)
|
||||||
|
return false;
|
||||||
|
if (bd->pFontSampler)
|
||||||
|
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||||
|
|
||||||
|
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||||
|
// If you would like to use this DX11 sample code but remove this dependency you can:
|
||||||
|
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
||||||
|
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||||
|
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||||
|
|
||||||
|
// Create the vertex shader
|
||||||
|
{
|
||||||
|
static const char* vertexShader =
|
||||||
|
"cbuffer vertexBuffer : register(b0) \
|
||||||
|
{\
|
||||||
|
float4x4 ProjectionMatrix; \
|
||||||
|
};\
|
||||||
|
struct VS_INPUT\
|
||||||
|
{\
|
||||||
|
float2 pos : POSITION;\
|
||||||
|
float4 col : COLOR0;\
|
||||||
|
float2 uv : TEXCOORD0;\
|
||||||
|
};\
|
||||||
|
\
|
||||||
|
struct PS_INPUT\
|
||||||
|
{\
|
||||||
|
float4 pos : SV_POSITION;\
|
||||||
|
float4 col : COLOR0;\
|
||||||
|
float2 uv : TEXCOORD0;\
|
||||||
|
};\
|
||||||
|
\
|
||||||
|
PS_INPUT main(VS_INPUT input)\
|
||||||
|
{\
|
||||||
|
PS_INPUT output;\
|
||||||
|
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||||
|
output.col = input.col;\
|
||||||
|
output.uv = input.uv;\
|
||||||
|
return output;\
|
||||||
|
}";
|
||||||
|
|
||||||
|
ID3DBlob* vertexShaderBlob;
|
||||||
|
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
|
||||||
|
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||||
|
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
|
||||||
|
{
|
||||||
|
vertexShaderBlob->Release();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the input layout
|
||||||
|
D3D11_INPUT_ELEMENT_DESC local_layout[] =
|
||||||
|
{
|
||||||
|
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
};
|
||||||
|
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||||
|
{
|
||||||
|
vertexShaderBlob->Release();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
vertexShaderBlob->Release();
|
||||||
|
|
||||||
|
// Create the constant buffer
|
||||||
|
{
|
||||||
|
D3D11_BUFFER_DESC desc;
|
||||||
|
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
|
||||||
|
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
|
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||||
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
|
desc.MiscFlags = 0;
|
||||||
|
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the pixel shader
|
||||||
|
{
|
||||||
|
static const char* pixelShader =
|
||||||
|
"struct PS_INPUT\
|
||||||
|
{\
|
||||||
|
float4 pos : SV_POSITION;\
|
||||||
|
float4 col : COLOR0;\
|
||||||
|
float2 uv : TEXCOORD0;\
|
||||||
|
};\
|
||||||
|
sampler sampler0;\
|
||||||
|
Texture2D texture0;\
|
||||||
|
\
|
||||||
|
float4 main(PS_INPUT input) : SV_Target\
|
||||||
|
{\
|
||||||
|
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||||
|
return out_col; \
|
||||||
|
}";
|
||||||
|
|
||||||
|
ID3DBlob* pixelShaderBlob;
|
||||||
|
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
|
||||||
|
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||||
|
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
|
||||||
|
{
|
||||||
|
pixelShaderBlob->Release();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
pixelShaderBlob->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the blending setup
|
||||||
|
{
|
||||||
|
D3D11_BLEND_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.AlphaToCoverageEnable = false;
|
||||||
|
desc.RenderTarget[0].BlendEnable = true;
|
||||||
|
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
||||||
|
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||||
|
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||||
|
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||||
|
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
||||||
|
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||||
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||||
|
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the rasterizer state
|
||||||
|
{
|
||||||
|
D3D11_RASTERIZER_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.FillMode = D3D11_FILL_SOLID;
|
||||||
|
desc.CullMode = D3D11_CULL_NONE;
|
||||||
|
desc.ScissorEnable = true;
|
||||||
|
desc.DepthClipEnable = true;
|
||||||
|
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create depth-stencil State
|
||||||
|
{
|
||||||
|
D3D11_DEPTH_STENCIL_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.DepthEnable = false;
|
||||||
|
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||||
|
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
|
||||||
|
desc.StencilEnable = false;
|
||||||
|
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||||
|
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||||
|
desc.BackFace = desc.FrontFace;
|
||||||
|
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui_ImplDX11_CreateFontsTexture();
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||||
|
{
|
||||||
|
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||||
|
if (!bd->pd3dDevice)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
|
||||||
|
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||||
|
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||||
|
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||||
|
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||||
|
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
|
||||||
|
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
|
||||||
|
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
|
||||||
|
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
|
||||||
|
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
|
||||||
|
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
||||||
|
|
||||||
|
// Setup backend capabilities flags
|
||||||
|
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
|
||||||
|
io.BackendRendererUserData = (void*)bd;
|
||||||
|
io.BackendRendererName = "imgui_impl_dx11";
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
|
|
||||||
|
// Get factory from device
|
||||||
|
IDXGIDevice* pDXGIDevice = nullptr;
|
||||||
|
IDXGIAdapter* pDXGIAdapter = nullptr;
|
||||||
|
IDXGIFactory* pFactory = nullptr;
|
||||||
|
|
||||||
|
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
|
||||||
|
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
|
||||||
|
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
|
||||||
|
{
|
||||||
|
bd->pd3dDevice = device;
|
||||||
|
bd->pd3dDeviceContext = device_context;
|
||||||
|
bd->pFactory = pFactory;
|
||||||
|
}
|
||||||
|
if (pDXGIDevice) pDXGIDevice->Release();
|
||||||
|
if (pDXGIAdapter) pDXGIAdapter->Release();
|
||||||
|
bd->pd3dDevice->AddRef();
|
||||||
|
bd->pd3dDeviceContext->AddRef();
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplDX11_Shutdown()
|
||||||
|
{
|
||||||
|
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||||
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||||
|
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||||
|
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||||
|
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
|
||||||
|
io.BackendRendererName = nullptr;
|
||||||
|
io.BackendRendererUserData = nullptr;
|
||||||
|
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
||||||
|
IM_DELETE(bd);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplDX11_NewFrame()
|
||||||
|
{
|
||||||
|
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||||
|
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
|
||||||
|
|
||||||
|
if (!bd->pFontSampler)
|
||||||
|
ImGui_ImplDX11_CreateDeviceObjects();
|
||||||
|
}
|
||||||
|
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
#endif // #ifndef IMGUI_DISABLE
|
32
backends/imgui_impl_dx11.h
Normal file
32
backends/imgui_impl_dx11.h
Normal file
@ -0,0 +1,32 @@
|
|||||||
|
// dear imgui: Renderer Backend for DirectX11
|
||||||
|
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||||
|
|
||||||
|
// Implemented features:
|
||||||
|
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
|
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||||
|
|
||||||
|
// 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.
|
||||||
|
// Learn about Dear ImGui:
|
||||||
|
// - FAQ https://dearimgui.com/faq
|
||||||
|
// - Getting Started https://dearimgui.com/getting-started
|
||||||
|
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||||
|
// - Introduction, links and more at the top of imgui.cpp
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
#include "imgui.h" // IMGUI_IMPL_API
|
||||||
|
#ifndef IMGUI_DISABLE
|
||||||
|
|
||||||
|
struct ID3D11Device;
|
||||||
|
struct ID3D11DeviceContext;
|
||||||
|
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
||||||
|
|
||||||
|
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||||
|
|
||||||
|
#endif // #ifndef IMGUI_DISABLE
|
903
backends/imgui_impl_win32.cpp
Normal file
903
backends/imgui_impl_win32.cpp
Normal file
@ -0,0 +1,903 @@
|
|||||||
|
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
|
||||||
|
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||||
|
|
||||||
|
// Implemented features:
|
||||||
|
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
|
||||||
|
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||||
|
// [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 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.
|
||||||
|
// Learn about Dear ImGui:
|
||||||
|
// - FAQ https://dearimgui.com/faq
|
||||||
|
// - Getting Started https://dearimgui.com/getting-started
|
||||||
|
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||||
|
// - Introduction, links and more at the top of imgui.cpp
|
||||||
|
|
||||||
|
#include "imgui.h"
|
||||||
|
#ifndef IMGUI_DISABLE
|
||||||
|
#include "imgui_impl_win32.h"
|
||||||
|
#ifndef WIN32_LEAN_AND_MEAN
|
||||||
|
#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 was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
|
||||||
|
|
||||||
|
// Using XInput for gamepad (will load DLL dynamically)
|
||||||
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||||
|
#include <xinput.h>
|
||||||
|
typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
|
||||||
|
typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// CHANGELOG
|
||||||
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||||
|
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
|
||||||
|
// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
|
||||||
|
// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
|
||||||
|
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
|
||||||
|
// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
|
||||||
|
// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
|
||||||
|
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||||
|
// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
|
||||||
|
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
|
||||||
|
// 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.
|
||||||
|
// 2021-01-25: Inputs: Dynamically loading XInput DLL.
|
||||||
|
// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
|
||||||
|
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
|
||||||
|
// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
|
||||||
|
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
|
||||||
|
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||||
|
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
|
||||||
|
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
|
||||||
|
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
|
||||||
|
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||||
|
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||||
|
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||||
|
// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
|
||||||
|
// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
|
||||||
|
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||||
|
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
|
||||||
|
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||||
|
// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
|
||||||
|
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||||
|
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
|
||||||
|
// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
|
||||||
|
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
|
||||||
|
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
|
||||||
|
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
|
||||||
|
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
|
||||||
|
|
||||||
|
struct ImGui_ImplWin32_Data
|
||||||
|
{
|
||||||
|
HWND hWnd;
|
||||||
|
HWND MouseHwnd;
|
||||||
|
int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
|
||||||
|
int MouseButtonsDown;
|
||||||
|
INT64 Time;
|
||||||
|
INT64 TicksPerSecond;
|
||||||
|
ImGuiMouseCursor LastMouseCursor;
|
||||||
|
UINT32 KeyboardCodePage;
|
||||||
|
|
||||||
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||||
|
bool HasGamepad;
|
||||||
|
bool WantUpdateHasGamepad;
|
||||||
|
HMODULE XInputDLL;
|
||||||
|
PFN_XInputGetCapabilities XInputGetCapabilities;
|
||||||
|
PFN_XInputGetState XInputGetState;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
ImGui_ImplWin32_Data() { memset((void*)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 : nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Functions
|
||||||
|
static void ImGui_ImplWin32_UpdateKeyboardCodePage()
|
||||||
|
{
|
||||||
|
// Retrieve keyboard code page, required for handling of non-Unicode Windows.
|
||||||
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||||
|
HKL keyboard_layout = ::GetKeyboardLayout(0);
|
||||||
|
LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
|
||||||
|
if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
|
||||||
|
bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
|
||||||
|
}
|
||||||
|
|
||||||
|
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||||
|
|
||||||
|
INT64 perf_frequency, perf_counter;
|
||||||
|
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
|
||||||
|
return false;
|
||||||
|
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
// Setup backend capabilities flags
|
||||||
|
ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
|
||||||
|
io.BackendPlatformUserData = (void*)bd;
|
||||||
|
io.BackendPlatformName = "imgui_impl_win32";
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||||
|
|
||||||
|
bd->hWnd = (HWND)hwnd;
|
||||||
|
bd->TicksPerSecond = perf_frequency;
|
||||||
|
bd->Time = perf_counter;
|
||||||
|
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||||
|
ImGui_ImplWin32_UpdateKeyboardCodePage();
|
||||||
|
|
||||||
|
// Set platform dependent data in viewport
|
||||||
|
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
|
||||||
|
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
|
||||||
|
|
||||||
|
// Dynamically load XInput library
|
||||||
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||||
|
bd->WantUpdateHasGamepad = true;
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
|
||||||
|
{
|
||||||
|
return ImGui_ImplWin32_InitEx(hwnd, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
|
||||||
|
{
|
||||||
|
// OpenGL needs CS_OWNDC
|
||||||
|
return ImGui_ImplWin32_InitEx(hwnd, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplWin32_Shutdown()
|
||||||
|
{
|
||||||
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||||
|
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
// Unload XInput library
|
||||||
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||||
|
if (bd->XInputDLL)
|
||||||
|
::FreeLibrary(bd->XInputDLL);
|
||||||
|
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||||
|
|
||||||
|
io.BackendPlatformName = nullptr;
|
||||||
|
io.BackendPlatformUserData = nullptr;
|
||||||
|
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
|
||||||
|
IM_DELETE(bd);
|
||||||
|
}
|
||||||
|
|
||||||
|
static bool ImGui_ImplWin32_UpdateMouseCursor()
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||||
|
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||||
|
{
|
||||||
|
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||||
|
::SetCursor(nullptr);
|
||||||
|
}
|
||||||
|
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(nullptr, 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_UpdateKeyModifiers()
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
|
||||||
|
io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
|
||||||
|
io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
|
||||||
|
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS));
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplWin32_UpdateMouseData()
|
||||||
|
{
|
||||||
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
IM_ASSERT(bd->hWnd != 0);
|
||||||
|
|
||||||
|
HWND focused_window = ::GetForegroundWindow();
|
||||||
|
const bool is_app_focused = (focused_window == 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
|
||||||
|
// This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
|
||||||
|
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
|
||||||
|
{
|
||||||
|
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();
|
||||||
|
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||||
|
//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
||||||
|
// return;
|
||||||
|
|
||||||
|
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
|
||||||
|
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
|
||||||
|
if (bd->WantUpdateHasGamepad)
|
||||||
|
{
|
||||||
|
XINPUT_CAPABILITIES caps = {};
|
||||||
|
bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
|
||||||
|
bd->WantUpdateHasGamepad = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||||
|
XINPUT_STATE xinput_state;
|
||||||
|
XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
|
||||||
|
if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
|
||||||
|
return;
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||||
|
|
||||||
|
#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_GamepadFaceLeft, XINPUT_GAMEPAD_X);
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
|
||||||
|
MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
|
||||||
|
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();
|
||||||
|
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;
|
||||||
|
case VK_F13: return ImGuiKey_F13;
|
||||||
|
case VK_F14: return ImGuiKey_F14;
|
||||||
|
case VK_F15: return ImGuiKey_F15;
|
||||||
|
case VK_F16: return ImGuiKey_F16;
|
||||||
|
case VK_F17: return ImGuiKey_F17;
|
||||||
|
case VK_F18: return ImGuiKey_F18;
|
||||||
|
case VK_F19: return ImGuiKey_F19;
|
||||||
|
case VK_F20: return ImGuiKey_F20;
|
||||||
|
case VK_F21: return ImGuiKey_F21;
|
||||||
|
case VK_F22: return ImGuiKey_F22;
|
||||||
|
case VK_F23: return ImGuiKey_F23;
|
||||||
|
case VK_F24: return ImGuiKey_F24;
|
||||||
|
case VK_BROWSER_BACK: return ImGuiKey_AppBack;
|
||||||
|
case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
|
||||||
|
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
|
||||||
|
|
||||||
|
// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
|
||||||
|
// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
|
||||||
|
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||||
|
{
|
||||||
|
LPARAM extra_info = ::GetMessageExtraInfo();
|
||||||
|
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
||||||
|
return ImGuiMouseSource_Pen;
|
||||||
|
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
||||||
|
return ImGuiMouseSource_TouchScreen;
|
||||||
|
return ImGuiMouseSource_Mouse;
|
||||||
|
}
|
||||||
|
|
||||||
|
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:
|
||||||
|
case WM_NCMOUSEMOVE:
|
||||||
|
{
|
||||||
|
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
|
||||||
|
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
|
||||||
|
const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
|
||||||
|
bd->MouseHwnd = hwnd;
|
||||||
|
if (bd->MouseTrackedArea != area)
|
||||||
|
{
|
||||||
|
TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
|
||||||
|
TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
|
||||||
|
if (bd->MouseTrackedArea != 0)
|
||||||
|
::TrackMouseEvent(&tme_cancel);
|
||||||
|
::TrackMouseEvent(&tme_track);
|
||||||
|
bd->MouseTrackedArea = area;
|
||||||
|
}
|
||||||
|
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
|
||||||
|
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
|
||||||
|
break;
|
||||||
|
io.AddMouseSourceEvent(mouse_source);
|
||||||
|
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case WM_MOUSELEAVE:
|
||||||
|
case WM_NCMOUSELEAVE:
|
||||||
|
{
|
||||||
|
const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
|
||||||
|
if (bd->MouseTrackedArea == area)
|
||||||
|
{
|
||||||
|
if (bd->MouseHwnd == hwnd)
|
||||||
|
bd->MouseHwnd = nullptr;
|
||||||
|
bd->MouseTrackedArea = 0;
|
||||||
|
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:
|
||||||
|
{
|
||||||
|
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
|
||||||
|
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.AddMouseSourceEvent(mouse_source);
|
||||||
|
io.AddMouseButtonEvent(button, true);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
case WM_LBUTTONUP:
|
||||||
|
case WM_RBUTTONUP:
|
||||||
|
case WM_MBUTTONUP:
|
||||||
|
case WM_XBUTTONUP:
|
||||||
|
{
|
||||||
|
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
|
||||||
|
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.AddMouseSourceEvent(mouse_source);
|
||||||
|
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;
|
||||||
|
const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
|
||||||
|
const int scancode = (int)LOBYTE(HIWORD(lParam));
|
||||||
|
|
||||||
|
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
|
||||||
|
if (key == ImGuiKey_PrintScreen && !is_key_down)
|
||||||
|
ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
|
||||||
|
|
||||||
|
// Submit key event
|
||||||
|
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_INPUTLANGCHANGE:
|
||||||
|
ImGui_ImplWin32_UpdateKeyboardCodePage();
|
||||||
|
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(bd->KeyboardCodePage, 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;
|
||||||
|
#endif
|
||||||
|
#ifndef _DPI_AWARENESS_CONTEXTS_
|
||||||
|
DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
|
||||||
|
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
|
||||||
|
#endif
|
||||||
|
#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
|
||||||
|
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
|
||||||
|
#endif
|
||||||
|
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
|
||||||
|
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
|
||||||
|
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
|
||||||
|
|
||||||
|
// Helper function to enable DPI awareness without setting up a manifest
|
||||||
|
void ImGui_ImplWin32_EnableDpiAwareness()
|
||||||
|
{
|
||||||
|
if (_IsWindows10OrGreater())
|
||||||
|
{
|
||||||
|
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
|
||||||
|
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
|
||||||
|
{
|
||||||
|
SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (_IsWindows8Point1OrGreater())
|
||||||
|
{
|
||||||
|
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
|
||||||
|
if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
|
||||||
|
{
|
||||||
|
SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#if _WIN32_WINNT >= 0x0600
|
||||||
|
::SetProcessDPIAware();
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
#if defined(_MSC_VER) && !defined(NOGDI)
|
||||||
|
#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
|
||||||
|
{
|
||||||
|
UINT xdpi = 96, ydpi = 96;
|
||||||
|
if (_IsWindows8Point1OrGreater())
|
||||||
|
{
|
||||||
|
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
|
||||||
|
static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
|
||||||
|
if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
|
||||||
|
GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
|
||||||
|
if (GetDpiForMonitorFn != nullptr)
|
||||||
|
{
|
||||||
|
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
|
||||||
|
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
||||||
|
return xdpi / 96.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#ifndef NOGDI
|
||||||
|
const HDC dc = ::GetDC(nullptr);
|
||||||
|
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
|
||||||
|
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
|
||||||
|
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
|
||||||
|
::ReleaseDC(nullptr, dc);
|
||||||
|
#endif
|
||||||
|
return xdpi / 96.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
|
||||||
|
{
|
||||||
|
HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
|
||||||
|
return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
|
||||||
|
}
|
||||||
|
|
||||||
|
//---------------------------------------------------------------------------------------------------------
|
||||||
|
// Transparency related helpers (optional)
|
||||||
|
//--------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
#if defined(_MSC_VER)
|
||||||
|
#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// [experimental]
|
||||||
|
// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
|
||||||
|
// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
|
||||||
|
void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
|
||||||
|
{
|
||||||
|
if (!_IsWindowsVistaOrGreater())
|
||||||
|
return;
|
||||||
|
|
||||||
|
BOOL composition;
|
||||||
|
if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
|
||||||
|
return;
|
||||||
|
|
||||||
|
BOOL opaque;
|
||||||
|
DWORD color;
|
||||||
|
if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
|
||||||
|
{
|
||||||
|
HRGN region = ::CreateRectRgn(0, 0, -1, -1);
|
||||||
|
DWM_BLURBEHIND bb = {};
|
||||||
|
bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
|
||||||
|
bb.hRgnBlur = region;
|
||||||
|
bb.fEnable = TRUE;
|
||||||
|
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
|
||||||
|
::DeleteObject(region);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
DWM_BLURBEHIND bb = {};
|
||||||
|
bb.dwFlags = DWM_BB_ENABLE;
|
||||||
|
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//---------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
#endif // #ifndef IMGUI_DISABLE
|
52
backends/imgui_impl_win32.h
Normal file
52
backends/imgui_impl_win32.h
Normal file
@ -0,0 +1,52 @@
|
|||||||
|
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
|
||||||
|
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||||
|
|
||||||
|
// Implemented features:
|
||||||
|
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
|
||||||
|
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
|
||||||
|
// [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 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.
|
||||||
|
// Learn about Dear ImGui:
|
||||||
|
// - FAQ https://dearimgui.com/faq
|
||||||
|
// - Getting Started https://dearimgui.com/getting-started
|
||||||
|
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||||
|
// - Introduction, links and more at the top of imgui.cpp
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
#include "imgui.h" // IMGUI_IMPL_API
|
||||||
|
#ifndef IMGUI_DISABLE
|
||||||
|
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
|
||||||
|
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
|
||||||
|
|
||||||
|
// Win32 message handler your application need to call.
|
||||||
|
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
|
||||||
|
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
|
||||||
|
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
||||||
|
|
||||||
|
#if 0
|
||||||
|
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// 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.
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
|
||||||
|
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
|
||||||
|
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
|
||||||
|
|
||||||
|
// Transparency related helpers (optional) [experimental]
|
||||||
|
// - Use to enable alpha compositing transparency with the desktop.
|
||||||
|
// - Use together with e.g. clearing your framebuffer with zero-alpha.
|
||||||
|
IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
|
||||||
|
|
||||||
|
#endif // #ifndef IMGUI_DISABLE
|
Loading…
x
Reference in New Issue
Block a user