mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-27 16:29:02 +08:00
Backends: Win32: rework to add ImGui_ImplWin32_WndProcHandlerEx() not using current context (experimental). (#8069, #6293, #5856, #586)
+ GetIOEx(). Amendfedf45c
+ cba656a. Amend416cfdb9
.
This commit is contained in:
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d67e2eea1a
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3b8c7d0326
@ -133,12 +133,16 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
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}
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static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io)
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{
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return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData;
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}
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// Functions
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static void ImGui_ImplWin32_UpdateKeyboardCodePage()
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static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io)
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{
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// Retrieve keyboard code page, required for handling of non-Unicode Windows.
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
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HKL keyboard_layout = ::GetKeyboardLayout(0);
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LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
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if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
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@ -168,7 +172,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
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bd->TicksPerSecond = perf_frequency;
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bd->Time = perf_counter;
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bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
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ImGui_ImplWin32_UpdateKeyboardCodePage();
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ImGui_ImplWin32_UpdateKeyboardCodePage(io);
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// Set platform dependent data in viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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@ -228,13 +232,11 @@ void ImGui_ImplWin32_Shutdown()
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IM_DELETE(bd);
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}
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static bool ImGui_ImplWin32_UpdateMouseCursor()
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static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor)
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{
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ImGuiIO& io = ImGui::GetIO();
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
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return false;
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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@ -266,42 +268,39 @@ static bool IsVkDown(int vk)
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return (::GetKeyState(vk) & 0x8000) != 0;
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}
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static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
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static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddKeyEvent(key, down);
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io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
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IM_UNUSED(native_scancode);
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}
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static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
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static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io)
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{
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// Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
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if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
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ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
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ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT);
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if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
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ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
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ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT);
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// Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
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if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
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ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
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ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN);
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if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
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ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
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ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN);
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}
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static void ImGui_ImplWin32_UpdateKeyModifiers()
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static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
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io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
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io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
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io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
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}
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static void ImGui_ImplWin32_UpdateMouseData()
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static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
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{
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
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IM_ASSERT(bd->hWnd != 0);
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HWND focused_window = ::GetForegroundWindow();
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@ -328,11 +327,10 @@ static void ImGui_ImplWin32_UpdateMouseData()
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}
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// Gamepad navigation mapping
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static void ImGui_ImplWin32_UpdateGamepads()
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static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
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{
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
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//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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// return;
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@ -381,7 +379,9 @@ static void ImGui_ImplWin32_UpdateGamepads()
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MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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IM_UNUSED(io);
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#endif
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}
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void ImGui_ImplWin32_NewFrame()
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@ -402,21 +402,21 @@ void ImGui_ImplWin32_NewFrame()
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bd->Time = current_time;
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// Update OS mouse position
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ImGui_ImplWin32_UpdateMouseData();
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ImGui_ImplWin32_UpdateMouseData(io);
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// Process workarounds for known Windows key handling issues
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ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
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ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
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// Update OS mouse cursor with the cursor requested by imgui
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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if (bd->LastMouseCursor != mouse_cursor)
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{
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bd->LastMouseCursor = mouse_cursor;
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ImGui_ImplWin32_UpdateMouseCursor();
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ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor);
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}
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// Update game controllers (if enabled and available)
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ImGui_ImplWin32_UpdateGamepads();
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ImGui_ImplWin32_UpdateGamepads(io);
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}
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// Map VK_xxx to ImGuiKey_xxx.
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@ -578,21 +578,27 @@ static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo()
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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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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// 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.
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// 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.
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// Copy this line into your .cpp file to forward declare the function:
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Copy either line into your .cpp file to forward declare the function:
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext()
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext()
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IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
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// We silently allow both context or just only backend data to be nullptr.
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
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if (bd == nullptr)
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if (ImGui::GetCurrentContext() == NULL)
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return 0;
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ImGuiIO& io = ImGui::GetIO();
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return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO());
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}
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// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext().
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IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io)
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{
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
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if (bd == NULL)
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return 0;
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switch (msg)
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{
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case WM_MOUSEMOVE:
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@ -653,7 +659,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
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if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
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if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
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::SetCapture(hwnd);
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::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds.
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bd->MouseButtonsDown |= 1 << button;
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io.AddMouseSourceEvent(mouse_source);
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io.AddMouseButtonEvent(button, true);
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@ -692,7 +698,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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if (wParam < 256)
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{
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// Submit modifiers
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ImGui_ImplWin32_UpdateKeyModifiers();
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ImGui_ImplWin32_UpdateKeyModifiers(io);
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// Obtain virtual key code and convert to ImGuiKey
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const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
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@ -701,28 +707,28 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
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if (key == ImGuiKey_PrintScreen && !is_key_down)
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ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
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ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode);
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// Submit key event
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if (key != ImGuiKey_None)
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ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
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ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode);
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// Submit individual left/right modifier events
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if (vk == VK_SHIFT)
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{
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// Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
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if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
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if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
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if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
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if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
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}
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else if (vk == VK_CONTROL)
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{
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if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
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if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
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if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
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if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
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}
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else if (vk == VK_MENU)
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{
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if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
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if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
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if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
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if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
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}
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}
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return 0;
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@ -732,7 +738,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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io.AddFocusEvent(msg == WM_SETFOCUS);
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return 0;
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case WM_INPUTLANGCHANGE:
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ImGui_ImplWin32_UpdateKeyboardCodePage();
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ImGui_ImplWin32_UpdateKeyboardCodePage(io);
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return 0;
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case WM_CHAR:
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if (::IsWindowUnicode(hwnd))
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@ -750,7 +756,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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return 0;
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case WM_SETCURSOR:
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// This is required to restore cursor when transitioning from e.g resize borders to client area.
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if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
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if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
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return 1;
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return 0;
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case WM_DEVICECHANGE:
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@ -4748,6 +4748,13 @@ ImGuiIO& ImGui::GetIO()
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return GImGui->IO;
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}
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// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856)
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ImGuiIO& ImGui::GetIOEx(ImGuiContext* ctx)
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{
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IM_ASSERT(ctx != NULL);
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return ctx->IO;
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}
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ImGuiPlatformIO& ImGui::GetPlatformIO()
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{
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IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?");
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2
imgui.h
2
imgui.h
@ -2248,7 +2248,7 @@ struct ImGuiIO
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// Keyboard/Gamepad Navigation options
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bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
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bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
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bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
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bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
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bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
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bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
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@ -2936,6 +2936,7 @@ namespace ImGui
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// If this ever crashes because g.CurrentWindow is NULL, it means that either:
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// - ImGui::NewFrame() has never been called, which is illegal.
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// - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
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IMGUI_API ImGuiIO& GetIOEx(ImGuiContext* ctx);
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inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
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inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
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IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);
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