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authorAldrik Ramaekers <aldrikboy@gmail.com>2024-03-08 20:48:05 +0100
committerAldrik Ramaekers <aldrikboy@gmail.com>2024-03-08 20:48:05 +0100
commit0b429e06b8c4b66a9f7fe89b5504315ab4f69616 (patch)
treed5cf9d15d8790559f0c4b006ede0ca1314639077 /imgui/backends
parentdef620a66bc5b0dc1107102f2c234888dc9bd830 (diff)
linux building
Diffstat (limited to 'imgui/backends')
-rw-r--r--imgui/backends/imgui_impl_glfw.cpp854
-rw-r--r--imgui/backends/imgui_impl_glfw.h58
-rw-r--r--imgui/backends/imgui_impl_win32.cpp903
-rw-r--r--imgui/backends/imgui_impl_win32.h52
4 files changed, 1867 insertions, 0 deletions
diff --git a/imgui/backends/imgui_impl_glfw.cpp b/imgui/backends/imgui_impl_glfw.cpp
new file mode 100644
index 0000000..a968fe3
--- /dev/null
+++ b/imgui/backends/imgui_impl_glfw.cpp
@@ -0,0 +1,854 @@
+// dear imgui: Platform Backend for GLFW
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
+// [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 GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
+
+// 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
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
+// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
+// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
+// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
+// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
+// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
+// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
+// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
+// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
+// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
+// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
+// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
+// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
+// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
+// 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 key event (not in NewFrame) to fix input queue with very low framerates.
+// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
+// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
+// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
+// 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).
+// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
+// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
+// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
+// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
+// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
+// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
+// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
+// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
+// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
+// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
+// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
+// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
+// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
+// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
+// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
+// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
+// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
+// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
+// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
+// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
+// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_glfw.h"
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#endif
+
+// GLFW
+#include <GLFW/glfw3.h>
+
+#ifdef _WIN32
+#undef APIENTRY
+#define GLFW_EXPOSE_NATIVE_WIN32
+#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
+#endif
+#ifdef __APPLE__
+#define GLFW_EXPOSE_NATIVE_COCOA
+#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
+#endif
+
+#ifdef __EMSCRIPTEN__
+#include <emscripten.h>
+#include <emscripten/html5.h>
+#endif
+
+// We gather version tests as define in order to easily see which features are version-dependent.
+#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
+#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
+#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
+#else
+#define GLFW_HAS_NEW_CURSORS (0)
+#endif
+#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
+#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
+#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
+
+// GLFW data
+enum GlfwClientApi
+{
+ GlfwClientApi_Unknown,
+ GlfwClientApi_OpenGL,
+ GlfwClientApi_Vulkan,
+};
+
+struct ImGui_ImplGlfw_Data
+{
+ GLFWwindow* Window;
+ GlfwClientApi ClientApi;
+ double Time;
+ GLFWwindow* MouseWindow;
+ GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
+ ImVec2 LastValidMousePos;
+ bool InstalledCallbacks;
+ bool CallbacksChainForAllWindows;
+#ifdef __EMSCRIPTEN__
+ const char* CanvasSelector;
+#endif
+
+ // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
+ GLFWwindowfocusfun PrevUserCallbackWindowFocus;
+ GLFWcursorposfun PrevUserCallbackCursorPos;
+ GLFWcursorenterfun PrevUserCallbackCursorEnter;
+ GLFWmousebuttonfun PrevUserCallbackMousebutton;
+ GLFWscrollfun PrevUserCallbackScroll;
+ GLFWkeyfun PrevUserCallbackKey;
+ GLFWcharfun PrevUserCallbackChar;
+ GLFWmonitorfun PrevUserCallbackMonitor;
+#ifdef _WIN32
+ WNDPROC GlfwWndProc;
+#endif
+
+ ImGui_ImplGlfw_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.
+// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
+// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
+// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
+
+// Functions
+static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
+{
+ return glfwGetClipboardString((GLFWwindow*)user_data);
+}
+
+static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
+{
+ glfwSetClipboardString((GLFWwindow*)user_data, text);
+}
+
+static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
+{
+ switch (key)
+ {
+ case GLFW_KEY_TAB: return ImGuiKey_Tab;
+ case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
+ case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
+ case GLFW_KEY_UP: return ImGuiKey_UpArrow;
+ case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
+ case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
+ case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
+ case GLFW_KEY_HOME: return ImGuiKey_Home;
+ case GLFW_KEY_END: return ImGuiKey_End;
+ case GLFW_KEY_INSERT: return ImGuiKey_Insert;
+ case GLFW_KEY_DELETE: return ImGuiKey_Delete;
+ case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
+ case GLFW_KEY_SPACE: return ImGuiKey_Space;
+ case GLFW_KEY_ENTER: return ImGuiKey_Enter;
+ case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
+ case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
+ case GLFW_KEY_COMMA: return ImGuiKey_Comma;
+ case GLFW_KEY_MINUS: return ImGuiKey_Minus;
+ case GLFW_KEY_PERIOD: return ImGuiKey_Period;
+ case GLFW_KEY_SLASH: return ImGuiKey_Slash;
+ case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
+ case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
+ case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
+ case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
+ case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
+ case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
+ case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
+ case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
+ case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
+ case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
+ case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
+ case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
+ case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
+ case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
+ case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
+ case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
+ case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
+ case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
+ case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
+ case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
+ case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
+ case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
+ case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
+ case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
+ case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
+ case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
+ case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
+ case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
+ case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
+ case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
+ case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
+ case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
+ case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
+ case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
+ case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
+ case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
+ case GLFW_KEY_MENU: return ImGuiKey_Menu;
+ case GLFW_KEY_0: return ImGuiKey_0;
+ case GLFW_KEY_1: return ImGuiKey_1;
+ case GLFW_KEY_2: return ImGuiKey_2;
+ case GLFW_KEY_3: return ImGuiKey_3;
+ case GLFW_KEY_4: return ImGuiKey_4;
+ case GLFW_KEY_5: return ImGuiKey_5;
+ case GLFW_KEY_6: return ImGuiKey_6;
+ case GLFW_KEY_7: return ImGuiKey_7;
+ case GLFW_KEY_8: return ImGuiKey_8;
+ case GLFW_KEY_9: return ImGuiKey_9;
+ case GLFW_KEY_A: return ImGuiKey_A;
+ case GLFW_KEY_B: return ImGuiKey_B;
+ case GLFW_KEY_C: return ImGuiKey_C;
+ case GLFW_KEY_D: return ImGuiKey_D;
+ case GLFW_KEY_E: return ImGuiKey_E;
+ case GLFW_KEY_F: return ImGuiKey_F;
+ case GLFW_KEY_G: return ImGuiKey_G;
+ case GLFW_KEY_H: return ImGuiKey_H;
+ case GLFW_KEY_I: return ImGuiKey_I;
+ case GLFW_KEY_J: return ImGuiKey_J;
+ case GLFW_KEY_K: return ImGuiKey_K;
+ case GLFW_KEY_L: return ImGuiKey_L;
+ case GLFW_KEY_M: return ImGuiKey_M;
+ case GLFW_KEY_N: return ImGuiKey_N;
+ case GLFW_KEY_O: return ImGuiKey_O;
+ case GLFW_KEY_P: return ImGuiKey_P;
+ case GLFW_KEY_Q: return ImGuiKey_Q;
+ case GLFW_KEY_R: return ImGuiKey_R;
+ case GLFW_KEY_S: return ImGuiKey_S;
+ case GLFW_KEY_T: return ImGuiKey_T;
+ case GLFW_KEY_U: return ImGuiKey_U;
+ case GLFW_KEY_V: return ImGuiKey_V;
+ case GLFW_KEY_W: return ImGuiKey_W;
+ case GLFW_KEY_X: return ImGuiKey_X;
+ case GLFW_KEY_Y: return ImGuiKey_Y;
+ case GLFW_KEY_Z: return ImGuiKey_Z;
+ case GLFW_KEY_F1: return ImGuiKey_F1;
+ case GLFW_KEY_F2: return ImGuiKey_F2;
+ case GLFW_KEY_F3: return ImGuiKey_F3;
+ case GLFW_KEY_F4: return ImGuiKey_F4;
+ case GLFW_KEY_F5: return ImGuiKey_F5;
+ case GLFW_KEY_F6: return ImGuiKey_F6;
+ case GLFW_KEY_F7: return ImGuiKey_F7;
+ case GLFW_KEY_F8: return ImGuiKey_F8;
+ case GLFW_KEY_F9: return ImGuiKey_F9;
+ case GLFW_KEY_F10: return ImGuiKey_F10;
+ case GLFW_KEY_F11: return ImGuiKey_F11;
+ case GLFW_KEY_F12: return ImGuiKey_F12;
+ case GLFW_KEY_F13: return ImGuiKey_F13;
+ case GLFW_KEY_F14: return ImGuiKey_F14;
+ case GLFW_KEY_F15: return ImGuiKey_F15;
+ case GLFW_KEY_F16: return ImGuiKey_F16;
+ case GLFW_KEY_F17: return ImGuiKey_F17;
+ case GLFW_KEY_F18: return ImGuiKey_F18;
+ case GLFW_KEY_F19: return ImGuiKey_F19;
+ case GLFW_KEY_F20: return ImGuiKey_F20;
+ case GLFW_KEY_F21: return ImGuiKey_F21;
+ case GLFW_KEY_F22: return ImGuiKey_F22;
+ case GLFW_KEY_F23: return ImGuiKey_F23;
+ case GLFW_KEY_F24: return ImGuiKey_F24;
+ default: return ImGuiKey_None;
+ }
+}
+
+// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
+// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
+static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
+ io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
+ io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
+ io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
+}
+
+static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
+}
+
+void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackMousebutton(window, button, action, mods);
+
+ ImGui_ImplGlfw_UpdateKeyModifiers(window);
+
+ ImGuiIO& io = ImGui::GetIO();
+ if (button >= 0 && button < ImGuiMouseButton_COUNT)
+ io.AddMouseButtonEvent(button, action == GLFW_PRESS);
+}
+
+void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackScroll(window, xoffset, yoffset);
+
+#ifdef __EMSCRIPTEN__
+ // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
+ return;
+#endif
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
+}
+
+static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
+{
+#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
+ // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
+ // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
+ // See https://github.com/glfw/glfw/issues/1502 for details.
+ // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
+ // This won't cover edge cases but this is at least going to cover common cases.
+ if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
+ return key;
+ GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
+ const char* key_name = glfwGetKeyName(key, scancode);
+ glfwSetErrorCallback(prev_error_callback);
+#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
+ (void)glfwGetError(nullptr);
+#endif
+ if (key_name && key_name[0] != 0 && key_name[1] == 0)
+ {
+ const char char_names[] = "`-=[]\\,;\'./";
+ const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
+ IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
+ if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
+ else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
+ else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
+ else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
+ }
+ // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
+#else
+ IM_UNUSED(scancode);
+#endif
+ return key;
+}
+
+void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
+
+ if (action != GLFW_PRESS && action != GLFW_RELEASE)
+ return;
+
+ ImGui_ImplGlfw_UpdateKeyModifiers(window);
+
+ keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
+
+ ImGuiIO& io = ImGui::GetIO();
+ ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
+ io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
+ io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
+}
+
+void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackWindowFocus(window, focused);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddFocusEvent(focused != 0);
+}
+
+void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackCursorPos(window, x, y);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddMousePosEvent((float)x, (float)y);
+ bd->LastValidMousePos = ImVec2((float)x, (float)y);
+}
+
+// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
+// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
+void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackCursorEnter(window, entered);
+
+ ImGuiIO& io = ImGui::GetIO();
+ if (entered)
+ {
+ bd->MouseWindow = window;
+ io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
+ }
+ else if (!entered && bd->MouseWindow == window)
+ {
+ bd->LastValidMousePos = io.MousePos;
+ bd->MouseWindow = nullptr;
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ }
+}
+
+void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackChar(window, c);
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddInputCharacter(c);
+}
+
+void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
+{
+ // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
+}
+
+#ifdef __EMSCRIPTEN__
+static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
+{
+ // Mimic Emscripten_HandleWheel() in SDL.
+ // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
+ float multiplier = 0.0f;
+ if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
+ else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
+ else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
+ float wheel_x = ev->deltaX * -multiplier;
+ float wheel_y = ev->deltaY * -multiplier;
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddMouseWheelEvent(wheel_x, wheel_y);
+ //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
+ return EM_TRUE;
+}
+#endif
+
+#ifdef _WIN32
+// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
+// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
+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;
+}
+static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ switch (msg)
+ {
+ case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
+ case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
+ case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
+ case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
+ case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
+ ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
+ break;
+ }
+ return ::CallWindowProcW(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
+}
+#endif
+
+void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
+ IM_ASSERT(bd->Window == window);
+
+ bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
+ bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
+ bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
+ bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
+ bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
+ bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
+ bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+ bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
+ bd->InstalledCallbacks = true;
+}
+
+void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
+ IM_ASSERT(bd->Window == window);
+
+ glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
+ glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
+ glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
+ glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
+ glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
+ glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
+ glfwSetCharCallback(window, bd->PrevUserCallbackChar);
+ glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
+ bd->InstalledCallbacks = false;
+ bd->PrevUserCallbackWindowFocus = nullptr;
+ bd->PrevUserCallbackCursorEnter = nullptr;
+ bd->PrevUserCallbackCursorPos = nullptr;
+ bd->PrevUserCallbackMousebutton = nullptr;
+ bd->PrevUserCallbackScroll = nullptr;
+ bd->PrevUserCallbackKey = nullptr;
+ bd->PrevUserCallbackChar = nullptr;
+ bd->PrevUserCallbackMonitor = nullptr;
+}
+
+// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
+// This is 'false' by default meaning we only chain callbacks for the main viewport.
+// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
+// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
+void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ bd->CallbacksChainForAllWindows = chain_for_all_windows;
+}
+
+static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+ //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
+
+ // Setup backend capabilities flags
+ ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
+ io.BackendPlatformUserData = (void*)bd;
+ io.BackendPlatformName = "imgui_impl_glfw";
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+ bd->Window = window;
+ bd->Time = 0.0;
+
+ io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
+ io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
+ io.ClipboardUserData = bd->Window;
+
+ // Create mouse cursors
+ // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
+ // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
+ // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
+ GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
+ bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
+#if GLFW_HAS_NEW_CURSORS
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
+#else
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+#endif
+ glfwSetErrorCallback(prev_error_callback);
+#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
+ (void)glfwGetError(nullptr);
+#endif
+
+ // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
+ if (install_callbacks)
+ ImGui_ImplGlfw_InstallCallbacks(window);
+ // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
+ // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
+ // FIXME: May break chaining in case user registered their own Emscripten callback?
+#ifdef __EMSCRIPTEN__
+ emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
+#endif
+
+ // Set platform dependent data in viewport
+ ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+#ifdef _WIN32
+ main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
+#elif defined(__APPLE__)
+ main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
+#else
+ IM_UNUSED(main_viewport);
+#endif
+
+ // Windows: register a WndProc hook so we can intercept some messages.
+#ifdef _WIN32
+ bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
+ IM_ASSERT(bd->GlfwWndProc != nullptr);
+ ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
+#endif
+
+ bd->ClientApi = client_api;
+ return true;
+}
+
+bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
+{
+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
+}
+
+bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
+{
+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
+}
+
+bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
+{
+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
+}
+
+void ImGui_ImplGlfw_Shutdown()
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ if (bd->InstalledCallbacks)
+ ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
+#ifdef __EMSCRIPTEN__
+ emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr);
+#endif
+
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ glfwDestroyCursor(bd->MouseCursors[cursor_n]);
+
+ // Windows: register a WndProc hook so we can intercept some messages.
+#ifdef _WIN32
+ ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+ ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
+ bd->GlfwWndProc = nullptr;
+#endif
+
+ io.BackendPlatformName = nullptr;
+ io.BackendPlatformUserData = nullptr;
+ io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
+ IM_DELETE(bd);
+}
+
+static void ImGui_ImplGlfw_UpdateMouseData()
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+
+ // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
+ {
+ GLFWwindow* window = bd->Window;
+#ifdef __EMSCRIPTEN__
+ const bool is_window_focused = true;
+#else
+ const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
+#endif
+ if (is_window_focused)
+ {
+ // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+ if (io.WantSetMousePos)
+ glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
+
+ // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
+ if (bd->MouseWindow == nullptr)
+ {
+ double mouse_x, mouse_y;
+ glfwGetCursorPos(window, &mouse_x, &mouse_y);
+ bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
+ io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
+ }
+ }
+ }
+}
+
+static void ImGui_ImplGlfw_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ return;
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
+ {
+ GLFWwindow* window = bd->Window;
+ if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+ }
+ else
+ {
+ // Show OS mouse cursor
+ // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
+ glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+ }
+ }
+}
+
+// Update gamepad inputs
+static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
+static void ImGui_ImplGlfw_UpdateGamepads()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
+ return;
+
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
+ GLFWgamepadstate gamepad;
+ if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
+ return;
+ #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
+ #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
+#else
+ int axes_count = 0, buttons_count = 0;
+ const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
+ const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
+ if (axes_count == 0 || buttons_count == 0)
+ return;
+ #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
+ #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
+#endif
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+ MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
+ MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
+ MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
+ MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
+ MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
+ MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
+ MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
+ MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
+ MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
+ MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
+ MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
+ MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
+ MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
+ MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
+ MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
+ MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+}
+
+void ImGui_ImplGlfw_NewFrame()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
+
+ // Setup display size (every frame to accommodate for window resizing)
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(bd->Window, &w, &h);
+ glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
+ io.DisplaySize = ImVec2((float)w, (float)h);
+ if (w > 0 && h > 0)
+ io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
+
+ // Setup time step
+ // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
+ double current_time = glfwGetTime();
+ if (current_time <= bd->Time)
+ current_time = bd->Time + 0.00001f;
+ io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
+ bd->Time = current_time;
+
+ ImGui_ImplGlfw_UpdateMouseData();
+ ImGui_ImplGlfw_UpdateMouseCursor();
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplGlfw_UpdateGamepads();
+}
+
+#ifdef __EMSCRIPTEN__
+static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
+{
+ ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
+ double canvas_width, canvas_height;
+ emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
+ glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
+ return true;
+}
+
+static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
+{
+ ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
+ double canvas_width, canvas_height;
+ emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
+ glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
+ return true;
+}
+
+// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
+// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
+void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector)
+{
+ IM_ASSERT(canvas_selector != nullptr);
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
+
+ bd->CanvasSelector = canvas_selector;
+ emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
+ emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
+
+ // Change the size of the GLFW window according to the size of the canvas
+ ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
+}
+#endif
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/imgui/backends/imgui_impl_glfw.h b/imgui/backends/imgui_impl_glfw.h
new file mode 100644
index 0000000..6a9acd0
--- /dev/null
+++ b/imgui/backends/imgui_impl_glfw.h
@@ -0,0 +1,58 @@
+// dear imgui: Platform Backend for GLFW
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
+// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
+// [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 GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
+
+// 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 GLFWwindow;
+struct GLFWmonitor;
+
+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
+
+// Emscripten related initialization phase methods
+#ifdef __EMSCRIPTEN__
+IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector);
+#endif
+
+// GLFW callbacks install
+// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
+// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
+IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
+IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
+
+// GFLW callbacks options:
+// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
+IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
+
+// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
+IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
+IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
+IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
+IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
+IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
+IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
+IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
+IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/imgui/backends/imgui_impl_win32.cpp b/imgui/backends/imgui_impl_win32.cpp
new file mode 100644
index 0000000..73ed700
--- /dev/null
+++ b/imgui/backends/imgui_impl_win32.cpp
@@ -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*)&current_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
diff --git a/imgui/backends/imgui_impl_win32.h b/imgui/backends/imgui_impl_win32.h
new file mode 100644
index 0000000..be56271
--- /dev/null
+++ b/imgui/backends/imgui_impl_win32.h
@@ -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