├── Source ├── D3D9 Overlay ImGui │ ├── D3D9 Overlay ImGui.vcxproj.user │ ├── pch.h │ ├── Drawing.h │ ├── main.cpp │ ├── ImGui │ │ ├── imgui_impl_dx9.h │ │ ├── imgui_impl_win32.h │ │ ├── imconfig.h │ │ ├── imgui_impl_dx9.cpp │ │ ├── imstb_rectpack.h │ │ └── imgui_impl_win32.cpp │ ├── UI.h │ ├── Drawing.cpp │ ├── D3D9 Overlay ImGui.vcxproj.filters │ ├── D3D9 Overlay ImGui.vcxproj │ └── UI.cpp └── D3D9 Overlay ImGui.sln ├── README.md └── LICENSE /Source/D3D9 Overlay ImGui/D3D9 Overlay ImGui.vcxproj.user: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui/pch.h: -------------------------------------------------------------------------------- 1 | #ifndef PCH_H 2 | #define PCH_H 3 | 4 | #include 5 | #include 6 | #include 7 | #include 8 | #include 9 | #include "d3d9.h" 10 | #include "d3dx9.h" 11 | #include "ImGui/imgui.h" 12 | #include "ImGui/imgui_impl_dx9.h" 13 | #include "ImGui/imgui_impl_win32.h" 14 | 15 | #endif -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui/Drawing.h: -------------------------------------------------------------------------------- 1 | #ifndef DRAWING_H 2 | #define DRAWING_H 3 | 4 | #include "pch.h" 5 | #include "UI.h" 6 | 7 | class Drawing 8 | { 9 | private: 10 | static LPCSTR lpWindowName; 11 | static ImVec2 vWindowSize; 12 | static ImGuiWindowFlags WindowFlags; 13 | static bool bDraw; 14 | static UI::WindowItem lpSelectedWindow; 15 | static LPDIRECT3DDEVICE9 pD3DDevice; 16 | 17 | static void DrawFilledRectangle(int x, int y, int w, int h, unsigned char r, unsigned char g, unsigned char b); 18 | 19 | public: 20 | static bool isActive(); 21 | static void Draw(); 22 | static void DXDraw(LPDIRECT3DDEVICE9 pCurrentD3DDevice); 23 | }; 24 | 25 | #endif -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui/main.cpp: -------------------------------------------------------------------------------- 1 | #include "UI.h" 2 | 3 | #ifdef _WINDLL 4 | 5 | HANDLE hCurrentUIThread = nullptr; 6 | 7 | BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpReserved) 8 | { 9 | if (fdwReason == DLL_PROCESS_ATTACH) 10 | { 11 | DisableThreadLibraryCalls(hinstDLL); 12 | UI::hCurrentModule = hinstDLL; 13 | hCurrentUIThread = CreateThread(nullptr, NULL, (LPTHREAD_START_ROUTINE)UI::Render, nullptr, NULL, nullptr); 14 | } 15 | 16 | if (fdwReason == DLL_PROCESS_DETACH) 17 | TerminateThread(hCurrentUIThread, 0); 18 | 19 | return TRUE; 20 | } 21 | 22 | #else 23 | 24 | int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nShowCmd) 25 | { 26 | UI::Render(); 27 | 28 | return 0; 29 | } 30 | 31 | #endif -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui/ImGui/imgui_impl_dx9.h: -------------------------------------------------------------------------------- 1 | // dear imgui: Renderer Backend for DirectX9 2 | // This needs to be used along with a Platform Backend (e.g. Win32) 3 | 4 | // Implemented features: 5 | // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! 6 | // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. 7 | 8 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 9 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. 10 | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 11 | // Read online: https://github.com/ocornut/imgui/tree/master/docs 12 | 13 | #pragma once 14 | #include "imgui.h" // IMGUI_IMPL_API 15 | 16 | struct IDirect3DDevice9; 17 | 18 | IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); 19 | IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); 20 | IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); 21 | IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); 22 | 23 | // Use if you want to reset your rendering device without losing Dear ImGui state. 24 | IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); 25 | IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); 26 | -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio Version 17 4 | VisualStudioVersion = 17.7.34003.232 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "D3D9 Overlay ImGui", "D3D9 Overlay ImGui\D3D9 Overlay ImGui.vcxproj", "{090D4EF2-0230-48D9-AC81-98C3DF9B9DF8}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|x64 = Debug|x64 11 | Debug|x86 = Debug|x86 12 | Release|x64 = Release|x64 13 | Release|x86 = Release|x86 14 | EndGlobalSection 15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 16 | {090D4EF2-0230-48D9-AC81-98C3DF9B9DF8}.Debug|x64.ActiveCfg = Debug|x64 17 | {090D4EF2-0230-48D9-AC81-98C3DF9B9DF8}.Debug|x64.Build.0 = Debug|x64 18 | {090D4EF2-0230-48D9-AC81-98C3DF9B9DF8}.Debug|x86.ActiveCfg = Debug|Win32 19 | {090D4EF2-0230-48D9-AC81-98C3DF9B9DF8}.Debug|x86.Build.0 = Debug|Win32 20 | {090D4EF2-0230-48D9-AC81-98C3DF9B9DF8}.Release|x64.ActiveCfg = Release|x64 21 | {090D4EF2-0230-48D9-AC81-98C3DF9B9DF8}.Release|x64.Build.0 = Release|x64 22 | {090D4EF2-0230-48D9-AC81-98C3DF9B9DF8}.Release|x86.ActiveCfg = Release|Win32 23 | {090D4EF2-0230-48D9-AC81-98C3DF9B9DF8}.Release|x86.Build.0 = Release|Win32 24 | EndGlobalSection 25 | GlobalSection(SolutionProperties) = preSolution 26 | HideSolutionNode = FALSE 27 | EndGlobalSection 28 | GlobalSection(ExtensibilityGlobals) = postSolution 29 | SolutionGuid = {01573168-F2DC-4D53-87DC-AC4D8CE3EDC8} 30 | EndGlobalSection 31 | EndGlobal 32 | -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui/UI.h: -------------------------------------------------------------------------------- 1 | #ifndef UI_H 2 | #define UI_H 3 | 4 | #include 5 | 6 | #include "pch.h" 7 | 8 | extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); 9 | 10 | class UI 11 | { 12 | private: 13 | static LPDIRECT3D9 pD3D; 14 | static LPDIRECT3DDEVICE9 pD3DDevice; 15 | static D3DPRESENT_PARAMETERS D3Dpp; 16 | static bool bInit; 17 | static UINT g_ResizeWidth, g_ResizeHeight; 18 | static HWND hTargetWindow; 19 | static BOOL bTargetSet; 20 | static DWORD dTargetPID; 21 | 22 | static bool CreateDeviceD3D(HWND hWnd); 23 | static void CleanupDeviceD3D(); 24 | static void ResetDevice(); 25 | static LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); 26 | static BOOL EnumWind(HWND hWindow, LPARAM lPrams); 27 | static void GetWindow(); 28 | static void MoveWindow(HWND hCurrentProcessWindow); 29 | static BOOL IsWindowFocus(HWND hCurrentProcessWindow); 30 | static BOOL EnumAllWind(HWND hWindow, LPARAM lPrams); 31 | static void GetProcessName(LPSTR lpProcessName, DWORD dPID); 32 | static BOOL IsWindowValid(HWND hCurrentWindow); 33 | static BOOL IsWindowCloaked(HWND hCurrentWindow); 34 | static BOOL IsWindowAlive(); 35 | 36 | public: 37 | static HMODULE hCurrentModule; 38 | 39 | struct WindowItem 40 | { 41 | HWND CurrentWindow; 42 | char CurrentWindowTitle[125]; 43 | char CurrentProcessName[125]; 44 | }; 45 | 46 | static void Render(); 47 | static BOOL IsWindowTargeted(); 48 | static void GetAllWindow(std::vector* vWindowList); 49 | static void SetTargetWindow(HWND hWindow); 50 | }; 51 | 52 | #endif -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui/Drawing.cpp: -------------------------------------------------------------------------------- 1 | #include "Drawing.h" 2 | 3 | LPCSTR Drawing::lpWindowName = "D3D9 Overlay ImGui"; 4 | ImVec2 Drawing::vWindowSize = { 350, 75 }; 5 | ImGuiWindowFlags Drawing::WindowFlags = 0; 6 | bool Drawing::bDraw = true; 7 | UI::WindowItem Drawing::lpSelectedWindow = {nullptr, "", ""}; 8 | LPDIRECT3DDEVICE9 Drawing::pD3DDevice = nullptr; 9 | 10 | /** 11 | @brief : function that check if the menu is drawed. 12 | @retval : true if the function is drawed else false. 13 | **/ 14 | bool Drawing::isActive() 15 | { 16 | return bDraw == true; 17 | } 18 | 19 | /** 20 | @brief : Function that draw the ImGui menu. 21 | **/ 22 | void Drawing::Draw() 23 | { 24 | if (GetAsyncKeyState(VK_INSERT) & 1) 25 | bDraw = !bDraw; 26 | 27 | if (isActive()) 28 | { 29 | // Draw the window picker. 30 | // Should be drawed only when the overlay is build as an EXE. 31 | if (!UI::IsWindowTargeted()) 32 | { 33 | std::vector WindowList; 34 | UI::GetAllWindow(&WindowList); 35 | 36 | if (WindowList.empty()) 37 | return; 38 | 39 | ImGui::SetNextWindowSize({400, 100}, ImGuiCond_Once); 40 | ImGui::SetNextWindowBgAlpha(1.0f); 41 | 42 | ImGui::Begin("Overlay Target Chooser", &bDraw, WindowFlags); 43 | { 44 | if(ImGui::BeginCombo("##combo", lpSelectedWindow.CurrentWindowTitle)) 45 | { 46 | for (const auto& item : WindowList) 47 | { 48 | const bool is_selected = (strcmp(lpSelectedWindow.CurrentWindowTitle, item.CurrentWindowTitle) == 0); 49 | if (ImGui::Selectable(item.CurrentWindowTitle, is_selected)) 50 | lpSelectedWindow = item; 51 | if (is_selected) 52 | ImGui::SetItemDefaultFocus(); 53 | } 54 | ImGui::EndCombo(); 55 | } 56 | ImGui::NewLine(); 57 | if(ImGui::Button("Start Overlay")) 58 | { 59 | UI::SetTargetWindow(lpSelectedWindow.CurrentWindow); 60 | } 61 | } 62 | ImGui::End(); 63 | 64 | return; 65 | } 66 | 67 | // Basic ImGui menu. 68 | ImGui::SetNextWindowSize(vWindowSize, ImGuiCond_Once); 69 | ImGui::SetNextWindowBgAlpha(1.0f); 70 | ImGui::Begin(lpWindowName, &bDraw, WindowFlags); 71 | { 72 | 73 | ImGui::Text("Create your own menu."); 74 | 75 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); 76 | } 77 | ImGui::End(); 78 | } 79 | } 80 | 81 | /** 82 | @brief : Function that set the D3D9 device and execute user D3D9 rendering. 83 | @param pCurrentD3DDevice : current D3D9 device. 84 | **/ 85 | void Drawing::DXDraw(const LPDIRECT3DDEVICE9 pCurrentD3DDevice) 86 | { 87 | pD3DDevice = pCurrentD3DDevice; 88 | DrawFilledRectangle(100, 100, 500, 500, 255, 255, 255); 89 | } 90 | 91 | /** 92 | @brief : Function that draw a filed rectangle. 93 | **/ 94 | void Drawing::DrawFilledRectangle(const int x, const int y, const int w, const int h, const unsigned char r, const unsigned char g, const unsigned char b) 95 | { 96 | const D3DCOLOR rectColor = D3DCOLOR_XRGB(r, g, b); //No point in using alpha because clear & alpha dont work! 97 | const D3DRECT BarRect = { x, y, x + w, y + h }; 98 | 99 | pD3DDevice->Clear(1, &BarRect, D3DCLEAR_TARGET | D3DCLEAR_TARGET, rectColor, 0, 0); 100 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ``` 2 | ____ _____ ____ ____ ____ __ ____ ______ _ 3 | / __ \__ // __ \/ __ \ / __ \_ _____ _____/ /___ ___ __ / _/___ ___ / ____/_ __(_) 4 | / / / //_ 14 | C++ 15 | Windows 16 | x86 17 | x64 18 |

19 | 20 | ## :open_book: Project Overview : 21 | 22 | D3D9 Overlay ImGui use D3D9 to create a DirectX window with ImGui, and this allow you to draw on top of games / application. 23 | 24 | You can easily use it as a DLL for internal cheat and EXE for external. Everything is setup you just need to choose between DLL or EXE. D3D9 Overlay ImGui create his own window, if you use it as a DLL you main process don't need to use DirectX. 25 | 26 | This project works in x86 and x64, DLL and EXE. 27 | 28 | #### Features : 29 | 30 | - Hide your cheats from OBS or any window capture app. 31 | - Create cheat with ImGui on games that don't use DirectX. 32 | - Allow creation of internal / external cheats. 33 | - Easy to build, everything is setup. 34 | 35 | #### Used librairies : 36 | 37 | - [DirectX SDK](https://www.microsoft.com/en-us/download/details.aspx?id=6812) 38 | - [ImGui](https://github.com/ocornut/imgui) 39 | 40 | ## :rocket: Getting Started 41 | 42 | > **Note**
43 | > Make sure that **DXSDK_DIR** is declared in your environment variables. 44 | 45 | To see your environment variables : 46 | 47 | > **Settings --> System --> About --> System Advanced Settings --> Environment Variables** 48 | 49 | ### Visual Studio : 50 | 51 | 1. Open the solution file (.sln). 52 | 2. Build the project in Release (x86 or x64) 53 | 54 | Every configuration in x86 / x64 (Debug and Realese) are already configured with librairies and includes. 55 | 56 | Everything is setup, you just need to choose between DLL or EXE. 57 | 58 | > **Warning**
59 | > If you have any linking error when compiling make sure that you have correctly install DirectX SDK. 60 | 61 | ## 🧪 Demonstration : 62 | 63 | **DLL - OBS DEMO** 64 | 65 | https://github.com/adamhlt/D3D9-Overlay-ImGui/assets/48086737/3256716b-a66c-4e04-ad53-43e6377aebff 66 | 67 | **EXE - Overlay Window Picker** 68 | 69 | https://github.com/adamhlt/D3D9-Overlay-ImGui/assets/48086737/b4e8c7e9-68a1-4b25-94fb-793b4704e693 70 | -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui/ImGui/imgui_impl_win32.h: -------------------------------------------------------------------------------- 1 | // dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) 2 | // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) 3 | 4 | // Implemented features: 5 | // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) 6 | // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. 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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] 8 | // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. 9 | // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. 10 | 11 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 12 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. 13 | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 14 | // Read online: https://github.com/ocornut/imgui/tree/master/docs 15 | 16 | #pragma once 17 | #include "imgui.h" // IMGUI_IMPL_API 18 | 19 | IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); 20 | IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); 21 | IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); 22 | IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); 23 | 24 | // Win32 message handler your application need to call. 25 | // - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. 26 | // - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. 27 | // - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. 28 | 29 | #if 0 30 | extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); 31 | #endif 32 | 33 | // DPI-related helpers (optional) 34 | // - Use to enable DPI awareness without having to create an application manifest. 35 | // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. 36 | // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. 37 | // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, 38 | // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. 39 | IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); 40 | IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd 41 | IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor 42 | 43 | // Transparency related helpers (optional) [experimental] 44 | // - Use to enable alpha compositing transparency with the desktop. 45 | // - Use together with e.g. clearing your framebuffer with zero-alpha. 46 | IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd 47 | -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui/D3D9 Overlay ImGui.vcxproj.filters: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | {4FC737F1-C7A5-4376-A066-2A32D752A2FF} 6 | cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx 7 | 8 | 9 | {93995380-89BD-4b04-88EB-625FBE52EBFB} 10 | h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd 11 | 12 | 13 | {67DA6AB6-F800-4c08-8B7A-83BB121AAD01} 14 | rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms 15 | 16 | 17 | {5cac93aa-13ae-4d86-9427-02f183de314f} 18 | 19 | 20 | 21 | 22 | Fichiers sources 23 | 24 | 25 | Fichiers d%27en-tête\ImGui 26 | 27 | 28 | Fichiers d%27en-tête\ImGui 29 | 30 | 31 | Fichiers d%27en-tête\ImGui 32 | 33 | 34 | Fichiers d%27en-tête\ImGui 35 | 36 | 37 | Fichiers d%27en-tête\ImGui 38 | 39 | 40 | Fichiers d%27en-tête\ImGui 41 | 42 | 43 | Fichiers d%27en-tête\ImGui 44 | 45 | 46 | Fichiers sources 47 | 48 | 49 | Fichiers sources 50 | 51 | 52 | 53 | 54 | Fichiers d%27en-tête 55 | 56 | 57 | Fichiers d%27en-tête\ImGui 58 | 59 | 60 | Fichiers d%27en-tête\ImGui 61 | 62 | 63 | Fichiers d%27en-tête\ImGui 64 | 65 | 66 | Fichiers d%27en-tête\ImGui 67 | 68 | 69 | Fichiers d%27en-tête\ImGui 70 | 71 | 72 | Fichiers d%27en-tête\ImGui 73 | 74 | 75 | Fichiers d%27en-tête\ImGui 76 | 77 | 78 | Fichiers d%27en-tête\ImGui 79 | 80 | 81 | Fichiers d%27en-tête 82 | 83 | 84 | Fichiers d%27en-tête 85 | 86 | 87 | -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui/D3D9 Overlay ImGui.vcxproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | Debug 6 | Win32 7 | 8 | 9 | Release 10 | Win32 11 | 12 | 13 | Debug 14 | x64 15 | 16 | 17 | Release 18 | x64 19 | 20 | 21 | 22 | 17.0 23 | Win32Proj 24 | {090d4ef2-0230-48d9-ac81-98c3df9b9df8} 25 | D3D9OverlayImGui 26 | 10.0 27 | 28 | 29 | 30 | Application 31 | true 32 | v143 33 | Unicode 34 | 35 | 36 | Application 37 | false 38 | v143 39 | true 40 | Unicode 41 | 42 | 43 | Application 44 | true 45 | v143 46 | Unicode 47 | 48 | 49 | Application 50 | false 51 | v143 52 | true 53 | Unicode 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | Level3 76 | true 77 | WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) 78 | true 79 | $(DXSDK_DIR)Include; 80 | 81 | 82 | Windows 83 | true 84 | $(DXSDK_DIR)Lib\x86\d3d9.lib;$(DXSDK_DIR)Lib\x86\d3dx9.lib;$(CoreLibraryDependencies);%(AdditionalDependencies) 85 | 86 | 87 | 88 | 89 | Level3 90 | true 91 | true 92 | true 93 | WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) 94 | true 95 | $(DXSDK_DIR)Include; 96 | 97 | 98 | Windows 99 | true 100 | true 101 | true 102 | $(DXSDK_DIR)Lib\x64\d3d9.lib;$(DXSDK_DIR)Lib\x86\d3dx9.lib;$(CoreLibraryDependencies);%(AdditionalDependencies) 103 | 104 | 105 | 106 | 107 | Level3 108 | true 109 | _DEBUG;_WINDOWS;%(PreprocessorDefinitions) 110 | true 111 | $(DXSDK_DIR)Include; 112 | 113 | 114 | Windows 115 | true 116 | $(DXSDK_DIR)Lib\x64\d3d9.lib;$(DXSDK_DIR)Lib\x64\d3dx9.lib;$(CoreLibraryDependencies);%(AdditionalDependencies) 117 | 118 | 119 | 120 | 121 | Level3 122 | true 123 | true 124 | true 125 | NDEBUG;_WINDOWS;%(PreprocessorDefinitions) 126 | true 127 | $(DXSDK_DIR)Include; 128 | 129 | 130 | Windows 131 | true 132 | true 133 | true 134 | $(DXSDK_DIR)Lib\x64\d3d9.lib;$(DXSDK_DIR)Lib\x64\d3dx9.lib;$(CoreLibraryDependencies);%(AdditionalDependencies) 135 | 136 | 137 | 138 | 139 | 140 | 141 | 142 | 143 | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | 153 | 154 | 155 | 156 | 157 | 158 | 159 | 160 | 161 | 162 | 163 | 164 | 165 | -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui/ImGui/imconfig.h: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------------- 2 | // COMPILE-TIME OPTIONS FOR DEAR IMGUI 3 | // Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. 4 | // You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. 5 | //----------------------------------------------------------------------------- 6 | // A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) 7 | // B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. 8 | //----------------------------------------------------------------------------- 9 | // You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp 10 | // files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. 11 | // Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. 12 | // Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. 13 | //----------------------------------------------------------------------------- 14 | 15 | #pragma once 16 | 17 | //---- Define assertion handler. Defaults to calling assert(). 18 | // If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. 19 | //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) 20 | //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts 21 | 22 | //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows 23 | // Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. 24 | // DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() 25 | // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. 26 | //#define IMGUI_API __declspec( dllexport ) 27 | //#define IMGUI_API __declspec( dllimport ) 28 | 29 | //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. 30 | //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS 31 | //#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions. 32 | 33 | //---- Disable all of Dear ImGui or don't implement standard windows/tools. 34 | // It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. 35 | //#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. 36 | //#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. 37 | //#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88). 38 | 39 | //---- Don't implement some functions to reduce linkage requirements. 40 | //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) 41 | //#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) 42 | //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) 43 | //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). 44 | //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). 45 | //#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) 46 | //#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. 47 | //#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) 48 | //#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. 49 | //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). 50 | //#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available 51 | 52 | //---- Include imgui_user.h at the end of imgui.h as a convenience 53 | //#define IMGUI_INCLUDE_IMGUI_USER_H 54 | 55 | //---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) 56 | //#define IMGUI_USE_BGRA_PACKED_COLOR 57 | 58 | //---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) 59 | //#define IMGUI_USE_WCHAR32 60 | 61 | //---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version 62 | // By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. 63 | //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" 64 | //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" 65 | //#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if enabled 66 | //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION 67 | //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION 68 | 69 | //---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) 70 | // Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. 71 | //#define IMGUI_USE_STB_SPRINTF 72 | 73 | //---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) 74 | // Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). 75 | // On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. 76 | //#define IMGUI_ENABLE_FREETYPE 77 | 78 | //---- Use stb_truetype to build and rasterize the font atlas (default) 79 | // The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. 80 | //#define IMGUI_ENABLE_STB_TRUETYPE 81 | 82 | //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. 83 | // This will be inlined as part of ImVec2 and ImVec4 class declarations. 84 | /* 85 | #define IM_VEC2_CLASS_EXTRA \ 86 | constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ 87 | operator MyVec2() const { return MyVec2(x,y); } 88 | 89 | #define IM_VEC4_CLASS_EXTRA \ 90 | constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ 91 | operator MyVec4() const { return MyVec4(x,y,z,w); } 92 | */ 93 | //---- ...Or use Dear ImGui's own very basic math operators. 94 | //#define IMGUI_DEFINE_MATH_OPERATORS 95 | 96 | //---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. 97 | // Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). 98 | // Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. 99 | // Read about ImGuiBackendFlags_RendererHasVtxOffset for details. 100 | //#define ImDrawIdx unsigned int 101 | 102 | //---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) 103 | //struct ImDrawList; 104 | //struct ImDrawCmd; 105 | //typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); 106 | //#define ImDrawCallback MyImDrawCallback 107 | 108 | //---- Debug Tools: Macro to break in Debugger 109 | // (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) 110 | //#define IM_DEBUG_BREAK IM_ASSERT(0) 111 | //#define IM_DEBUG_BREAK __debugbreak() 112 | 113 | //---- Debug Tools: Enable slower asserts 114 | //#define IMGUI_DEBUG_PARANOID 115 | 116 | //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. 117 | /* 118 | namespace ImGui 119 | { 120 | void MyFunction(const char* name, const MyMatrix44& v); 121 | } 122 | */ 123 | -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui/UI.cpp: -------------------------------------------------------------------------------- 1 | #include "UI.h" 2 | #include "Drawing.h" 3 | 4 | LPDIRECT3DDEVICE9 UI::pD3DDevice = nullptr; 5 | LPDIRECT3D9 UI::pD3D = nullptr; 6 | D3DPRESENT_PARAMETERS UI::D3Dpp = {}; 7 | UINT UI::g_ResizeHeight = 0; 8 | UINT UI::g_ResizeWidth = 0; 9 | bool UI::bInit = false; 10 | HWND UI::hTargetWindow = nullptr; 11 | BOOL UI::bTargetSet = FALSE; 12 | DWORD UI::dTargetPID = 0; 13 | 14 | HMODULE UI::hCurrentModule = nullptr; 15 | 16 | /** 17 | @brief : Function that create a D3D9 device. 18 | @param hWnd : HWND of the created window. 19 | @retval : true if the function succeed else false. 20 | **/ 21 | bool UI::CreateDeviceD3D(const HWND hWnd) 22 | { 23 | if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr) 24 | return false; 25 | 26 | // Create the D3DDevice 27 | ZeroMemory(&D3Dpp, sizeof(D3Dpp)); 28 | D3Dpp.Windowed = TRUE; 29 | D3Dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; 30 | D3Dpp.BackBufferFormat = D3DFMT_A8R8G8B8; 31 | D3Dpp.EnableAutoDepthStencil = TRUE; 32 | D3Dpp.AutoDepthStencilFormat = D3DFMT_D16; 33 | D3Dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; 34 | if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &D3Dpp, &pD3DDevice) < 0) 35 | return false; 36 | 37 | return true; 38 | } 39 | 40 | #ifndef WM_DPICHANGED 41 | #define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers 42 | #endif 43 | 44 | /** 45 | @brief : Window message handler (https://learn.microsoft.com/en-us/windows/win32/api/winuser/nc-winuser-wndproc). 46 | **/ 47 | LRESULT WINAPI UI::WndProc(const HWND hWnd, const UINT msg, const WPARAM wParam, const LPARAM lParam) 48 | { 49 | if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) 50 | return true; 51 | 52 | switch (msg) 53 | { 54 | case WM_SIZE: 55 | if (wParam == SIZE_MINIMIZED) 56 | return 0; 57 | g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize 58 | g_ResizeHeight = (UINT)HIWORD(lParam); 59 | return 0; 60 | 61 | case WM_SYSCOMMAND: 62 | if ((wParam & 0xfff0) == SC_KEYMENU) 63 | return 0; 64 | break; 65 | 66 | case WM_DESTROY: 67 | ::PostQuitMessage(0); 68 | return 0; 69 | 70 | default: 71 | break; 72 | } 73 | return ::DefWindowProc(hWnd, msg, wParam, lParam); 74 | } 75 | 76 | /** 77 | @brief : Function that create the overlay window and more. 78 | **/ 79 | void UI::Render() 80 | { 81 | ImGui_ImplWin32_EnableDpiAwareness(); 82 | 83 | // Get the main window of the process when overlay as DLL 84 | #ifdef _WINDLL 85 | if (hTargetWindow == nullptr) 86 | GetWindow(); 87 | #endif 88 | 89 | WNDCLASSEX wc; 90 | 91 | wc.cbClsExtra = NULL; 92 | wc.cbSize = sizeof(WNDCLASSEX); 93 | wc.cbWndExtra = NULL; 94 | wc.hbrBackground = (HBRUSH)CreateSolidBrush(RGB(0, 0, 0)); 95 | wc.hCursor = LoadCursor(nullptr, IDC_ARROW); 96 | wc.hIcon = LoadIcon(nullptr, IDI_APPLICATION); 97 | wc.hIconSm = LoadIcon(nullptr, IDI_APPLICATION); 98 | wc.hInstance = GetModuleHandle(nullptr); 99 | wc.lpfnWndProc = WndProc; 100 | wc.lpszClassName = _T("D3D9 Overlay ImGui"); 101 | wc.lpszMenuName = nullptr; 102 | wc.style = CS_VREDRAW | CS_HREDRAW; 103 | 104 | ::RegisterClassEx(&wc); 105 | const HWND hwnd = ::CreateWindowExW(WS_EX_TOPMOST | WS_EX_TRANSPARENT | WS_EX_NOACTIVATE, wc.lpszClassName, _T("D3D9 Overlay ImGui"), WS_POPUP, 0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN), nullptr, nullptr, wc.hInstance, nullptr); 106 | 107 | SetLayeredWindowAttributes(hwnd, 0, 255, LWA_ALPHA); 108 | const MARGINS margin = { -1, 0, 0, 0 }; 109 | DwmExtendFrameIntoClientArea(hwnd, &margin); 110 | 111 | if (!CreateDeviceD3D(hwnd)) 112 | { 113 | CleanupDeviceD3D(); 114 | ::UnregisterClass(wc.lpszClassName, wc.hInstance); 115 | return; 116 | } 117 | 118 | ::ShowWindow(hwnd, SW_SHOWDEFAULT); 119 | ::UpdateWindow(hwnd); 120 | 121 | IMGUI_CHECKVERSION(); 122 | ImGui::CreateContext(); 123 | ImGuiIO& io = ImGui::GetIO(); (void)io; 124 | io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; 125 | 126 | ImGui::StyleColorsDark(); 127 | 128 | // Scale the font size depending of the screen size. 129 | const HMONITOR monitor = MonitorFromWindow(hwnd, MONITOR_DEFAULTTONEAREST); 130 | MONITORINFO info = {}; 131 | info.cbSize = sizeof(MONITORINFO); 132 | GetMonitorInfo(monitor, &info); 133 | const int monitor_height = info.rcMonitor.bottom - info.rcMonitor.top; 134 | 135 | if (monitor_height > 1080) 136 | { 137 | const float fScale = 2.0f; 138 | ImFontConfig cfg; 139 | cfg.SizePixels = 13 * fScale; 140 | ImGui::GetIO().Fonts->AddFontDefault(&cfg); 141 | } 142 | 143 | ImGui::GetIO().IniFilename = nullptr; 144 | 145 | ImGui_ImplWin32_Init(hwnd); 146 | ImGui_ImplDX9_Init(pD3DDevice); 147 | 148 | const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 0.0f); 149 | 150 | bInit = true; 151 | 152 | bool bDone = false; 153 | 154 | while (!bDone) 155 | { 156 | MSG msg; 157 | while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) 158 | { 159 | ::TranslateMessage(&msg); 160 | ::DispatchMessage(&msg); 161 | if (msg.message == WM_QUIT) 162 | bDone = true; 163 | } 164 | 165 | if (GetAsyncKeyState(VK_END) & 1) 166 | bDone = true; 167 | 168 | // Check if the targeted window is still up. 169 | if (!IsWindowAlive() && bTargetSet) 170 | bDone = true; 171 | 172 | if (bDone) 173 | break; 174 | 175 | if (g_ResizeWidth != 0 && g_ResizeHeight != 0) 176 | { 177 | D3Dpp.BackBufferWidth = g_ResizeWidth; 178 | D3Dpp.BackBufferHeight = g_ResizeHeight; 179 | g_ResizeWidth = g_ResizeHeight = 0; 180 | ResetDevice(); 181 | } 182 | 183 | // Move the window on top of the targeted window and handle resize. 184 | #ifdef _WINDLL 185 | if (hTargetWindow != nullptr) 186 | MoveWindow(hwnd); 187 | else 188 | continue; 189 | #else 190 | if (hTargetWindow != nullptr && bTargetSet) 191 | MoveWindow(hwnd); 192 | #endif 193 | 194 | // Clear overlay when the targeted window is not focus 195 | if (!IsWindowFocus(hwnd) && bTargetSet) 196 | { 197 | pD3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE); 198 | pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); 199 | pD3DDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); 200 | const D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x * clear_color.w * 255.0f), (int)(clear_color.y * clear_color.w * 255.0f), (int)(clear_color.z * clear_color.w * 255.0f), (int)(clear_color.w * 255.0f)); 201 | pD3DDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); 202 | 203 | if (pD3DDevice->BeginScene() >= 0) 204 | pD3DDevice->EndScene(); 205 | 206 | const HRESULT result = pD3DDevice->Present(nullptr, nullptr, nullptr, nullptr); 207 | 208 | // Handle loss of D3D9 device 209 | if (result == D3DERR_DEVICELOST && pD3DDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) 210 | ResetDevice(); 211 | 212 | continue; 213 | } 214 | 215 | ImGui_ImplDX9_NewFrame(); 216 | ImGui_ImplWin32_NewFrame(); 217 | ImGui::NewFrame(); 218 | { 219 | Drawing::Draw(); 220 | } 221 | ImGui::EndFrame(); 222 | 223 | // Overlay handle inputs when menu is showed. 224 | if (Drawing::isActive()) 225 | SetWindowLong(hwnd, GWL_EXSTYLE, WS_EX_TOPMOST | WS_EX_LAYERED | WS_EX_TOOLWINDOW); 226 | else 227 | SetWindowLong(hwnd, GWL_EXSTYLE, WS_EX_TOPMOST | WS_EX_TRANSPARENT | WS_EX_LAYERED | WS_EX_TOOLWINDOW); 228 | 229 | ImGui::Render(); 230 | ImGui::EndFrame(); 231 | 232 | pD3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE); 233 | pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); 234 | pD3DDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); 235 | const D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x * clear_color.w * 255.0f), (int)(clear_color.y * clear_color.w * 255.0f), (int)(clear_color.z * clear_color.w * 255.0f), (int)(clear_color.w * 255.0f)); 236 | pD3DDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); 237 | 238 | // Draw figure with DirectX 239 | if (IsWindowTargeted()) 240 | Drawing::DXDraw(pD3DDevice); 241 | 242 | if (pD3DDevice->BeginScene() >= 0) 243 | { 244 | ImGui::Render(); 245 | ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); 246 | pD3DDevice->EndScene(); 247 | } 248 | 249 | const HRESULT result = pD3DDevice->Present(nullptr, nullptr, nullptr, nullptr); 250 | 251 | // Handle loss of D3D9 device 252 | if (result == D3DERR_DEVICELOST && pD3DDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) 253 | ResetDevice(); 254 | } 255 | 256 | bInit = false; 257 | 258 | ImGui_ImplDX9_Shutdown(); 259 | ImGui_ImplWin32_Shutdown(); 260 | ImGui::DestroyContext(); 261 | 262 | CleanupDeviceD3D(); 263 | ::DestroyWindow(hwnd); 264 | ::UnregisterClass(wc.lpszClassName, wc.hInstance); 265 | 266 | #ifdef _WINDLL 267 | CreateThread(nullptr, NULL, (LPTHREAD_START_ROUTINE)FreeLibrary, hCurrentModule, NULL, nullptr); 268 | #else 269 | TerminateProcess(GetModuleHandleA(nullptr), 0); 270 | #endif 271 | } 272 | 273 | /** 274 | @brief : Reset the current D3D9 device. 275 | **/ 276 | void UI::ResetDevice() 277 | { 278 | ImGui_ImplDX9_InvalidateDeviceObjects(); 279 | const HRESULT hr = pD3DDevice->Reset(&D3Dpp); 280 | if (hr == D3DERR_INVALIDCALL) 281 | IM_ASSERT(0); 282 | ImGui_ImplDX9_CreateDeviceObjects(); 283 | } 284 | 285 | /** 286 | @brief : Release the D3D9 device and object. 287 | **/ 288 | void UI::CleanupDeviceD3D() 289 | { 290 | if (pD3DDevice) { pD3DDevice->Release(); pD3DDevice = nullptr; } 291 | if (pD3D) { pD3D->Release(); pD3D = nullptr; } 292 | } 293 | 294 | 295 | /** 296 | @brief : Function that retrieve the main window of the process. 297 | This function is only called when the overlay is build as DLL. 298 | **/ 299 | void UI::GetWindow() 300 | { 301 | EnumWindows(EnumWind, NULL); 302 | } 303 | 304 | /** 305 | @brief : Callback function that retrive the main window of the process. 306 | This function is only called when the overlay is build as DLL. 307 | (https://learn.microsoft.com/fr-fr/windows/win32/api/winuser/nf-winuser-enumwindows) 308 | 309 | **/ 310 | BOOL CALLBACK UI::EnumWind(const HWND hWindow, const LPARAM lPrams) 311 | { 312 | DWORD procID; 313 | GetWindowThreadProcessId(hWindow, &procID); 314 | if (GetCurrentProcessId() != procID) 315 | return TRUE; 316 | 317 | if (!IsWindowValid(hWindow)) 318 | return TRUE; 319 | 320 | SetTargetWindow(hWindow); 321 | return FALSE; 322 | } 323 | 324 | /** 325 | @brief : Function that move the overlay on top of the targeted window. 326 | @param hCurrentProcessWindow : Window of the overlay. 327 | **/ 328 | void UI::MoveWindow(const HWND hCurrentProcessWindow) 329 | { 330 | RECT rect; 331 | if (hTargetWindow == nullptr) 332 | return; 333 | 334 | GetWindowRect(hTargetWindow, &rect); 335 | 336 | int lWindowWidth = rect.right - rect.left; 337 | int lWindowHeight = rect.bottom - rect.top; 338 | 339 | lWindowWidth -= 5; 340 | lWindowHeight -= 29; 341 | 342 | SetWindowPos(hCurrentProcessWindow, nullptr, rect.left, rect.top, lWindowWidth, lWindowHeight, SWP_SHOWWINDOW); 343 | } 344 | 345 | /** 346 | @brief : Function that check if the overlay window or the targeted window is focus. 347 | @param hCurrentProcessWindow : Window of the overlay. 348 | @retval : TRUE if one of the window is focus else FALSE. 349 | **/ 350 | BOOL UI::IsWindowFocus(const HWND hCurrentProcessWindow) 351 | { 352 | char lpCurrentWindowUsedClass[125]; 353 | char lpCurrentWindowClass[125]; 354 | char lpOverlayWindowClass[125]; 355 | 356 | const HWND hCurrentWindowUsed = GetForegroundWindow(); 357 | if (GetClassNameA(hCurrentWindowUsed, lpCurrentWindowUsedClass, sizeof(lpCurrentWindowUsedClass)) == 0) 358 | return FALSE; 359 | 360 | if (GetClassNameA(hTargetWindow, lpCurrentWindowClass, sizeof(lpCurrentWindowClass)) == 0) 361 | return FALSE; 362 | 363 | if (GetClassNameA(hCurrentProcessWindow, lpOverlayWindowClass, sizeof(lpOverlayWindowClass)) == 0) 364 | return FALSE; 365 | 366 | if (strcmp(lpCurrentWindowUsedClass, lpCurrentWindowClass) != 0 && strcmp(lpCurrentWindowUsedClass, lpOverlayWindowClass) != 0) 367 | { 368 | SetWindowLong(hCurrentProcessWindow, GWL_EXSTYLE, WS_EX_TOPMOST | WS_EX_TRANSPARENT | WS_EX_LAYERED | WS_EX_TOOLWINDOW); 369 | return FALSE; 370 | } 371 | 372 | return TRUE; 373 | } 374 | 375 | /** 376 | @brief : function that check if a target window is set. 377 | @retval : TRUE if a target window has been setted else FALSE. 378 | **/ 379 | BOOL UI::IsWindowTargeted() 380 | { 381 | return bTargetSet; 382 | } 383 | 384 | /** 385 | @brief : Function that clear the current window list and enumerate all windows. 386 | @param vWindowList : pointer of the WindowItem vector. 387 | **/ 388 | void UI::GetAllWindow(std::vector* vWindowList) 389 | { 390 | vWindowList->clear(); 391 | EnumWindows(EnumAllWind, (LPARAM)vWindowList); 392 | } 393 | 394 | /** 395 | @brief : Callback function that retrive all the valid window and get processname, pid and window title. 396 | (https://learn.microsoft.com/fr-fr/windows/win32/api/winuser/nf-winuser-enumwindows) 397 | **/ 398 | BOOL CALLBACK UI::EnumAllWind(const HWND hWindow, const LPARAM lPrams) 399 | { 400 | if (!IsWindowValid(hWindow)) 401 | return TRUE; 402 | 403 | WindowItem CurrentWindowItem = {hWindow, 0, 0}; 404 | DWORD procID; 405 | 406 | GetWindowTextA(hWindow, CurrentWindowItem.CurrentWindowTitle, sizeof(CurrentWindowItem.CurrentWindowTitle)); 407 | 408 | if (strlen(CurrentWindowItem.CurrentWindowTitle) == 0) 409 | return TRUE; 410 | 411 | GetWindowThreadProcessId(hWindow, &procID); 412 | GetProcessName(CurrentWindowItem.CurrentProcessName, procID); 413 | 414 | const auto vWindowList = (std::vector*)lPrams; 415 | 416 | vWindowList->push_back(CurrentWindowItem); 417 | 418 | return TRUE; 419 | } 420 | 421 | 422 | /** 423 | @brief : Function that retrieve the process name from the PID. 424 | @param lpProcessName : pointer to the string that store the process name. 425 | @param dPID : PID of the process. 426 | **/ 427 | void UI::GetProcessName(const LPSTR lpProcessName, const DWORD dPID) 428 | { 429 | char lpCurrentProcessName[125]; 430 | 431 | PROCESSENTRY32 ProcList{}; 432 | ProcList.dwSize = sizeof(ProcList); 433 | 434 | const HANDLE hProcList = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, 0); 435 | if (hProcList == INVALID_HANDLE_VALUE) 436 | return; 437 | 438 | if (!Process32First(hProcList, &ProcList)) 439 | return; 440 | 441 | 442 | if (ProcList.th32ProcessID == dPID) 443 | { 444 | wcstombs_s(nullptr, lpCurrentProcessName, ProcList.szExeFile, sizeof(lpCurrentProcessName)); 445 | strncpy_s(lpProcessName, sizeof(lpCurrentProcessName), lpCurrentProcessName, sizeof(lpCurrentProcessName)); 446 | return; 447 | } 448 | 449 | while (Process32Next(hProcList, &ProcList)) 450 | { 451 | if (ProcList.th32ProcessID == dPID) 452 | { 453 | wcstombs_s(nullptr, lpCurrentProcessName, ProcList.szExeFile, sizeof(lpCurrentProcessName)); 454 | strncpy_s(lpProcessName, sizeof(lpCurrentProcessName), lpCurrentProcessName, sizeof(lpCurrentProcessName)); 455 | return; 456 | } 457 | } 458 | } 459 | 460 | /** 461 | @brief : Function that check if a window is valid. 462 | @param hCurrentWindow : window to be tested. 463 | @retval : TRUE if the window is valid else FALSE. 464 | **/ 465 | BOOL UI::IsWindowValid(const HWND hCurrentWindow) 466 | { 467 | DWORD styles, ex_styles; 468 | RECT rect; 469 | 470 | if (!IsWindowVisible(hCurrentWindow) || 471 | (IsIconic(hCurrentWindow) || IsWindowCloaked(hCurrentWindow))) 472 | return FALSE; 473 | 474 | GetClientRect(hCurrentWindow, &rect); 475 | styles = (DWORD)GetWindowLongPtr(hCurrentWindow, GWL_STYLE); 476 | ex_styles = (DWORD)GetWindowLongPtr(hCurrentWindow, GWL_EXSTYLE); 477 | 478 | if (ex_styles & WS_EX_TOOLWINDOW) 479 | return FALSE; 480 | if (styles & WS_CHILD) 481 | return FALSE; 482 | if (rect.bottom == 0 || rect.right == 0) 483 | return FALSE; 484 | 485 | return TRUE; 486 | } 487 | 488 | /** 489 | @brief : Function that check if a window is cloacked. 490 | @param hCurrentWindow : window to be tested. 491 | @retval : TRUE if the window is cloacked else FALSE. 492 | **/ 493 | BOOL UI::IsWindowCloaked(const HWND hCurrentWindow) 494 | { 495 | DWORD cloaked; 496 | const HRESULT hr = DwmGetWindowAttribute(hCurrentWindow, DWMWA_CLOAKED, &cloaked, 497 | sizeof(cloaked)); 498 | return SUCCEEDED(hr) && cloaked; 499 | } 500 | 501 | /** 502 | @brief : Setter function used to define the target window from the window picker. 503 | This is used only when the overlay is build as an EXE. 504 | @param hWindow : target window. 505 | **/ 506 | void UI::SetTargetWindow(const HWND hWindow) 507 | { 508 | hTargetWindow = hWindow; 509 | SetForegroundWindow(hTargetWindow); 510 | GetWindowThreadProcessId(hTargetWindow, &dTargetPID); 511 | bTargetSet = TRUE; 512 | } 513 | 514 | /** 515 | @brief : Function that look if the targeted window has been closed. 516 | @retval : TRUE if the function is still up else FALSE. 517 | **/ 518 | BOOL UI::IsWindowAlive() 519 | { 520 | DWORD dCurrentPID; 521 | 522 | if (hTargetWindow == nullptr) 523 | return FALSE; 524 | 525 | if (!IsWindow(hTargetWindow)) 526 | return FALSE; 527 | 528 | GetWindowThreadProcessId(hTargetWindow, &dCurrentPID); 529 | 530 | if (dCurrentPID != dTargetPID) 531 | return FALSE; 532 | 533 | return TRUE; 534 | } 535 | -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui/ImGui/imgui_impl_dx9.cpp: -------------------------------------------------------------------------------- 1 | // dear imgui: Renderer Backend for DirectX9 2 | // This needs to be used along with a Platform Backend (e.g. Win32) 3 | 4 | // Implemented features: 5 | // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! 6 | // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. 7 | 8 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 9 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. 10 | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 11 | // Read online: https://github.com/ocornut/imgui/tree/master/docs 12 | 13 | // CHANGELOG 14 | // (minor and older changes stripped away, please see git history for details) 15 | // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. 16 | // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). 17 | // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. 18 | // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) 19 | // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. 20 | // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). 21 | // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. 22 | // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. 23 | // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. 24 | // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. 25 | // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). 26 | // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. 27 | // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. 28 | // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. 29 | // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. 30 | // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. 31 | // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. 32 | // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. 33 | 34 | #include "imgui.h" 35 | #include "imgui_impl_dx9.h" 36 | 37 | // DirectX 38 | #include 39 | 40 | // DirectX data 41 | struct ImGui_ImplDX9_Data 42 | { 43 | LPDIRECT3DDEVICE9 pd3dDevice; 44 | LPDIRECT3DVERTEXBUFFER9 pVB; 45 | LPDIRECT3DINDEXBUFFER9 pIB; 46 | LPDIRECT3DTEXTURE9 FontTexture; 47 | int VertexBufferSize; 48 | int IndexBufferSize; 49 | 50 | ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } 51 | }; 52 | 53 | struct CUSTOMVERTEX 54 | { 55 | float pos[3]; 56 | D3DCOLOR col; 57 | float uv[2]; 58 | }; 59 | #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) 60 | 61 | #ifdef IMGUI_USE_BGRA_PACKED_COLOR 62 | #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) 63 | #else 64 | #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) 65 | #endif 66 | 67 | // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts 68 | // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. 69 | static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() 70 | { 71 | return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; 72 | } 73 | 74 | // Functions 75 | static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) 76 | { 77 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); 78 | 79 | // Setup viewport 80 | D3DVIEWPORT9 vp; 81 | vp.X = vp.Y = 0; 82 | vp.Width = (DWORD)draw_data->DisplaySize.x; 83 | vp.Height = (DWORD)draw_data->DisplaySize.y; 84 | vp.MinZ = 0.0f; 85 | vp.MaxZ = 1.0f; 86 | bd->pd3dDevice->SetViewport(&vp); 87 | 88 | // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. 89 | bd->pd3dDevice->SetPixelShader(nullptr); 90 | bd->pd3dDevice->SetVertexShader(nullptr); 91 | bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); 92 | bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); 93 | bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); 94 | bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); 95 | bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); 96 | bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); 97 | bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); 98 | bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); 99 | bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); 100 | bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); 101 | bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); 102 | bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); 103 | bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); 104 | bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); 105 | bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); 106 | bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); 107 | bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); 108 | bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); 109 | bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); 110 | bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); 111 | bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); 112 | bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); 113 | bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); 114 | bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); 115 | bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); 116 | bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); 117 | bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); 118 | bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); 119 | bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); 120 | bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); 121 | 122 | // Setup orthographic projection matrix 123 | // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. 124 | // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() 125 | { 126 | float L = draw_data->DisplayPos.x + 0.5f; 127 | float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; 128 | float T = draw_data->DisplayPos.y + 0.5f; 129 | float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; 130 | D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; 131 | D3DMATRIX mat_projection = 132 | { { { 133 | 2.0f/(R-L), 0.0f, 0.0f, 0.0f, 134 | 0.0f, 2.0f/(T-B), 0.0f, 0.0f, 135 | 0.0f, 0.0f, 0.5f, 0.0f, 136 | (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f 137 | } } }; 138 | bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); 139 | bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); 140 | bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); 141 | } 142 | } 143 | 144 | // Render function. 145 | void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) 146 | { 147 | // Avoid rendering when minimized 148 | if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) 149 | return; 150 | 151 | // Create and grow buffers if needed 152 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); 153 | if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) 154 | { 155 | if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } 156 | bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; 157 | if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) 158 | return; 159 | } 160 | if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) 161 | { 162 | if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } 163 | bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; 164 | if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) 165 | return; 166 | } 167 | 168 | // Backup the DX9 state 169 | IDirect3DStateBlock9* d3d9_state_block = nullptr; 170 | if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) 171 | return; 172 | if (d3d9_state_block->Capture() < 0) 173 | { 174 | d3d9_state_block->Release(); 175 | return; 176 | } 177 | 178 | // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) 179 | D3DMATRIX last_world, last_view, last_projection; 180 | bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); 181 | bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); 182 | bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); 183 | 184 | // Allocate buffers 185 | CUSTOMVERTEX* vtx_dst; 186 | ImDrawIdx* idx_dst; 187 | if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) 188 | { 189 | d3d9_state_block->Release(); 190 | return; 191 | } 192 | if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) 193 | { 194 | bd->pVB->Unlock(); 195 | d3d9_state_block->Release(); 196 | return; 197 | } 198 | 199 | // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. 200 | // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and 201 | // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR 202 | // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } 203 | for (int n = 0; n < draw_data->CmdListsCount; n++) 204 | { 205 | const ImDrawList* cmd_list = draw_data->CmdLists[n]; 206 | const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; 207 | for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) 208 | { 209 | vtx_dst->pos[0] = vtx_src->pos.x; 210 | vtx_dst->pos[1] = vtx_src->pos.y; 211 | vtx_dst->pos[2] = 0.0f; 212 | vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); 213 | vtx_dst->uv[0] = vtx_src->uv.x; 214 | vtx_dst->uv[1] = vtx_src->uv.y; 215 | vtx_dst++; 216 | vtx_src++; 217 | } 218 | memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); 219 | idx_dst += cmd_list->IdxBuffer.Size; 220 | } 221 | bd->pVB->Unlock(); 222 | bd->pIB->Unlock(); 223 | bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); 224 | bd->pd3dDevice->SetIndices(bd->pIB); 225 | bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); 226 | 227 | // Setup desired DX state 228 | ImGui_ImplDX9_SetupRenderState(draw_data); 229 | 230 | // Render command lists 231 | // (Because we merged all buffers into a single one, we maintain our own offset into them) 232 | int global_vtx_offset = 0; 233 | int global_idx_offset = 0; 234 | ImVec2 clip_off = draw_data->DisplayPos; 235 | for (int n = 0; n < draw_data->CmdListsCount; n++) 236 | { 237 | const ImDrawList* cmd_list = draw_data->CmdLists[n]; 238 | for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) 239 | { 240 | const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; 241 | if (pcmd->UserCallback != nullptr) 242 | { 243 | // User callback, registered via ImDrawList::AddCallback() 244 | // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) 245 | if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) 246 | ImGui_ImplDX9_SetupRenderState(draw_data); 247 | else 248 | pcmd->UserCallback(cmd_list, pcmd); 249 | } 250 | else 251 | { 252 | // Project scissor/clipping rectangles into framebuffer space 253 | ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); 254 | ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); 255 | if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) 256 | continue; 257 | 258 | // Apply Scissor/clipping rectangle, Bind texture, Draw 259 | const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; 260 | const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); 261 | bd->pd3dDevice->SetTexture(0, texture); 262 | bd->pd3dDevice->SetScissorRect(&r); 263 | bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); 264 | } 265 | } 266 | global_idx_offset += cmd_list->IdxBuffer.Size; 267 | global_vtx_offset += cmd_list->VtxBuffer.Size; 268 | } 269 | 270 | // Restore the DX9 transform 271 | bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); 272 | bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); 273 | bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); 274 | 275 | // Restore the DX9 state 276 | d3d9_state_block->Apply(); 277 | d3d9_state_block->Release(); 278 | } 279 | 280 | bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) 281 | { 282 | ImGuiIO& io = ImGui::GetIO(); 283 | IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); 284 | 285 | // Setup backend capabilities flags 286 | ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); 287 | io.BackendRendererUserData = (void*)bd; 288 | io.BackendRendererName = "imgui_impl_dx9"; 289 | io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. 290 | 291 | bd->pd3dDevice = device; 292 | bd->pd3dDevice->AddRef(); 293 | 294 | return true; 295 | } 296 | 297 | void ImGui_ImplDX9_Shutdown() 298 | { 299 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); 300 | IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); 301 | ImGuiIO& io = ImGui::GetIO(); 302 | 303 | ImGui_ImplDX9_InvalidateDeviceObjects(); 304 | if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } 305 | io.BackendRendererName = nullptr; 306 | io.BackendRendererUserData = nullptr; 307 | io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; 308 | IM_DELETE(bd); 309 | } 310 | 311 | static bool ImGui_ImplDX9_CreateFontsTexture() 312 | { 313 | // Build texture atlas 314 | ImGuiIO& io = ImGui::GetIO(); 315 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); 316 | unsigned char* pixels; 317 | int width, height, bytes_per_pixel; 318 | io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); 319 | 320 | // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) 321 | #ifndef IMGUI_USE_BGRA_PACKED_COLOR 322 | if (io.Fonts->TexPixelsUseColors) 323 | { 324 | ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel); 325 | for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++) 326 | *dst = IMGUI_COL_TO_DX9_ARGB(*src); 327 | pixels = (unsigned char*)dst_start; 328 | } 329 | #endif 330 | 331 | // Upload texture to graphics system 332 | bd->FontTexture = nullptr; 333 | if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) 334 | return false; 335 | D3DLOCKED_RECT tex_locked_rect; 336 | if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) 337 | return false; 338 | for (int y = 0; y < height; y++) 339 | memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel); 340 | bd->FontTexture->UnlockRect(0); 341 | 342 | // Store our identifier 343 | io.Fonts->SetTexID((ImTextureID)bd->FontTexture); 344 | 345 | #ifndef IMGUI_USE_BGRA_PACKED_COLOR 346 | if (io.Fonts->TexPixelsUseColors) 347 | ImGui::MemFree(pixels); 348 | #endif 349 | 350 | return true; 351 | } 352 | 353 | bool ImGui_ImplDX9_CreateDeviceObjects() 354 | { 355 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); 356 | if (!bd || !bd->pd3dDevice) 357 | return false; 358 | if (!ImGui_ImplDX9_CreateFontsTexture()) 359 | return false; 360 | return true; 361 | } 362 | 363 | void ImGui_ImplDX9_InvalidateDeviceObjects() 364 | { 365 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); 366 | if (!bd || !bd->pd3dDevice) 367 | return; 368 | if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } 369 | if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } 370 | if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. 371 | } 372 | 373 | void ImGui_ImplDX9_NewFrame() 374 | { 375 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); 376 | IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?"); 377 | 378 | if (!bd->FontTexture) 379 | ImGui_ImplDX9_CreateDeviceObjects(); 380 | } 381 | -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui/ImGui/imstb_rectpack.h: -------------------------------------------------------------------------------- 1 | // [DEAR IMGUI] 2 | // This is a slightly modified version of stb_rect_pack.h 1.01. 3 | // Grep for [DEAR IMGUI] to find the changes. 4 | // 5 | // stb_rect_pack.h - v1.01 - public domain - rectangle packing 6 | // Sean Barrett 2014 7 | // 8 | // Useful for e.g. packing rectangular textures into an atlas. 9 | // Does not do rotation. 10 | // 11 | // Before #including, 12 | // 13 | // #define STB_RECT_PACK_IMPLEMENTATION 14 | // 15 | // in the file that you want to have the implementation. 16 | // 17 | // Not necessarily the awesomest packing method, but better than 18 | // the totally naive one in stb_truetype (which is primarily what 19 | // this is meant to replace). 20 | // 21 | // Has only had a few tests run, may have issues. 22 | // 23 | // More docs to come. 24 | // 25 | // No memory allocations; uses qsort() and assert() from stdlib. 26 | // Can override those by defining STBRP_SORT and STBRP_ASSERT. 27 | // 28 | // This library currently uses the Skyline Bottom-Left algorithm. 29 | // 30 | // Please note: better rectangle packers are welcome! Please 31 | // implement them to the same API, but with a different init 32 | // function. 33 | // 34 | // Credits 35 | // 36 | // Library 37 | // Sean Barrett 38 | // Minor features 39 | // Martins Mozeiko 40 | // github:IntellectualKitty 41 | // 42 | // Bugfixes / warning fixes 43 | // Jeremy Jaussaud 44 | // Fabian Giesen 45 | // 46 | // Version history: 47 | // 48 | // 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section 49 | // 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles 50 | // 0.99 (2019-02-07) warning fixes 51 | // 0.11 (2017-03-03) return packing success/fail result 52 | // 0.10 (2016-10-25) remove cast-away-const to avoid warnings 53 | // 0.09 (2016-08-27) fix compiler warnings 54 | // 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) 55 | // 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) 56 | // 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort 57 | // 0.05: added STBRP_ASSERT to allow replacing assert 58 | // 0.04: fixed minor bug in STBRP_LARGE_RECTS support 59 | // 0.01: initial release 60 | // 61 | // LICENSE 62 | // 63 | // See end of file for license information. 64 | 65 | ////////////////////////////////////////////////////////////////////////////// 66 | // 67 | // INCLUDE SECTION 68 | // 69 | 70 | #ifndef STB_INCLUDE_STB_RECT_PACK_H 71 | #define STB_INCLUDE_STB_RECT_PACK_H 72 | 73 | #define STB_RECT_PACK_VERSION 1 74 | 75 | #ifdef STBRP_STATIC 76 | #define STBRP_DEF static 77 | #else 78 | #define STBRP_DEF extern 79 | #endif 80 | 81 | #ifdef __cplusplus 82 | extern "C" { 83 | #endif 84 | 85 | typedef struct stbrp_context stbrp_context; 86 | typedef struct stbrp_node stbrp_node; 87 | typedef struct stbrp_rect stbrp_rect; 88 | 89 | typedef int stbrp_coord; 90 | 91 | #define STBRP__MAXVAL 0x7fffffff 92 | // Mostly for internal use, but this is the maximum supported coordinate value. 93 | 94 | STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); 95 | // Assign packed locations to rectangles. The rectangles are of type 96 | // 'stbrp_rect' defined below, stored in the array 'rects', and there 97 | // are 'num_rects' many of them. 98 | // 99 | // Rectangles which are successfully packed have the 'was_packed' flag 100 | // set to a non-zero value and 'x' and 'y' store the minimum location 101 | // on each axis (i.e. bottom-left in cartesian coordinates, top-left 102 | // if you imagine y increasing downwards). Rectangles which do not fit 103 | // have the 'was_packed' flag set to 0. 104 | // 105 | // You should not try to access the 'rects' array from another thread 106 | // while this function is running, as the function temporarily reorders 107 | // the array while it executes. 108 | // 109 | // To pack into another rectangle, you need to call stbrp_init_target 110 | // again. To continue packing into the same rectangle, you can call 111 | // this function again. Calling this multiple times with multiple rect 112 | // arrays will probably produce worse packing results than calling it 113 | // a single time with the full rectangle array, but the option is 114 | // available. 115 | // 116 | // The function returns 1 if all of the rectangles were successfully 117 | // packed and 0 otherwise. 118 | 119 | struct stbrp_rect 120 | { 121 | // reserved for your use: 122 | int id; 123 | 124 | // input: 125 | stbrp_coord w, h; 126 | 127 | // output: 128 | stbrp_coord x, y; 129 | int was_packed; // non-zero if valid packing 130 | 131 | }; // 16 bytes, nominally 132 | 133 | 134 | STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); 135 | // Initialize a rectangle packer to: 136 | // pack a rectangle that is 'width' by 'height' in dimensions 137 | // using temporary storage provided by the array 'nodes', which is 'num_nodes' long 138 | // 139 | // You must call this function every time you start packing into a new target. 140 | // 141 | // There is no "shutdown" function. The 'nodes' memory must stay valid for 142 | // the following stbrp_pack_rects() call (or calls), but can be freed after 143 | // the call (or calls) finish. 144 | // 145 | // Note: to guarantee best results, either: 146 | // 1. make sure 'num_nodes' >= 'width' 147 | // or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' 148 | // 149 | // If you don't do either of the above things, widths will be quantized to multiples 150 | // of small integers to guarantee the algorithm doesn't run out of temporary storage. 151 | // 152 | // If you do #2, then the non-quantized algorithm will be used, but the algorithm 153 | // may run out of temporary storage and be unable to pack some rectangles. 154 | 155 | STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); 156 | // Optionally call this function after init but before doing any packing to 157 | // change the handling of the out-of-temp-memory scenario, described above. 158 | // If you call init again, this will be reset to the default (false). 159 | 160 | 161 | STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); 162 | // Optionally select which packing heuristic the library should use. Different 163 | // heuristics will produce better/worse results for different data sets. 164 | // If you call init again, this will be reset to the default. 165 | 166 | enum 167 | { 168 | STBRP_HEURISTIC_Skyline_default=0, 169 | STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, 170 | STBRP_HEURISTIC_Skyline_BF_sortHeight 171 | }; 172 | 173 | 174 | ////////////////////////////////////////////////////////////////////////////// 175 | // 176 | // the details of the following structures don't matter to you, but they must 177 | // be visible so you can handle the memory allocations for them 178 | 179 | struct stbrp_node 180 | { 181 | stbrp_coord x,y; 182 | stbrp_node *next; 183 | }; 184 | 185 | struct stbrp_context 186 | { 187 | int width; 188 | int height; 189 | int align; 190 | int init_mode; 191 | int heuristic; 192 | int num_nodes; 193 | stbrp_node *active_head; 194 | stbrp_node *free_head; 195 | stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' 196 | }; 197 | 198 | #ifdef __cplusplus 199 | } 200 | #endif 201 | 202 | #endif 203 | 204 | ////////////////////////////////////////////////////////////////////////////// 205 | // 206 | // IMPLEMENTATION SECTION 207 | // 208 | 209 | #ifdef STB_RECT_PACK_IMPLEMENTATION 210 | #ifndef STBRP_SORT 211 | #include 212 | #define STBRP_SORT qsort 213 | #endif 214 | 215 | #ifndef STBRP_ASSERT 216 | #include 217 | #define STBRP_ASSERT assert 218 | #endif 219 | 220 | #ifdef _MSC_VER 221 | #define STBRP__NOTUSED(v) (void)(v) 222 | #define STBRP__CDECL __cdecl 223 | #else 224 | #define STBRP__NOTUSED(v) (void)sizeof(v) 225 | #define STBRP__CDECL 226 | #endif 227 | 228 | enum 229 | { 230 | STBRP__INIT_skyline = 1 231 | }; 232 | 233 | STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) 234 | { 235 | switch (context->init_mode) { 236 | case STBRP__INIT_skyline: 237 | STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); 238 | context->heuristic = heuristic; 239 | break; 240 | default: 241 | STBRP_ASSERT(0); 242 | } 243 | } 244 | 245 | STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) 246 | { 247 | if (allow_out_of_mem) 248 | // if it's ok to run out of memory, then don't bother aligning them; 249 | // this gives better packing, but may fail due to OOM (even though 250 | // the rectangles easily fit). @TODO a smarter approach would be to only 251 | // quantize once we've hit OOM, then we could get rid of this parameter. 252 | context->align = 1; 253 | else { 254 | // if it's not ok to run out of memory, then quantize the widths 255 | // so that num_nodes is always enough nodes. 256 | // 257 | // I.e. num_nodes * align >= width 258 | // align >= width / num_nodes 259 | // align = ceil(width/num_nodes) 260 | 261 | context->align = (context->width + context->num_nodes-1) / context->num_nodes; 262 | } 263 | } 264 | 265 | STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) 266 | { 267 | int i; 268 | 269 | for (i=0; i < num_nodes-1; ++i) 270 | nodes[i].next = &nodes[i+1]; 271 | nodes[i].next = NULL; 272 | context->init_mode = STBRP__INIT_skyline; 273 | context->heuristic = STBRP_HEURISTIC_Skyline_default; 274 | context->free_head = &nodes[0]; 275 | context->active_head = &context->extra[0]; 276 | context->width = width; 277 | context->height = height; 278 | context->num_nodes = num_nodes; 279 | stbrp_setup_allow_out_of_mem(context, 0); 280 | 281 | // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) 282 | context->extra[0].x = 0; 283 | context->extra[0].y = 0; 284 | context->extra[0].next = &context->extra[1]; 285 | context->extra[1].x = (stbrp_coord) width; 286 | context->extra[1].y = (1<<30); 287 | context->extra[1].next = NULL; 288 | } 289 | 290 | // find minimum y position if it starts at x1 291 | static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) 292 | { 293 | stbrp_node *node = first; 294 | int x1 = x0 + width; 295 | int min_y, visited_width, waste_area; 296 | 297 | STBRP__NOTUSED(c); 298 | 299 | STBRP_ASSERT(first->x <= x0); 300 | 301 | #if 0 302 | // skip in case we're past the node 303 | while (node->next->x <= x0) 304 | ++node; 305 | #else 306 | STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency 307 | #endif 308 | 309 | STBRP_ASSERT(node->x <= x0); 310 | 311 | min_y = 0; 312 | waste_area = 0; 313 | visited_width = 0; 314 | while (node->x < x1) { 315 | if (node->y > min_y) { 316 | // raise min_y higher. 317 | // we've accounted for all waste up to min_y, 318 | // but we'll now add more waste for everything we've visted 319 | waste_area += visited_width * (node->y - min_y); 320 | min_y = node->y; 321 | // the first time through, visited_width might be reduced 322 | if (node->x < x0) 323 | visited_width += node->next->x - x0; 324 | else 325 | visited_width += node->next->x - node->x; 326 | } else { 327 | // add waste area 328 | int under_width = node->next->x - node->x; 329 | if (under_width + visited_width > width) 330 | under_width = width - visited_width; 331 | waste_area += under_width * (min_y - node->y); 332 | visited_width += under_width; 333 | } 334 | node = node->next; 335 | } 336 | 337 | *pwaste = waste_area; 338 | return min_y; 339 | } 340 | 341 | typedef struct 342 | { 343 | int x,y; 344 | stbrp_node **prev_link; 345 | } stbrp__findresult; 346 | 347 | static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) 348 | { 349 | int best_waste = (1<<30), best_x, best_y = (1 << 30); 350 | stbrp__findresult fr; 351 | stbrp_node **prev, *node, *tail, **best = NULL; 352 | 353 | // align to multiple of c->align 354 | width = (width + c->align - 1); 355 | width -= width % c->align; 356 | STBRP_ASSERT(width % c->align == 0); 357 | 358 | // if it can't possibly fit, bail immediately 359 | if (width > c->width || height > c->height) { 360 | fr.prev_link = NULL; 361 | fr.x = fr.y = 0; 362 | return fr; 363 | } 364 | 365 | node = c->active_head; 366 | prev = &c->active_head; 367 | while (node->x + width <= c->width) { 368 | int y,waste; 369 | y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); 370 | if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL 371 | // bottom left 372 | if (y < best_y) { 373 | best_y = y; 374 | best = prev; 375 | } 376 | } else { 377 | // best-fit 378 | if (y + height <= c->height) { 379 | // can only use it if it first vertically 380 | if (y < best_y || (y == best_y && waste < best_waste)) { 381 | best_y = y; 382 | best_waste = waste; 383 | best = prev; 384 | } 385 | } 386 | } 387 | prev = &node->next; 388 | node = node->next; 389 | } 390 | 391 | best_x = (best == NULL) ? 0 : (*best)->x; 392 | 393 | // if doing best-fit (BF), we also have to try aligning right edge to each node position 394 | // 395 | // e.g, if fitting 396 | // 397 | // ____________________ 398 | // |____________________| 399 | // 400 | // into 401 | // 402 | // | | 403 | // | ____________| 404 | // |____________| 405 | // 406 | // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned 407 | // 408 | // This makes BF take about 2x the time 409 | 410 | if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { 411 | tail = c->active_head; 412 | node = c->active_head; 413 | prev = &c->active_head; 414 | // find first node that's admissible 415 | while (tail->x < width) 416 | tail = tail->next; 417 | while (tail) { 418 | int xpos = tail->x - width; 419 | int y,waste; 420 | STBRP_ASSERT(xpos >= 0); 421 | // find the left position that matches this 422 | while (node->next->x <= xpos) { 423 | prev = &node->next; 424 | node = node->next; 425 | } 426 | STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); 427 | y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); 428 | if (y + height <= c->height) { 429 | if (y <= best_y) { 430 | if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { 431 | best_x = xpos; 432 | //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] 433 | best_y = y; 434 | best_waste = waste; 435 | best = prev; 436 | } 437 | } 438 | } 439 | tail = tail->next; 440 | } 441 | } 442 | 443 | fr.prev_link = best; 444 | fr.x = best_x; 445 | fr.y = best_y; 446 | return fr; 447 | } 448 | 449 | static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) 450 | { 451 | // find best position according to heuristic 452 | stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); 453 | stbrp_node *node, *cur; 454 | 455 | // bail if: 456 | // 1. it failed 457 | // 2. the best node doesn't fit (we don't always check this) 458 | // 3. we're out of memory 459 | if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { 460 | res.prev_link = NULL; 461 | return res; 462 | } 463 | 464 | // on success, create new node 465 | node = context->free_head; 466 | node->x = (stbrp_coord) res.x; 467 | node->y = (stbrp_coord) (res.y + height); 468 | 469 | context->free_head = node->next; 470 | 471 | // insert the new node into the right starting point, and 472 | // let 'cur' point to the remaining nodes needing to be 473 | // stiched back in 474 | 475 | cur = *res.prev_link; 476 | if (cur->x < res.x) { 477 | // preserve the existing one, so start testing with the next one 478 | stbrp_node *next = cur->next; 479 | cur->next = node; 480 | cur = next; 481 | } else { 482 | *res.prev_link = node; 483 | } 484 | 485 | // from here, traverse cur and free the nodes, until we get to one 486 | // that shouldn't be freed 487 | while (cur->next && cur->next->x <= res.x + width) { 488 | stbrp_node *next = cur->next; 489 | // move the current node to the free list 490 | cur->next = context->free_head; 491 | context->free_head = cur; 492 | cur = next; 493 | } 494 | 495 | // stitch the list back in 496 | node->next = cur; 497 | 498 | if (cur->x < res.x + width) 499 | cur->x = (stbrp_coord) (res.x + width); 500 | 501 | #ifdef _DEBUG 502 | cur = context->active_head; 503 | while (cur->x < context->width) { 504 | STBRP_ASSERT(cur->x < cur->next->x); 505 | cur = cur->next; 506 | } 507 | STBRP_ASSERT(cur->next == NULL); 508 | 509 | { 510 | int count=0; 511 | cur = context->active_head; 512 | while (cur) { 513 | cur = cur->next; 514 | ++count; 515 | } 516 | cur = context->free_head; 517 | while (cur) { 518 | cur = cur->next; 519 | ++count; 520 | } 521 | STBRP_ASSERT(count == context->num_nodes+2); 522 | } 523 | #endif 524 | 525 | return res; 526 | } 527 | 528 | static int STBRP__CDECL rect_height_compare(const void *a, const void *b) 529 | { 530 | const stbrp_rect *p = (const stbrp_rect *) a; 531 | const stbrp_rect *q = (const stbrp_rect *) b; 532 | if (p->h > q->h) 533 | return -1; 534 | if (p->h < q->h) 535 | return 1; 536 | return (p->w > q->w) ? -1 : (p->w < q->w); 537 | } 538 | 539 | static int STBRP__CDECL rect_original_order(const void *a, const void *b) 540 | { 541 | const stbrp_rect *p = (const stbrp_rect *) a; 542 | const stbrp_rect *q = (const stbrp_rect *) b; 543 | return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); 544 | } 545 | 546 | STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) 547 | { 548 | int i, all_rects_packed = 1; 549 | 550 | // we use the 'was_packed' field internally to allow sorting/unsorting 551 | for (i=0; i < num_rects; ++i) { 552 | rects[i].was_packed = i; 553 | } 554 | 555 | // sort according to heuristic 556 | STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); 557 | 558 | for (i=0; i < num_rects; ++i) { 559 | if (rects[i].w == 0 || rects[i].h == 0) { 560 | rects[i].x = rects[i].y = 0; // empty rect needs no space 561 | } else { 562 | stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); 563 | if (fr.prev_link) { 564 | rects[i].x = (stbrp_coord) fr.x; 565 | rects[i].y = (stbrp_coord) fr.y; 566 | } else { 567 | rects[i].x = rects[i].y = STBRP__MAXVAL; 568 | } 569 | } 570 | } 571 | 572 | // unsort 573 | STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); 574 | 575 | // set was_packed flags and all_rects_packed status 576 | for (i=0; i < num_rects; ++i) { 577 | rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); 578 | if (!rects[i].was_packed) 579 | all_rects_packed = 0; 580 | } 581 | 582 | // return the all_rects_packed status 583 | return all_rects_packed; 584 | } 585 | #endif 586 | 587 | /* 588 | ------------------------------------------------------------------------------ 589 | This software is available under 2 licenses -- choose whichever you prefer. 590 | ------------------------------------------------------------------------------ 591 | ALTERNATIVE A - MIT License 592 | Copyright (c) 2017 Sean Barrett 593 | Permission is hereby granted, free of charge, to any person obtaining a copy of 594 | this software and associated documentation files (the "Software"), to deal in 595 | the Software without restriction, including without limitation the rights to 596 | use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies 597 | of the Software, and to permit persons to whom the Software is furnished to do 598 | so, subject to the following conditions: 599 | The above copyright notice and this permission notice shall be included in all 600 | copies or substantial portions of the Software. 601 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 602 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 603 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /Source/D3D9 Overlay ImGui/ImGui/imgui_impl_win32.cpp: -------------------------------------------------------------------------------- 1 | // dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) 2 | // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) 3 | 4 | // Implemented features: 5 | // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) 6 | // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. 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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] 8 | // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. 9 | // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. 10 | 11 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 12 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. 13 | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. 14 | // Read online: https://github.com/ocornut/imgui/tree/master/docs 15 | 16 | #include "imgui.h" 17 | #include "imgui_impl_win32.h" 18 | #ifndef WIN32_LEAN_AND_MEAN 19 | #define WIN32_LEAN_AND_MEAN 20 | #endif 21 | #include 22 | #include // GET_X_LPARAM(), GET_Y_LPARAM() 23 | #include 24 | #include 25 | 26 | // Configuration flags to add in your imconfig.h file: 27 | //#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. 28 | 29 | // Using XInput for gamepad (will load DLL dynamically) 30 | #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 31 | #include 32 | typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); 33 | typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); 34 | #endif 35 | 36 | // CHANGELOG 37 | // (minor and older changes stripped away, please see git history for details) 38 | // 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218) 39 | // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702) 40 | // 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) 41 | // 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) 42 | // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. 43 | // 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). 44 | // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). 45 | // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. 46 | // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. 47 | // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). 48 | // 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates. 49 | // 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. 50 | // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. 51 | // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. 52 | // 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. 53 | // 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. 54 | // 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. 55 | // 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). 56 | // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). 57 | // 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). 58 | // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). 59 | // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). 60 | // 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. 61 | // 2021-01-25: Inputs: Dynamically loading XInput DLL. 62 | // 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. 63 | // 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) 64 | // 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. 65 | // 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. 66 | // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. 67 | // 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). 68 | // 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. 69 | // 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. 70 | // 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). 71 | // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. 72 | // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. 73 | // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). 74 | // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. 75 | // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. 76 | // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). 77 | // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. 78 | // 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). 79 | // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. 80 | // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. 81 | // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. 82 | // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. 83 | // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. 84 | // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. 85 | // 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. 86 | 87 | struct ImGui_ImplWin32_Data 88 | { 89 | HWND hWnd; 90 | HWND MouseHwnd; 91 | int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area 92 | int MouseButtonsDown; 93 | INT64 Time; 94 | INT64 TicksPerSecond; 95 | ImGuiMouseCursor LastMouseCursor; 96 | 97 | #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 98 | bool HasGamepad; 99 | bool WantUpdateHasGamepad; 100 | HMODULE XInputDLL; 101 | PFN_XInputGetCapabilities XInputGetCapabilities; 102 | PFN_XInputGetState XInputGetState; 103 | #endif 104 | 105 | ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } 106 | }; 107 | 108 | // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts 109 | // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. 110 | // FIXME: multi-context support is not well tested and probably dysfunctional in this backend. 111 | // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. 112 | static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() 113 | { 114 | return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; 115 | } 116 | 117 | // Functions 118 | static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) 119 | { 120 | ImGuiIO& io = ImGui::GetIO(); 121 | IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); 122 | 123 | INT64 perf_frequency, perf_counter; 124 | if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) 125 | return false; 126 | if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) 127 | return false; 128 | 129 | // Setup backend capabilities flags 130 | ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); 131 | io.BackendPlatformUserData = (void*)bd; 132 | io.BackendPlatformName = "imgui_impl_win32"; 133 | io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) 134 | io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) 135 | 136 | bd->hWnd = (HWND)hwnd; 137 | bd->TicksPerSecond = perf_frequency; 138 | bd->Time = perf_counter; 139 | bd->LastMouseCursor = ImGuiMouseCursor_COUNT; 140 | 141 | // Set platform dependent data in viewport 142 | ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd; 143 | IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch 144 | 145 | // Dynamically load XInput library 146 | #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 147 | bd->WantUpdateHasGamepad = true; 148 | const char* xinput_dll_names[] = 149 | { 150 | "xinput1_4.dll", // Windows 8+ 151 | "xinput1_3.dll", // DirectX SDK 152 | "xinput9_1_0.dll", // Windows Vista, Windows 7 153 | "xinput1_2.dll", // DirectX SDK 154 | "xinput1_1.dll" // DirectX SDK 155 | }; 156 | for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) 157 | if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) 158 | { 159 | bd->XInputDLL = dll; 160 | bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); 161 | bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); 162 | break; 163 | } 164 | #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 165 | 166 | return true; 167 | } 168 | 169 | IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd) 170 | { 171 | return ImGui_ImplWin32_InitEx(hwnd, false); 172 | } 173 | 174 | IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd) 175 | { 176 | // OpenGL needs CS_OWNDC 177 | return ImGui_ImplWin32_InitEx(hwnd, true); 178 | } 179 | 180 | void ImGui_ImplWin32_Shutdown() 181 | { 182 | ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); 183 | IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); 184 | ImGuiIO& io = ImGui::GetIO(); 185 | 186 | // Unload XInput library 187 | #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 188 | if (bd->XInputDLL) 189 | ::FreeLibrary(bd->XInputDLL); 190 | #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 191 | 192 | io.BackendPlatformName = nullptr; 193 | io.BackendPlatformUserData = nullptr; 194 | io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); 195 | IM_DELETE(bd); 196 | } 197 | 198 | static bool ImGui_ImplWin32_UpdateMouseCursor() 199 | { 200 | ImGuiIO& io = ImGui::GetIO(); 201 | if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) 202 | return false; 203 | 204 | ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); 205 | if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) 206 | { 207 | // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor 208 | ::SetCursor(nullptr); 209 | } 210 | else 211 | { 212 | // Show OS mouse cursor 213 | LPTSTR win32_cursor = IDC_ARROW; 214 | switch (imgui_cursor) 215 | { 216 | case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; 217 | case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; 218 | case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; 219 | case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; 220 | case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; 221 | case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; 222 | case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; 223 | case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; 224 | case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; 225 | } 226 | ::SetCursor(::LoadCursor(nullptr, win32_cursor)); 227 | } 228 | return true; 229 | } 230 | 231 | static bool IsVkDown(int vk) 232 | { 233 | return (::GetKeyState(vk) & 0x8000) != 0; 234 | } 235 | 236 | static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) 237 | { 238 | ImGuiIO& io = ImGui::GetIO(); 239 | io.AddKeyEvent(key, down); 240 | io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) 241 | IM_UNUSED(native_scancode); 242 | } 243 | 244 | static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds() 245 | { 246 | // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. 247 | if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) 248 | ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT); 249 | if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) 250 | ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT); 251 | 252 | // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). 253 | if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) 254 | ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN); 255 | if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) 256 | ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN); 257 | } 258 | 259 | static void ImGui_ImplWin32_UpdateKeyModifiers() 260 | { 261 | ImGuiIO& io = ImGui::GetIO(); 262 | io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); 263 | io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); 264 | io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); 265 | io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS)); 266 | } 267 | 268 | static void ImGui_ImplWin32_UpdateMouseData() 269 | { 270 | ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); 271 | ImGuiIO& io = ImGui::GetIO(); 272 | IM_ASSERT(bd->hWnd != 0); 273 | 274 | HWND focused_window = ::GetForegroundWindow(); 275 | const bool is_app_focused = (focused_window == bd->hWnd); 276 | if (is_app_focused) 277 | { 278 | // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) 279 | if (io.WantSetMousePos) 280 | { 281 | POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; 282 | if (::ClientToScreen(bd->hWnd, &pos)) 283 | ::SetCursorPos(pos.x, pos.y); 284 | } 285 | 286 | // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) 287 | // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE 288 | if (!io.WantSetMousePos && bd->MouseTrackedArea == 0) 289 | { 290 | POINT pos; 291 | if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos)) 292 | io.AddMousePosEvent((float)pos.x, (float)pos.y); 293 | } 294 | } 295 | } 296 | 297 | // Gamepad navigation mapping 298 | static void ImGui_ImplWin32_UpdateGamepads() 299 | { 300 | #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 301 | ImGuiIO& io = ImGui::GetIO(); 302 | ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); 303 | //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. 304 | // return; 305 | 306 | // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. 307 | // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. 308 | if (bd->WantUpdateHasGamepad) 309 | { 310 | XINPUT_CAPABILITIES caps = {}; 311 | bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; 312 | bd->WantUpdateHasGamepad = false; 313 | } 314 | 315 | io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; 316 | XINPUT_STATE xinput_state; 317 | XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; 318 | if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) 319 | return; 320 | io.BackendFlags |= ImGuiBackendFlags_HasGamepad; 321 | 322 | #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) 323 | #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } 324 | #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } 325 | MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); 326 | MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); 327 | MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); 328 | MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); 329 | MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); 330 | MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); 331 | MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); 332 | MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); 333 | MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); 334 | MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); 335 | MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); 336 | MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); 337 | MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); 338 | MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); 339 | MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); 340 | MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); 341 | MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); 342 | MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); 343 | MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); 344 | MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); 345 | MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); 346 | MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); 347 | MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); 348 | MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); 349 | #undef MAP_BUTTON 350 | #undef MAP_ANALOG 351 | #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 352 | } 353 | 354 | void ImGui_ImplWin32_NewFrame() 355 | { 356 | ImGuiIO& io = ImGui::GetIO(); 357 | ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); 358 | IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?"); 359 | 360 | // Setup display size (every frame to accommodate for window resizing) 361 | RECT rect = { 0, 0, 0, 0 }; 362 | ::GetClientRect(bd->hWnd, &rect); 363 | io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); 364 | 365 | // Setup time step 366 | INT64 current_time = 0; 367 | ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); 368 | io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; 369 | bd->Time = current_time; 370 | 371 | // Update OS mouse position 372 | ImGui_ImplWin32_UpdateMouseData(); 373 | 374 | // Process workarounds for known Windows key handling issues 375 | ImGui_ImplWin32_ProcessKeyEventsWorkarounds(); 376 | 377 | // Update OS mouse cursor with the cursor requested by imgui 378 | ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); 379 | if (bd->LastMouseCursor != mouse_cursor) 380 | { 381 | bd->LastMouseCursor = mouse_cursor; 382 | ImGui_ImplWin32_UpdateMouseCursor(); 383 | } 384 | 385 | // Update game controllers (if enabled and available) 386 | ImGui_ImplWin32_UpdateGamepads(); 387 | } 388 | 389 | // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255) 390 | #define IM_VK_KEYPAD_ENTER (VK_RETURN + 256) 391 | 392 | // Map VK_xxx to ImGuiKey_xxx. 393 | static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) 394 | { 395 | switch (wParam) 396 | { 397 | case VK_TAB: return ImGuiKey_Tab; 398 | case VK_LEFT: return ImGuiKey_LeftArrow; 399 | case VK_RIGHT: return ImGuiKey_RightArrow; 400 | case VK_UP: return ImGuiKey_UpArrow; 401 | case VK_DOWN: return ImGuiKey_DownArrow; 402 | case VK_PRIOR: return ImGuiKey_PageUp; 403 | case VK_NEXT: return ImGuiKey_PageDown; 404 | case VK_HOME: return ImGuiKey_Home; 405 | case VK_END: return ImGuiKey_End; 406 | case VK_INSERT: return ImGuiKey_Insert; 407 | case VK_DELETE: return ImGuiKey_Delete; 408 | case VK_BACK: return ImGuiKey_Backspace; 409 | case VK_SPACE: return ImGuiKey_Space; 410 | case VK_RETURN: return ImGuiKey_Enter; 411 | case VK_ESCAPE: return ImGuiKey_Escape; 412 | case VK_OEM_7: return ImGuiKey_Apostrophe; 413 | case VK_OEM_COMMA: return ImGuiKey_Comma; 414 | case VK_OEM_MINUS: return ImGuiKey_Minus; 415 | case VK_OEM_PERIOD: return ImGuiKey_Period; 416 | case VK_OEM_2: return ImGuiKey_Slash; 417 | case VK_OEM_1: return ImGuiKey_Semicolon; 418 | case VK_OEM_PLUS: return ImGuiKey_Equal; 419 | case VK_OEM_4: return ImGuiKey_LeftBracket; 420 | case VK_OEM_5: return ImGuiKey_Backslash; 421 | case VK_OEM_6: return ImGuiKey_RightBracket; 422 | case VK_OEM_3: return ImGuiKey_GraveAccent; 423 | case VK_CAPITAL: return ImGuiKey_CapsLock; 424 | case VK_SCROLL: return ImGuiKey_ScrollLock; 425 | case VK_NUMLOCK: return ImGuiKey_NumLock; 426 | case VK_SNAPSHOT: return ImGuiKey_PrintScreen; 427 | case VK_PAUSE: return ImGuiKey_Pause; 428 | case VK_NUMPAD0: return ImGuiKey_Keypad0; 429 | case VK_NUMPAD1: return ImGuiKey_Keypad1; 430 | case VK_NUMPAD2: return ImGuiKey_Keypad2; 431 | case VK_NUMPAD3: return ImGuiKey_Keypad3; 432 | case VK_NUMPAD4: return ImGuiKey_Keypad4; 433 | case VK_NUMPAD5: return ImGuiKey_Keypad5; 434 | case VK_NUMPAD6: return ImGuiKey_Keypad6; 435 | case VK_NUMPAD7: return ImGuiKey_Keypad7; 436 | case VK_NUMPAD8: return ImGuiKey_Keypad8; 437 | case VK_NUMPAD9: return ImGuiKey_Keypad9; 438 | case VK_DECIMAL: return ImGuiKey_KeypadDecimal; 439 | case VK_DIVIDE: return ImGuiKey_KeypadDivide; 440 | case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; 441 | case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; 442 | case VK_ADD: return ImGuiKey_KeypadAdd; 443 | case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter; 444 | case VK_LSHIFT: return ImGuiKey_LeftShift; 445 | case VK_LCONTROL: return ImGuiKey_LeftCtrl; 446 | case VK_LMENU: return ImGuiKey_LeftAlt; 447 | case VK_LWIN: return ImGuiKey_LeftSuper; 448 | case VK_RSHIFT: return ImGuiKey_RightShift; 449 | case VK_RCONTROL: return ImGuiKey_RightCtrl; 450 | case VK_RMENU: return ImGuiKey_RightAlt; 451 | case VK_RWIN: return ImGuiKey_RightSuper; 452 | case VK_APPS: return ImGuiKey_Menu; 453 | case '0': return ImGuiKey_0; 454 | case '1': return ImGuiKey_1; 455 | case '2': return ImGuiKey_2; 456 | case '3': return ImGuiKey_3; 457 | case '4': return ImGuiKey_4; 458 | case '5': return ImGuiKey_5; 459 | case '6': return ImGuiKey_6; 460 | case '7': return ImGuiKey_7; 461 | case '8': return ImGuiKey_8; 462 | case '9': return ImGuiKey_9; 463 | case 'A': return ImGuiKey_A; 464 | case 'B': return ImGuiKey_B; 465 | case 'C': return ImGuiKey_C; 466 | case 'D': return ImGuiKey_D; 467 | case 'E': return ImGuiKey_E; 468 | case 'F': return ImGuiKey_F; 469 | case 'G': return ImGuiKey_G; 470 | case 'H': return ImGuiKey_H; 471 | case 'I': return ImGuiKey_I; 472 | case 'J': return ImGuiKey_J; 473 | case 'K': return ImGuiKey_K; 474 | case 'L': return ImGuiKey_L; 475 | case 'M': return ImGuiKey_M; 476 | case 'N': return ImGuiKey_N; 477 | case 'O': return ImGuiKey_O; 478 | case 'P': return ImGuiKey_P; 479 | case 'Q': return ImGuiKey_Q; 480 | case 'R': return ImGuiKey_R; 481 | case 'S': return ImGuiKey_S; 482 | case 'T': return ImGuiKey_T; 483 | case 'U': return ImGuiKey_U; 484 | case 'V': return ImGuiKey_V; 485 | case 'W': return ImGuiKey_W; 486 | case 'X': return ImGuiKey_X; 487 | case 'Y': return ImGuiKey_Y; 488 | case 'Z': return ImGuiKey_Z; 489 | case VK_F1: return ImGuiKey_F1; 490 | case VK_F2: return ImGuiKey_F2; 491 | case VK_F3: return ImGuiKey_F3; 492 | case VK_F4: return ImGuiKey_F4; 493 | case VK_F5: return ImGuiKey_F5; 494 | case VK_F6: return ImGuiKey_F6; 495 | case VK_F7: return ImGuiKey_F7; 496 | case VK_F8: return ImGuiKey_F8; 497 | case VK_F9: return ImGuiKey_F9; 498 | case VK_F10: return ImGuiKey_F10; 499 | case VK_F11: return ImGuiKey_F11; 500 | case VK_F12: return ImGuiKey_F12; 501 | default: return ImGuiKey_None; 502 | } 503 | } 504 | 505 | // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. 506 | #ifndef WM_MOUSEHWHEEL 507 | #define WM_MOUSEHWHEEL 0x020E 508 | #endif 509 | #ifndef DBT_DEVNODES_CHANGED 510 | #define DBT_DEVNODES_CHANGED 0x0007 511 | #endif 512 | 513 | // Win32 message handler (process Win32 mouse/keyboard inputs, etc.) 514 | // Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. 515 | // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. 516 | // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. 517 | // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. 518 | // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. 519 | // 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. 520 | // 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. 521 | #if 0 522 | // Copy this line into your .cpp file to forward declare the function. 523 | extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); 524 | #endif 525 | 526 | // See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages 527 | // Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. 528 | static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() 529 | { 530 | LPARAM extra_info = ::GetMessageExtraInfo(); 531 | if ((extra_info & 0xFFFFFF80) == 0xFF515700) 532 | return ImGuiMouseSource_Pen; 533 | if ((extra_info & 0xFFFFFF80) == 0xFF515780) 534 | return ImGuiMouseSource_TouchScreen; 535 | return ImGuiMouseSource_Mouse; 536 | } 537 | 538 | IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) 539 | { 540 | if (ImGui::GetCurrentContext() == nullptr) 541 | return 0; 542 | 543 | ImGuiIO& io = ImGui::GetIO(); 544 | ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); 545 | 546 | switch (msg) 547 | { 548 | case WM_MOUSEMOVE: 549 | case WM_NCMOUSEMOVE: 550 | { 551 | // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events 552 | ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); 553 | const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; 554 | bd->MouseHwnd = hwnd; 555 | if (bd->MouseTrackedArea != area) 556 | { 557 | TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; 558 | TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 }; 559 | if (bd->MouseTrackedArea != 0) 560 | ::TrackMouseEvent(&tme_cancel); 561 | ::TrackMouseEvent(&tme_track); 562 | bd->MouseTrackedArea = area; 563 | } 564 | POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; 565 | if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates. 566 | break; 567 | io.AddMouseSourceEvent(mouse_source); 568 | io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); 569 | break; 570 | } 571 | case WM_MOUSELEAVE: 572 | case WM_NCMOUSELEAVE: 573 | { 574 | const int area = (msg == WM_MOUSELEAVE) ? 1 : 2; 575 | if (bd->MouseTrackedArea == area) 576 | { 577 | if (bd->MouseHwnd == hwnd) 578 | bd->MouseHwnd = nullptr; 579 | bd->MouseTrackedArea = 0; 580 | io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); 581 | } 582 | break; 583 | } 584 | case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: 585 | case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: 586 | case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: 587 | case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: 588 | { 589 | ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); 590 | int button = 0; 591 | if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } 592 | if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } 593 | if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } 594 | if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } 595 | if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) 596 | ::SetCapture(hwnd); 597 | bd->MouseButtonsDown |= 1 << button; 598 | io.AddMouseSourceEvent(mouse_source); 599 | io.AddMouseButtonEvent(button, true); 600 | return 0; 601 | } 602 | case WM_LBUTTONUP: 603 | case WM_RBUTTONUP: 604 | case WM_MBUTTONUP: 605 | case WM_XBUTTONUP: 606 | { 607 | ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo(); 608 | int button = 0; 609 | if (msg == WM_LBUTTONUP) { button = 0; } 610 | if (msg == WM_RBUTTONUP) { button = 1; } 611 | if (msg == WM_MBUTTONUP) { button = 2; } 612 | if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } 613 | bd->MouseButtonsDown &= ~(1 << button); 614 | if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) 615 | ::ReleaseCapture(); 616 | io.AddMouseSourceEvent(mouse_source); 617 | io.AddMouseButtonEvent(button, false); 618 | return 0; 619 | } 620 | case WM_MOUSEWHEEL: 621 | io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); 622 | return 0; 623 | case WM_MOUSEHWHEEL: 624 | io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); 625 | return 0; 626 | case WM_KEYDOWN: 627 | case WM_KEYUP: 628 | case WM_SYSKEYDOWN: 629 | case WM_SYSKEYUP: 630 | { 631 | const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); 632 | if (wParam < 256) 633 | { 634 | // Submit modifiers 635 | ImGui_ImplWin32_UpdateKeyModifiers(); 636 | 637 | // Obtain virtual key code 638 | // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.) 639 | int vk = (int)wParam; 640 | if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) 641 | vk = IM_VK_KEYPAD_ENTER; 642 | 643 | // Submit key event 644 | const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk); 645 | const int scancode = (int)LOBYTE(HIWORD(lParam)); 646 | if (key != ImGuiKey_None) 647 | ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode); 648 | 649 | // Submit individual left/right modifier events 650 | if (vk == VK_SHIFT) 651 | { 652 | // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() 653 | if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } 654 | if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } 655 | } 656 | else if (vk == VK_CONTROL) 657 | { 658 | if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } 659 | if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } 660 | } 661 | else if (vk == VK_MENU) 662 | { 663 | if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } 664 | if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } 665 | } 666 | } 667 | return 0; 668 | } 669 | case WM_SETFOCUS: 670 | case WM_KILLFOCUS: 671 | io.AddFocusEvent(msg == WM_SETFOCUS); 672 | return 0; 673 | case WM_CHAR: 674 | if (::IsWindowUnicode(hwnd)) 675 | { 676 | // You can also use ToAscii()+GetKeyboardState() to retrieve characters. 677 | if (wParam > 0 && wParam < 0x10000) 678 | io.AddInputCharacterUTF16((unsigned short)wParam); 679 | } 680 | else 681 | { 682 | wchar_t wch = 0; 683 | ::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); 684 | io.AddInputCharacter(wch); 685 | } 686 | return 0; 687 | case WM_SETCURSOR: 688 | // This is required to restore cursor when transitioning from e.g resize borders to client area. 689 | if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) 690 | return 1; 691 | return 0; 692 | case WM_DEVICECHANGE: 693 | #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD 694 | if ((UINT)wParam == DBT_DEVNODES_CHANGED) 695 | bd->WantUpdateHasGamepad = true; 696 | #endif 697 | return 0; 698 | } 699 | return 0; 700 | } 701 | 702 | 703 | //-------------------------------------------------------------------------------------------------------- 704 | // DPI-related helpers (optional) 705 | //-------------------------------------------------------------------------------------------------------- 706 | // - Use to enable DPI awareness without having to create an application manifest. 707 | // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. 708 | // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. 709 | // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, 710 | // neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. 711 | //--------------------------------------------------------------------------------------------------------- 712 | // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. 713 | // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. 714 | // If you are trying to implement your own backend for your own engine, you may ignore that noise. 715 | //--------------------------------------------------------------------------------------------------------- 716 | 717 | // Perform our own check with RtlVerifyVersionInfo() instead of using functions from as they 718 | // require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 719 | static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) 720 | { 721 | typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); 722 | static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; 723 | if (RtlVerifyVersionInfoFn == nullptr) 724 | if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) 725 | RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); 726 | if (RtlVerifyVersionInfoFn == nullptr) 727 | return FALSE; 728 | 729 | RTL_OSVERSIONINFOEXW versionInfo = { }; 730 | ULONGLONG conditionMask = 0; 731 | versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); 732 | versionInfo.dwMajorVersion = major; 733 | versionInfo.dwMinorVersion = minor; 734 | VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); 735 | VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); 736 | return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; 737 | } 738 | 739 | #define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA 740 | #define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 741 | #define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE 742 | #define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 743 | 744 | #ifndef DPI_ENUMS_DECLARED 745 | typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; 746 | typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; 747 | #endif 748 | #ifndef _DPI_AWARENESS_CONTEXTS_ 749 | DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); 750 | #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 751 | #endif 752 | #ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 753 | #define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 754 | #endif 755 | typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ 756 | typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ 757 | typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) 758 | 759 | // Helper function to enable DPI awareness without setting up a manifest 760 | void ImGui_ImplWin32_EnableDpiAwareness() 761 | { 762 | if (_IsWindows10OrGreater()) 763 | { 764 | static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process 765 | if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) 766 | { 767 | SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); 768 | return; 769 | } 770 | } 771 | if (_IsWindows8Point1OrGreater()) 772 | { 773 | static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process 774 | if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) 775 | { 776 | SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); 777 | return; 778 | } 779 | } 780 | #if _WIN32_WINNT >= 0x0600 781 | ::SetProcessDPIAware(); 782 | #endif 783 | } 784 | 785 | #if defined(_MSC_VER) && !defined(NOGDI) 786 | #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' 787 | #endif 788 | 789 | float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) 790 | { 791 | UINT xdpi = 96, ydpi = 96; 792 | if (_IsWindows8Point1OrGreater()) 793 | { 794 | static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process 795 | static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; 796 | if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) 797 | GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); 798 | if (GetDpiForMonitorFn != nullptr) 799 | { 800 | GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); 801 | IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! 802 | return xdpi / 96.0f; 803 | } 804 | } 805 | #ifndef NOGDI 806 | const HDC dc = ::GetDC(nullptr); 807 | xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); 808 | ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); 809 | IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! 810 | ::ReleaseDC(nullptr, dc); 811 | #endif 812 | return xdpi / 96.0f; 813 | } 814 | 815 | float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) 816 | { 817 | HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); 818 | return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); 819 | } 820 | 821 | //--------------------------------------------------------------------------------------------------------- 822 | // Transparency related helpers (optional) 823 | //-------------------------------------------------------------------------------------------------------- 824 | 825 | #if defined(_MSC_VER) 826 | #pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' 827 | #endif 828 | 829 | // [experimental] 830 | // Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c 831 | // (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) 832 | void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) 833 | { 834 | if (!_IsWindowsVistaOrGreater()) 835 | return; 836 | 837 | BOOL composition; 838 | if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) 839 | return; 840 | 841 | BOOL opaque; 842 | DWORD color; 843 | if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) 844 | { 845 | HRGN region = ::CreateRectRgn(0, 0, -1, -1); 846 | DWM_BLURBEHIND bb = {}; 847 | bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; 848 | bb.hRgnBlur = region; 849 | bb.fEnable = TRUE; 850 | ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); 851 | ::DeleteObject(region); 852 | } 853 | else 854 | { 855 | DWM_BLURBEHIND bb = {}; 856 | bb.dwFlags = DWM_BB_ENABLE; 857 | ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); 858 | } 859 | } 860 | 861 | //--------------------------------------------------------------------------------------------------------- 862 | --------------------------------------------------------------------------------