#include "imgui.h" #include "imgui_impl_win32.h" #define WIN32_LEAN_AND_MEAN #include // Data static HWND g_hWnd = 0; static INT64 g_Time = 0; static INT64 g_TicksPerSecond = 0; // Functions bool ImGui_ImplWin32_Init(void* hwnd) { if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) return false; if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) return false; g_hWnd = (HWND)hwnd; ImGuiIO& io = ImGui::GetIO(); io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. 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_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'; io.ImeWindowHandle = g_hWnd; return true; } void ImGui_ImplWin32_Shutdown() { g_hWnd = (HWND)0; } void ImGui_ImplWin32_NewFrame() { ImGuiIO& io = ImGui::GetIO(); // 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 : filled by WM_KEYDOWN/WM_KEYUP events // io.MousePos : filled by WM_MOUSEMOVE events // io.MouseDown : filled by WM_*BUTTON* events // io.MouseWheel : filled by WM_MOUSEWHEEL events // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) if (io.WantMoveMouse) { POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; ClientToScreen(g_hWnd, &pos); SetCursorPos(pos.x, pos.y); } // Hide OS mouse cursor if ImGui is drawing it if (io.MouseDrawCursor) SetCursor(NULL); // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); } // 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 coordinations 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_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: { 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 (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) ::SetCapture(hwnd); io.MouseDown[button] = true; return 0; } case WM_LBUTTONUP: case WM_RBUTTONUP: case WM_MBUTTONUP: { int button = 0; if (msg == WM_LBUTTONUP) button = 0; if (msg == WM_RBUTTONUP) button = 1; if (msg == WM_MBUTTONUP) button = 2; io.MouseDown[button] = false; if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) ::ReleaseCapture(); return 0; } case WM_MOUSEWHEEL: io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; return 0; case WM_MOUSEHWHEEL: io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; return 0; case WM_MOUSEMOVE: io.MousePos.x = (signed short)(lParam); io.MousePos.y = (signed short)(lParam >> 16); 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. if (wParam > 0 && wParam < 0x10000) io.AddInputCharacter((unsigned short)wParam); return 0; } return 0; }