From 9fd37574c08423704e43abedc3a18258718b5f32 Mon Sep 17 00:00:00 2001 From: Kawe Mazidjatari <48657826+Mauler125@users.noreply.github.com> Date: Sat, 2 Mar 2024 00:11:36 +0100 Subject: [PATCH] ImGui: upgrade backend to 1.90.4 as well This wasn't committed, but was supposed to be part of commit 7f6846a3 --- .../imgui/backends/imgui_impl_dx11.cpp | 19 ++-- .../imgui/backends/imgui_impl_dx11.h | 12 ++- .../imgui/backends/imgui_impl_win32.cpp | 90 +++++++++++++++++-- .../imgui/backends/imgui_impl_win32.h | 12 ++- 4 files changed, 116 insertions(+), 17 deletions(-) diff --git a/src/thirdparty/imgui/backends/imgui_impl_dx11.cpp b/src/thirdparty/imgui/backends/imgui_impl_dx11.cpp index b9690c3c..bfaa030a 100644 --- a/src/thirdparty/imgui/backends/imgui_impl_dx11.cpp +++ b/src/thirdparty/imgui/backends/imgui_impl_dx11.cpp @@ -7,8 +7,11 @@ // 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. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // CHANGELOG // (minor and older changes stripped away, please see git history for details) @@ -31,6 +34,7 @@ // 2016-05-07: DirectX11: Disabling depth-write. #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_dx11.h" // DirectX @@ -422,9 +426,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects() // Create the input layout D3D11_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) { @@ -582,6 +586,7 @@ void ImGui_ImplDX11_Shutdown() if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; IM_DELETE(bd); } @@ -593,3 +598,7 @@ void ImGui_ImplDX11_NewFrame() if (!bd->pFontSampler) ImGui_ImplDX11_CreateDeviceObjects(); } + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/thirdparty/imgui/backends/imgui_impl_dx11.h b/src/thirdparty/imgui/backends/imgui_impl_dx11.h index f12d7186..20887f37 100644 --- a/src/thirdparty/imgui/backends/imgui_impl_dx11.h +++ b/src/thirdparty/imgui/backends/imgui_impl_dx11.h @@ -5,13 +5,17 @@ // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// 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. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #pragma once #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE struct ID3D11Device; struct ID3D11DeviceContext; @@ -24,3 +28,5 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/thirdparty/imgui/backends/imgui_impl_win32.cpp b/src/thirdparty/imgui/backends/imgui_impl_win32.cpp index bdf27f97..671f73e2 100644 --- a/src/thirdparty/imgui/backends/imgui_impl_win32.cpp +++ b/src/thirdparty/imgui/backends/imgui_impl_win32.cpp @@ -3,16 +3,21 @@ // Implemented features: // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // [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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // 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. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_win32.h" #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN @@ -22,7 +27,6 @@ #include #include -// Includes of the game have to be here since this header is precompiled. #include "d3d11.h" #include "windows/id3dx.h" // ImGui_ImplWin32_UpdateMouseCursor @@ -38,6 +42,11 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 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). +// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window. +// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702) // 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162) // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. @@ -94,6 +103,7 @@ struct ImGui_ImplWin32_Data INT64 Time; INT64 TicksPerSecond; ImGuiMouseCursor LastMouseCursor; + UINT32 KeyboardCodePage; #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD bool HasGamepad; @@ -116,7 +126,17 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() } // Functions -bool ImGui_ImplWin32_Init(void* hwnd) +static void ImGui_ImplWin32_UpdateKeyboardCodePage() +{ + // Retrieve keyboard code page, required for handling of non-Unicode Windows. + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + HKL keyboard_layout = ::GetKeyboardLayout(0); + LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT); + if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0) + bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails. +} + +static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); @@ -138,9 +158,11 @@ bool ImGui_ImplWin32_Init(void* hwnd) bd->TicksPerSecond = perf_frequency; bd->Time = perf_counter; bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + ImGui_ImplWin32_UpdateKeyboardCodePage(); // Set platform dependent data in viewport ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd; + IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch // Dynamically load XInput library #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD @@ -166,6 +188,17 @@ bool ImGui_ImplWin32_Init(void* hwnd) return true; } +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_InitEx(hwnd, false); +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd) +{ + // OpenGL needs CS_OWNDC + return ImGui_ImplWin32_InitEx(hwnd, true); +} + void ImGui_ImplWin32_Shutdown() { ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); @@ -180,6 +213,7 @@ void ImGui_ImplWin32_Shutdown() io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); IM_DELETE(bd); } @@ -490,6 +524,20 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) case VK_F10: return ImGuiKey_F10; case VK_F11: return ImGuiKey_F11; case VK_F12: return ImGuiKey_F12; + case VK_F13: return ImGuiKey_F13; + case VK_F14: return ImGuiKey_F14; + case VK_F15: return ImGuiKey_F15; + case VK_F16: return ImGuiKey_F16; + case VK_F17: return ImGuiKey_F17; + case VK_F18: return ImGuiKey_F18; + case VK_F19: return ImGuiKey_F19; + case VK_F20: return ImGuiKey_F20; + case VK_F21: return ImGuiKey_F21; + case VK_F22: return ImGuiKey_F22; + case VK_F23: return ImGuiKey_F23; + case VK_F24: return ImGuiKey_F24; + case VK_BROWSER_BACK: return ImGuiKey_AppBack; + case VK_BROWSER_FORWARD: return ImGuiKey_AppForward; default: return ImGuiKey_None; } } @@ -514,6 +562,19 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) // 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 + +// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages +// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. +static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} + IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui::GetCurrentContext() == nullptr) @@ -528,6 +589,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA case WM_NCMOUSEMOVE: { // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; bd->MouseHwnd = hwnd; if (bd->MouseTrackedArea != area) @@ -542,6 +604,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates. break; + io.AddMouseSourceEvent(mouse_source); io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); break; } @@ -563,6 +626,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: { + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); int button = 0; if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } @@ -571,6 +635,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) ::SetCapture(hwnd); bd->MouseButtonsDown |= 1 << button; + io.AddMouseSourceEvent(mouse_source); io.AddMouseButtonEvent(button, true); return 0; } @@ -579,6 +644,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA case WM_MBUTTONUP: case WM_XBUTTONUP: { + ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); int button = 0; if (msg == WM_LBUTTONUP) { button = 0; } if (msg == WM_RBUTTONUP) { button = 1; } @@ -587,6 +653,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA bd->MouseButtonsDown &= ~(1 << button); if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) ::ReleaseCapture(); + io.AddMouseSourceEvent(mouse_source); io.AddMouseButtonEvent(button, false); return 0; } @@ -612,10 +679,14 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA int vk = (int)wParam; if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) vk = IM_VK_KEYPAD_ENTER; - - // Submit key event const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk); const int scancode = (int)LOBYTE(HIWORD(lParam)); + + // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event. + if (key == ImGuiKey_PrintScreen && !is_key_down) + ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode); + + // Submit key event if (key != ImGuiKey_None) ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode); @@ -643,6 +714,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA case WM_KILLFOCUS: io.AddFocusEvent(msg == WM_SETFOCUS); return 0; + case WM_INPUTLANGCHANGE: + ImGui_ImplWin32_UpdateKeyboardCodePage(); + return 0; case WM_CHAR: if (::IsWindowUnicode(hwnd)) { @@ -653,7 +727,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA else { wchar_t wch = 0; - ::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); + ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); io.AddInputCharacter(wch); } return 0; @@ -832,3 +906,5 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) } //--------------------------------------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/thirdparty/imgui/backends/imgui_impl_win32.h b/src/thirdparty/imgui/backends/imgui_impl_win32.h index b74b4387..be562714 100644 --- a/src/thirdparty/imgui/backends/imgui_impl_win32.h +++ b/src/thirdparty/imgui/backends/imgui_impl_win32.h @@ -3,19 +3,25 @@ // Implemented features: // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // [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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // 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. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #pragma once #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); @@ -42,3 +48,5 @@ IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // // - Use to enable alpha compositing transparency with the desktop. // - Use together with e.g. clearing your framebuffer with zero-alpha. IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // #ifndef IMGUI_DISABLE