46 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			46 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
|   | // dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
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|  | // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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|  | 
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|  | // Implemented features:
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|  | //  [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
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|  | //  [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]
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|  | //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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|  | //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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|  | //  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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|  | 
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|  | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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|  | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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|  | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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|  | // Read online: https://github.com/ocornut/imgui/tree/master/docs
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|  | 
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|  | #pragma once
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|  | #include "imgui.h"      // IMGUI_IMPL_API
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|  | 
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|  | IMGUI_IMPL_API bool     ImGui_ImplWin32_Init(void* hwnd); | ||
|  | IMGUI_IMPL_API void     ImGui_ImplWin32_Shutdown(); | ||
|  | IMGUI_IMPL_API void     ImGui_ImplWin32_NewFrame(); | ||
|  | 
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|  | // Win32 message handler your application need to call.
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|  | // - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
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|  | // - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
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|  | // - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
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|  | 
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|  | #if 0
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|  | extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); | ||
|  | #endif
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|  | 
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|  | // DPI-related helpers (optional)
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|  | // - Use to enable DPI awareness without having to create an application manifest.
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|  | // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
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|  | // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
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|  | //   but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
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|  | //   neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
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|  | IMGUI_IMPL_API void     ImGui_ImplWin32_EnableDpiAwareness(); | ||
|  | IMGUI_IMPL_API float    ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd);       // HWND hwnd
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|  | IMGUI_IMPL_API float    ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
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|  | 
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|  | // Transparency related helpers (optional) [experimental]
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|  | // - Use to enable alpha compositing transparency with the desktop.
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|  | // - Use together with e.g. clearing your framebuffer with zero-alpha.
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|  | IMGUI_IMPL_API void     ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd);   // HWND hwnd
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