diff --git a/src/Utils.cpp b/src/Utils.cpp index 2e33efc7..32646cad 100644 --- a/src/Utils.cpp +++ b/src/Utils.cpp @@ -177,7 +177,8 @@ bool IsLuaCData(const sol::object& acpObject) float GetAlignedItemWidth(const int64_t acItemsCount) { - return (ImGui::GetWindowContentRegionWidth() - static_cast(acItemsCount - 1) * ImGui::GetStyle().ItemSpacing.x) / static_cast(acItemsCount); + return (ImGui::GetContentRegionAvail().x - static_cast(acItemsCount - 1) * ImGui::GetStyle().ItemSpacing.x) / + static_cast(acItemsCount); } float GetCenteredOffsetForText(const char* acpText) diff --git a/src/d3d12/D3D12_Functions.cpp b/src/d3d12/D3D12_Functions.cpp index fe3908d0..ca23e2d6 100644 --- a/src/d3d12/D3D12_Functions.cpp +++ b/src/d3d12/D3D12_Functions.cpp @@ -19,8 +19,6 @@ bool D3D12::ResetState(const bool acClearDownlevelBackbuffers, const bool acDest { for (auto i = 0; i < drawData.CmdListsCount; ++i) IM_DELETE(drawData.CmdLists[i]); - delete[] drawData.CmdLists; - drawData.CmdLists = nullptr; drawData.Clear(); } @@ -497,16 +495,16 @@ void D3D12::PrepareUpdate() for (auto i = 0; i < drawData.CmdListsCount; ++i) IM_DELETE(drawData.CmdLists[i]); - delete[] drawData.CmdLists; - drawData.CmdLists = nullptr; drawData.Clear(); drawData = *ImGui::GetDrawData(); - auto** copiedDrawLists = new ImDrawList*[drawData.CmdListsCount]; + ImVector copiedDrawLists; + copiedDrawLists.resize(drawData.CmdListsCount); + for (auto i = 0; i < drawData.CmdListsCount; ++i) copiedDrawLists[i] = drawData.CmdLists[i]->CloneOutput(); - drawData.CmdLists = copiedDrawLists; + drawData.CmdLists = std::move(copiedDrawLists); std::swap(m_imguiDrawDataBuffers[1], m_imguiDrawDataBuffers[2]); } diff --git a/src/imgui_impl/dx12.cpp b/src/imgui_impl/dx12.cpp index 394196c6..e9deb1c1 100644 --- a/src/imgui_impl/dx12.cpp +++ b/src/imgui_impl/dx12.cpp @@ -2,86 +2,193 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about -// ImTextureID! [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. -// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your -// imconfig.h file. - -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// To build this on 32-bit systems: +// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the +// 'example_win32_direct12/example_win32_direct12.vcxproj' project file) +// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID +// ImU64' and as many other options as you like. +// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) +// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) + +// 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) -// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer -// warning. 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. -// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() -// function. 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable -// ImGuiBackendFlags_RendererHasVtxOffset flag. 2019-04-30: DirectX12: Added support for special -// ImDrawCallback_ResetRenderState callback to reset render state. 2019-03-29: Misc: Various minor tidying up. -// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using -// D3DCompile(). 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 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). +// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. +// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. +// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. +// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. +// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. +// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Various minor tidying up. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). // 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. -// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping -// rectangle (to ease support for future multi-viewport). 2018-02-22: Merged into master with all Win32 code -// synchronized to other examples. +// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). +// 2018-02-22: Merged into master with all Win32 code synchronized to other examples. #include +#include "imgui.h" +#ifndef IMGUI_DISABLE #include "dx12.h" // DirectX +#include +#include +#include #ifdef _MSC_VER #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. #endif // DirectX data -static ID3D12Device* g_pd3dDevice = NULL; -static ID3D12RootSignature* g_pRootSignature = NULL; -static ID3D12PipelineState* g_pPipelineState = NULL; -static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; -static ID3D12Resource* g_pFontTextureResource = NULL; -static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {}; -static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; - -struct FrameResources +struct ImGui_ImplDX12_Data +{ + ID3D12Device* pd3dDevice; + ID3D12RootSignature* pRootSignature; + ID3D12PipelineState* pPipelineState; + DXGI_FORMAT RTVFormat; + ID3D12Resource* pFontTextureResource; + D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; + D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; + ID3D12DescriptorHeap* pd3dSrvDescHeap; + UINT numFramesInFlight; + + ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData 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. +static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Buffers used during the rendering of a frame +struct ImGui_ImplDX12_RenderBuffers { ID3D12Resource* IndexBuffer; ID3D12Resource* VertexBuffer; int IndexBufferSize; int VertexBufferSize; }; -static FrameResources* g_pFrameResources = NULL; -static UINT g_numFramesInFlight = 0; -static UINT g_frameIndex = UINT_MAX; -template static void SafeRelease(T*& apRes) +// Buffers used for secondary viewports created by the multi-viewports systems +struct ImGui_ImplDX12_FrameContext { - if (apRes) - apRes->Release(); - apRes = NULL; -} + ID3D12CommandAllocator* CommandAllocator; + ID3D12Resource* RenderTarget; + D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors; +}; + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +// Main viewport created by application will only use the Resources field. +// Secondary viewports created by this backend will use all the fields (including Window fields), +struct ImGui_ImplDX12_ViewportData +{ + // Window + ID3D12CommandQueue* CommandQueue; + ID3D12GraphicsCommandList* CommandList; + ID3D12DescriptorHeap* RtvDescHeap; + IDXGISwapChain3* SwapChain; + ID3D12Fence* Fence; + UINT64 FenceSignaledValue; + HANDLE FenceEvent; + UINT NumFramesInFlight; + ImGui_ImplDX12_FrameContext* FrameCtx; + + // Render buffers + UINT FrameIndex; + ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers; + + ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight) + { + CommandQueue = nullptr; + CommandList = nullptr; + RtvDescHeap = nullptr; + SwapChain = nullptr; + Fence = nullptr; + FenceSignaledValue = 0; + FenceEvent = nullptr; + NumFramesInFlight = num_frames_in_flight; + FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight]; + FrameIndex = UINT_MAX; + FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight]; + + for (UINT i = 0; i < NumFramesInFlight; ++i) + { + FrameCtx[i].CommandAllocator = nullptr; + FrameCtx[i].RenderTarget = nullptr; + + // Create buffers with a default size (they will later be grown as needed) + FrameRenderBuffers[i].IndexBuffer = nullptr; + FrameRenderBuffers[i].VertexBuffer = nullptr; + FrameRenderBuffers[i].VertexBufferSize = 5000; + FrameRenderBuffers[i].IndexBufferSize = 10000; + } + } + ~ImGui_ImplDX12_ViewportData() + { + IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr); + IM_ASSERT(RtvDescHeap == nullptr); + IM_ASSERT(SwapChain == nullptr); + IM_ASSERT(Fence == nullptr); + IM_ASSERT(FenceEvent == nullptr); + + for (UINT i = 0; i < NumFramesInFlight; ++i) + { + IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr); + IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr); + } + + delete[] FrameCtx; + FrameCtx = nullptr; + delete[] FrameRenderBuffers; + FrameRenderBuffers = nullptr; + } +}; -struct VERTEX_CONSTANT_BUFFER +struct VERTEX_CONSTANT_BUFFER_DX12 { float mvp[4][4]; }; -static void ImGui_ImplDX12_SetupRenderState(ImDrawData* apDrawData, ID3D12GraphicsCommandList* apCommandLists, FrameResources* apFrameResource) +// Forward Declarations +static void ImGui_ImplDX12_InitPlatformInterface(); +static void ImGui_ImplDX12_ShutdownPlatformInterface(); + +// Functions +static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) { + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + // Setup orthographic projection matrix into our constant buffer - // Our visible imgui space lies from draw_data->DisplayPos (top left) to - // draw_data->DisplayPos+data_data->DisplaySize (bottom right). - VERTEX_CONSTANT_BUFFER vertex_constant_buffer; + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; { - float L = apDrawData->DisplayPos.x; - float R = apDrawData->DisplayPos.x + apDrawData->DisplaySize.x; - float T = apDrawData->DisplayPos.y; - float B = apDrawData->DisplayPos.y + apDrawData->DisplaySize.y; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; float mvp[4][4] = { {2.0f / (R - L), 0.0f, 0.0f, 0.0f}, {0.0f, 2.0f / (T - B), 0.0f, 0.0f}, @@ -94,55 +201,62 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* apDrawData, ID3D12Graphi // Setup viewport D3D12_VIEWPORT vp; memset(&vp, 0, sizeof(D3D12_VIEWPORT)); - vp.Width = apDrawData->DisplaySize.x; - vp.Height = apDrawData->DisplaySize.y; + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = vp.TopLeftY = 0.0f; - apCommandLists->RSSetViewports(1, &vp); + ctx->RSSetViewports(1, &vp); // Bind shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; D3D12_VERTEX_BUFFER_VIEW vbv; memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); - vbv.BufferLocation = apFrameResource->VertexBuffer->GetGPUVirtualAddress() + offset; - vbv.SizeInBytes = apFrameResource->VertexBufferSize * stride; + vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; + vbv.SizeInBytes = fr->VertexBufferSize * stride; vbv.StrideInBytes = stride; - apCommandLists->IASetVertexBuffers(0, 1, &vbv); + ctx->IASetVertexBuffers(0, 1, &vbv); D3D12_INDEX_BUFFER_VIEW ibv; memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); - ibv.BufferLocation = apFrameResource->IndexBuffer->GetGPUVirtualAddress(); - ibv.SizeInBytes = apFrameResource->IndexBufferSize * sizeof(ImDrawIdx); + ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); + ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; - apCommandLists->IASetIndexBuffer(&ibv); - apCommandLists->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - apCommandLists->SetPipelineState(g_pPipelineState); - apCommandLists->SetGraphicsRootSignature(g_pRootSignature); - apCommandLists->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); + ctx->IASetIndexBuffer(&ibv); + ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->SetPipelineState(bd->pPipelineState); + ctx->SetGraphicsRootSignature(bd->pRootSignature); + ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); // Setup blend factor const float blend_factor[4] = {0.f, 0.f, 0.f, 0.f}; - apCommandLists->OMSetBlendFactor(blend_factor); + ctx->OMSetBlendFactor(blend_factor); +} + +template static inline void SafeRelease(T*& res) +{ + if (res) + res->Release(); + res = nullptr; } // Render function -void ImGui_ImplDX12_RenderDrawData(ImDrawData* apDrawData, ID3D12GraphicsCommandList* apCommandLists) +void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) { // Avoid rendering when minimized - if (apDrawData->DisplaySize.x <= 0.0f || apDrawData->DisplaySize.y <= 0.0f) + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; - // FIXME: I'm assuming that this only gets called once per frame! - // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. - g_frameIndex = g_frameIndex + 1; - FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData; + vd->FrameIndex++; + ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight]; // Create and grow vertex/index buffers if needed - if (fr->VertexBuffer == NULL || fr->VertexBufferSize < apDrawData->TotalVtxCount) + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) { SafeRelease(fr->VertexBuffer); - fr->VertexBufferSize = apDrawData->TotalVtxCount + 5000; + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D12_HEAP_PROPERTIES props; memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); props.Type = D3D12_HEAP_TYPE_UPLOAD; @@ -159,13 +273,13 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* apDrawData, ID3D12GraphicsCommand desc.SampleDesc.Count = 1; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; - if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) return; } - if (fr->IndexBuffer == NULL || fr->IndexBufferSize < apDrawData->TotalIdxCount) + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) { SafeRelease(fr->IndexBuffer); - fr->IndexBufferSize = apDrawData->TotalIdxCount + 10000; + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D12_HEAP_PROPERTIES props; memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); props.Type = D3D12_HEAP_TYPE_UPLOAD; @@ -182,7 +296,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* apDrawData, ID3D12GraphicsCommand desc.SampleDesc.Count = 1; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; - if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) return; } @@ -196,9 +310,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* apDrawData, ID3D12GraphicsCommand return; ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; - for (int n = 0; n < apDrawData->CmdListsCount; n++) + for (int n = 0; n < draw_data->CmdListsCount; n++) { - const ImDrawList* cmd_list = apDrawData->CmdLists[n]; + const ImDrawList* cmd_list = draw_data->CmdLists[n]; memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); vtx_dst += cmd_list->VtxBuffer.Size; @@ -208,40 +322,43 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* apDrawData, ID3D12GraphicsCommand fr->IndexBuffer->Unmap(0, &range); // Setup desired DX state - ImGui_ImplDX12_SetupRenderState(apDrawData, apCommandLists, fr); + ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; - ImVec2 clip_off = apDrawData->DisplayPos; - for (int n = 0; n < apDrawData->CmdListsCount; n++) + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) { - const ImDrawList* cmd_list = apDrawData->CmdLists[n]; + const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) + if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer - // to reset render state.) + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplDX12_SetupRenderState(apDrawData, apCommandLists, fr); + ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); else pcmd->UserCallback(cmd_list, pcmd); } else { - // Apply Scissor, Bind texture, Draw - const D3D12_RECT r = { - (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)}; - if (r.right > r.left && r.bottom > r.top) - { - apCommandLists->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); - apCommandLists->RSSetScissorRects(1, &r); - apCommandLists->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); - } + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply Scissor/clipping rectangle, Bind texture, Draw + const D3D12_RECT r = {(LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y}; + D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; + texture_handle.ptr = (UINT64)pcmd->GetTexID(); + ctx->SetGraphicsRootDescriptorTable(1, texture_handle); + ctx->RSSetScissorRects(1, &r); + ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); } } global_idx_offset += cmd_list->IdxBuffer.Size; @@ -253,6 +370,7 @@ static void ImGui_ImplDX12_CreateFontsTexture(ID3D12CommandQueue* apCommandQueue { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); @@ -279,8 +397,8 @@ static void ImGui_ImplDX12_CreateFontsTexture(ID3D12CommandQueue* apCommandQueue desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; desc.Flags = D3D12_RESOURCE_FLAG_NONE; - ID3D12Resource* pTexture = NULL; - g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); + ID3D12Resource* pTexture = nullptr; + bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); UINT uploadSize = height * uploadPitch; @@ -300,11 +418,11 @@ static void ImGui_ImplDX12_CreateFontsTexture(ID3D12CommandQueue* apCommandQueue props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; - ID3D12Resource* uploadBuffer = NULL; - HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); + ID3D12Resource* uploadBuffer = nullptr; + HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer)); IM_ASSERT(SUCCEEDED(hr)); - void* mapped = NULL; + void* mapped = nullptr; D3D12_RANGE range = {0, uploadSize}; hr = uploadBuffer->Map(0, &range, &mapped); IM_ASSERT(SUCCEEDED(hr)); @@ -334,22 +452,31 @@ static void ImGui_ImplDX12_CreateFontsTexture(ID3D12CommandQueue* apCommandQueue barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; - ID3D12Fence* fence = NULL; - hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); + ID3D12Fence* fence = nullptr; + hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); IM_ASSERT(SUCCEEDED(hr)); HANDLE event = CreateEvent(0, 0, 0, 0); - IM_ASSERT(event != NULL); + IM_ASSERT(event != nullptr); + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queueDesc.NodeMask = 1; - ID3D12CommandAllocator* cmdAlloc = NULL; - hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); + //ID3D12CommandQueue* cmdQueue = nullptr; + //hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); + //IM_ASSERT(SUCCEEDED(hr)); + + ID3D12CommandAllocator* cmdAlloc = nullptr; + hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); IM_ASSERT(SUCCEEDED(hr)); - ID3D12GraphicsCommandList* cmdList = NULL; - hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); + ID3D12GraphicsCommandList* cmdList = nullptr; + hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList)); IM_ASSERT(SUCCEEDED(hr)); - cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); + cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr); cmdList->ResourceBarrier(1, &barrier); hr = cmdList->Close(); @@ -364,6 +491,7 @@ static void ImGui_ImplDX12_CreateFontsTexture(ID3D12CommandQueue* apCommandQueue cmdList->Release(); cmdAlloc->Release(); + //cmdQueue->Release(); CloseHandle(event); fence->Release(); uploadBuffer->Release(); @@ -376,21 +504,30 @@ static void ImGui_ImplDX12_CreateFontsTexture(ID3D12CommandQueue* apCommandQueue srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; - g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle); - SafeRelease(g_pFontTextureResource); - g_pFontTextureResource = pTexture; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle); + SafeRelease(bd->pFontTextureResource); + bd->pFontTextureResource = pTexture; } // Store our identifier - static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); - io.Fonts->TexID = (ImTextureID)g_hFontSrvGpuDescHandle.ptr; + // READ THIS IF THE STATIC_ASSERT() TRIGGERS: + // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. + // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. + // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the + // 'example_win32_direct12/example_win32_direct12.vcxproj' project file) [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add + // 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. [Solution 3] IDE/msbuild: edit + // imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe + // command-line (this is what we do in the example_win32_direct12/build_win32.bat file) + static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); + io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr); } bool ImGui_ImplDX12_CreateDeviceObjects(ID3D12CommandQueue* apCommandQueue) { - if (!g_pd3dDevice) + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) return false; - if (g_pPipelineState) + if (bd->pPipelineState) ImGui_ImplDX12_InvalidateDeviceObjects(); // Create the root signature @@ -415,6 +552,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects(ID3D12CommandQueue* apCommandQueue) param[1].DescriptorTable.pDescriptorRanges = &descRange; param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest + // sampling. D3D12_STATIC_SAMPLER_DESC staticSampler = {}; staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; @@ -438,61 +577,55 @@ bool ImGui_ImplDX12_CreateDeviceObjects(ID3D12CommandQueue* apCommandQueue) desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; + // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7. // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that. - static HINSTANCE d3d12_dll = ::GetModuleHandle(TEXT("d3d12.dll")); - if (d3d12_dll == NULL) + static HINSTANCE d3d12_dll = ::GetModuleHandle(_T("d3d12.dll")); + if (d3d12_dll == nullptr) { - // Attempt to load d3d12.dll from local directories in decreasing order of likelihood. This will only - // succeed if (1) the current OS is Windows 7, and (2) there exists a version of d3d12.dll for Windows 7 - // (D3D12On7) in one of the following directories. - static const TCHAR* localD3d12Paths[] = { - TEXT(".\\d3d12on7\\d3d12.dll"), // used by some games - TEXT(".\\12on7\\d3d12.dll") // used in the Microsoft D3D12On7 sample - }; - - for (unsigned int i = 0; i < _countof(localD3d12Paths); i++) - { - d3d12_dll = LoadLibrary(localD3d12Paths[i]); - if (d3d12_dll != NULL) + // Attempt to load d3d12.dll from local directories. This will only succeed if + // (1) the current OS is Windows 7, and + // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories. + // See https://github.com/ocornut/imgui/pull/3696 for details. + const TCHAR* localD3d12Paths[] = { + _T(".\\d3d12.dll"), _T(".\\d3d12on7\\d3d12.dll"), _T(".\\12on7\\d3d12.dll")}; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample + for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++) + if ((d3d12_dll = ::LoadLibrary(localD3d12Paths[i])) != nullptr) break; - } - // If failed, we should be on Windows 10. - if (d3d12_dll == NULL) - d3d12_dll = ::LoadLibrary(TEXT("d3d12.dll")); + // If failed, we are on Windows >= 10. + if (d3d12_dll == nullptr) + d3d12_dll = ::LoadLibrary(_T("d3d12.dll")); - if (d3d12_dll == NULL) + if (d3d12_dll == nullptr) return false; } PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); - if (D3D12SerializeRootSignatureFn == NULL) + if (D3D12SerializeRootSignatureFn == nullptr) return false; - ID3DBlob* blob = NULL; - if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) + ID3DBlob* blob = nullptr; + if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) return false; - g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature)); + bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); blob->Release(); } - // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of - // d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) If you would like to use this DX12 sample code but remove this - // dependency you can: - // 1) compile once, save the compiled shader blobs into a file or source code and pass them to - // CreateVertexShader()/CreatePixelShader() [preferred solution] 2) use code to detect any version of the DLL and - // grab a pointer to D3DCompile from the DLL. + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX12 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // See https://github.com/ocornut/imgui/pull/638 for sources and details. D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); psoDesc.NodeMask = 1; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; - psoDesc.pRootSignature = g_pRootSignature; + psoDesc.pRootSignature = bd->pRootSignature; psoDesc.SampleMask = UINT_MAX; psoDesc.NumRenderTargets = 1; - psoDesc.RTVFormats[0] = g_RTVFormat; + psoDesc.RTVFormats[0] = bd->RTVFormat; psoDesc.SampleDesc.Count = 1; psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; @@ -528,16 +661,15 @@ bool ImGui_ImplDX12_CreateDeviceObjects(ID3D12CommandQueue* apCommandQueue) return output;\ }"; - if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL))) - return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const - // char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! psoDesc.VS = {vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize()}; // Create the input layout static D3D12_INPUT_ELEMENT_DESC local_layout[] = { - {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, - {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, - {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, }; psoDesc.InputLayout = {local_layout, 3}; } @@ -559,11 +691,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects(ID3D12CommandQueue* apCommandQueue) return out_col; \ }"; - if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL))) + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) { vertexShaderBlob->Release(); - return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const - // char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! } psoDesc.PS = {pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize()}; } @@ -576,8 +707,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects(ID3D12CommandQueue* apCommandQueue) desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; - desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; - desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; + desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; } @@ -610,7 +741,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects(ID3D12CommandQueue* apCommandQueue) desc.BackFace = desc.FrontFace; } - HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)); + HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); vertexShaderBlob->Release(); pixelShaderBlob->Release(); if (result_pipeline_state != S_OK) @@ -621,72 +752,334 @@ bool ImGui_ImplDX12_CreateDeviceObjects(ID3D12CommandQueue* apCommandQueue) return true; } +static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers) +{ + SafeRelease(render_buffers->IndexBuffer); + SafeRelease(render_buffers->VertexBuffer); + render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0; +} + void ImGui_ImplDX12_InvalidateDeviceObjects() { - if (!g_pd3dDevice) + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) return; - SafeRelease(g_pRootSignature); - SafeRelease(g_pPipelineState); - SafeRelease(g_pFontTextureResource); - ImGuiIO& io = ImGui::GetIO(); - io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. - - for (UINT i = 0; i < g_numFramesInFlight; i++) - { - FrameResources* fr = &g_pFrameResources[i]; - SafeRelease(fr->IndexBuffer); - SafeRelease(fr->VertexBuffer); - } + SafeRelease(bd->pRootSignature); + SafeRelease(bd->pPipelineState); + SafeRelease(bd->pFontTextureResource); + io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. } bool ImGui_ImplDX12_Init( - ID3D12Device* apDevice, int aNumFramesInFlight, DXGI_FORMAT aRTVFormat, ID3D12DescriptorHeap* apSRVHeapDesc, D3D12_CPU_DESCRIPTOR_HANDLE aFontSRVDescCPU, - D3D12_GPU_DESCRIPTOR_HANDLE aFontSRVDescGPU) + ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, + D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) { - // Setup backend capabilities flags ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); + io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx12"; - io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing - // for large meshes. - - g_pd3dDevice = apDevice; - g_RTVFormat = aRTVFormat; - g_hFontSrvCpuDescHandle = aFontSRVDescCPU; - g_hFontSrvGpuDescHandle = aFontSRVDescGPU; - g_pFrameResources = new FrameResources[aNumFramesInFlight]; - g_numFramesInFlight = aNumFramesInFlight; - g_frameIndex = UINT_MAX; - IM_UNUSED(apSRVHeapDesc); // Unused in master branch (will be used by multi-viewports) - - // Create buffers with a default size (they will later be grown as needed) - for (int i = 0; i < aNumFramesInFlight; i++) - { - FrameResources* fr = &g_pFrameResources[i]; - fr->IndexBuffer = NULL; - fr->VertexBuffer = NULL; - fr->IndexBufferSize = 10000; - fr->VertexBufferSize = 5000; - } + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplDX12_InitPlatformInterface(); + + bd->pd3dDevice = device; + bd->RTVFormat = rtv_format; + bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; + bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; + bd->numFramesInFlight = num_frames_in_flight; + bd->pd3dSrvDescHeap = cbv_srv_heap; + + // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport, + // Since this is created and managed by the application, we will only use the ->Resources[] fields. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); return true; } void ImGui_ImplDX12_Shutdown() { + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + // Manually delete main viewport render resources in-case we haven't initialized for viewports + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData) + { + // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[] + for (UINT i = 0; i < bd->numFramesInFlight; i++) + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); + IM_DELETE(vd); + main_viewport->RendererUserData = nullptr; + } + + // Clean up windows and device objects + ImGui_ImplDX12_ShutdownPlatformInterface(); ImGui_ImplDX12_InvalidateDeviceObjects(); - delete[] g_pFrameResources; - g_pFrameResources = NULL; - g_pd3dDevice = NULL; - g_hFontSrvCpuDescHandle.ptr = 0; - g_hFontSrvGpuDescHandle.ptr = 0; - g_numFramesInFlight = 0; - g_frameIndex = UINT_MAX; + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); } void ImGui_ImplDX12_NewFrame(ID3D12CommandQueue* apCommandQueue) { - if (!g_pPipelineState || !ImGui::GetIO().Fonts->IsBuilt()) + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?"); + + if (!bd->pPipelineState || !ImGui::GetIO().Fonts->IsBuilt()) ImGui_ImplDX12_CreateDeviceObjects(apCommandQueue); } + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + vd->FrameIndex = UINT_MAX; + + // Create command queue. + D3D12_COMMAND_QUEUE_DESC queue_desc = {}; + queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + + HRESULT res = S_OK; + res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue)); + IM_ASSERT(res == S_OK); + + // Create command allocator. + for (UINT i = 0; i < bd->numFramesInFlight; ++i) + { + res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator)); + IM_ASSERT(res == S_OK); + } + + // Create command list. + res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList)); + IM_ASSERT(res == S_OK); + vd->CommandList->Close(); + + // Create fence. + res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence)); + IM_ASSERT(res == S_OK); + + vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); + IM_ASSERT(vd->FenceEvent != nullptr); + + // Create swap chain + // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application. + DXGI_SWAP_CHAIN_DESC1 sd1; + ZeroMemory(&sd1, sizeof(sd1)); + sd1.BufferCount = bd->numFramesInFlight; + sd1.Width = (UINT)viewport->Size.x; + sd1.Height = (UINT)viewport->Size.y; + sd1.Format = bd->RTVFormat; + sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd1.SampleDesc.Count = 1; + sd1.SampleDesc.Quality = 0; + sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + sd1.Scaling = DXGI_SCALING_NONE; + sd1.Stereo = FALSE; + + IDXGIFactory4* dxgi_factory = nullptr; + res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory)); + IM_ASSERT(res == S_OK); + + IDXGISwapChain1* swap_chain = nullptr; + res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain); + IM_ASSERT(res == S_OK); + + dxgi_factory->Release(); + + // Or swapChain.As(&mSwapChain) + IM_ASSERT(vd->SwapChain == nullptr); + swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain)); + swap_chain->Release(); + + // Create the render targets + if (vd->SwapChain) + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + desc.NumDescriptors = bd->numFramesInFlight; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + desc.NodeMask = 1; + + HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap)); + IM_ASSERT(hr == S_OK); + + SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart(); + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle; + rtv_handle.ptr += rtv_descriptor_size; + } + + ID3D12Resource* back_buffer; + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr); + vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); + vd->FrameCtx[i].RenderTarget = back_buffer; + } + } + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); +} + +static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd) +{ + HRESULT hr = S_FALSE; + if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent) + { + hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); + IM_ASSERT(hr == S_OK); + ::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits + hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent); + IM_ASSERT(hr == S_OK); + ::WaitForSingleObject(vd->FenceEvent, INFINITE); + } +} + +static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData) + { + ImGui_WaitForPendingOperations(vd); + + SafeRelease(vd->CommandQueue); + SafeRelease(vd->CommandList); + SafeRelease(vd->SwapChain); + SafeRelease(vd->RtvDescHeap); + SafeRelease(vd->Fence); + ::CloseHandle(vd->FenceEvent); + vd->FenceEvent = nullptr; + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + SafeRelease(vd->FrameCtx[i].RenderTarget); + SafeRelease(vd->FrameCtx[i].CommandAllocator); + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); + } + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + ImGui_WaitForPendingOperations(vd); + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + SafeRelease(vd->FrameCtx[i].RenderTarget); + + if (vd->SwapChain) + { + ID3D12Resource* back_buffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); + vd->FrameCtx[i].RenderTarget = back_buffer; + } + } +} + +static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight]; + UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex(); + + const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + + // Draw + ID3D12GraphicsCommandList* cmd_list = vd->CommandList; + + frame_context->CommandAllocator->Reset(); + cmd_list->Reset(frame_context->CommandAllocator, nullptr); + cmd_list->ResourceBarrier(1, &barrier); + cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, nullptr); + cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap); + + ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list); + + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + cmd_list->ResourceBarrier(1, &barrier); + cmd_list->Close(); + + vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue); + vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list); + vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); +} + +static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + vd->SwapChain->Present(0, 0); + while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue) + ::SwitchToThread(); +} + +void ImGui_ImplDX12_InitPlatformInterface() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers; +} + +void ImGui_ImplDX12_ShutdownPlatformInterface() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/imgui_impl/dx12.h b/src/imgui_impl/dx12.h index 899afbdc..8872029b 100644 --- a/src/imgui_impl/dx12.h +++ b/src/imgui_impl/dx12.h @@ -2,20 +2,25 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about -// ImTextureID! [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. -// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. -// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your -// imconfig.h file. +// See imgui_impl_dx12.cpp file for details. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// 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 +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE +#include // DXGI_FORMAT struct ID3D12Device; struct ID3D12DescriptorHeap; @@ -23,18 +28,20 @@ struct ID3D12GraphicsCommandList; struct D3D12_CPU_DESCRIPTOR_HANDLE; struct D3D12_GPU_DESCRIPTOR_HANDLE; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! + // cmd_list is the command list that the implementation will use to render imgui draw lists. // Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. -// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal -// font texture. -IMGUI_IMPL_API bool ImGui_ImplDX12_Init( - ID3D12Device* apDevice, int aNumFramesInFlight, DXGI_FORMAT aRTVFormat, ID3D12DescriptorHeap* apSRVHeapDesc, D3D12_CPU_DESCRIPTOR_HANDLE aFontSRVDescCPU, - D3D12_GPU_DESCRIPTOR_HANDLE aFontSRVDescGPU); -IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(ID3D12CommandQueue* apCommandQueue); -IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* apDrawData, ID3D12GraphicsCommandList* apCommandLists); +// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, + D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); +IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(ID3D12CommandQueue* apCommandQueue); +IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); // Use if you want to reset your rendering device without losing Dear ImGui state. -IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); -IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(ID3D12CommandQueue* apCommandQueue); +IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(ID3D12CommandQueue* apCommandQueue); + +#endif // #ifndef IMGUI_DISABLE \ No newline at end of file diff --git a/src/imgui_impl/imgui_user_config.h b/src/imgui_impl/imgui_user_config.h index 6298b9c7..c020a6e8 100644 --- a/src/imgui_impl/imgui_user_config.h +++ b/src/imgui_impl/imgui_user_config.h @@ -3,6 +3,8 @@ // global declaration "Enable ImGui Assertions" extern bool g_ImGuiAssertionsEnabled; +#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + // runtime assertions which can be enabled/disabled inside CET options void ImGuiAssert(wchar_t const* acpMessage, wchar_t const* acpFile, unsigned aLine); diff --git a/src/imgui_impl/win32.cpp b/src/imgui_impl/win32.cpp index 9ccb8370..bba52488 100644 --- a/src/imgui_impl/win32.cpp +++ b/src/imgui_impl/win32.cpp @@ -1,117 +1,258 @@ -// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) +// 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 cursor shape and visibility. Disable with 'io.ConfigFlags |= -// ImGuiConfigFlags_NoMouseCursorChange'. [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. -// ImGui::IsKeyPressed(VK_SPACE). [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= -// ImGuiConfigFlags_NavEnableGamepad'. +// [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'. [X] Platform: +// Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// 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 - -#include "win32.h" - -#include "CET.h" -#include "Utils.h" +// Configuration flags to add in your imconfig 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. // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768) +// 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. 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. +// 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(NULL) when io.MouseDrawCursor is set. - -// Win32 Data -static HWND g_hWnd = NULL; -static INT64 g_Time = 0; -static INT64 g_TicksPerSecond = 0; -static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; +// 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. + +#include + +// CET Headers +#include "CET.h" +#include "Utils.h" static std::string g_LayoutPath = ""; +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include // GET_X_LPARAM(), GET_Y_LPARAM() +#include +#include + +// Using XInput for gamepad (will load DLL dynamically) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include +typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); +typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*); +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif + +// Forward Declarations +static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc); +static void ImGui_ImplWin32_ShutdownPlatformInterface(); +static void ImGui_ImplWin32_UpdateMonitors(); + +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; + bool WantUpdateMonitors; + +#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 -bool ImGui_ImplWin32_Init(HWND ahWnd) +static void ImGui_ImplWin32_UpdateKeyboardCodePage() { - if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond)) + // 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(); + IMGUI_CHECKVERSION(); + 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*)&g_Time)) + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) return false; // Setup backend capabilities flags - g_hWnd = ahWnd; - ImGuiIO& io = ImGui::GetIO(); - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) - io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; + ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); + io.BackendPlatformUserData = (void*)bd; io.BackendPlatformName = "imgui_impl_win32"; - io.ImeWindowHandle = ahWnd; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) - // Setup ini path - g_LayoutPath = UTF16ToUTF8(GetAbsolutePath(L"layout.ini", CET::Get().GetPaths().CETRoot(), true).native()); + // CET specific + // Enable Keyboard Nav and setup INI path + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; + g_LayoutPath = UTF16ToUTF8(GetAbsolutePath(L"layout.ini", CET::Get().GetPaths().CETRoot(), true).native()).c_str(); io.IniFilename = g_LayoutPath.c_str(); - // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during - // the application lifetime. - io.KeyMap[ImGuiKey_Tab] = VK_TAB; - io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; - io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; - io.KeyMap[ImGuiKey_UpArrow] = VK_UP; - io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; - io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; - io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; - io.KeyMap[ImGuiKey_Home] = VK_HOME; - io.KeyMap[ImGuiKey_End] = VK_END; - io.KeyMap[ImGuiKey_Insert] = VK_INSERT; - io.KeyMap[ImGuiKey_Delete] = VK_DELETE; - io.KeyMap[ImGuiKey_Backspace] = VK_BACK; - io.KeyMap[ImGuiKey_Space] = VK_SPACE; - io.KeyMap[ImGuiKey_Enter] = VK_RETURN; - io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; - io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN; - io.KeyMap[ImGuiKey_LeftCtrl] = VK_CONTROL; - io.KeyMap[ImGuiKey_LeftShift] = VK_SHIFT; - io.KeyMap[ImGuiKey_A] = 'A'; - io.KeyMap[ImGuiKey_C] = 'C'; - io.KeyMap[ImGuiKey_V] = 'V'; - io.KeyMap[ImGuiKey_X] = 'X'; - io.KeyMap[ImGuiKey_Y] = 'Y'; - io.KeyMap[ImGuiKey_Z] = 'Z'; - io.KeyMap[ImGuiKey_G] = 'G'; - io.KeyMap[ImGuiKey_S] = 'S'; - io.KeyMap[ImGuiKey_D] = 'D'; - io.KeyMap[ImGuiKey_R] = 'R'; - io.KeyMap[ImGuiKey_H] = 'H'; + bd->hWnd = (HWND)hwnd; + bd->WantUpdateMonitors = true; + bd->TicksPerSecond = perf_frequency; + bd->Time = perf_counter; + bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + ImGui_ImplWin32_UpdateKeyboardCodePage(); + + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplWin32_InitPlatformInterface(platform_has_own_dc); + + // Dynamically load XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->WantUpdateHasGamepad = true; + const TCHAR* xinput_dll_names[] = { + _T("xinput1_4.dll"), // Windows 8+ + _T("xinput1_3.dll"), // DirectX SDK + _T("xinput9_1_0.dll"), // Windows Vista, Windows 7 + _T("xinput1_2.dll"), // DirectX SDK + _T("xinput1_1.dll") // DirectX SDK + }; + for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) + if (HMODULE dll = ::LoadLibrary(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() { - g_hWnd = (HWND)0; + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplWin32_ShutdownPlatformInterface(); + + // 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 | ImGuiBackendFlags_PlatformHasViewports | + ImGuiBackendFlags_HasMouseHoveredViewport); + IM_DELETE(bd); } static bool ImGui_ImplWin32_UpdateMouseCursor() @@ -124,7 +265,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) { // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - ::SetCursor(NULL); + ::SetCursor(nullptr); } else { @@ -142,98 +283,461 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; } - ::SetCursor(::LoadCursor(NULL, win32_cursor)); + ::SetCursor(::LoadCursor(nullptr, win32_cursor)); } return true; } -static void ImGui_ImplWin32_UpdateMousePos(SIZE aOutSize) +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); +} - // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by - // user) - if (io.WantSetMousePos) +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_LWIN) || IsVkDown(VK_RWIN)); +} + +// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) +// Because of that, it is a little more complicated than your typical single-viewport binding code! +static void ImGui_ImplWin32_UpdateMouseData(SIZE aOutSize) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(bd->hWnd != 0); + + POINT mouse_screen_pos; + bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0; + + HWND focused_window = ::GetForegroundWindow(); + const bool is_app_focused = + (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window))); + if (is_app_focused) { - POINT pos = {(int)io.MousePos.x, (int)io.MousePos.y}; - if (::ClientToScreen(g_hWnd, &pos)) + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. + if (io.WantSetMousePos) + { + POINT pos = {(int)io.MousePos.x, (int)io.MousePos.y}; + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) + ::ClientToScreen(focused_window, &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 && has_mouse_screen_pos) + { + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + // (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the + // same.) + POINT mouse_pos = mouse_screen_pos; + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + ::ScreenToClient(bd->hWnd, &mouse_pos); + + static float xScale = 1.0; + static float yScale = 1.0; + if(aOutSize.cx && aOutSize.cy) + { + RECT clientRect; + ::GetClientRect(bd->hWnd, &clientRect); + xScale = static_cast(aOutSize.cx) / (clientRect.right - clientRect.left); + yScale = static_cast(aOutSize.cy) / (clientRect.bottom - clientRect.top); + } + io.AddMousePosEvent((float)mouse_pos.x * xScale, (float)mouse_pos.y * yScale); + } } - // Set mouse position - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - POINT pos; - if (HWND active_window = ::GetForegroundWindow()) - if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd)) - if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos)) - if (!aOutSize.cx || !aOutSize.cy) - io.MousePos = ImVec2((float)pos.x, (float)pos.y); - else - { - RECT clientRect; - ::GetClientRect(g_hWnd, &clientRect); + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that) + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + ImGuiID mouse_viewport_id = 0; + if (has_mouse_screen_pos) + if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd)) + mouse_viewport_id = viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); +} - // scale, just to make sure coords are correct (fixes issues in fullscreen) - auto xScale = static_cast(aOutSize.cx) / (clientRect.right - clientRect.left); - auto yScale = static_cast(aOutSize.cy) / (clientRect.bottom - clientRect.top); - io.MousePos = ImVec2(pos.x * xScale, pos.y * yScale); - } +// 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 +} + +static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM) +{ + MONITORINFO info = {}; + info.cbSize = sizeof(MONITORINFO); + if (!::GetMonitorInfo(monitor, &info)) + return TRUE; + ImGuiPlatformMonitor imgui_monitor; + imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top); + imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top)); + imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top); + imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top)); + imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); + imgui_monitor.PlatformHandle = (void*)monitor; + if (imgui_monitor.DpiScale <= 0.0f) + return TRUE; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + ImGuiPlatformIO& io = ImGui::GetPlatformIO(); + if (info.dwFlags & MONITORINFOF_PRIMARY) + io.Monitors.push_front(imgui_monitor); + else + io.Monitors.push_back(imgui_monitor); + return TRUE; +} + +static void ImGui_ImplWin32_UpdateMonitors() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui::GetPlatformIO().Monitors.resize(0); + ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0); + bd->WantUpdateMonitors = false; } void ImGui_ImplWin32_NewFrame(SIZE aOutSize) { + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?"); ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT( - io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to " - "renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); // Setup display size (every frame to accommodate for window resizing) - io.DisplaySize = {static_cast(aOutSize.cx), static_cast(aOutSize.cy)}; + // RECT rect = {0, 0, 0, 0}; + // ::GetClientRect(bd->hWnd, &rect); + io.DisplaySize = ImVec2(static_cast(aOutSize.cx), static_cast(aOutSize.cy)); + if (bd->WantUpdateMonitors) + ImGui_ImplWin32_UpdateMonitors(); // Setup time step INT64 current_time = 0; ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); - io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; - g_Time = current_time; - - // Read keyboard modifiers inputs - io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0; - io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0; - io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0; - io.KeySuper = false; - // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. + io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; + bd->Time = current_time; // Update OS mouse position - ImGui_ImplWin32_UpdateMousePos(aOutSize); + ImGui_ImplWin32_UpdateMouseData(aOutSize); + + // 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 (g_LastMouseCursor != mouse_cursor) + if (bd->LastMouseCursor != mouse_cursor) { - g_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. -// 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. -// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// 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. -IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND ahWnd, UINT auMsg, WPARAM awParam, LPARAM alParam) +// 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() { - if (ImGui::GetCurrentContext() == NULL) - return 0; + 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) +{ + // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow(). + // We silently allow both context or just only backend data to be nullptr. + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + if (bd == nullptr) + return 0; ImGuiIO& io = ImGui::GetIO(); - switch (auMsg) + + 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)}; + bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0; + if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates. + ::ClientToScreen(hwnd, &mouse_pos); + if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates. + ::ScreenToClient(hwnd, &mouse_pos); + io.AddMouseSourceEvent(mouse_source); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + return 0; + } + 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); + } + return 0; + } case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_RBUTTONDOWN: @@ -243,26 +747,29 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND ahWnd, UINT auMsg, WP case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: { + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); int button = 0; - if (auMsg == WM_LBUTTONDOWN || auMsg == WM_LBUTTONDBLCLK) + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } - if (auMsg == WM_RBUTTONDOWN || auMsg == WM_RBUTTONDBLCLK) + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } - if (auMsg == WM_MBUTTONDOWN || auMsg == WM_MBUTTONDBLCLK) + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } - if (auMsg == WM_XBUTTONDOWN || auMsg == WM_XBUTTONDBLCLK) + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { - button = (GET_XBUTTON_WPARAM(awParam) == XBUTTON1) ? 3 : 4; + button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } - if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) - ::SetCapture(ahWnd); - io.MouseDown[button] = true; + 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: @@ -270,53 +777,128 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND ahWnd, UINT auMsg, WP case WM_MBUTTONUP: case WM_XBUTTONUP: { + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); int button = 0; - if (auMsg == WM_LBUTTONUP) + if (msg == WM_LBUTTONUP) { button = 0; } - if (auMsg == WM_RBUTTONUP) + if (msg == WM_RBUTTONUP) { button = 1; } - if (auMsg == WM_MBUTTONUP) + if (msg == WM_MBUTTONUP) { button = 2; } - if (auMsg == WM_XBUTTONUP) + if (msg == WM_XBUTTONUP) { - button = (GET_XBUTTON_WPARAM(awParam) == XBUTTON1) ? 3 : 4; + button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } - io.MouseDown[button] = false; - if (!ImGui::IsAnyMouseDown() && ::GetCapture() == ahWnd) + 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.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(awParam) / (float)WHEEL_DELTA; return 0; - case WM_MOUSEHWHEEL: io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(awParam) / (float)WHEEL_DELTA; 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_SYSKEYDOWN: - if (awParam < 256) - io.KeysDown[awParam] = true; - return 0; case WM_KEYUP: + case WM_SYSKEYDOWN: case WM_SYSKEYUP: - if (awParam < 256) - io.KeysDown[awParam] = false; + { + 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: - // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - if (awParam > 0 && awParam < 0x10000) - io.AddInputCharacterUTF16((unsigned short)awParam); + 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: - if (LOWORD(alParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) + // 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_KILLFOCUS: - std::fill_n(io.KeysDown, std::size(io.KeysDown), 0); - std::fill_n(io.MouseDown, std::size(io.MouseDown), 0); + case WM_DEVICECHANGE: +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + bd->WantUpdateHasGamepad = true; +#endif return 0; + case WM_DISPLAYCHANGE: bd->WantUpdateMonitors = true; return 0; } return 0; } @@ -326,30 +908,41 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND ahWnd, UINT auMsg, WP //-------------------------------------------------------------------------------------------------------- // - 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. +// - 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. +// 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. //--------------------------------------------------------------------------------------------------------- -// Implement some of the functions and types normally declared in recent Windows SDK. -#if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS) -static BOOL IsWindowsVersionOrGreater(WORD aMajor, WORD aMinor, WORD aSP) +// Perform our own check with RtlVerifyVersionInfo() instead of using functions from 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) { - OSVERSIONINFOEXW osvi = {sizeof(osvi), aMajor, aMinor, 0, 0, {0}, aSP, 0, 0, 0, 0}; - DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR; - ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL); - cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL); - cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL); - return ::VerifyVersionInfoW(&osvi, mask, cond); + typedef LONG(WINAPI * PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); + static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; + if (RtlVerifyVersionInfoFn == nullptr) + if (HMODULE ntdllModule = ::GetModuleHandle(_T("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 IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE -#endif + +#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 @@ -380,18 +973,22 @@ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWAR // Helper function to enable DPI awareness without setting up a manifest void ImGui_ImplWin32_EnableDpiAwareness() { - // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer! + // Make sure monitors will be updated with latest correct scaling + if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData()) + bd->WantUpdateMonitors = true; + + if (_IsWindows10OrGreater()) { - static HINSTANCE user32_dll = ::LoadLibrary(TEXT("user32.dll")); // Reference counted per-process + static HINSTANCE user32_dll = ::LoadLibrary(_T("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()) + if (_IsWindows8Point1OrGreater()) { - static HINSTANCE shcore_dll = ::LoadLibrary(TEXT("shcore.dll")); // Reference counted per-process + static HINSTANCE shcore_dll = ::LoadLibrary(_T("shcore.dll")); // Reference counted per-process if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) { SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); @@ -404,36 +1001,451 @@ void ImGui_ImplWin32_EnableDpiAwareness() } #if defined(_MSC_VER) && !defined(NOGDI) -#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps() +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' #endif -float ImGui_ImplWin32_GetDpiScaleForMonitor(HMONITOR ahMonitor) +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) { UINT xdpi = 96, ydpi = 96; - static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater(); - if (bIsWindows8Point1OrGreater) + if (_IsWindows8Point1OrGreater()) { - static HINSTANCE shcore_dll = ::LoadLibrary(TEXT("shcore.dll")); // Reference counted per-process - if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor")) - GetDpiForMonitorFn(ahMonitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + static HINSTANCE shcore_dll = ::LoadLibrary(_T("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 { - const HDC dc = ::GetDC(NULL); - xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); - ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); - ::ReleaseDC(NULL, dc); + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); } +} + +//--------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplWin32_ViewportData +{ + HWND Hwnd; + HWND HwndParent; + bool HwndOwned; + DWORD DwStyle; + DWORD DwExStyle; + + ImGui_ImplWin32_ViewportData() + { + Hwnd = HwndParent = nullptr; + HwndOwned = false; + DwStyle = DwExStyle = 0; + } + ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); } +}; + +static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style) +{ + if (flags & ImGuiViewportFlags_NoDecoration) + *out_style = WS_POPUP; + else + *out_style = WS_OVERLAPPEDWINDOW; + + if (flags & ImGuiViewportFlags_NoTaskBarIcon) + *out_ex_style = WS_EX_TOOLWINDOW; + else + *out_ex_style = WS_EX_APPWINDOW; + + if (flags & ImGuiViewportFlags_TopMost) + *out_ex_style |= WS_EX_TOPMOST; +} + +static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id) +{ + if (viewport_id != 0) + if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id)) + return (HWND)viewport->PlatformHandle; + return nullptr; +} + +static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + viewport->PlatformUserData = vd; + + // Select style and parent window + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle); + vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId); + + // Create window + RECT rect = {(LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y)}; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + vd->Hwnd = ::CreateWindowEx( + vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle, // Style, class name, window name + rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area + vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param + vd->HwndOwned = true; + viewport->PlatformRequestResize = false; + viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd; + + // Secondary viewports store their imgui context + ::SetProp(vd->Hwnd, _T("IMGUI_CONTEXT"), ImGui::GetCurrentContext()); +} + +static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData) + { + if (::GetCapture() == vd->Hwnd) + { + // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. + ::ReleaseCapture(); + ::SetCapture(bd->hWnd); + } + if (vd->Hwnd && vd->HwndOwned) + ::DestroyWindow(vd->Hwnd); + vd->Hwnd = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + + // ShowParent() also brings parent to front, which is not always desirable, + // so we temporarily disable parenting. (#7354) + if (vd->HwndParent != NULL) + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR) nullptr); + + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + ::ShowWindow(vd->Hwnd, SW_SHOWNA); + else + ::ShowWindow(vd->Hwnd, SW_SHOW); + + // Restore + if (vd->HwndParent != NULL) + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent); +} + +static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + + // Update Win32 parent if it changed _after_ creation + // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually. + HWND new_parent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId); + if (new_parent != vd->HwndParent) + { + // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner). + // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner". + // The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD. + // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping. + // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented. + // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613 + vd->HwndParent = new_parent; + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent); + } + + // (Optional) Update Win32 style if it changed _after_ creation. + // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful. + DWORD new_style; + DWORD new_ex_style; + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style); + + // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows) + if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style) + { + // (Optional) Update TopMost state if it changed _after_ creation + bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST); + HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0; + UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER; + + // Apply flags and position (since it is affected by flags) + vd->DwStyle = new_style; + vd->DwExStyle = new_ex_style; + ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle); + ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle); + RECT rect = {(LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y)}; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); + ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style + viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; + } +} + +static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + POINT pos = {0, 0}; + ::ClientToScreen(vd->Hwnd, &pos); + return ImVec2((float)pos.x, (float)pos.y); +} + +static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect = {(LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y}; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); + ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); +} + +static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect; + ::GetClientRect(vd->Hwnd, &rect); + return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top)); +} + +static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect = {0, 0, (LONG)size.x, (LONG)size.y}; + ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); +} + +static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + ::BringWindowToTop(vd->Hwnd); + ::SetForegroundWindow(vd->Hwnd); + ::SetFocus(vd->Hwnd); +} + +static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::GetForegroundWindow() == vd->Hwnd; +} + +static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::IsIconic(vd->Hwnd) != 0; +} + +static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0); + ImVector title_w; + title_w.resize(n); + ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); + ::SetWindowTextW(vd->Hwnd, title_w.Data); +} + +static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); + if (alpha < 1.0f) + { + DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style); + ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); + } + else + { + DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style); + } +} + +static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd); +} + +// FIXME-DPI: Testing DPI related ideas +static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport) +{ + (void)viewport; +#if 0 + ImGuiStyle default_style; + //default_style.WindowPadding = ImVec2(0, 0); + //default_style.WindowBorderSize = 0.0f; + //default_style.ItemSpacing.y = 3.0f; + //default_style.FramePadding = ImVec2(0, 0); + default_style.ScaleAllSizes(viewport->DpiScale); + ImGuiStyle& style = ImGui::GetStyle(); + style = default_style; #endif - IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! - return xdpi / 96.0f; } -float ImGui_ImplWin32_GetDpiScaleForHwnd(HWND ahWnd) +static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { - HMONITOR monitor = ::MonitorFromWindow(ahWnd, MONITOR_DEFAULTTONEAREST); - return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); + // Allow secondary viewport WndProc to be called regardless of current context + ImGuiContext* hwnd_ctx = (ImGuiContext*)::GetProp(hWnd, _T("IMGUI_CONTEXT")); + ImGuiContext* prev_ctx = ImGui::GetCurrentContext(); + if (hwnd_ctx != prev_ctx && hwnd_ctx != NULL) + ImGui::SetCurrentContext(hwnd_ctx); + + LRESULT result = 0; + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + result = true; + else if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd)) + { + switch (msg) + { + case WM_CLOSE: viewport->PlatformRequestClose = true; break; + case WM_MOVE: viewport->PlatformRequestMove = true; break; + case WM_SIZE: viewport->PlatformRequestResize = true; break; + case WM_MOUSEACTIVATE: + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick) + result = MA_NOACTIVATE; + break; + case WM_NCHITTEST: + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport->Flags & ImGuiViewportFlags_NoInputs) + result = HTTRANSPARENT; + break; + } + } + if (result == 0) + result = DefWindowProc(hWnd, msg, wParam, lParam); + if (hwnd_ctx != prev_ctx && hwnd_ctx != NULL) + ImGui::SetCurrentContext(prev_ctx); + return result; +} + +static void ImGui_ImplWin32_InitPlatformInterface(bool platform_has_own_dc) +{ + WNDCLASSEX wcex; + wcex.cbSize = sizeof(WNDCLASSEX); + wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0); + wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; + wcex.cbClsExtra = 0; + wcex.cbWndExtra = 0; + wcex.hInstance = ::GetModuleHandle(nullptr); + wcex.hIcon = nullptr; + wcex.hCursor = nullptr; + wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); + wcex.lpszMenuName = nullptr; + wcex.lpszClassName = _T("ImGui Platform"); + wcex.hIconSm = nullptr; + ::RegisterClassEx(&wcex); + + ImGui_ImplWin32_UpdateMonitors(); + + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; + platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; + platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; + platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI + platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + vd->Hwnd = bd->hWnd; + vd->HwndOwned = false; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)bd->hWnd; +} + +static void ImGui_ImplWin32_ShutdownPlatformInterface() +{ + ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(nullptr)); + ImGui::DestroyPlatformWindows(); } //--------------------------------------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/imgui_impl/win32.h b/src/imgui_impl/win32.h index be3d8889..ea25e954 100644 --- a/src/imgui_impl/win32.h +++ b/src/imgui_impl/win32.h @@ -1,40 +1,48 @@ -// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) +// 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 cursor shape and visibility. Disable with 'io.ConfigFlags |= -// ImGuiConfigFlags_NoMouseCursorChange'. [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. -// ImGui::IsKeyPressed(VK_SPACE). [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= -// ImGuiConfigFlags_NavEnableGamepad'. +// [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'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// 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 +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE -IMGUI_IMPL_API bool ImGui_ImplWin32_Init(HWND ahWnd); -IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(SIZE aOutSize); - -// Configuration -// - Disable gamepad support or linking with xinput.lib -// #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD -// #define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +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(SIZE aOutSize); // Win32 message handler your application need to call. -extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND ahWnd, UINT auMsg, WPARAM awParam, LPARAM alParam); +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // 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(HWND ahWnd); -IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(HMONITOR ahMonitor); +// - 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 \ No newline at end of file diff --git a/src/overlay/widgets/Bindings.cpp b/src/overlay/widgets/Bindings.cpp index d6ba703a..b2c14fe3 100644 --- a/src/overlay/widgets/Bindings.cpp +++ b/src/overlay/widgets/Bindings.cpp @@ -465,7 +465,7 @@ void Bindings::UpdateAndDrawModBindings(const std::string& acModName, TiltedPhoq if (!headerOpen) return; - ImGui::TreePush(); + ImGui::TreePush((void*)nullptr); if (aHotkeyCount > 0) { diff --git a/src/overlay/widgets/Settings.cpp b/src/overlay/widgets/Settings.cpp index eaf2cc0a..06d8335f 100644 --- a/src/overlay/widgets/Settings.cpp +++ b/src/overlay/widgets/Settings.cpp @@ -16,8 +16,7 @@ Settings::Settings(Options& aOptions, LuaVM& aVm) WidgetResult Settings::OnPopup() { - const auto ret = UnsavedChangesPopup( - "Settings", m_openChangesModal, m_madeChanges, [this] { Save(); }, [this] { Load(); }); + const auto ret = UnsavedChangesPopup("Settings", m_openChangesModal, m_madeChanges, [this] { Save(); }, [this] { Load(); }); m_madeChanges = ret == TChangedCBResult::CHANGED; m_popupResult = ret; @@ -54,7 +53,7 @@ void Settings::OnUpdate() m_madeChanges = false; if (ImGui::CollapsingHeader("Patches", ImGuiTreeNodeFlags_DefaultOpen)) { - ImGui::TreePush(); + ImGui::TreePush("##PATCHES"); if (ImGui::BeginTable("##SETTINGS_PATCHES", 2, ImGuiTableFlags_Sortable | ImGuiTableFlags_SizingStretchSame, ImVec2(-ImGui::GetStyle().IndentSpacing, 0))) { const auto& patchesSettings = m_options.Patches; @@ -78,7 +77,9 @@ void Settings::OnUpdate() UpdateAndDrawSetting( "Disable Boundary Teleport", "Allows players to access out-of-bounds locations (requires restart to take effect).", m_patches.DisableBoundaryTeleport, patchesSettings.DisableBoundaryTeleport); - UpdateAndDrawSetting("Disable V-Sync (Windows 7 only)", "Disables VSync on Windows 7 to bypass the 60 FPS limit (requires restart to take effect).", m_patches.DisableWin7Vsync, patchesSettings.DisableWin7Vsync); + UpdateAndDrawSetting( + "Disable V-Sync (Windows 7 only)", "Disables VSync on Windows 7 to bypass the 60 FPS limit (requires restart to take effect).", m_patches.DisableWin7Vsync, + patchesSettings.DisableWin7Vsync); UpdateAndDrawSetting( "Fix Minimap Flicker", "Fixes Minimap flicker caused by some mods (requires restart to take effect).", m_patches.MinimapFlicker, patchesSettings.MinimapFlicker); @@ -89,7 +90,7 @@ void Settings::OnUpdate() } if (ImGui::CollapsingHeader("CET Development Settings", ImGuiTreeNodeFlags_DefaultOpen)) { - ImGui::TreePush(); + ImGui::TreePush("##DEV"); if (ImGui::BeginTable("##SETTINGS_DEV", 2, ImGuiTableFlags_Sortable | ImGuiTableFlags_SizingStretchSame, ImVec2(-ImGui::GetStyle().IndentSpacing, 0))) { const auto& developerSettings = m_options.Developer; @@ -108,8 +109,10 @@ void Settings::OnUpdate() "Dump Game Options", "Dumps all game options into main log file (requires restart to take effect).", m_developer.DumpGameOptions, developerSettings.DumpGameOptions); UpdateAndDrawSetting( - "Enable JIT for Lua", "Enables JIT compiler for Lua VM, which may majorly speed up the mods. Disable it in case you experience issues as a troubleshooting step (requires restart to take effect).", m_developer.EnableJIT, - developerSettings.EnableJIT); + "Enable JIT for Lua", + "Enables JIT compiler for Lua VM, which may majorly speed up the mods. Disable it in case you experience issues as a troubleshooting step (requires restart to " + "take effect).", + m_developer.EnableJIT, developerSettings.EnableJIT); ImGui::EndTable(); } diff --git a/src/sol_imgui/README.md b/src/sol_imgui/README.md index 3f3309e6..ba985122 100644 --- a/src/sol_imgui/README.md +++ b/src/sol_imgui/README.md @@ -32,12 +32,17 @@ You can find all the supported functions and overloads below. ## Child Windows ```lua -- ImGui.BeginChild(...) - -- Parameters: text (name), float (size_x) [O], float (size_y) [O], bool (border) [O], ImGuiWindowFlags (flags) [O] + -- Parameters: text (name), float (size_x) [O], float (size_y) [O], ImGuiChildFlags (child_flags) [O], ImGuiWindowFlags (window_flags) [O] -- Returns: bool (shouldDraw) -- Overloads shouldDraw = ImGui.BeginChild("Name") shouldDraw = ImGui.BeginChild("Name", 100) shouldDraw = ImGui.BeginChild("Name", 100, 200) + shouldDraw = ImGui.BeginChild("Name", 100, 200, ImGuiChildFlags.Border) + shouldDraw = ImGui.BeginChild("Name", 100, 200, ImGuiChildFlags.Border, ImGuiWindowFlags.NoMove) + + -- The following will still work, but are considered deprecated and the newer overloads above should be used. + -- Parameters: text (name), float (size_x) [O], float (size_y) [O], bool (border) [O], ImGuiWindowFlags (flags) [O] shouldDraw = ImGui.BeginChild("Name", 100, 200, true) shouldDraw = ImGui.BeginChild("Name", 100, 200, true, ImGuiWindowFlags.NoMove) @@ -272,6 +277,13 @@ You can find all the supported functions and overloads below. ImGui.PopStyleVar() ImGui.PopStyleVar(2) + -- ImGui.PushItemFlag(...) + -- Parameters: int/ImGuiItemFlags (option), bool (enabled) + ImGui.PushItemFlag(ImGuiItemFlags.NoTabStop, true) + + -- ImGui.PopItemFlag() + ImGui.PopItemFlag() + -- ImGui.GetStyleColorVec4(...) -- Parameters: ImGuiCol (idx) -- Returns: float (color_r), float (color_g), float (color_b), float (color_a) @@ -321,12 +333,12 @@ You can find all the supported functions and overloads below. -- ImGui.PopTextWrapPos() ImGui.PopTextWrapPos() - -- ImGui.PushAllowKeyboardFocus(...) - -- Parameters: bool (allow_keyboard_focus) - ImGui.PushAllowKeyboardFocus(true) + -- ImGui.PushTabStop(...) + -- Parameters: bool (tab_stop) + ImGui.PushTabStop(true) - -- ImGui.PopAllowKeyboardFocus() - ImGui.PopAllowKeyboardFocus() + -- ImGui.PopTabStop() + ImGui.PopTabStop() -- ImGui.PushButtonRepeat(...) -- Parameters: bool (repeat) @@ -334,6 +346,15 @@ You can find all the supported functions and overloads below. -- ImGui.PopButtonRepeat() ImGui.PopButtonRepeat() + + -- DEPRECATED + -- ImGui.PushAllowKeyboardFocus(...) + -- Parameters: bool (allow_keyboard_focus) + ImGui.PushAllowKeyboardFocus(true) + + -- DEPRECATED + -- ImGui.PopAllowKeyboardFocus() + ImGui.PopAllowKeyboardFocus() ``` ## Cursor / Layout @@ -1009,6 +1030,7 @@ selected, activated = ImGui.MenuItem("Label", "ALT+F4", selected, true) ## Tooltips ```lua + -- returns bool (n/a) [value will always be true in current implementations] -- ImGui.BeginTooltip() ImGui.BeginTooltip() @@ -1351,6 +1373,10 @@ selected, activated = ImGui.MenuItem("Label", "ALT+F4", selected, true) -- Returns: float (x), float (y) x, y = ImGui.GetItemRectSize() + -- ImGuiSetNextItemAllowOverlap() + ImGui.ImGuiSetNextItemAllowOverlap() + + -- DEPRECATED -- ImGui.SetItemAllowOverlap() ImGui.SetItemAllowOverlap() ``` @@ -1378,6 +1404,7 @@ selected, activated = ImGui.MenuItem("Label", "ALT+F4", selected, true) -- Returns: text (style_color_name) style_color_name = ImGui.GetStyleColorName(ImGuiCol.Text) + -- DEPRECATED (use BeginChild() with ImGuiChildFlags.FrameStyle!) -- ImGui.BeginChildFrame(...) -- Parameters: unsigned int (id), float (size_x), float (size_y), ImGuiWindowFlags (flags) [O] -- Returns: bool (open) @@ -1426,33 +1453,38 @@ selected, activated = ImGui.MenuItem("Label", "ALT+F4", selected, true) ## Inputs Utilities: Keyboard ```lua - -- ImGui.GetKeyIndex(...) - -- Parameters: ImGuiKey (key) - -- Returns: int (index) - index = ImGui.GetKeyIndex(ImGuiKey.Tab) - -- ImGui.IsKeyDown(...) - -- Parameters: int (key_index) + -- Parameters: int/ImGuiKey (key_index) -- Returns: bool (down) down = ImGui.IsKeyDown(0) + down = ImGui.IsKeyDown(ImGuiKey.Z) -- ImGui.IsKeyPressed(...) - -- Parameters: int (key_index), bool (repeat) [O] + -- Parameters: int/ImGuiKey (key_index), bool (repeat) [O] -- Returns: bool (pressed) -- Overloads pressed = ImGui.IsKeyPressed(0) + pressed = ImGui.IsKeyPressed(ImGuiKey.Z) pressed = ImGui.IsKeyPressed(0, true) + pressed = ImGui.IsKeyPressed(ImGuiKey.Z, true) -- ImGui.IsKeyReleased(...) - -- Parameters: int (key_index) + -- Parameters: int/ImGuiKey (key_index) -- Returns: bool (released) released = ImGui.IsKeyReleased(0) + released = ImGui.IsKeyReleased(ImGuiKey.Z) -- ImGui.GetKeyPressedAmount(...) - -- Parameters: int (key_index), float (repeat_delay), float (rate) + -- Parameters: int/ImGuiKey (key_index), float (repeat_delay), float (rate) -- Returns: int (pressed_amount) pressed_amount = ImGui.GetKeyPressedAmount(0, 0.5, 5) - + pressed_amount = ImGui.GetKeyPressedAmount(ImGuiKey.Z, 0.5, 5) + + -- ImGui.SetNextFrameWantCaptureKeyboard(...) + -- Parameters bool (want_capture_keyboard_valvue) + ImGui.SetNextFrameWantCaptureKeyboard(true) + + -- DEPRECATED (use ImGui.SetNextFrameWantCaptureKeyboard()) -- ImGui.CaptureKeyboardFromApp(...) -- Parameters: bool (want_capture_keyboard_value) [O] -- Overloads @@ -1530,7 +1562,12 @@ selected, activated = ImGui.MenuItem("Label", "ALT+F4", selected, true) -- ImGui.SetMouseCursor(...) -- Parameters: ImGuiMouseCursor (cursor_type) ImGui.SetMouseCursor(ImGuiMouseCursor.Hand) - + + -- ImGui.SetNextFrameWantCaptureMouse(...) + -- Parameters: bool (want_capture_mouse_value) + ImGui.SetNextFrameWantCaptureMouse(true) + + -- DEPRECATED (Use ImGui.SetNextFrameWantCaptureMouse()) -- ImGui.CaptureMouseFromApp() -- Parameters: bool (want_capture_mouse_value) [O] -- Overloads diff --git a/src/sol_imgui/sol_imgui.h b/src/sol_imgui/sol_imgui.h index 5624f292..f1dcbef9 100644 --- a/src/sol_imgui/sol_imgui.h +++ b/src/sol_imgui/sol_imgui.h @@ -43,6 +43,17 @@ inline bool BeginChild(const std::string& name, float sizeX, float sizeY) { return ImGui::BeginChild(name.c_str(), {sizeX, sizeY}); } +inline bool BeginChild(const std::string& name, float sizeX, float sizeY, int child_flags) +{ + return ImGui::BeginChild(name.c_str(), {sizeX, sizeY}, static_cast(child_flags)); +} + +inline bool BeginChild(const std::string& name, float sizeX, float sizeY, int child_flags, int window_flags) +{ + return ImGui::BeginChild(name.c_str(), {sizeX, sizeY}, static_cast(child_flags), static_cast(window_flags)); +} + +// DEPRECATED inline bool BeginChild(const std::string& name, float sizeX, float sizeY, bool border) { return ImGui::BeginChild(name.c_str(), {sizeX, sizeY}, border); @@ -51,6 +62,7 @@ inline bool BeginChild(const std::string& name, float sizeX, float sizeY, bool b { return ImGui::BeginChild(name.c_str(), {sizeX, sizeY}, border, flags); } + inline void EndChild() { ImGui::EndChild(); @@ -231,9 +243,11 @@ inline std::tuple GetWindowContentRegionMax() const auto vec2{ImGui::GetWindowContentRegionMax()}; return std::make_tuple(vec2.x, vec2.y); } + +// DEPRECATED AND REMOVED IN IMGUI. KEEPING SO AMM DOESN'T BREAK ._. inline float GetWindowContentRegionWidth() { - return ImGui::GetWindowContentRegionWidth(); + return (ImGui::GetWindowContentRegionMax().x - ImGui::GetWindowContentRegionMin().x); } // Windows Scrolling @@ -337,6 +351,16 @@ inline void PopStyleVar(int count) { ImGui::PopStyleVar(count); } + +inline void PushItemFlag(int option, bool enabled) +{ + ImGui::PushItemFlag(static_cast(option), enabled); +} +inline void PopItemFlag() +{ + ImGui::PopItemFlag(); +} + inline std::tuple GetStyleColorVec4(int idx) { const auto col{ImGui::GetStyleColorVec4(idx)}; @@ -399,6 +423,8 @@ inline void PopTextWrapPos() { ImGui::PopTextWrapPos(); } + +// DEPRECATED in 1.91, but still allowed. Replaced with PushTabStop/PopTabStop inline void PushAllowKeyboardFocus(bool allowKeyboardFocus) { ImGui::PushAllowKeyboardFocus(allowKeyboardFocus); @@ -407,6 +433,16 @@ inline void PopAllowKeyboardFocus() { ImGui::PopAllowKeyboardFocus(); } + +inline void PushTabStop(bool tab_stop) +{ + ImGui::PushTabStop(tab_stop); +} +inline void PopTabStop() +{ + ImGui::PopTabStop(); +} + inline void PushButtonRepeat(bool repeat) { ImGui::PushButtonRepeat(repeat); @@ -2070,9 +2106,9 @@ inline std::tuple MenuItem(const std::string& label, const std::stri } // Tooltips -inline void BeginTooltip() +inline bool BeginTooltip() { - ImGui::BeginTooltip(); + return ImGui::BeginTooltip(); } inline void EndTooltip() { @@ -2501,11 +2537,18 @@ inline std::tuple GetItemRectSize() const auto vec2{ImGui::GetItemRectSize()}; return std::make_tuple(vec2.x, vec2.y); } + +// DEPRECATED inline void SetItemAllowOverlap() { ImGui::SetItemAllowOverlap(); } +inline void SetNextItemAllowOverlap() +{ + ImGui::SetNextItemAllowOverlap(); +} + // Miscellaneous Utilities inline bool IsRectVisible(float sizeX, float sizeY) { @@ -2537,6 +2580,8 @@ inline std::string GetStyleColorName(int idx) return std::string(ImGui::GetStyleColorName(idx)); } /* TODO: SetStateStorage(), GetStateStorage(), CalcListClipping() ==> UNSUPPORTED */ + +// DEPRECATED inline bool BeginChildFrame(unsigned int id, float sizeX, float sizeY) { return ImGui::BeginChildFrame(id, {sizeX, sizeY}); @@ -2545,6 +2590,7 @@ inline bool BeginChildFrame(unsigned int id, float sizeX, float sizeY, int flags { return ImGui::BeginChildFrame(id, {sizeX, sizeY}, flags); } + inline void EndChildFrame() { return ImGui::EndChildFrame(); @@ -2601,37 +2647,43 @@ inline std::tuple ColorConvertHSVtoRGB(float h, float s, fl } // Inputs Utilities: Keyboard -inline int GetKeyIndex(int imgui_key) -{ - return ImGui::GetKeyIndex(static_cast(imgui_key)); -} inline bool IsKeyDown(int user_key_index) { - return ImGui::IsKeyDown(user_key_index); + return ImGui::IsKeyDown(static_cast(user_key_index)); } inline bool IsKeyPressed(int user_key_index) { - return ImGui::IsKeyPressed(user_key_index); + return ImGui::IsKeyPressed(static_cast(user_key_index)); } inline bool IsKeyPressed(int user_key_index, bool repeat) { - return ImGui::IsKeyPressed(user_key_index, repeat); + return ImGui::IsKeyPressed(static_cast(user_key_index), repeat); } inline bool IsKeyReleased(int user_key_index) { - return ImGui::IsKeyReleased(user_key_index); + return ImGui::IsKeyReleased(static_cast(user_key_index)); } inline int GetKeyPressedAmount(int key_index, float repeat_delay, float rate) { - return ImGui::GetKeyPressedAmount(key_index, repeat_delay, rate); + return ImGui::GetKeyPressedAmount(static_cast(key_index), repeat_delay, rate); +} +inline void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard_value) +{ + ImGui::SetNextFrameWantCaptureKeyboard(want_capture_keyboard_value); +} + +// DEPRECATED +inline int GetKeyIndex(int imgui_key) +{ + return ImGui::GetKeyIndex(static_cast(imgui_key)); } inline void CaptureKeyboardFromApp() { - ImGui::CaptureKeyboardFromApp(); + ImGui::SetNextFrameWantCaptureKeyboard(true); } inline void CaptureKeyboardFromApp(bool want_capture_keyboard_value) { - ImGui::CaptureKeyboardFromApp(want_capture_keyboard_value); + ImGui::SetNextFrameWantCaptureKeyboard(want_capture_keyboard_value); } // Inputs Utilities: Mouse @@ -2718,13 +2770,19 @@ inline void SetMouseCursor(int cursor_type) { ImGui::SetMouseCursor(static_cast(cursor_type)); } +inline void SetNextFrameWantCaptureMouse(bool want_capture_mouse_value) +{ + ImGui::SetNextFrameWantCaptureMouse(want_capture_mouse_value); +} + +// DEPRECATED inline void CaptureMouseFromApp() { - ImGui::CaptureMouseFromApp(); + ImGui::SetNextFrameWantCaptureMouse(true); } inline void CaptureMouseFromApp(bool want_capture_mouse_value) { - ImGui::CaptureMouseFromApp(want_capture_mouse_value); + ImGui::SetNextFrameWantCaptureMouse(want_capture_mouse_value); } // Clipboard Utilities @@ -2913,14 +2971,31 @@ inline void InitEnums(sol::table luaGlobals) ImGuiWindowFlags_AlwaysAutoResize, "NoBackground", ImGuiWindowFlags_NoBackground, "NoSavedSettings", ImGuiWindowFlags_NoSavedSettings, "NoMouseInputs", ImGuiWindowFlags_NoMouseInputs, "MenuBar", ImGuiWindowFlags_MenuBar, "HorizontalScrollbar", ImGuiWindowFlags_HorizontalScrollbar, "NoFocusOnAppearing", ImGuiWindowFlags_NoFocusOnAppearing, "NoBringToFrontOnFocus", ImGuiWindowFlags_NoBringToFrontOnFocus, "AlwaysVerticalScrollbar", ImGuiWindowFlags_AlwaysVerticalScrollbar, - "AlwaysHorizontalScrollbar", ImGuiWindowFlags_AlwaysHorizontalScrollbar, "AlwaysUseWindowPadding", ImGuiWindowFlags_AlwaysUseWindowPadding, "NoNavInputs", - ImGuiWindowFlags_NoNavInputs, "NoNavFocus", ImGuiWindowFlags_NoNavFocus, "UnsavedDocument", ImGuiWindowFlags_UnsavedDocument, "NoNav", ImGuiWindowFlags_NoNav, - "NoDecoration", ImGuiWindowFlags_NoDecoration, "NoInputs", ImGuiWindowFlags_NoInputs, + "AlwaysHorizontalScrollbar", ImGuiWindowFlags_AlwaysHorizontalScrollbar, "NoNavInputs", ImGuiWindowFlags_NoNavInputs, "NoNavFocus", ImGuiWindowFlags_NoNavFocus, + "UnsavedDocument", ImGuiWindowFlags_UnsavedDocument, "NoNav", ImGuiWindowFlags_NoNav, "NoDecoration", ImGuiWindowFlags_NoDecoration, "NoInputs", ImGuiWindowFlags_NoInputs, + // [Internal] + "ChildWindow", ImGuiWindowFlags_ChildWindow, "Tooltip", ImGuiWindowFlags_Tooltip, "Popup", ImGuiWindowFlags_Popup, "Modal", ImGuiWindowFlags_Modal, "ChildMenu", + ImGuiWindowFlags_ChildMenu, + + // DEPRECATED + "AlwaysUseWindowPadding", ImGuiWindowFlags_AlwaysUseWindowPadding, // [Internal] - "NavFlattened", ImGuiWindowFlags_NavFlattened, "ChildWindow", ImGuiWindowFlags_ChildWindow, "Tooltip", ImGuiWindowFlags_Tooltip, "Popup", ImGuiWindowFlags_Popup, "Modal", - ImGuiWindowFlags_Modal, "ChildMenu", ImGuiWindowFlags_ChildMenu); + "NavFlattened", ImGuiWindowFlags_NavFlattened); #pragma endregion Window Flags +#pragma region Child Flags + luaGlobals.new_enum( + "ImGuiChildFlags", "None", ImGuiChildFlags_None, "Borders", ImGuiChildFlags_Borders, "AlwaysUseWindowPadding", ImGuiChildFlags_AlwaysUseWindowPadding, "ResizeX", + ImGuiChildFlags_ResizeX, "ResizeY", ImGuiChildFlags_ResizeY, "AutoResizeX", ImGuiChildFlags_AutoResizeX, "AutoResizeY", ImGuiChildFlags_AutoResizeY, "AlwaysAutoResize", + ImGuiChildFlags_AlwaysAutoResize, "FrameStyle", ImGuiChildFlags_FrameStyle, "NavFlattened", ImGuiChildFlags_NavFlattened); +#pragma endregion Child Flags + +#pragma region Item Flags + luaGlobals.new_enum( + "ImGuiItemFlags", "None", ImGuiItemFlags_None, "NoTabStop", ImGuiItemFlags_NoTabStop, "NoNav", ImGuiItemFlags_NoNav, "NoNavDefaultFocus", ImGuiItemFlags_NoNavDefaultFocus, + "ButtonRepeat", ImGuiItemFlags_ButtonRepeat, "AutoClosePopups", ImGuiItemFlags_AutoClosePopups); +#pragma endregion Item Flags + #pragma region Focused Flags luaGlobals.new_enum( "ImGuiFocusedFlags", "None", ImGuiFocusedFlags_None, "ChildWindows", ImGuiFocusedFlags_ChildWindows, "RootWindow", ImGuiFocusedFlags_RootWindow, "AnyWindow", @@ -2932,7 +3007,9 @@ inline void InitEnums(sol::table luaGlobals) "ImGuiHoveredFlags", "None", ImGuiHoveredFlags_None, "ChildWindows", ImGuiHoveredFlags_ChildWindows, "RootWindow", ImGuiHoveredFlags_RootWindow, "AnyWindow", ImGuiHoveredFlags_AnyWindow, "AllowWhenBlockedByPopup", ImGuiHoveredFlags_AllowWhenBlockedByPopup, "AllowWhenBlockedByActiveItem", ImGuiHoveredFlags_AllowWhenBlockedByActiveItem, "AllowWhenOverlapped", ImGuiHoveredFlags_AllowWhenOverlapped, "AllowWhenDisabled", ImGuiHoveredFlags_AllowWhenDisabled, - "RectOnly", ImGuiHoveredFlags_RectOnly, "RootAndChildWindows", ImGuiHoveredFlags_RootAndChildWindows); + "RectOnly", ImGuiHoveredFlags_RectOnly, "RootAndChildWindows", ImGuiHoveredFlags_RootAndChildWindows, "ForTooltip", ImGuiHoveredFlags_ForTooltip, "Stationary", + ImGuiHoveredFlags_Stationary, "DelayNone", ImGuiHoveredFlags_DelayNone, "DelayShort", ImGuiHoveredFlags_DelayShort, "DelayNormal", ImGuiHoveredFlags_DelayNormal, + "NoSharedDelay", ImGuiHoveredFlags_NoSharedDelay); #pragma endregion Hovered Flags #pragma region Cond @@ -2949,12 +3026,17 @@ inline void InitEnums(sol::table luaGlobals) "CheckMark", ImGuiCol_CheckMark, "SliderGrab", ImGuiCol_SliderGrab, "SliderGrabActive", ImGuiCol_SliderGrabActive, "Button", ImGuiCol_Button, "ButtonHovered", ImGuiCol_ButtonHovered, "ButtonActive", ImGuiCol_ButtonActive, "Header", ImGuiCol_Header, "HeaderHovered", ImGuiCol_HeaderHovered, "HeaderActive", ImGuiCol_HeaderActive, "Separator", ImGuiCol_Separator, "SeparatorHovered", ImGuiCol_SeparatorHovered, "SeparatorActive", ImGuiCol_SeparatorActive, "ResizeGrip", ImGuiCol_ResizeGrip, - "ResizeGripHovered", ImGuiCol_ResizeGripHovered, "ResizeGripActive", ImGuiCol_ResizeGripActive, "Tab", ImGuiCol_Tab, "TabHovered", ImGuiCol_TabHovered, "TabActive", - ImGuiCol_TabActive, "TabUnfocused", ImGuiCol_TabUnfocused, "TabUnfocusedActive", ImGuiCol_TabUnfocusedActive, "PlotLines", ImGuiCol_PlotLines, "PlotLinesHovered", + "ResizeGripHovered", ImGuiCol_ResizeGripHovered, "ResizeGripActive", ImGuiCol_ResizeGripActive, "Tab", ImGuiCol_Tab, "TabHovered", ImGuiCol_TabHovered, "TabSelected", + ImGuiCol_TabSelected, "TabDimmed", ImGuiCol_TabDimmed, "TabDimmedSelected", ImGuiCol_TabDimmedSelected, "PlotLines", ImGuiCol_PlotLines, "PlotLinesHovered", ImGuiCol_PlotLinesHovered, "PlotHistogram", ImGuiCol_PlotHistogram, "PlotHistogramHovered", ImGuiCol_PlotHistogramHovered, "TableHeaderBg", ImGuiCol_TableHeaderBg, "TableBorderStrong", ImGuiCol_TableBorderStrong, "TableBorderLight", ImGuiCol_TableBorderLight, "TableRowBg", ImGuiCol_TableRowBg, "TableRowBgAlt", ImGuiCol_TableRowBgAlt, "TextSelectedBg", ImGuiCol_TextSelectedBg, "DragDropTarget", ImGuiCol_DragDropTarget, "NavHighlight", ImGuiCol_NavHighlight, "NavWindowingHighlight", - ImGuiCol_NavWindowingHighlight, "NavWindowingDimBg", ImGuiCol_NavWindowingDimBg, "ModalWindowDimBg", ImGuiCol_ModalWindowDimBg, "COUNT", ImGuiCol_COUNT); + ImGuiCol_NavWindowingHighlight, "NavWindowingDimBg", ImGuiCol_NavWindowingDimBg, "ModalWindowDimBg", ImGuiCol_ModalWindowDimBg, + + // DEPRECATED + "TabActive", ImGuiCol_TabActive, "TabUnfocused", ImGuiCol_TabUnfocused, "TabUnfocusedActive", ImGuiCol_TabUnfocusedActive, + + "COUNT", ImGuiCol_COUNT); #pragma endregion Col #pragma region Style @@ -2994,7 +3076,7 @@ inline void InitEnums(sol::table luaGlobals) #pragma region Slider Flags luaGlobals.new_enum( - "ImGuiSliderFlags", "None", ImGuiSliderFlags_None, "ClampOnInput", ImGuiSliderFlags_ClampOnInput, "Logarithmic", ImGuiSliderFlags_Logarithmic, "NoRoundToFormat", + "ImGuiSliderFlags", "None", ImGuiSliderFlags_None, "AlwaysClamp", ImGuiSliderFlags_AlwaysClamp, "Logarithmic", ImGuiSliderFlags_Logarithmic, "NoRoundToFormat", ImGuiSliderFlags_NoRoundToFormat, "NoInput", ImGuiSliderFlags_NoInput); #pragma endregion Slider Flags @@ -3018,25 +3100,32 @@ inline void InitEnums(sol::table luaGlobals) #pragma region TreeNode Flags luaGlobals.new_enum( - "ImGuiTreeNodeFlags", "None", ImGuiTreeNodeFlags_None, "Selected", ImGuiTreeNodeFlags_Selected, "Framed", ImGuiTreeNodeFlags_Framed, "AllowItemOverlap", - ImGuiTreeNodeFlags_AllowItemOverlap, "NoTreePushOnOpen", ImGuiTreeNodeFlags_NoTreePushOnOpen, "NoAutoOpenOnLog", ImGuiTreeNodeFlags_NoAutoOpenOnLog, "DefaultOpen", + "ImGuiTreeNodeFlags", "None", ImGuiTreeNodeFlags_None, "Selected", ImGuiTreeNodeFlags_Selected, "Framed", ImGuiTreeNodeFlags_Framed, "AllowOverlap", + ImGuiTreeNodeFlags_AllowOverlap, "NoTreePushOnOpen", ImGuiTreeNodeFlags_NoTreePushOnOpen, "NoAutoOpenOnLog", ImGuiTreeNodeFlags_NoAutoOpenOnLog, "DefaultOpen", ImGuiTreeNodeFlags_DefaultOpen, "OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick, "OpenOnArrow", ImGuiTreeNodeFlags_OpenOnArrow, "Leaf", ImGuiTreeNodeFlags_Leaf, "Bullet", ImGuiTreeNodeFlags_Bullet, "FramePadding", ImGuiTreeNodeFlags_FramePadding, "SpanAvailWidth", ImGuiTreeNodeFlags_SpanAvailWidth, "SpanFullWidth", - ImGuiTreeNodeFlags_SpanFullWidth, "NavLeftJumpsBackHere", ImGuiTreeNodeFlags_NavLeftJumpsBackHere, "CollapsingHeader", ImGuiTreeNodeFlags_CollapsingHeader); + ImGuiTreeNodeFlags_SpanFullWidth, "NavLeftJumpsBackHere", ImGuiTreeNodeFlags_NavLeftJumpsBackHere, "CollapsingHeader", ImGuiTreeNodeFlags_CollapsingHeader, + "AllowItemOverlap", ImGuiTreeNodeFlags_AllowItemOverlap // DEPRECATED + + ); #pragma endregion TreeNode Flags #pragma region Selectable Flags luaGlobals.new_enum( - "ImGuiSelectableFlags", "None", ImGuiSelectableFlags_None, "DontClosePopups", ImGuiSelectableFlags_DontClosePopups, "SpanAllColumns", ImGuiSelectableFlags_SpanAllColumns, - "AllowDoubleClick", ImGuiSelectableFlags_AllowDoubleClick, "Disabled", ImGuiSelectableFlags_Disabled, "AllowItemOverlap", ImGuiSelectableFlags_AllowItemOverlap); + "ImGuiSelectableFlags", "None", ImGuiSelectableFlags_None, "NoAutoClosePopups", ImGuiSelectableFlags_NoAutoClosePopups, "SpanAllColumns", + ImGuiSelectableFlags_SpanAllColumns, "AllowDoubleClick", ImGuiSelectableFlags_AllowDoubleClick, "Disabled", ImGuiSelectableFlags_Disabled, "AllowOverlap", + ImGuiSelectableFlags_AllowOverlap, + + // DEPRECATED + "DontClosePopups", ImGuiSelectableFlags_DontClosePopups, "AllowItemOverlap", ImGuiSelectableFlags_AllowItemOverlap); #pragma endregion Selectable Flags #pragma region Popup Flags luaGlobals.new_enum( "ImGuiPopupFlags", "None", ImGuiPopupFlags_None, "MouseButtonLeft", ImGuiPopupFlags_MouseButtonLeft, "MouseButtonRight", ImGuiPopupFlags_MouseButtonRight, - "MouseButtonMiddle", ImGuiPopupFlags_MouseButtonMiddle, "MouseButtonMask_", ImGuiPopupFlags_MouseButtonMask_, "MouseButtonDefault_", ImGuiPopupFlags_MouseButtonDefault_, - "NoOpenOverExistingPopup", ImGuiPopupFlags_NoOpenOverExistingPopup, "NoOpenOverItems", ImGuiPopupFlags_NoOpenOverItems, "AnyPopupId", ImGuiPopupFlags_AnyPopupId, - "AnyPopupLevel", ImGuiPopupFlags_AnyPopupLevel, "AnyPopup", ImGuiPopupFlags_AnyPopup); + "MouseButtonMiddle", ImGuiPopupFlags_MouseButtonMiddle, "MouseButtonMask_", ImGuiPopupFlags_MouseButtonMask_, "NoOpenOverExistingPopup", + ImGuiPopupFlags_NoOpenOverExistingPopup, "NoOpenOverItems", ImGuiPopupFlags_NoOpenOverItems, "AnyPopupId", ImGuiPopupFlags_AnyPopupId, "AnyPopupLevel", + ImGuiPopupFlags_AnyPopupLevel, "AnyPopup", ImGuiPopupFlags_AnyPopup); #pragma endregion Popup Flags #pragma region Table Flags @@ -3125,12 +3214,27 @@ inline void InitEnums(sol::table luaGlobals) #pragma endregion MouseButton #pragma region Key + // TODO: consider adding gamepad options luaGlobals.new_enum( - "ImGuiKey", "Tab", ImGuiKey_Tab, "LeftArrow", ImGuiKey_LeftArrow, "RightArrow", ImGuiKey_RightArrow, "UpArrow", ImGuiKey_UpArrow, "DownArrow", ImGuiKey_DownArrow, "PageUp", - ImGuiKey_PageUp, "PageDown", ImGuiKey_PageDown, "Home", ImGuiKey_Home, "End", ImGuiKey_End, "Insert", ImGuiKey_Insert, "Delete", ImGuiKey_Delete, "Backspace", - ImGuiKey_Backspace, "Space", ImGuiKey_Space, "Enter", ImGuiKey_Enter, "Escape", ImGuiKey_Escape, "KeyPadEnter", ImGuiKey_KeyPadEnter, "A", ImGuiKey_A, "C", ImGuiKey_C, "V", - ImGuiKey_V, "X", ImGuiKey_X, "Y", ImGuiKey_Y, "Z", ImGuiKey_Z, "COUNT", ImGuiKey_COUNT, "LeftCtrl", ImGuiKey_LeftCtrl, "LeftShift", ImGuiKey_LeftShift, "G", ImGuiKey_G, - "S", ImGuiKey_S, "D", ImGuiKey_D, "R", ImGuiKey_R, "H", ImGuiKey_H); + "ImGuiKey", "None", ImGuiKey_None, "Tab", ImGuiKey_Tab, "LeftArrow", ImGuiKey_LeftArrow, "RightArrow", ImGuiKey_RightArrow, "UpArrow", ImGuiKey_UpArrow, "DownArrow", + ImGuiKey_DownArrow, "PageUp", ImGuiKey_PageUp, "PageDown", ImGuiKey_PageDown, "Home", ImGuiKey_Home, "End", ImGuiKey_End, "Insert", ImGuiKey_Insert, "Delete", + ImGuiKey_Delete, "Backspace", ImGuiKey_Backspace, "Space", ImGuiKey_Space, "Enter", ImGuiKey_Enter, "Escape", ImGuiKey_Escape, "LeftCtrl", ImGuiKey_LeftCtrl, "LeftShift", + ImGuiKey_LeftShift, "LeftAlt", ImGuiKey_LeftAlt, "LeftSuper", ImGuiKey_LeftSuper, "RightCtrl", ImGuiKey_RightCtrl, "RightShift", ImGuiKey_RightShift, "RightAlt", + ImGuiKey_RightAlt, "RightSuper", ImGuiKey_RightSuper, "Menu", ImGuiKey_Menu, "0", ImGuiKey_0, "1", ImGuiKey_1, "2", ImGuiKey_2, "3", ImGuiKey_3, "4", ImGuiKey_4, "5", + ImGuiKey_5, "6", ImGuiKey_6, "7", ImGuiKey_7, "8", ImGuiKey_8, "9", ImGuiKey_9, "A", ImGuiKey_A, "B", ImGuiKey_B, "C", ImGuiKey_C, "D", ImGuiKey_D, "E", ImGuiKey_E, "F", + ImGuiKey_F, "G", ImGuiKey_G, "H", ImGuiKey_H, "I", ImGuiKey_I, "J", ImGuiKey_J, "K", ImGuiKey_K, "L", ImGuiKey_L, "M", ImGuiKey_M, "N", ImGuiKey_N, "O", ImGuiKey_O, "P", + ImGuiKey_P, "Q", ImGuiKey_Q, "R", ImGuiKey_R, "S", ImGuiKey_S, "T", ImGuiKey_T, "U", ImGuiKey_U, "V", ImGuiKey_V, "W", ImGuiKey_W, "X", ImGuiKey_X, "Y", ImGuiKey_Y, "Z", + ImGuiKey_Z, "F1", ImGuiKey_F1, "F2", ImGuiKey_F2, "F3", ImGuiKey_F3, "F4", ImGuiKey_F4, "F5", ImGuiKey_F5, "F6", ImGuiKey_F6, "F7", ImGuiKey_F7, "F8", ImGuiKey_F8, "F9", + ImGuiKey_F9, "F10", ImGuiKey_F10, "F11", ImGuiKey_F11, "F12", ImGuiKey_F12, "F13", ImGuiKey_F13, "F14", ImGuiKey_F14, "F15", ImGuiKey_F15, "F16", ImGuiKey_F16, "F17", + ImGuiKey_F17, "F18", ImGuiKey_F18, "F19", ImGuiKey_F19, "F20", ImGuiKey_F20, "F21", ImGuiKey_F21, "F22", ImGuiKey_F22, "F23", ImGuiKey_F23, "F24", ImGuiKey_F24, + "Apostrophe", ImGuiKey_Apostrophe, "Comma", ImGuiKey_Comma, "Minus", ImGuiKey_Minus, "Period", ImGuiKey_Period, "Slash", ImGuiKey_Slash, "Semicolon", ImGuiKey_Semicolon, + "Equal", ImGuiKey_Equal, "LeftBracket", ImGuiKey_LeftBracket, "Backslash", ImGuiKey_Backslash, "RightBracket", ImGuiKey_RightBracket, "GraveAccent", ImGuiKey_GraveAccent, + "CapsLock", ImGuiKey_CapsLock, "ScrollLock", ImGuiKey_ScrollLock, "NumLock", ImGuiKey_NumLock, "PrintScreen", ImGuiKey_PrintScreen, "Pause", ImGuiKey_Pause, "Keypad0", + ImGuiKey_Keypad0, "Keypad1", ImGuiKey_Keypad1, "Keypad2", ImGuiKey_Keypad2, "Keypad3", ImGuiKey_Keypad3, "Keypad4", ImGuiKey_Keypad4, "Keypad5", ImGuiKey_Keypad5, + "Keypad6", ImGuiKey_Keypad6, "Keypad7", ImGuiKey_Keypad7, "Keypad8", ImGuiKey_Keypad8, "Keypad9", ImGuiKey_Keypad9, "KeypadDecimal", ImGuiKey_KeypadDecimal, "KeypadDivide", + ImGuiKey_KeypadDivide, "KeypadMultiply", ImGuiKey_KeypadMultiply, "KeypadSubtract", ImGuiKey_KeypadSubtract, "KeypadAdd", ImGuiKey_KeypadAdd, "KeypadEnter", + ImGuiKey_KeypadEnter, "COUNT", ImGuiKey_COUNT); + #pragma endregion Key #pragma region MouseCursor @@ -3139,13 +3243,6 @@ inline void InitEnums(sol::table luaGlobals) "ResizeNS", ImGuiMouseCursor_ResizeNS, "ResizeEW", ImGuiMouseCursor_ResizeEW, "ResizeNESW", ImGuiMouseCursor_ResizeNESW, "ResizeNWSE", ImGuiMouseCursor_ResizeNWSE, "Hand", ImGuiMouseCursor_Hand, "NotAllowed", ImGuiMouseCursor_NotAllowed, "COUNT", ImGuiMouseCursor_COUNT); #pragma endregion MouseCursor - -#pragma region ImDrawCorner Flags - luaGlobals.new_enum( - "ImDrawCornerFlags", "None", ImDrawCornerFlags_None, "TopLeft", ImDrawCornerFlags_TopLeft, "TopRight", ImDrawCornerFlags_TopRight, "BotLeft", ImDrawCornerFlags_BotLeft, - "BotRight", ImDrawCornerFlags_BotRight, "Top", ImDrawCornerFlags_Top, "Bot", ImDrawCornerFlags_Bot, "Left", ImDrawCornerFlags_Left, "Right", ImDrawCornerFlags_Right, "All", - ImDrawCornerFlags_All); -#pragma endregion ImDrawCorner Flags } inline void InitBindings(sol::state& lua, sol::table luaGlobals) @@ -3167,8 +3264,11 @@ inline void InitBindings(sol::state& lua, sol::table luaGlobals) ImGui.set_function( "BeginChild", sol::overload( sol::resolve(BeginChild), sol::resolve(BeginChild), - sol::resolve(BeginChild), sol::resolve(BeginChild), - sol::resolve(BeginChild))); + sol::resolve(BeginChild), sol::resolve(BeginChild), + sol::resolve(BeginChild), + + // DEPRECATED + sol::resolve(BeginChild), sol::resolve(BeginChild))); ImGui.set_function("EndChild", EndChild); #pragma endregion Child Windows @@ -3215,6 +3315,8 @@ inline void InitBindings(sol::state& lua, sol::table luaGlobals) ImGui.set_function("GetContentRegionAvail", GetContentRegionAvail); ImGui.set_function("GetWindowContentRegionMin", GetWindowContentRegionMin); ImGui.set_function("GetWindowContentRegionMax", GetWindowContentRegionMax); + + // DEPRECATED ImGui.set_function("GetWindowContentRegionWidth", GetWindowContentRegionWidth); #pragma endregion Content Region @@ -3240,6 +3342,8 @@ inline void InitBindings(sol::state& lua, sol::table luaGlobals) ImGui.set_function("PopStyleColor", sol::overload(sol::resolve(PopStyleColor), sol::resolve(PopStyleColor))); ImGui.set_function("PushStyleVar", sol::overload(sol::resolve(PushStyleVar), sol::resolve(PushStyleVar))); ImGui.set_function("PopStyleVar", sol::overload(sol::resolve(PopStyleVar), sol::resolve(PopStyleVar))); + ImGui.set_function("PushItemFlag", PushItemFlag); + ImGui.set_function("PopItemFlag", PopItemFlag); ImGui.set_function("GetStyleColorVec4", GetStyleColorVec4); #ifdef SOL_IMGUI_ENABLE_FONT_MANIPULATORS ImGui.set_function("GetFont", GetFont); @@ -3256,11 +3360,15 @@ inline void InitBindings(sol::state& lua, sol::table luaGlobals) ImGui.set_function("SetNextItemWidth", SetNextItemWidth); ImGui.set_function("CalcItemWidth", CalcItemWidth); ImGui.set_function("PushTextWrapPos", sol::overload(sol::resolve(PushTextWrapPos), sol::resolve(PushTextWrapPos))); + ImGui.set_function("PushTabStop", PushTabStop); + ImGui.set_function("PopTabStop", PopTabStop); ImGui.set_function("PopTextWrapPos", PopTextWrapPos); - ImGui.set_function("PushAllowKeyboardFocus", PushAllowKeyboardFocus); - ImGui.set_function("PopAllowKeyboardFocus", PopAllowKeyboardFocus); + + // DEPRECATED ImGui.set_function("PushButtonRepeat", PushButtonRepeat); ImGui.set_function("PopButtonRepeat", PopButtonRepeat); + ImGui.set_function("PushAllowKeyboardFocus", PushAllowKeyboardFocus); + ImGui.set_function("PopAllowKeyboardFocus", PopAllowKeyboardFocus); #pragma endregion Parameters stacks(current window) #pragma region Cursor / Layout @@ -3745,6 +3853,9 @@ inline void InitBindings(sol::state& lua, sol::table luaGlobals) ImGui.set_function("GetItemRectMin", GetItemRectMin); ImGui.set_function("GetItemRectMax", GetItemRectMax); ImGui.set_function("GetItemRectSize", GetItemRectSize); + ImGui.set_function("SetNextItemAllowOverlap", SetNextItemAllowOverlap); + + // DEPRECATED ImGui.set_function("SetItemAllowOverlap", SetItemAllowOverlap); #pragma endregion Item / Widgets Utilities @@ -3755,10 +3866,12 @@ inline void InitBindings(sol::state& lua, sol::table luaGlobals) ImGui.set_function("GetBackgroundDrawList", GetBackgroundDrawList); ImGui.set_function("GetForegroundDrawList", GetForegroundDrawList); ImGui.set_function("GetStyleColorName", GetStyleColorName); + ImGui.set_function("GetStyle", GetStyle); + + // DEPRECATED ImGui.set_function( "BeginChildFrame", sol::overload(sol::resolve(BeginChildFrame), sol::resolve(BeginChildFrame))); ImGui.set_function("EndChildFrame", EndChildFrame); - ImGui.set_function("GetStyle", GetStyle); #pragma endregion Miscellaneous Utilities #pragma region Text Utilities @@ -3781,6 +3894,9 @@ inline void InitBindings(sol::state& lua, sol::table luaGlobals) ImGui.set_function("IsKeyDown", IsKeyDown); ImGui.set_function("IsKeyPressed", sol::overload(sol::resolve(IsKeyPressed), sol::resolve(IsKeyPressed))); ImGui.set_function("IsKeyReleased", IsKeyReleased); + ImGui.set_function("SetNextFrameWantCaptureKeyboard", SetNextFrameWantCaptureKeyboard); + + // DEPRECATED ImGui.set_function("CaptureKeyboardFromApp", sol::overload(sol::resolve(CaptureKeyboardFromApp), sol::resolve(CaptureKeyboardFromApp))); #pragma endregion Inputs Utilities : Keyboard @@ -3803,6 +3919,9 @@ inline void InitBindings(sol::state& lua, sol::table luaGlobals) ImGui.set_function("ResetMouseDragDelta", sol::overload(sol::resolve(ResetMouseDragDelta), sol::resolve(ResetMouseDragDelta))); ImGui.set_function("GetMouseCursor", GetMouseCursor); ImGui.set_function("SetMouseCursor", SetMouseCursor); + ImGui.set_function("SetNextFrameWantCaptureMouse", SetNextFrameWantCaptureMouse); + + // DEPRECATED ImGui.set_function("CaptureMouseFromApp", sol::overload(sol::resolve(CaptureMouseFromApp), sol::resolve(CaptureMouseFromApp))); #pragma endregion Inputs Utilities : Mouse diff --git a/xmake.lua b/xmake.lua index 56d95776..576aee4a 100644 --- a/xmake.lua +++ b/xmake.lua @@ -54,7 +54,7 @@ add_requires("sol2", { configs = { includes_lua = false } }) add_requires("openrestry-luajit", { configs = { gc64 = true } }) local imguiUserConfig = string.gsub(path.absolute("src/imgui_impl/imgui_user_config.h"), "\\", "/") -add_requires("imgui v1.88-docking", { configs = { wchar32 = true, freetype = true, user_config = imguiUserConfig } }) +add_requires("imgui v1.91.1-docking", { configs = { wchar32 = true, freetype = true, user_config = imguiUserConfig } }) target("RED4ext.SDK") set_kind("headeronly") @@ -71,7 +71,7 @@ target("cyber_engine_tweaks") add_files("src/**.cpp") add_headerfiles("src/**.h", "build/CETVersion.h") add_includedirs("src/", "build/") - add_syslinks("User32", "Version", "d3d11") + add_syslinks("User32", "Version", "d3d11", "dxgi") add_packages("spdlog", "nlohmann_json", "minhook", "hopscotch-map", "imgui", "mem", "sol2", "tiltedcore", "sqlite3", "openrestry-luajit", "xbyak", "stb") add_deps("RED4ext.SDK") add_configfiles("src/CETVersion.h.in")