|  | // dear imgui: Platform Binding 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: | 
|  | //  [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'. | 
|  |  | 
|  | #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> | 
|  |  | 
|  | // Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7) | 
|  | #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") | 
|  | #endif | 
|  |  | 
|  | // CHANGELOG | 
|  | // (minor and older changes stripped away, please see git history for details) | 
|  | //  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; | 
|  | static bool                 g_HasGamepad = false; | 
|  | static bool                 g_WantUpdateHasGamepad = true; | 
|  |  | 
|  | // Functions | 
|  | bool    ImGui_ImplWin32_Init(void* hwnd) | 
|  | { | 
|  | if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond)) | 
|  | return false; | 
|  | if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time)) | 
|  | return false; | 
|  |  | 
|  | // Setup back-end capabilities flags | 
|  | g_hWnd = (HWND)hwnd; | 
|  | 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.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. | 
|  | 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_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'; | 
|  |  | 
|  | return true; | 
|  | } | 
|  |  | 
|  | void    ImGui_ImplWin32_Shutdown() | 
|  | { | 
|  | g_hWnd = (HWND)0; | 
|  | } | 
|  |  | 
|  | static bool ImGui_ImplWin32_UpdateMouseCursor() | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) | 
|  | return false; | 
|  |  | 
|  | ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); | 
|  | if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) | 
|  | { | 
|  | // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor | 
|  | ::SetCursor(NULL); | 
|  | } | 
|  | else | 
|  | { | 
|  | // Show OS mouse cursor | 
|  | LPTSTR win32_cursor = IDC_ARROW; | 
|  | switch (imgui_cursor) | 
|  | { | 
|  | case ImGuiMouseCursor_Arrow:        win32_cursor = IDC_ARROW; break; | 
|  | case ImGuiMouseCursor_TextInput:    win32_cursor = IDC_IBEAM; break; | 
|  | case ImGuiMouseCursor_ResizeAll:    win32_cursor = IDC_SIZEALL; break; | 
|  | case ImGuiMouseCursor_ResizeEW:     win32_cursor = IDC_SIZEWE; break; | 
|  | case ImGuiMouseCursor_ResizeNS:     win32_cursor = IDC_SIZENS; break; | 
|  | case ImGuiMouseCursor_ResizeNESW:   win32_cursor = IDC_SIZENESW; break; | 
|  | case ImGuiMouseCursor_ResizeNWSE:   win32_cursor = IDC_SIZENWSE; break; | 
|  | case ImGuiMouseCursor_Hand:         win32_cursor = IDC_HAND; break; | 
|  | case ImGuiMouseCursor_NotAllowed:   win32_cursor = IDC_NO; break; | 
|  | } | 
|  | ::SetCursor(::LoadCursor(NULL, win32_cursor)); | 
|  | } | 
|  | return true; | 
|  | } | 
|  |  | 
|  | static void ImGui_ImplWin32_UpdateMousePos() | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  |  | 
|  | // 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); | 
|  | } | 
|  |  | 
|  | // 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)) | 
|  | io.MousePos = ImVec2((float)pos.x, (float)pos.y); | 
|  | } | 
|  |  | 
|  | // Gamepad navigation mapping | 
|  | static void ImGui_ImplWin32_UpdateGamepads() | 
|  | { | 
|  | #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | memset(io.NavInputs, 0, sizeof(io.NavInputs)); | 
|  | if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) | 
|  | 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 (g_WantUpdateHasGamepad) | 
|  | { | 
|  | XINPUT_CAPABILITIES caps; | 
|  | g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS); | 
|  | g_WantUpdateHasGamepad = false; | 
|  | } | 
|  |  | 
|  | XINPUT_STATE xinput_state; | 
|  | io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; | 
|  | if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS) | 
|  | { | 
|  | const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; | 
|  | io.BackendFlags |= ImGuiBackendFlags_HasGamepad; | 
|  |  | 
|  | #define MAP_BUTTON(NAV_NO, BUTTON_ENUM)     { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; } | 
|  | #define MAP_ANALOG(NAV_NO, VALUE, V0, V1)   { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; } | 
|  | MAP_BUTTON(ImGuiNavInput_Activate,      XINPUT_GAMEPAD_A);              // Cross / A | 
|  | MAP_BUTTON(ImGuiNavInput_Cancel,        XINPUT_GAMEPAD_B);              // Circle / B | 
|  | MAP_BUTTON(ImGuiNavInput_Menu,          XINPUT_GAMEPAD_X);              // Square / X | 
|  | MAP_BUTTON(ImGuiNavInput_Input,         XINPUT_GAMEPAD_Y);              // Triangle / Y | 
|  | MAP_BUTTON(ImGuiNavInput_DpadLeft,      XINPUT_GAMEPAD_DPAD_LEFT);      // D-Pad Left | 
|  | MAP_BUTTON(ImGuiNavInput_DpadRight,     XINPUT_GAMEPAD_DPAD_RIGHT);     // D-Pad Right | 
|  | MAP_BUTTON(ImGuiNavInput_DpadUp,        XINPUT_GAMEPAD_DPAD_UP);        // D-Pad Up | 
|  | MAP_BUTTON(ImGuiNavInput_DpadDown,      XINPUT_GAMEPAD_DPAD_DOWN);      // D-Pad Down | 
|  | MAP_BUTTON(ImGuiNavInput_FocusPrev,     XINPUT_GAMEPAD_LEFT_SHOULDER);  // L1 / LB | 
|  | MAP_BUTTON(ImGuiNavInput_FocusNext,     XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB | 
|  | MAP_BUTTON(ImGuiNavInput_TweakSlow,     XINPUT_GAMEPAD_LEFT_SHOULDER);  // L1 / LB | 
|  | MAP_BUTTON(ImGuiNavInput_TweakFast,     XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB | 
|  | MAP_ANALOG(ImGuiNavInput_LStickLeft,    gamepad.sThumbLX,  -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); | 
|  | MAP_ANALOG(ImGuiNavInput_LStickRight,   gamepad.sThumbLX,  +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); | 
|  | MAP_ANALOG(ImGuiNavInput_LStickUp,      gamepad.sThumbLY,  +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); | 
|  | MAP_ANALOG(ImGuiNavInput_LStickDown,    gamepad.sThumbLY,  -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767); | 
|  | #undef MAP_BUTTON | 
|  | #undef MAP_ANALOG | 
|  | } | 
|  | #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD | 
|  | } | 
|  |  | 
|  | 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()."); | 
|  |  | 
|  | // Setup display size (every frame to accommodate for window resizing) | 
|  | RECT rect; | 
|  | ::GetClientRect(g_hWnd, &rect); | 
|  | io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); | 
|  |  | 
|  | // Setup time step | 
|  | INT64 current_time; | 
|  | ::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. | 
|  |  | 
|  | // Update OS mouse position | 
|  | ImGui_ImplWin32_UpdateMousePos(); | 
|  |  | 
|  | // Update OS mouse cursor with the cursor requested by imgui | 
|  | ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); | 
|  | if (g_LastMouseCursor != mouse_cursor) | 
|  | { | 
|  | g_LastMouseCursor = mouse_cursor; | 
|  | ImGui_ImplWin32_UpdateMouseCursor(); | 
|  | } | 
|  |  | 
|  | // Update game controllers (if enabled and available) | 
|  | ImGui_ImplWin32_UpdateGamepads(); | 
|  | } | 
|  |  | 
|  | // 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 back-end, 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. | 
|  | // 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 | 
|  | IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) | 
|  | { | 
|  | if (ImGui::GetCurrentContext() == NULL) | 
|  | return 0; | 
|  |  | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | switch (msg) | 
|  | { | 
|  | case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: | 
|  | case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: | 
|  | case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: | 
|  | case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: | 
|  | { | 
|  | int button = 0; | 
|  | if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } | 
|  | if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } | 
|  | if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } | 
|  | if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } | 
|  | if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) | 
|  | ::SetCapture(hwnd); | 
|  | io.MouseDown[button] = true; | 
|  | return 0; | 
|  | } | 
|  | case WM_LBUTTONUP: | 
|  | case WM_RBUTTONUP: | 
|  | case WM_MBUTTONUP: | 
|  | case WM_XBUTTONUP: | 
|  | { | 
|  | int button = 0; | 
|  | if (msg == WM_LBUTTONUP) { button = 0; } | 
|  | if (msg == WM_RBUTTONUP) { button = 1; } | 
|  | if (msg == WM_MBUTTONUP) { button = 2; } | 
|  | if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } | 
|  | io.MouseDown[button] = false; | 
|  | if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) | 
|  | ::ReleaseCapture(); | 
|  | return 0; | 
|  | } | 
|  | case WM_MOUSEWHEEL: | 
|  | io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; | 
|  | return 0; | 
|  | case WM_MOUSEHWHEEL: | 
|  | io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; | 
|  | return 0; | 
|  | case WM_KEYDOWN: | 
|  | case WM_SYSKEYDOWN: | 
|  | if (wParam < 256) | 
|  | io.KeysDown[wParam] = 1; | 
|  | return 0; | 
|  | case WM_KEYUP: | 
|  | case WM_SYSKEYUP: | 
|  | if (wParam < 256) | 
|  | io.KeysDown[wParam] = 0; | 
|  | return 0; | 
|  | case WM_CHAR: | 
|  | // You can also use ToAscii()+GetKeyboardState() to retrieve characters. | 
|  | if (wParam > 0 && wParam < 0x10000) | 
|  | io.AddInputCharacterUTF16((unsigned short)wParam); | 
|  | return 0; | 
|  | case WM_SETCURSOR: | 
|  | if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) | 
|  | return 1; | 
|  | return 0; | 
|  | case WM_DEVICECHANGE: | 
|  | if ((UINT)wParam == DBT_DEVNODES_CHANGED) | 
|  | g_WantUpdateHasGamepad = true; | 
|  | return 0; | 
|  | } | 
|  | return 0; | 
|  | } | 
|  |  | 
|  |  | 
|  | //-------------------------------------------------------------------------------------------------------- | 
|  | // DPI-related helpers (optional) | 
|  | //-------------------------------------------------------------------------------------------------------- | 
|  | // - Use to enable DPI awareness without having to create an application manifest. | 
|  | // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. | 
|  | // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. | 
|  | //   but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, | 
|  | //   neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. | 
|  | //--------------------------------------------------------------------------------------------------------- | 
|  | // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. | 
|  | // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. | 
|  | // If you are trying to implement your own back-end 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 major, WORD minor, WORD sp) | 
|  | { | 
|  | OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 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); | 
|  | } | 
|  | #define IsWindows8Point1OrGreater()  IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE | 
|  | #endif | 
|  |  | 
|  | #ifndef DPI_ENUMS_DECLARED | 
|  | typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; | 
|  | typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; | 
|  | #endif | 
|  | #ifndef _DPI_AWARENESS_CONTEXTS_ | 
|  | DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); | 
|  | #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE    (DPI_AWARENESS_CONTEXT)-3 | 
|  | #endif | 
|  | #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 | 
|  | #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 | 
|  | #endif | 
|  | typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS);                     // Shcore.lib + dll, Windows 8.1+ | 
|  | typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*);        // Shcore.lib + dll, Windows 8.1+ | 
|  | typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) | 
|  |  | 
|  | // Helper function to enable DPI awareness without setting up a manifest | 
|  | void ImGui_ImplWin32_EnableDpiAwareness() | 
|  | { | 
|  | // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer! | 
|  | { | 
|  | static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process | 
|  | if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) | 
|  | { | 
|  | SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); | 
|  | return; | 
|  | } | 
|  | } | 
|  | if (IsWindows8Point1OrGreater()) | 
|  | { | 
|  | static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process | 
|  | if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) | 
|  | { | 
|  | SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); | 
|  | return; | 
|  | } | 
|  | } | 
|  | #if _WIN32_WINNT >= 0x0600 | 
|  | ::SetProcessDPIAware(); | 
|  | #endif | 
|  | } | 
|  |  | 
|  | #if defined(_MSC_VER) && !defined(NOGDI) | 
|  | #pragma comment(lib, "gdi32")   // Link with gdi32.lib for GetDeviceCaps() | 
|  | #endif | 
|  |  | 
|  | float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) | 
|  | { | 
|  | UINT xdpi = 96, ydpi = 96; | 
|  | static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater(); | 
|  | if (bIsWindows8Point1OrGreater) | 
|  | { | 
|  | static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process | 
|  | if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor")) | 
|  | GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); | 
|  | } | 
|  | #ifndef NOGDI | 
|  | else | 
|  | { | 
|  | const HDC dc = ::GetDC(NULL); | 
|  | xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); | 
|  | ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); | 
|  | ::ReleaseDC(NULL, dc); | 
|  | } | 
|  | #endif | 
|  | IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! | 
|  | return xdpi / 96.0f; | 
|  | } | 
|  |  | 
|  | float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) | 
|  | { | 
|  | HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); | 
|  | return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); | 
|  | } | 
|  |  | 
|  | //--------------------------------------------------------------------------------------------------------- |