Update imgui library to latest.

This commit is contained in:
Mr_Goldberg
2021-05-16 21:04:18 -04:00
parent 0595490c00
commit 5495f36ed6
20 changed files with 8787 additions and 2829 deletions

View File

@ -1,4 +1,4 @@
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
@ -7,27 +7,36 @@
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
#include "../../imgui.h"
// 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
#include "imgui.h"
#include "imgui_impl_win32.h"
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <tchar.h>
#include <dwmapi.h>
// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
// Configuration flags to add in your imconfig.h file:
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support (this used to be meaningful before <1.81) but we know load XInput dynamically so the option is less relevant now.
// Using XInput for gamepad (will load DLL dynamically)
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
#include <XInput.h>
#else
#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
#endif
#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
#pragma comment(lib, "xinput")
//#pragma comment(lib, "Xinput9_1_0")
#include <xinput.h>
typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#endif
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
// 2021-01-25: Inputs: Dynamically loading XInput DLL.
// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
@ -60,6 +69,13 @@ static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
static bool g_HasGamepad = false;
static bool g_WantUpdateHasGamepad = true;
// XInput DLL and functions
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
static HMODULE g_XInputDLL = NULL;
static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL;
static PFN_XInputGetState g_XInputGetState = NULL;
#endif
// Functions
bool ImGui_ImplWin32_Init(void* hwnd)
{
@ -68,7 +84,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
return false;
// Setup back-end capabilities flags
// Setup backend capabilities flags
g_hWnd = (HWND)hwnd;
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
@ -76,7 +92,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
io.BackendPlatformName = "imgui_impl_win32";
io.ImeWindowHandle = hwnd;
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
// Keyboard mapping. Dear 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;
@ -100,12 +116,46 @@ bool ImGui_ImplWin32_Init(void* hwnd)
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
// Dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
const char* xinput_dll_names[] =
{
"xinput1_4.dll", // Windows 8+
"xinput1_3.dll", // DirectX SDK
"xinput9_1_0.dll", // Windows Vista, Windows 7
"xinput1_2.dll", // DirectX SDK
"xinput1_1.dll" // DirectX SDK
};
for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
{
g_XInputDLL = dll;
g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
break;
}
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
return true;
}
void ImGui_ImplWin32_Shutdown()
{
g_hWnd = (HWND)0;
// Unload XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
if (g_XInputDLL)
::FreeLibrary(g_XInputDLL);
g_XInputDLL = NULL;
g_XInputGetCapabilities = NULL;
g_XInputGetState = NULL;
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
g_hWnd = NULL;
g_Time = 0;
g_TicksPerSecond = 0;
g_LastMouseCursor = ImGuiMouseCursor_COUNT;
g_HasGamepad = false;
g_WantUpdateHasGamepad = true;
}
static bool ImGui_ImplWin32_UpdateMouseCursor()
@ -144,13 +194,14 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
static void ImGui_ImplWin32_UpdateMousePos()
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(g_hWnd != 0);
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
::ClientToScreen(g_hWnd, &pos);
::SetCursorPos(pos.x, pos.y);
if (::ClientToScreen(g_hWnd, &pos))
::SetCursorPos(pos.x, pos.y);
}
// Set mouse position
@ -176,13 +227,13 @@ static void ImGui_ImplWin32_UpdateGamepads()
if (g_WantUpdateHasGamepad)
{
XINPUT_CAPABILITIES caps;
g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
g_WantUpdateHasGamepad = false;
}
XINPUT_STATE xinput_state;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
XINPUT_STATE xinput_state;
if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
{
const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
@ -214,15 +265,15 @@ static void ImGui_ImplWin32_UpdateGamepads()
void ImGui_ImplWin32_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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)
RECT rect;
RECT rect = { 0, 0, 0, 0 };
::GetClientRect(g_hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
// Setup time step
INT64 current_time;
INT64 current_time = 0;
::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;
@ -259,7 +310,7 @@ void ImGui_ImplWin32_NewFrame()
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
// Call from your application's message handler.
// When implementing your own back-end, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
// 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.
// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
@ -323,6 +374,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
if (wParam < 256)
io.KeysDown[wParam] = 0;
return 0;
case WM_KILLFOCUS:
memset(io.KeysDown, 0, sizeof(io.KeysDown));
return 0;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
@ -352,7 +406,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
//---------------------------------------------------------------------------------------------------------
// 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 back-end for your own engine, you may ignore that noise.
// 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.
@ -366,7 +420,9 @@ static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
return ::VerifyVersionInfoW(&osvi, mask, cond);
}
#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE
#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
#endif
#ifndef DPI_ENUMS_DECLARED
@ -411,7 +467,7 @@ 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(void* monitor)
@ -444,3 +500,43 @@ float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
}
//---------------------------------------------------------------------------------------------------------
// Transparency related helpers (optional)
//--------------------------------------------------------------------------------------------------------
#if defined(_MSC_VER)
#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
#endif
// [experimental]
// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
{
if (!IsWindowsVistaOrGreater())
return;
BOOL composition;
if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
return;
BOOL opaque;
DWORD color;
if (IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
{
HRGN region = ::CreateRectRgn(0, 0, -1, -1);
DWM_BLURBEHIND bb = {};
bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
bb.hRgnBlur = region;
bb.fEnable = TRUE;
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
::DeleteObject(region);
}
else
{
DWM_BLURBEHIND bb = {};
bb.dwFlags = DWM_BB_ENABLE;
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
}
}
//---------------------------------------------------------------------------------------------------------