mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator
synced 2025-07-06 22:42:19 +08:00
Update imgui library to latest.
This commit is contained in:
@ -1,4 +1,4 @@
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// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
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// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// Implemented features:
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@ -7,27 +7,36 @@
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// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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#include "../../imgui.h"
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#include "imgui.h"
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#include "imgui_impl_win32.h"
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <windows.h>
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#include <tchar.h>
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#include <dwmapi.h>
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// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
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// Configuration flags to add in your imconfig.h file:
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//#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.
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// Using XInput for gamepad (will load DLL dynamically)
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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#include <XInput.h>
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#else
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#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
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#endif
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#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
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#pragma comment(lib, "xinput")
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//#pragma comment(lib, "Xinput9_1_0")
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#include <xinput.h>
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typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
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typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
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#endif
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
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// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
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// 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.
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// 2021-01-25: Inputs: Dynamically loading XInput DLL.
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// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
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// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
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// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
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// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
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@ -60,6 +69,13 @@ static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
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static bool g_HasGamepad = false;
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static bool g_WantUpdateHasGamepad = true;
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// XInput DLL and functions
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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static HMODULE g_XInputDLL = NULL;
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static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL;
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static PFN_XInputGetState g_XInputGetState = NULL;
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#endif
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// Functions
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bool ImGui_ImplWin32_Init(void* hwnd)
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{
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@ -68,7 +84,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
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return false;
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// Setup back-end capabilities flags
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// Setup backend capabilities flags
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g_hWnd = (HWND)hwnd;
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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@ -76,7 +92,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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io.BackendPlatformName = "imgui_impl_win32";
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io.ImeWindowHandle = hwnd;
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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@ -100,12 +116,46 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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// Dynamically load XInput library
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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const char* xinput_dll_names[] =
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{
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"xinput1_4.dll", // Windows 8+
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"xinput1_3.dll", // DirectX SDK
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"xinput9_1_0.dll", // Windows Vista, Windows 7
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"xinput1_2.dll", // DirectX SDK
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"xinput1_1.dll" // DirectX SDK
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};
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for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
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if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
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{
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g_XInputDLL = dll;
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g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
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g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
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break;
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}
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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return true;
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}
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void ImGui_ImplWin32_Shutdown()
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{
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g_hWnd = (HWND)0;
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// Unload XInput library
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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if (g_XInputDLL)
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::FreeLibrary(g_XInputDLL);
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g_XInputDLL = NULL;
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g_XInputGetCapabilities = NULL;
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g_XInputGetState = NULL;
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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g_hWnd = NULL;
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g_Time = 0;
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g_TicksPerSecond = 0;
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g_LastMouseCursor = ImGuiMouseCursor_COUNT;
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g_HasGamepad = false;
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g_WantUpdateHasGamepad = true;
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}
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static bool ImGui_ImplWin32_UpdateMouseCursor()
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@ -144,13 +194,14 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
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static void ImGui_ImplWin32_UpdateMousePos()
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(g_hWnd != 0);
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// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if (io.WantSetMousePos)
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{
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POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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::ClientToScreen(g_hWnd, &pos);
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::SetCursorPos(pos.x, pos.y);
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if (::ClientToScreen(g_hWnd, &pos))
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::SetCursorPos(pos.x, pos.y);
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}
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// Set mouse position
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@ -176,13 +227,13 @@ static void ImGui_ImplWin32_UpdateGamepads()
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if (g_WantUpdateHasGamepad)
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{
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XINPUT_CAPABILITIES caps;
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g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
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g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
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g_WantUpdateHasGamepad = false;
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}
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XINPUT_STATE xinput_state;
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
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XINPUT_STATE xinput_state;
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if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
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{
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const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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@ -214,15 +265,15 @@ static void ImGui_ImplWin32_UpdateGamepads()
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void ImGui_ImplWin32_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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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().");
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// Setup display size (every frame to accommodate for window resizing)
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RECT rect;
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RECT rect = { 0, 0, 0, 0 };
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::GetClientRect(g_hWnd, &rect);
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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// Setup time step
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INT64 current_time;
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INT64 current_time = 0;
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::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
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io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
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g_Time = current_time;
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@ -259,7 +310,7 @@ void ImGui_ImplWin32_NewFrame()
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// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
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// Call from your application's message handler.
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// When implementing your own back-end, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
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// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
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@ -323,6 +374,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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if (wParam < 256)
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io.KeysDown[wParam] = 0;
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return 0;
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case WM_KILLFOCUS:
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memset(io.KeysDown, 0, sizeof(io.KeysDown));
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return 0;
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case WM_CHAR:
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 0 && wParam < 0x10000)
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@ -352,7 +406,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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//---------------------------------------------------------------------------------------------------------
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// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
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// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
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// If you are trying to implement your own back-end for your own engine, you may ignore that noise.
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// If you are trying to implement your own backend for your own engine, you may ignore that noise.
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//---------------------------------------------------------------------------------------------------------
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// Implement some of the functions and types normally declared in recent Windows SDK.
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@ -366,7 +420,9 @@ static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
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cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
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return ::VerifyVersionInfoW(&osvi, mask, cond);
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}
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#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE
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#define IsWindowsVistaOrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
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#define IsWindows8OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
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#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
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#endif
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#ifndef DPI_ENUMS_DECLARED
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@ -411,7 +467,7 @@ void ImGui_ImplWin32_EnableDpiAwareness()
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}
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#if defined(_MSC_VER) && !defined(NOGDI)
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#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps()
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#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
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#endif
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float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
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@ -444,3 +500,43 @@ float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
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}
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//---------------------------------------------------------------------------------------------------------
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// Transparency related helpers (optional)
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//--------------------------------------------------------------------------------------------------------
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#if defined(_MSC_VER)
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#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
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#endif
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// [experimental]
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// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
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// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
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void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
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{
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if (!IsWindowsVistaOrGreater())
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return;
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BOOL composition;
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if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
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return;
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BOOL opaque;
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DWORD color;
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if (IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
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{
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HRGN region = ::CreateRectRgn(0, 0, -1, -1);
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DWM_BLURBEHIND bb = {};
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bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
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bb.hRgnBlur = region;
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bb.fEnable = TRUE;
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::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
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::DeleteObject(region);
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}
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else
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{
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DWM_BLURBEHIND bb = {};
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bb.dwFlags = DWM_BB_ENABLE;
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::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
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}
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}
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//---------------------------------------------------------------------------------------------------------
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