Switch to imgui docking branch, vendor it

This commit is contained in:
2026-02-22 18:34:37 -05:00
parent aa6065b0bd
commit 2d08a1dd54
13 changed files with 8233 additions and 310 deletions

View File

@@ -6,6 +6,8 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [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.
// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@@ -20,6 +22,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-10-23: [Docking] DirectX12: Fixed an issue in synchronization logic improving rendering throughput for secondary viewports. (#8961, #9025)
// 2025-10-11: DirectX12: Reuse texture upload buffer and grow it only when necessary. (#9002)
// 2025-09-29: DirectX12: Rework synchronization logic. (#8961)
// 2025-09-29: DirectX12: Enable swapchain tearing to eliminate viewports framerate throttling. (#8965)
@@ -115,9 +119,6 @@ struct ImGui_ImplDX12_Data
UINT pTexUploadBufferSize;
void* pTexUploadBufferMapped;
ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT frameIndex;
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -137,11 +138,85 @@ struct ImGui_ImplDX12_RenderBuffers
int VertexBufferSize;
};
// Buffers used for secondary viewports created by the multi-viewports systems
struct ImGui_ImplDX12_FrameContext
{
UINT64 FenceValue;
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;
HANDLE SwapChainWaitableObject;
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;
SwapChainWaitableObject = nullptr;
NumFramesInFlight = num_frames_in_flight;
FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
FrameIndex = 0;
FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
for (UINT i = 0; i < NumFramesInFlight; ++i)
{
FrameCtx[i].FenceValue = 0;
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(SwapChainWaitableObject == 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_DX12
{
float mvp[4][4];
};
// Forward Declarations
static void ImGui_ImplDX12_InitMultiViewportSupport();
static void ImGui_ImplDX12_ShutdownMultiViewportSupport();
// FIXME-WIP: Allow user to forward declare those two, for until we come up with a backend agnostic API to do this. (#9173)
void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list);
void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list);
@@ -236,8 +311,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
// FIXME: We are assuming that this only gets called once per frame!
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bd->frameIndex = bd->frameIndex + 1;
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
vd->FrameIndex++;
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
@@ -839,6 +915,13 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
@@ -871,13 +954,6 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplDX12_DestroyTexture(tex);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
SafeRelease(fr->IndexBuffer);
SafeRelease(fr->VertexBuffer);
}
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@@ -926,6 +1002,15 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX12_InitMultiViewportSupport();
// 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);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (init_info->SrvDescriptorAllocFn == nullptr)
@@ -933,18 +1018,6 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
#endif
IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
// Create buffers with a default size (they will later be grown as needed)
bd->frameIndex = UINT_MAX;
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[bd->numFramesInFlight];
for (int i = 0; i < (int)bd->numFramesInFlight; i++)
{
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr;
fr->VertexBuffer = nullptr;
fr->IndexBufferSize = 10000;
fr->VertexBufferSize = 5000;
}
return true;
}
@@ -985,12 +1058,23 @@ void ImGui_ImplDX12_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// 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;
}
ImGui_ImplDX12_ShutdownMultiViewportSupport();
ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] bd->pFrameResources;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
@@ -1005,6 +1089,254 @@ void ImGui_ImplDX12_NewFrame()
IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!");
}
//--------------------------------------------------------------------------------------------------------
// 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's WindowID).
// 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);
// Use shared command queue from init info
vd->FrameIndex = 0;
vd->CommandQueue = bd->pCommandQueue;
// Create command allocator.
HRESULT res = S_OK;
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 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;
sd1.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
if (bd->tearingSupport)
sd1.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
IDXGISwapChain1* swap_chain = nullptr;
res = bd->pdxgiFactory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
IM_ASSERT(res == S_OK);
res = bd->pdxgiFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter
IM_ASSERT(res == S_OK);
// Or swapChain.As(&mSwapChain)
IM_ASSERT(vd->SwapChain == nullptr);
swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
swap_chain->Release();
// Create the render targets and waitable object
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;
}
hr = vd->SwapChain->SetMaximumFrameLatency(bd->numFramesInFlight);
IM_ASSERT(hr == S_OK);
vd->SwapChainWaitableObject = vd->SwapChain->GetFrameLatencyWaitableObject();
}
for (UINT i = 0; i < bd->numFramesInFlight; i++)
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
}
static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
HRESULT hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
IM_ASSERT(hr == S_OK);
hr = bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent);
IM_ASSERT(hr == S_OK);
::WaitForSingleObject(bd->FenceEvent, INFINITE);
}
static ImGui_ImplDX12_FrameContext* ImGui_WaitForNextFrameContext(ImGui_ImplDX12_ViewportData* vd)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % vd->NumFramesInFlight];
if (bd->Fence->GetCompletedValue() < frame_context->FenceValue)
{
HRESULT hr = bd->Fence->SetEventOnCompletion(frame_context->FenceValue, bd->FenceEvent);
IM_ASSERT(hr == S_OK);
HANDLE waitableObjects[] = { vd->SwapChainWaitableObject, bd->FenceEvent };
::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
}
else
{
::WaitForSingleObject(vd->SwapChainWaitableObject, INFINITE);
}
return frame_context;
}
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);
vd->CommandQueue = nullptr;
::CloseHandle(vd->SwapChainWaitableObject);
vd->SwapChainWaitableObject = nullptr;
SafeRelease(vd->CommandList);
SafeRelease(vd->SwapChain);
SafeRelease(vd->RtvDescHeap);
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;
DXGI_SWAP_CHAIN_DESC1 desc = {};
vd->SwapChain->GetDesc1(&desc);
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, desc.Format, desc.Flags);
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 = ImGui_WaitForNextFrameContext(vd);
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, (const 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->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
HRESULT hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
IM_ASSERT(hr == S_OK);
frame_context->FenceValue = bd->FenceLastSignaledValue;
}
static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, bd->tearingSupport ? DXGI_PRESENT_ALLOW_TEARING : 0);
}
void ImGui_ImplDX12_InitMultiViewportSupport()
{
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_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@@ -6,6 +6,7 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/

View File

@@ -7,6 +7,7 @@
// [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 are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// 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.
@@ -21,14 +22,22 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-01-28: Inputs: Minor optimization not submitting gamepad input if packet number has not changed (reworked from 2025-09-23 attempt). (#9202, #8556)
// 2026-01-26: [Docking] Fixed an issue from 1.90.5 where newly appearing windows that are not parented to the main viewport don't have task bar icon appear before the windows was explicited refocused. (#7354, #8669)
// 2025-12-03: Inputs: handle WM_IME_CHAR/WM_IME_COMPOSITION messages to support Unicode inputs on MBCS (non-Unicode) Windows. (#9099, #3653, #5961)
// 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state.
// 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed.
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
// 2025-06-02: [Docking] WM_DPICHANGED also apply io.ConfigDpiScaleViewports for main viewport instead of letting it be done by application code.
// 2025-04-30: Inputs: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594)
// 2025-03-26: [Docking] Viewports: fixed an issue when closing a window from the OS close button (with io.ConfigViewportsNoDecoration = false) while user code was discarding the 'bool* p_open = false' output from Begin(). Because we allowed the Win32 window to close early, Windows destroyed it and our imgui window became not visible even though user code was still submitting it.
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
// 2025-02-21: [Docking] WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415)
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2024-11-21: [Docking] Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069)
// 2024-10-28: [Docking] Rely on property stored inside HWND to retrieve context/viewport, should facilitate attempt to use this for parallel contexts. (#8069)
// 2024-09-16: [Docking] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
// 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).
@@ -111,6 +120,11 @@ typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
// Forward Declarations
static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc);
static void ImGui_ImplWin32_ShutdownMultiViewportSupport();
static void ImGui_ImplWin32_UpdateMonitors();
struct ImGui_ImplWin32_Data
{
HWND hWnd;
@@ -121,6 +135,7 @@ struct ImGui_ImplWin32_Data
INT64 TicksPerSecond;
ImGuiMouseCursor LastMouseCursor;
UINT32 KeyboardCodePage;
bool WantUpdateMonitors;
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
bool HasGamepad;
@@ -176,6 +191,9 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
io.BackendPlatformName = "imgui_impl_win32";
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)
io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform levle (optional)
bd->hWnd = (HWND)hwnd;
bd->TicksPerSecond = perf_frequency;
@@ -183,10 +201,17 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
// Update monitor a first time during init
ImGui_ImplWin32_UpdateMonitors();
// 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;
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
// Be aware that GetPropA()/SetPropA() may be accessed from other processes.
// So as we store a pointer in IMGUI_CONTEXT we need to make sure we only call GetPropA() on windows owned by our process.
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc);
// Dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
@@ -230,6 +255,9 @@ void ImGui_ImplWin32_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr);
ImGui_ImplWin32_ShutdownMultiViewportSupport();
// Unload XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
if (bd->XInputDLL)
@@ -238,7 +266,7 @@ void ImGui_ImplWin32_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport | ImGuiBackendFlags_HasParentViewport);
platform_io.ClearPlatformHandlers();
IM_DELETE(bd);
}
@@ -311,32 +339,69 @@ static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
}
static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(ImGuiPlatformIO& platform_io, HWND hwnd)
{
// We cannot use ImGui::FindViewportByPlatformHandle() because it doesn't take a context.
// When called from ImGui_ImplWin32_WndProcHandler_PlatformWindow() we don't assume that context is bound.
//return ImGui::FindViewportByPlatformHandle((void*)hwnd);
for (ImGuiViewport* viewport : platform_io.Viewports)
if (viewport->PlatformHandle == hwnd)
return viewport;
return nullptr;
}
// 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(ImGuiIO& io, ImGuiPlatformIO& platform_io)
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
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 == bd->hWnd);
const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, focused_window)));
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos 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 (::ClientToScreen(bd->hWnd, &pos))
::SetCursorPos(pos.x, pos.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)
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
{
POINT pos;
if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
io.AddMousePosEvent((float)pos.x, (float)pos.y);
// 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);
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
}
}
// (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_ImplWin32_FindViewportByPlatformHandle(platform_io, hovered_hwnd))
mouse_viewport_id = viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
// Gamepad navigation mapping
@@ -398,16 +463,50 @@ static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
#endif
}
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()
{
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();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// Setup display size (every frame to accommodate for window resizing)
RECT rect = { 0, 0, 0, 0 };
::GetClientRect(bd->hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
if (bd->WantUpdateMonitors)
ImGui_ImplWin32_UpdateMonitors();
// Setup time step
INT64 current_time = 0;
@@ -416,7 +515,7 @@ void ImGui_ImplWin32_NewFrame()
bd->Time = current_time;
// Update OS mouse position
ImGui_ImplWin32_UpdateMouseData(io);
ImGui_ImplWin32_UpdateMouseData(io, platform_io);
// Process workarounds for known Windows key handling issues
ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
@@ -621,6 +720,10 @@ static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo()
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext()
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext()
#ifndef WM_DPICHANGED
#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
#endif
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().
@@ -655,8 +758,11 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
bd->MouseTrackedArea = area;
}
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
if (msg == WM_NCMOUSEMOVE) // WM_NCMOUSEMOVE are absolute coordinates.
::ScreenToClient(hwnd, &mouse_pos);
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;
@@ -826,6 +932,20 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
bd->WantUpdateHasGamepad = true;
#endif
return 0;
case WM_DISPLAYCHANGE:
bd->WantUpdateMonitors = true;
return 0;
case WM_SETTINGCHANGE:
if (wParam == SPI_SETWORKAREA)
bd->WantUpdateMonitors = true;
return 0;
case WM_DPICHANGED:
{
const RECT* suggested_rect = (RECT*)lParam;
if (io.ConfigDpiScaleViewports)
::SetWindowPos(hwnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
return 0;
}
}
return 0;
}
@@ -890,6 +1010,10 @@ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWAR
// Helper function to enable DPI awareness without setting up a manifest
void ImGui_ImplWin32_EnableDpiAwareness()
{
// 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 = ::LoadLibraryA("user32.dll"); // Reference counted per-process
@@ -989,6 +1113,386 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
}
}
//---------------------------------------------------------------------------------------------------------
// 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* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplWin32_ViewportData
{
HWND Hwnd; // Stored in ImGuiViewport::PlatformHandle + PlatformHandleRaw
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_GetHwndFromViewport(ImGuiViewport* viewport)
{
if (viewport != nullptr)
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_GetHwndFromViewport(viewport->ParentViewport);
// 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 = ::CreateWindowExW(
vd->DwExStyle, L"ImGui Platform", L"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
::SetPropA(vd->Hwnd, "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() even with SW_SHOWNA also brings parent to front, which is not always desirable,
// so we temporarily disable parenting. (#7354, #8669)
bool avoid_bringing_parent_to_front = vd->HwndParent != NULL && (viewport->Flags & (ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoTaskBarIcon)) != 0;
if (avoid_bringing_parent_to_front)
::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 (avoid_bringing_parent_to_front)
::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_GetHwndFromViewport(viewport->ParentViewport);
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_UpdateWin32StyleFromWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
vd->DwStyle = ::GetWindowLongW(vd->Hwnd, GWL_STYLE);
vd->DwExStyle = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE);
}
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 };
if (viewport->Flags & ImGuiViewportFlags_OwnedByApp)
ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using
::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 };
if (viewport->Flags & ImGuiViewportFlags_OwnedByApp)
ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using
::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<wchar_t> title_w;
title_w.resize(n);
::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
// Calling SetWindowTextW() in a project where UNICODE is not set doesn't work but there's a trick
// which is to pass it directly to the DefWindowProcW() handler.
// See: https://stackoverflow.com/questions/9410681/setwindowtextw-in-an-ansi-project
//::SetWindowTextW(vd->Hwnd, title_w.Data);
::DefWindowProcW(vd->Hwnd, WM_SETTEXT, 0, (LPARAM)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 ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style);
::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
}
else
{
DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_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
}
namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); extern ImGuiPlatformIO& GetPlatformIO(ImGuiContext*); }
static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
// Allow secondary viewport WndProc to be called regardless of current context
ImGuiContext* ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT");
if (ctx == NULL)
return ::DefWindowProcW(hWnd, msg, wParam, lParam); // unlike ImGui_ImplWin32_WndProcHandler() we are called directly by Windows, we can't just return 0.
ImGuiIO& io = ImGui::GetIO(ctx);
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(ctx);
LRESULT result = 0;
if (ImGui_ImplWin32_WndProcHandlerEx(hWnd, msg, wParam, lParam, io))
result = 1;
else if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hWnd))
{
switch (msg)
{
case WM_CLOSE:
viewport->PlatformRequestClose = true;
return 0; // 0 = Operating system will ignore the message and not destroy the window. We close ourselves.
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 = ::DefWindowProcW(hWnd, msg, wParam, lParam);
return result;
}
static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc)
{
WNDCLASSEXW wcex;
wcex.cbSize = sizeof(WNDCLASSEXW);
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 = L"ImGui Platform";
wcex.hIconSm = nullptr;
::RegisterClassExW(&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;
}
static void ImGui_ImplWin32_ShutdownMultiViewportSupport()
{
::UnregisterClassW(L"ImGui Platform", ::GetModuleHandle(nullptr));
ImGui::DestroyPlatformWindows();
}
//---------------------------------------------------------------------------------------------------------
#if defined(__GNUC__)

View File

@@ -7,6 +7,7 @@
// [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 are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// 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.