mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-18 18:46:13 +01:00
447 lines
22 KiB
C++
447 lines
22 KiB
C++
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// Implemented features:
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// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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#include "imgui.h"
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#include "imgui_impl_win32.h"
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <windows.h>
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#include <tchar.h>
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// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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#include <XInput.h>
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#else
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#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
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#endif
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#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
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#pragma comment(lib, "xinput")
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//#pragma comment(lib, "Xinput9_1_0")
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#endif
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
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// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
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// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
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// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
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// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
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// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
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// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
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// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
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// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
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// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
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// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
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// Win32 Data
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static HWND g_hWnd = NULL;
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static INT64 g_Time = 0;
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static INT64 g_TicksPerSecond = 0;
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static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
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static bool g_HasGamepad = false;
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static bool g_WantUpdateHasGamepad = true;
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// Functions
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bool ImGui_ImplWin32_Init(void* hwnd)
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{
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if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
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return false;
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if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
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return false;
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// Setup back-end capabilities flags
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g_hWnd = (HWND)hwnd;
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendPlatformName = "imgui_impl_win32";
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io.ImeWindowHandle = hwnd;
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
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io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
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io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
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io.KeyMap[ImGuiKey_Home] = VK_HOME;
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io.KeyMap[ImGuiKey_End] = VK_END;
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io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
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io.KeyMap[ImGuiKey_Space] = VK_SPACE;
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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io.KeyMap[ImGuiKey_X] = 'X';
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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return true;
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}
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void ImGui_ImplWin32_Shutdown()
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{
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g_hWnd = (HWND)0;
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}
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static bool ImGui_ImplWin32_UpdateMouseCursor()
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{
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ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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return false;
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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::SetCursor(NULL);
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}
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else
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{
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// Show OS mouse cursor
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LPTSTR win32_cursor = IDC_ARROW;
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switch (imgui_cursor)
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{
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case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
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case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
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case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
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case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
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case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
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case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
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case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
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case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
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case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
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}
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::SetCursor(::LoadCursor(NULL, win32_cursor));
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}
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return true;
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}
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static void ImGui_ImplWin32_UpdateMousePos()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if (io.WantSetMousePos)
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{
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POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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::ClientToScreen(g_hWnd, &pos);
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::SetCursorPos(pos.x, pos.y);
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}
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// Set mouse position
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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POINT pos;
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if (HWND active_window = ::GetForegroundWindow())
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if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
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if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
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io.MousePos = ImVec2((float)pos.x, (float)pos.y);
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}
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// Gamepad navigation mapping
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static void ImGui_ImplWin32_UpdateGamepads()
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{
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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ImGuiIO& io = ImGui::GetIO();
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
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// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
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if (g_WantUpdateHasGamepad)
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{
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XINPUT_CAPABILITIES caps;
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g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
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g_WantUpdateHasGamepad = false;
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}
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XINPUT_STATE xinput_state;
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
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{
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const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
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#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; }
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MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
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MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
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MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
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MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
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MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
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MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
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MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
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MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
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MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
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MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
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MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
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MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
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MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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}
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#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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}
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void ImGui_ImplWin32_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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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().");
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// Setup display size (every frame to accommodate for window resizing)
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RECT rect;
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::GetClientRect(g_hWnd, &rect);
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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// Setup time step
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INT64 current_time;
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::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
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io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
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g_Time = current_time;
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// Read keyboard modifiers inputs
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io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
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io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
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io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
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io.KeySuper = false;
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// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
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// Update OS mouse position
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ImGui_ImplWin32_UpdateMousePos();
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// Update OS mouse cursor with the cursor requested by imgui
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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if (g_LastMouseCursor != mouse_cursor)
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{
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g_LastMouseCursor = mouse_cursor;
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ImGui_ImplWin32_UpdateMouseCursor();
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}
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// Update game controllers (if enabled and available)
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ImGui_ImplWin32_UpdateGamepads();
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}
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// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
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#ifndef WM_MOUSEHWHEEL
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#define WM_MOUSEHWHEEL 0x020E
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#endif
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#ifndef DBT_DEVNODES_CHANGED
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#define DBT_DEVNODES_CHANGED 0x0007
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#endif
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// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
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// Call from your application's message handler.
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// When implementing your own back-end, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
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// 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.
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// 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.
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#if 0
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// Copy this line into your .cpp file to forward declare the function.
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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#endif
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IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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if (ImGui::GetCurrentContext() == NULL)
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return 0;
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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{
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
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{
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int button = 0;
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if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
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if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
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if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
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if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
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if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
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::SetCapture(hwnd);
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io.MouseDown[button] = true;
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return 0;
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}
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case WM_LBUTTONUP:
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case WM_RBUTTONUP:
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case WM_MBUTTONUP:
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case WM_XBUTTONUP:
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{
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int button = 0;
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if (msg == WM_LBUTTONUP) { button = 0; }
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if (msg == WM_RBUTTONUP) { button = 1; }
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if (msg == WM_MBUTTONUP) { button = 2; }
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if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
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io.MouseDown[button] = false;
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if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
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::ReleaseCapture();
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return 0;
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}
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case WM_MOUSEWHEEL:
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io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
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return 0;
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case WM_MOUSEHWHEEL:
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io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
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return 0;
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case WM_KEYDOWN:
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case WM_SYSKEYDOWN:
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if (wParam < 256)
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io.KeysDown[wParam] = 1;
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return 0;
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case WM_KEYUP:
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case WM_SYSKEYUP:
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if (wParam < 256)
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io.KeysDown[wParam] = 0;
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return 0;
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case WM_CHAR:
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 0 && wParam < 0x10000)
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io.AddInputCharacterUTF16((unsigned short)wParam);
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return 0;
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case WM_SETCURSOR:
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if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
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return 1;
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return 0;
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case WM_DEVICECHANGE:
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if ((UINT)wParam == DBT_DEVNODES_CHANGED)
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g_WantUpdateHasGamepad = true;
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return 0;
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}
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return 0;
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}
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//--------------------------------------------------------------------------------------------------------
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// DPI-related helpers (optional)
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//--------------------------------------------------------------------------------------------------------
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// - Use to enable DPI awareness without having to create an application manifest.
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// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
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// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
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// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
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// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
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//---------------------------------------------------------------------------------------------------------
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// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
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// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
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// If you are trying to implement your own back-end for your own engine, you may ignore that noise.
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//---------------------------------------------------------------------------------------------------------
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// Implement some of the functions and types normally declared in recent Windows SDK.
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#if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
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static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
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{
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OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
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DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
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ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
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cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
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cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
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return ::VerifyVersionInfoW(&osvi, mask, cond);
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}
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#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE
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#endif
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#ifndef DPI_ENUMS_DECLARED
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typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
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typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
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#endif
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#ifndef _DPI_AWARENESS_CONTEXTS_
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DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
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#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
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#endif
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#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
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#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
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#endif
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typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
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typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
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typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
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// Helper function to enable DPI awareness without setting up a manifest
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void ImGui_ImplWin32_EnableDpiAwareness()
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{
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// if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
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{
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static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
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if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
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{
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SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
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return;
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}
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}
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if (IsWindows8Point1OrGreater())
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{
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static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
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if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
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{
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SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
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return;
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}
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}
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#if _WIN32_WINNT >= 0x0600
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::SetProcessDPIAware();
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#endif
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}
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#if defined(_MSC_VER) && !defined(NOGDI)
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#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps()
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#endif
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float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
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{
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UINT xdpi = 96, ydpi = 96;
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static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
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if (bIsWindows8Point1OrGreater)
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{
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static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
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if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
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GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
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}
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#ifndef NOGDI
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else
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{
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const HDC dc = ::GetDC(NULL);
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xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
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ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
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::ReleaseDC(NULL, dc);
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}
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#endif
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IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
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return xdpi / 96.0f;
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}
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float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
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{
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HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
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return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
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}
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//---------------------------------------------------------------------------------------------------------
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