mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-24 07:40:22 +01:00
8bcac7d95c
Neither GLFW nor SDL can correctly report the key release in every cases (e.g. when using Win+V) causing problems with some widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
335 lines
16 KiB
C++
335 lines
16 KiB
C++
// dear imgui: Platform Binding for Windows (standard windows API for 32 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 imgui)
|
|
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
|
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
|
|
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
|
|
|
#include "imgui.h"
|
|
#include "imgui_impl_win32.h"
|
|
#ifndef WIN32_LEAN_AND_MEAN
|
|
#define WIN32_LEAN_AND_MEAN
|
|
#endif
|
|
#include <windows.h>
|
|
#include <tchar.h>
|
|
|
|
// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
|
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
#include <XInput.h>
|
|
#else
|
|
#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
|
|
#endif
|
|
#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
|
|
#pragma comment(lib, "xinput")
|
|
//#pragma comment(lib, "Xinput9_1_0")
|
|
#endif
|
|
|
|
// CHANGELOG
|
|
// (minor and older changes stripped away, please see git history for details)
|
|
// 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(NULL) when io.MouseDrawCursor is set.
|
|
|
|
// Win32 Data
|
|
static HWND g_hWnd = NULL;
|
|
static INT64 g_Time = 0;
|
|
static INT64 g_TicksPerSecond = 0;
|
|
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
|
|
static bool g_HasGamepad = false;
|
|
static bool g_WantUpdateHasGamepad = true;
|
|
|
|
// Functions
|
|
bool ImGui_ImplWin32_Init(void* hwnd)
|
|
{
|
|
if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
|
return false;
|
|
if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
|
return false;
|
|
|
|
// Setup back-end capabilities flags
|
|
g_hWnd = (HWND)hwnd;
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
|
io.BackendPlatformName = "imgui_impl_win32";
|
|
io.ImeWindowHandle = hwnd;
|
|
|
|
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
|
|
io.KeyMap[ImGuiKey_Tab] = VK_TAB;
|
|
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
|
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
|
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
|
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
|
|
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
|
|
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
|
|
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
|
io.KeyMap[ImGuiKey_End] = VK_END;
|
|
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
|
|
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
|
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
|
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
|
|
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
|
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
|
io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
|
|
io.KeyMap[ImGuiKey_A] = 'A';
|
|
io.KeyMap[ImGuiKey_C] = 'C';
|
|
io.KeyMap[ImGuiKey_V] = 'V';
|
|
io.KeyMap[ImGuiKey_X] = 'X';
|
|
io.KeyMap[ImGuiKey_Y] = 'Y';
|
|
io.KeyMap[ImGuiKey_Z] = 'Z';
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplWin32_Shutdown()
|
|
{
|
|
g_hWnd = (HWND)0;
|
|
}
|
|
|
|
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(NULL);
|
|
}
|
|
else
|
|
{
|
|
// Show OS mouse cursor
|
|
LPTSTR win32_cursor = IDC_ARROW;
|
|
switch (imgui_cursor)
|
|
{
|
|
case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
|
|
case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
|
|
case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
|
|
case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
|
|
case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
|
|
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
|
|
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
|
|
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
|
|
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
|
|
}
|
|
::SetCursor(::LoadCursor(NULL, win32_cursor));
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static void ImGui_ImplWin32_UpdateMousePos()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
|
if (io.WantSetMousePos)
|
|
{
|
|
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
|
|
::ClientToScreen(g_hWnd, &pos);
|
|
::SetCursorPos(pos.x, pos.y);
|
|
}
|
|
|
|
// Set mouse position
|
|
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
|
POINT pos;
|
|
if (HWND active_window = ::GetForegroundWindow())
|
|
if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
|
|
if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
|
|
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
|
|
}
|
|
|
|
// Gamepad navigation mapping
|
|
static void ImGui_ImplWin32_UpdateGamepads()
|
|
{
|
|
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
memset(io.NavInputs, 0, sizeof(io.NavInputs));
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
|
return;
|
|
|
|
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
|
|
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
|
|
if (g_WantUpdateHasGamepad)
|
|
{
|
|
XINPUT_CAPABILITIES caps;
|
|
g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
|
|
g_WantUpdateHasGamepad = false;
|
|
}
|
|
|
|
XINPUT_STATE xinput_state;
|
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
|
|
{
|
|
const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
|
|
#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
|
|
#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
|
|
MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
|
|
MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
|
|
MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
|
|
MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
|
|
MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
|
|
MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
|
|
MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
|
|
MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
|
|
MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
|
|
MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
|
|
MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
|
|
MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
|
|
MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
|
|
MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
|
MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
|
|
MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
|
|
#undef MAP_BUTTON
|
|
#undef MAP_ANALOG
|
|
}
|
|
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
|
}
|
|
|
|
void ImGui_ImplWin32_NewFrame()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
|
|
|
// Setup display size (every frame to accommodate for window resizing)
|
|
RECT rect;
|
|
::GetClientRect(g_hWnd, &rect);
|
|
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
|
|
|
// Setup time step
|
|
INT64 current_time;
|
|
::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
|
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
|
g_Time = current_time;
|
|
|
|
// Read keyboard modifiers inputs
|
|
io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
|
|
io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
|
|
io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
|
|
io.KeySuper = false;
|
|
// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
|
|
|
|
// Update OS mouse position
|
|
ImGui_ImplWin32_UpdateMousePos();
|
|
|
|
// Update OS mouse cursor with the cursor requested by imgui
|
|
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
|
if (g_LastMouseCursor != mouse_cursor)
|
|
{
|
|
g_LastMouseCursor = mouse_cursor;
|
|
ImGui_ImplWin32_UpdateMouseCursor();
|
|
}
|
|
|
|
// Update game controllers (if enabled and available)
|
|
ImGui_ImplWin32_UpdateGamepads();
|
|
}
|
|
|
|
// 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
|
|
|
|
// Process Win32 mouse/keyboard inputs.
|
|
// 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.
|
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
|
// 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.
|
|
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
if (ImGui::GetCurrentContext() == NULL)
|
|
return 0;
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
switch (msg)
|
|
{
|
|
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
|
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
|
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
|
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
|
|
{
|
|
int button = 0;
|
|
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
|
|
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
|
|
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
|
|
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
|
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
|
|
::SetCapture(hwnd);
|
|
io.MouseDown[button] = true;
|
|
return 0;
|
|
}
|
|
case WM_LBUTTONUP:
|
|
case WM_RBUTTONUP:
|
|
case WM_MBUTTONUP:
|
|
case WM_XBUTTONUP:
|
|
{
|
|
int button = 0;
|
|
if (msg == WM_LBUTTONUP) { button = 0; }
|
|
if (msg == WM_RBUTTONUP) { button = 1; }
|
|
if (msg == WM_MBUTTONUP) { button = 2; }
|
|
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
|
io.MouseDown[button] = false;
|
|
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
|
|
::ReleaseCapture();
|
|
return 0;
|
|
}
|
|
case WM_MOUSEWHEEL:
|
|
io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
|
|
return 0;
|
|
case WM_MOUSEHWHEEL:
|
|
io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
|
|
return 0;
|
|
case WM_KEYDOWN:
|
|
case WM_SYSKEYDOWN:
|
|
if (wParam < 256)
|
|
io.KeysDown[wParam] = 1;
|
|
return 0;
|
|
case WM_KEYUP:
|
|
case WM_SYSKEYUP:
|
|
if (wParam < 256)
|
|
io.KeysDown[wParam] = 0;
|
|
return 0;
|
|
case WM_CHAR:
|
|
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
|
io.AddInputCharacter((unsigned int)wParam);
|
|
return 0;
|
|
case WM_SETCURSOR:
|
|
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
|
|
return 1;
|
|
return 0;
|
|
case WM_DEVICECHANGE:
|
|
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
|
|
g_WantUpdateHasGamepad = true;
|
|
return 0;
|
|
}
|
|
return 0;
|
|
}
|
|
|