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[Win32+OpenGL] ImGui Window goes pink when dragged out of the parent window #2600

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Rex-22 opened this issue May 31, 2019 · 43 comments
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@Rex-22
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Rex-22 commented May 31, 2019

Version/Branch of Dear ImGui:

Version: 1.71 WIP
Branch: docking/596d81a9

Back-end/Renderer/Compiler/OS

Back-ends: imgui_impl_opengl3.cpp + imgui_impl_win32.cpp
Compiler: MSVC 19.20.27508.1
Operating System: Windows 10

My Issue/Question:

When I move the window outside of the main window, it turns pink and only renders the content in the main window. This only happens when using the win32 api. With GLFW it is working as intended

Screenshots/Video

issue-gif

Standalone, minimal, complete and verifiable example:

// Please do not forget this!
#undef UNICODE
#include "imgui.h"
#include "imgui_impl_win32.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#include <GL/gl3w.h>

// Data
static HDC g_Device = 0;
static HGLRC g_GLDeviceContext = 0;

// Forward declarations of helper functions
bool CreateDeviceGL(HWND hWnd);
void CleanupDeviceGL();
void PresentGL();
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);

// Main code
int main(int, char**)
{
    ImGui_ImplWin32_EnableDpiAwareness();

    // Create application window
    WNDCLASSEX wc = {
        sizeof(WNDCLASSEX),
        CS_OWNDC,
        WndProc,
        0L,
        0L,
        GetModuleHandle(NULL),
        NULL,
        NULL,
        NULL,
        NULL,
        ("ImGui Example"),
        NULL
    };
    ::RegisterClassEx(&wc);
    HWND hwnd = ::CreateWindowEx(
        0,
        wc.lpszClassName,
        ("Dear ImGui OpenGL Example"),
        WS_OVERLAPPEDWINDOW,
        100, 100,
        1280, 800,
        NULL, NULL,
        wc.hInstance,
        NULL);

    CreateDeviceGL(hwnd);

    gl3wInit();

    const char* ver = reinterpret_cast<const char*>(glGetString(GL_VERSION));
    if (ver) {
        OutputDebugStringA("GL_VERSION = \"");
        OutputDebugStringA(ver);
        OutputDebugStringA("\"\n");
    }

    ::ShowWindow(hwnd, SW_SHOWDEFAULT);
    ::UpdateWindow(hwnd);

    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO(); (void)io;
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       
    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           
    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;        

    ImGui::StyleColorsDark();

    ImGuiStyle& style = ImGui::GetStyle();
    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
    {
        style.WindowRounding = 0.0f;
        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
    }

    ImGui_ImplWin32_Init(hwnd);
    ImGui_ImplOpenGL3_Init(0);

    // Our state
    bool show_demo_window = true;
    bool show_another_window = false;
    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

    // Main loop
    MSG msg;
    ZeroMemory(&msg, sizeof(msg));
    while (msg.message != WM_QUIT)
    {
        if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
        {
            ::TranslateMessage(&msg);
            ::DispatchMessage(&msg);
            continue;
        }

        ImGui_ImplOpenGL3_NewFrame();
        ImGui_ImplWin32_NewFrame();
        ImGui::NewFrame();

        if (show_demo_window)
            ImGui::ShowDemoWindow(&show_demo_window);

       {
            static float f = 0.0f;
            static int counter = 0;

            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.

            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
            ImGui::Checkbox("Another Window", &show_another_window);

            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
            ImGui::ColorEdit3("clear color", (float*)& clear_color); // Edit 3 floats representing a color

            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
                counter++;
            ImGui::SameLine();
            ImGui::Text("counter = %d", counter);

            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
            ImGui::End();
        }

        // Rendering
        ImGui::Render();
        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
        glClear(GL_COLOR_BUFFER_BIT);
        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());

        // Update and Render additional Platform Windows
        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
        {
            ImGui::UpdatePlatformWindows();
            ImGui::RenderPlatformWindowsDefault();
        }

        PresentGL();
    }

    ImGui_ImplOpenGL3_Shutdown();
    ImGui_ImplWin32_Shutdown();
    ImGui::DestroyContext();

    CleanupDeviceGL();
    ::DestroyWindow(hwnd);
    ::UnregisterClass(wc.lpszClassName, wc.hInstance);

    return 0;
}

// Helper functions
bool CreateDeviceGL(HWND hWnd)
{
    PIXELFORMATDESCRIPTOR pfd =
    {
        sizeof(PIXELFORMATDESCRIPTOR),
        1,
        PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
        PFD_TYPE_RGBA,
        32,
        24,
        8,
        PFD_MAIN_PLANE,
    };

    g_Device = GetDC(hWnd);
    auto pf = ChoosePixelFormat(g_Device, &pfd);
    if (pf == 0) {
        MessageBox(NULL, "ChoosePixelFormat() failed:  "
            "Cannot find a suitable pixel format.", "Error", MB_OK);
        return false;
    }
    if (SetPixelFormat(g_Device, pf, &pfd) == FALSE) {
        MessageBox(NULL, "SetPixelFormat() failed:  "
            "Cannot set format specified.", "Error", MB_OK);
        return false;
    }
    DescribePixelFormat(g_Device, pf, sizeof(PIXELFORMATDESCRIPTOR), &pfd);

    g_GLDeviceContext =  wglCreateContext(g_Device);
    wglMakeCurrent(g_Device, g_GLDeviceContext);
    
    return true;
}

void CleanupDeviceGL()
{
    wglDeleteContext(g_GLDeviceContext);
}

void PresentGL()
{
    ::SwapBuffers(g_Device);
}

// Win32 message handler
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
        return true;

    switch (msg)
    {
        case WM_SIZE:
            //glViewport(0, 0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
            return 0;
        case WM_DESTROY:
            ::PostQuitMessage(0);
            return 0;
        case WM_DPICHANGED:
            if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
            {
                const RECT* suggested_rect = (RECT*)lParam;
                ::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
            }
            break;
    }
    return ::DefWindowProc(hWnd, msg, wParam, lParam);
}
@ocornut
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ocornut commented May 31, 2019

Hello,
What happens when you try the unmodified apps in the examples/ folder? the ones using the opengl3 bindings?

@Rex-22
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Rex-22 commented May 31, 2019

The GLFW one works just fine, but I am not sure what is broken in my code since they both use the same win32 api. I thought I might have been the context changing but I tried that with this code

  // Update and Render additional Platform Windows
        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
        {
            auto backUpDC = g_Device;
            ImGui::UpdatePlatformWindows();
            ImGui::RenderPlatformWindowsDefault();
            g_Device = backUpDC;
            wglMakeCurrent(g_Device, g_GLDeviceContext);
        }

and still got the same result. I am not sure what I am doing wrong

@ice1000
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ice1000 commented Jun 4, 2019

Hi, I'm curious about the ImGui_ImplWin32_EnableDpiAwareness. I can't find it in the examples folder, are you willing to share its implementation?

@ice1000
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ice1000 commented Jun 4, 2019

Ah, it's in the viewport branch. Sorry for bothering.

@ocornut
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ocornut commented Jun 12, 2019

Hi @Rex-22,
Your problem looks similar to the one in #1553.
A solution for it would be nice but I don't know what it is (haven't experimented much with it, and it's a Win32+GL problem rather than really a dear imgui problem).

@joramas
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joramas commented Jun 28, 2019

Hi @Rex-22,
Did you find a way around this issue? I'm having the same problem..

@Rex-22
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Rex-22 commented Jul 2, 2019

Hi @joramas,
Nope, sorry haven't touched this in a while. Might take another look at it again this weekend.

@AstonSQ
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AstonSQ commented Jul 24, 2019

@Rex-22 @ocornut I meet the same issue. Could you give me some help?

@jdunlap
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jdunlap commented Aug 1, 2019

Hello,

I have been having the same problem as detailed here.

I believe that a large part of the problem is that there are four functions that are called inside imgui when drawing the viewports. The code that does the drawing can be seen here from imgui.cpp:

void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
{
    // Skip the main viewport (index 0), which is always fully handled by the application!
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
    for (int i = 1; i < platform_io.Viewports.Size; i++)
    {
        ImGuiViewport* viewport = platform_io.Viewports[i];
        if (viewport->Flags & ImGuiViewportFlags_Minimized)
            continue;
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
    }
    for (int i = 1; i < platform_io.Viewports.Size; i++)
    {
        ImGuiViewport* viewport = platform_io.Viewports[i];
        if (viewport->Flags & ImGuiViewportFlags_Minimized)
            continue;
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
    }
}

However, the imgui_impl_win32.cpp does not set these in its platform interface initialization code:

static void ImGui_ImplWin32_InitPlatformInterface()
{
    WNDCLASSEX wcex;
    wcex.cbSize = sizeof(WNDCLASSEX);
    wcex.style = CS_HREDRAW | CS_VREDRAW;
    wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
    wcex.cbClsExtra = 0;
    wcex.cbWndExtra = 0;
    wcex.hInstance = ::GetModuleHandle(NULL);
    wcex.hIcon = NULL;
    wcex.hCursor = NULL;
    wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
    wcex.lpszMenuName = NULL;
    wcex.lpszClassName = _T("ImGui Platform");
    wcex.hIconSm = NULL;
    ::RegisterClassEx(&wcex);

    ImGui_ImplWin32_UpdateMonitors();

    // Register platform interface (will be coupled with a renderer interface)
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
    platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
    platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
    platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
    platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
    platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
    platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
    platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
    platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
    platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
    platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
    platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
    platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
    platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
    platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
    platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
#if HAS_WIN32_IME
    platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
#endif

    // Register main window handle (which is owned by the main application, not by us)
    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
    ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
    data->Hwnd = g_hWnd;
    data->HwndOwned = false;
    main_viewport->PlatformUserData = data;
    main_viewport->PlatformHandle = (void*)g_hWnd;
}

This is an issue as the only code that gets called is the code for the RenderWindow for the Renderer if you are using imgui_impl_opengl3.cpp as I am. This code does this:

static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
{
    if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
    {
        ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
        glClear(GL_COLOR_BUFFER_BIT);
    }
    ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
}

No where in the code are buffers or contexts being swapped. Therefore, what I did was to add these two functions to the Win32 code:

static void ImGui_ImplWin32_RenderWindow(ImGuiViewport* viewport, void*)
{
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    if (data->hDC == NULL)
    {
        data->hDC = GetDC(data->Hwnd);
        PIXELFORMATDESCRIPTOR pfd = {};

        pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
        pfd.nVersion = 1;
        pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
        pfd.iPixelType = PFD_TYPE_RGBA;
        pfd.cColorBits = 32;
        pfd.cDepthBits = 24;
        pfd.cStencilBits = 8;
        pfd.cAuxBuffers = 0;
        pfd.iLayerType = PFD_MAIN_PLANE;
        int iPixelFormat = ChoosePixelFormat(data->hDC, &pfd);
        SetPixelFormat(data->hDC, iPixelFormat, &pfd);
    }
    if (data->hGLRC == NULL)
        data->hGLRC = wglCreateContext(data->hDC);    
    wglMakeCurrent(data->hDC, data->hGLRC);
}

and

static void ImGui_ImplWin32_SwapBuffers(ImGuiViewport* viewport, void*)
{
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    wglMakeCurrent(data->hDC, data->hGLRC);
    SwapBuffers(data->hDC);
}

and then registered them by adding these two lines to imgui_impl_win32.cpp in InitPlatformInterface

    platform_io.Platform_RenderWindow = ImGui_ImplWin32_RenderWindow;
    platform_io.Platform_SwapBuffers = ImGui_ImplWin32_SwapBuffers;

Before doing this, I had a situation where my window would still be drawn, but in the bottom left corner of the main window. In addition, I would get a solid black box draw wherever I dragged the window outside. After adding this code, I no longer get the additional drawing of the window inside the main window.

I also obviously added members to the viewport data structure for Win32 to track the hDC and GL rendering context to be able to switch them later. I also added them to the destructor for the struct to be able to automatically delete or release them.

I do not believe that this is a Win32 and OpenGL issue as the samples work for glfw. Under the hood, glfw is simply using Win32 and OpenGL. While I haven't yet found the issue, I do think that it is possible to find and fix.

@danec020
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Hi @Rex-22,
Your problem looks similar to the one in #1553.
A solution for it would be nice but I don't know what it is (haven't experimented much with it, and it's a Win32+GL problem rather than really a dear imgui problem).

You were absolutely right that the main issue deals with Win32+GL implimentation issues. I finally figured it out after some digging. The thing people are missing is that ImGui uses a shared texture to render multiple viewports. As that is the way it should be. But in order to share the texture between two HGLRC (OpenGl context), you need to explicitedly tell them that they are allowed. When you do that via wglSharedList, everything should work as intended.

If you'd like, I can see if I can make an example project with all the necessary changes to have it work.

@jdunlap
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jdunlap commented Aug 29, 2019

I would love to see your example solution as I have worked many hours on this. For one project, I ultimately just switch to using GLFW (helps with cross-platform anyway), but for my other, I don't want to do that.

@jdunlap
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jdunlap commented Aug 31, 2019

Okay, so following the advice posted by @danec020, I added wglSharedList to the code. Now, I can drag a window outside the main window and it doesn't turn pink/black! However, a copy of the window is still drawn (flashing) in the main window. When you drag a window back in, it just disappears.

Here is a demonstration of the issue:
ImGuiIssue

imgui_impl_win32.cpp:

// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)

// Implemented features:
//  [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
//  [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
//  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.

#include "imgui.h"
#include "imgui_impl_win32.h"
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <XInput.h>
#include <tchar.h>

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
//  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
//  2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
//  2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
//  2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
//  2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
//  2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
//  2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
//  2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
//  2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
//  2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
//  2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
//  2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
//  2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.

// Win32 Data
static HWND                 g_hWnd = 0;
static HGLRC                g_HGLRC = 0;
static INT64                g_Time = 0;
static INT64                g_TicksPerSecond = 0;
static ImGuiMouseCursor     g_LastMouseCursor = ImGuiMouseCursor_COUNT;
static bool                 g_HasGamepad = false;
static bool                 g_WantUpdateHasGamepad = true;
static bool                 g_WantUpdateMonitors = true;

// Forward Declarations
static void ImGui_ImplWin32_InitPlatformInterface();
static void ImGui_ImplWin32_ShutdownPlatformInterface();
static void ImGui_ImplWin32_UpdateMonitors();

// Functions
bool    ImGui_ImplWin32_Init(void* hwnd, void* hGLRC)
{
    if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
        return false;
    if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
        return false;

    // Setup back-end capabilities flags
    ImGuiIO& io = ImGui::GetIO();
    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
    io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional)
    io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
    io.BackendPlatformName = "imgui_impl_win32";

    // Our mouse update function expect PlatformHandle to be filled for the main viewport
    g_hWnd = (HWND)hwnd;
    g_HGLRC = (HGLRC)hGLRC;
    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
    main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd;

    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
        ImGui_ImplWin32_InitPlatformInterface();

    // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
    io.KeyMap[ImGuiKey_Tab] = VK_TAB;
    io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
    io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
    io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
    io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
    io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
    io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
    io.KeyMap[ImGuiKey_Home] = VK_HOME;
    io.KeyMap[ImGuiKey_End] = VK_END;
    io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
    io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
    io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
    io.KeyMap[ImGuiKey_Space] = VK_SPACE;
    io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
    io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
    io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
    io.KeyMap[ImGuiKey_A] = 'A';
    io.KeyMap[ImGuiKey_C] = 'C';
    io.KeyMap[ImGuiKey_V] = 'V';
    io.KeyMap[ImGuiKey_X] = 'X';
    io.KeyMap[ImGuiKey_Y] = 'Y';
    io.KeyMap[ImGuiKey_Z] = 'Z';

    return true;
}

void    ImGui_ImplWin32_Shutdown()
{
    ImGui_ImplWin32_ShutdownPlatformInterface();
    g_hWnd = (HWND)0;
}

static bool ImGui_ImplWin32_UpdateMouseCursor()
{
    ImGuiIO& io = ImGui::GetIO();
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
        return false;

    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
    if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
    {
        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
        ::SetCursor(NULL);
    }
    else
    {
        // Show OS mouse cursor
        LPTSTR win32_cursor = IDC_ARROW;
        switch (imgui_cursor)
        {
        case ImGuiMouseCursor_Arrow:        win32_cursor = IDC_ARROW; break;
        case ImGuiMouseCursor_TextInput:    win32_cursor = IDC_IBEAM; break;
        case ImGuiMouseCursor_ResizeAll:    win32_cursor = IDC_SIZEALL; break;
        case ImGuiMouseCursor_ResizeEW:     win32_cursor = IDC_SIZEWE; break;
        case ImGuiMouseCursor_ResizeNS:     win32_cursor = IDC_SIZENS; break;
        case ImGuiMouseCursor_ResizeNESW:   win32_cursor = IDC_SIZENESW; break;
        case ImGuiMouseCursor_ResizeNWSE:   win32_cursor = IDC_SIZENWSE; break;
        case ImGuiMouseCursor_Hand:         win32_cursor = IDC_HAND; break;
        }
        ::SetCursor(::LoadCursor(NULL, win32_cursor));
    }
    return true;
}

// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
// Because of that, it is a little more complicated than your typical single-viewport binding code!
static void ImGui_ImplWin32_UpdateMousePos()
{
    ImGuiIO& io = ImGui::GetIO();

    // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
    // (When multi-viewports are enabled, all imgui positions are same as OS positions)
    if (io.WantSetMousePos)
    {
        POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
        if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
            ::ClientToScreen(g_hWnd, &pos);
        ::SetCursorPos(pos.x, pos.y);
    }

    io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
    io.MouseHoveredViewport = 0;

    // Set imgui mouse position
    POINT mouse_screen_pos;
    if (!::GetCursorPos(&mouse_screen_pos))
        return;
    if (HWND focused_hwnd = ::GetForegroundWindow())
    {
        if (::IsChild(focused_hwnd, g_hWnd))
            focused_hwnd = g_hWnd;
        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
        {
            // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
            // This is the position you can get with GetCursorPos(). In theory adding viewport->Pos is also the reverse operation of doing ScreenToClient().
            if (ImGui::FindViewportByPlatformHandle((void*)focused_hwnd) != NULL)
                io.MousePos = ImVec2((float)mouse_screen_pos.x, (float)mouse_screen_pos.y);
        }
        else
        {
            // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window.)
            // This is the position you can get with GetCursorPos() + ScreenToClient() or from WM_MOUSEMOVE.
            if (focused_hwnd == g_hWnd)
            {
                POINT mouse_client_pos = mouse_screen_pos;
                ::ScreenToClient(focused_hwnd, &mouse_client_pos);
                io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y);
            }
        }
    }

    // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
    // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
    // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
    // - This is _regardless_ of whether another viewport is focused or being dragged from.
    // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the back-end, imgui will ignore this field and infer the information by relying on the
    // rectangles and last focused time of every viewports it knows about. It will be unaware of foreign windows that may be sitting between or over your windows.
    if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
        if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
            if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated?
                io.MouseHoveredViewport = viewport->ID;
}

#ifdef _MSC_VER
#pragma comment(lib, "xinput")
#endif

// Gamepad navigation mapping
static void ImGui_ImplWin32_UpdateGamepads()
{
    ImGuiIO& io = ImGui::GetIO();
    memset(io.NavInputs, 0, sizeof(io.NavInputs));
    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
        return;

    // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
    // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
    if (g_WantUpdateHasGamepad)
    {
        XINPUT_CAPABILITIES caps;
        g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
        g_WantUpdateHasGamepad = false;
    }

    XINPUT_STATE xinput_state;
    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
    if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
    {
        const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
        io.BackendFlags |= ImGuiBackendFlags_HasGamepad;

#define MAP_BUTTON(NAV_NO, BUTTON_ENUM)     { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
#define MAP_ANALOG(NAV_NO, VALUE, V0, V1)   { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
        MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A);              // Cross / A
        MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B);              // Circle / B
        MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X);              // Square / X
        MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y);              // Triangle / Y
        MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);      // D-Pad Left
        MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);     // D-Pad Right
        MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP);        // D-Pad Up
        MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN);      // D-Pad Down
        MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER);  // L1 / LB
        MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
        MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER);  // L1 / LB
        MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
        MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
        MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
        MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
        MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
#undef MAP_BUTTON
#undef MAP_ANALOG
    }
}

void    ImGui_ImplWin32_NewFrame()
{
    ImGuiIO& io = ImGui::GetIO();
    IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");

    // Setup display size (every frame to accommodate for window resizing)
    RECT rect;
    ::GetClientRect(g_hWnd, &rect);
    io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
    if (g_WantUpdateMonitors)
        ImGui_ImplWin32_UpdateMonitors();

    // Setup time step
    INT64 current_time;
    ::QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
    io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
    g_Time = current_time;

    // Read keyboard modifiers inputs
    io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
    io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
    io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
    io.KeySuper = false;
    // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.

    // Update OS mouse position
    ImGui_ImplWin32_UpdateMousePos();

    // Update OS mouse cursor with the cursor requested by imgui
    ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
    if (g_LastMouseCursor != mouse_cursor)
    {
        g_LastMouseCursor = mouse_cursor;
        ImGui_ImplWin32_UpdateMouseCursor();
    }

    // Update game controllers (if enabled and available)
    ImGui_ImplWin32_UpdateGamepads();
}

// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
#ifndef WM_MOUSEHWHEEL
#define WM_MOUSEHWHEEL 0x020E
#endif
#ifndef DBT_DEVNODES_CHANGED
#define DBT_DEVNODES_CHANGED 0x0007
#endif

// Process Win32 mouse/keyboard inputs.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    if (ImGui::GetCurrentContext() == NULL)
        return 0;

    ImGuiIO& io = ImGui::GetIO();
    switch (msg)
    {
    case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
    case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
    case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
    case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
    {
        int button = 0;
        if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
        if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
        if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
        if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
        if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
            ::SetCapture(hwnd);
        io.MouseDown[button] = true;
        return 0;
    }
    case WM_LBUTTONUP:
    case WM_RBUTTONUP:
    case WM_MBUTTONUP:
    case WM_XBUTTONUP:
    {
        int button = 0;
        if (msg == WM_LBUTTONUP) { button = 0; }
        if (msg == WM_RBUTTONUP) { button = 1; }
        if (msg == WM_MBUTTONUP) { button = 2; }
        if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
        io.MouseDown[button] = false;
        if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
            ::ReleaseCapture();
        return 0;
    }
    case WM_MOUSEWHEEL:
        io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
        return 0;
    case WM_MOUSEHWHEEL:
        io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
        return 0;
    case WM_KEYDOWN:
    case WM_SYSKEYDOWN:
        if (wParam < 256)
            io.KeysDown[wParam] = 1;
        return 0;
    case WM_KEYUP:
    case WM_SYSKEYUP:
        if (wParam < 256)
            io.KeysDown[wParam] = 0;
        return 0;
    case WM_CHAR:
        // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
        io.AddInputCharacter((unsigned int)wParam);
        return 0;
    case WM_SETCURSOR:
        if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
            return 1;
        return 0;
    case WM_DEVICECHANGE:
        if ((UINT)wParam == DBT_DEVNODES_CHANGED)
            g_WantUpdateHasGamepad = true;
        return 0;
    case WM_DISPLAYCHANGE:
        g_WantUpdateMonitors = true;
        return 0;
    }
    return 0;
}

//--------------------------------------------------------------------------------------------------------
// DPI handling
// Those in theory should be simple calls but Windows has multiple ways to handle DPI, and most of them
// require recent Windows versions at runtime or recent Windows SDK at compile-time. Neither we want to depend on.
// So we dynamically select and load those functions to avoid dependencies. This is the scheme successfully 
// used by GLFW (from which we borrowed some of the code here) and other applications aiming to be portable.
//---------------------------------------------------------------------------------------------------------
// At this point ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
//---------------------------------------------------------------------------------------------------------

static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
{
    OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0,{ 0 }, sp };
    DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
    ULONGLONG cond = VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
    cond = VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
    cond = VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
    return VerifyVersionInfoW(&osvi, mask, cond);
}
#define IsWindows8Point1OrGreater()  IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE
#define IsWindows10OrGreater()       IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WIN10

#ifndef DPI_ENUMS_DECLARED
typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
#endif
#ifndef _DPI_AWARENESS_CONTEXTS_
DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE    (DPI_AWARENESS_CONTEXT)-3
#endif
#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
#endif
typedef HRESULT(WINAPI * PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS);                     // Shcore.lib+dll, Windows 8.1
typedef HRESULT(WINAPI * PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*);        // Shcore.lib+dll, Windows 8.1
typedef DPI_AWARENESS_CONTEXT(WINAPI * PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib+dll, Windows 10 v1607 (Creators Update)

void ImGui_ImplWin32_EnableDpiAwareness()
{
    // if (IsWindows10OrGreater()) // FIXME-DPI: This needs a manifest to succeed. Instead we try to grab the function pointer.
    {
        static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
        if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
        {
            SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
            return;
        }
    }
    if (IsWindows8Point1OrGreater())
    {
        static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
        if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
            SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
    }
    else
    {
        SetProcessDPIAware();
    }
}

#ifdef _MSC_VER
#pragma comment(lib, "gdi32")   // GetDeviceCaps()
#endif

float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
{
    UINT xdpi = 96, ydpi = 96;
    if (::IsWindows8Point1OrGreater())
    {
        static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
        if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
            GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
    }
    else
    {
        const HDC dc = ::GetDC(NULL);
        xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
        ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
        ::ReleaseDC(NULL, dc);
    }
    IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
    return xdpi / 96.0f;
}

float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
{
    HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
    return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
}

//--------------------------------------------------------------------------------------------------------
// IME (Input Method Editor) basic support for e.g. Asian language users
//--------------------------------------------------------------------------------------------------------

#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
#define HAS_WIN32_IME   1
#include <imm.h>
#ifdef _MSC_VER
#pragma comment(lib, "imm32")
#endif
static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
{
    COMPOSITIONFORM cf = { CFS_FORCE_POSITION,{ (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) },{ 0, 0, 0, 0 } };
    if (HWND hwnd = (HWND)viewport->PlatformHandle)
        if (HIMC himc = ::ImmGetContext(hwnd))
        {
            ::ImmSetCompositionWindow(himc, &cf);
            ::ImmReleaseContext(hwnd, himc);
        }
}
#else
#define HAS_WIN32_IME   0
#endif

//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------

struct ImGuiViewportDataWin32
{
    HWND    Hwnd;
    HDC     hDC;
    HGLRC   hGLRC;
    bool    HwndOwned;
    DWORD   DwStyle;
    DWORD   DwExStyle;

    ImGuiViewportDataWin32() { Hwnd = NULL; hGLRC = NULL; hDC = NULL;  HwndOwned = false;  DwStyle = DwExStyle = 0; }
    ~ImGuiViewportDataWin32() { IM_ASSERT(Hwnd == NULL); if (hGLRC != NULL) wglDeleteContext(hGLRC); if (hDC != NULL) ReleaseDC(Hwnd, hDC); }
};

static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
{
    if (flags & ImGuiViewportFlags_NoDecoration)
        *out_style = WS_POPUP;
    else
        *out_style = WS_OVERLAPPEDWINDOW;

    if (flags & ImGuiViewportFlags_NoTaskBarIcon)
        *out_ex_style = WS_EX_TOOLWINDOW;
    else
        *out_ex_style = WS_EX_APPWINDOW;

    if (flags & ImGuiViewportFlags_TopMost)
        *out_ex_style |= WS_EX_TOPMOST;
}

static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
{
    ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
    viewport->PlatformUserData = data;

    // Select style and parent window
    ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &data->DwStyle, &data->DwExStyle);
    HWND parent_window = NULL;
    if (viewport->ParentViewportId != 0)
        if (ImGuiViewport* parent_viewport = ImGui::FindViewportByID(viewport->ParentViewportId))
            parent_window = (HWND)parent_viewport->PlatformHandle;

    // Create window
    RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
    ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
    data->Hwnd = ::CreateWindowEx(
        data->DwExStyle, _T("ImGui Platform"), _T("Untitled"), data->DwStyle,   // Style, class name, window name
        rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top,    // Window area
        parent_window, NULL, ::GetModuleHandle(NULL), NULL);                    // Parent window, Menu, Instance, Param
    data->HwndOwned = true;
    viewport->PlatformRequestResize = false;
    viewport->PlatformHandle = viewport->PlatformHandleRaw = data->Hwnd;
    data->hDC = GetDC(data->Hwnd);
    PIXELFORMATDESCRIPTOR pfd = {};
    pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
    pfd.nVersion = 1;
    pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
    pfd.iPixelType = PFD_TYPE_RGBA;
    pfd.cColorBits = 32;
    pfd.cDepthBits = 24;
    pfd.cStencilBits = 8;
    pfd.cAuxBuffers = 0;
    pfd.iLayerType = PFD_MAIN_PLANE;
    int iPixelFormat = ChoosePixelFormat(data->hDC, &pfd);
    SetPixelFormat(data->hDC, iPixelFormat, &pfd);
    data->hGLRC = wglCreateContext(data->hDC);
    wglShareLists(g_HGLRC, data->hGLRC);
}

static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
{
    if (ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData)
    {
        if (::GetCapture() == data->Hwnd)
        {
            // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
            ::ReleaseCapture();
            ::SetCapture(g_hWnd);
        }
        if (data->hGLRC)
            wglDeleteContext(data->hGLRC);
        if (data->hDC)
            ReleaseDC(data->Hwnd, data->hDC);
        if (data->Hwnd && data->HwndOwned)
            ::DestroyWindow(data->Hwnd);
        data->hGLRC = NULL;
        data->hDC = NULL;
        data->Hwnd = NULL;
        IM_DELETE(data);
    }
    viewport->PlatformUserData = viewport->PlatformHandle = NULL;
}

static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
{
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    IM_ASSERT(data->Hwnd != 0);
    if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
        ::ShowWindow(data->Hwnd, SW_SHOWNA);
    else
        ::ShowWindow(data->Hwnd, SW_SHOW);
}

static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
{
    // (Optional) Update Win32 style if it changed _after_ creation. 
    // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    IM_ASSERT(data->Hwnd != 0);
    DWORD new_style;
    DWORD new_ex_style;
    ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);

    // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
    if (data->DwStyle != new_style || data->DwExStyle != new_ex_style)
    {
        data->DwStyle = new_style;
        data->DwExStyle = new_ex_style;
        ::SetWindowLong(data->Hwnd, GWL_STYLE, data->DwStyle);
        ::SetWindowLong(data->Hwnd, GWL_EXSTYLE, data->DwExStyle);
        RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
        ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen
        ::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOACTIVATE | SWP_FRAMECHANGED);
        ::ShowWindow(data->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
        viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
    }
}

static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
{
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    IM_ASSERT(data->Hwnd != 0);
    POINT pos = { 0, 0 };
    ::ClientToScreen(data->Hwnd, &pos);
    return ImVec2((float)pos.x, (float)pos.y);
}

static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    IM_ASSERT(data->Hwnd != 0);
    RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
    ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
    ::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
}

static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
{
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    IM_ASSERT(data->Hwnd != 0);
    RECT rect;
    ::GetClientRect(data->Hwnd, &rect);
    return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
}

static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    IM_ASSERT(data->Hwnd != 0);
    RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
    ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen
    ::SetWindowPos(data->Hwnd, NULL, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
}

static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
{
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    IM_ASSERT(data->Hwnd != 0);
    ::BringWindowToTop(data->Hwnd);
    ::SetForegroundWindow(data->Hwnd);
    ::SetFocus(data->Hwnd);
}

static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
{
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    IM_ASSERT(data->Hwnd != 0);
    return ::GetForegroundWindow() == data->Hwnd;
}

static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
{
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    IM_ASSERT(data->Hwnd != 0);
    return ::IsIconic(data->Hwnd) != 0;
}

static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
    // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    IM_ASSERT(data->Hwnd != 0);
    int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0);
    ImVector<wchar_t> title_w;
    title_w.resize(n);
    ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
    ::SetWindowTextW(data->Hwnd, title_w.Data);
}

static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    IM_ASSERT(data->Hwnd != 0);
    IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
    if (alpha < 1.0f)
    {
        DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
        ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style);
        ::SetLayeredWindowAttributes(data->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
    }
    else
    {
        DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
        ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style);
    }
}

static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
{
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    IM_ASSERT(data->Hwnd != 0);
    return ImGui_ImplWin32_GetDpiScaleForHwnd(data->Hwnd);
}

// FIXME-DPI: Testing DPI related ideas
static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
{
    (void)viewport;
#if 0
    ImGuiStyle default_style;
    //default_style.WindowPadding = ImVec2(0, 0);
    //default_style.WindowBorderSize = 0.0f;
    //default_style.ItemSpacing.y = 3.0f;
    //default_style.FramePadding = ImVec2(0, 0);
    default_style.ScaleAllSizes(viewport->DpiScale);
    ImGuiStyle& style = ImGui::GetStyle();
    style = default_style;
#endif
}

static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
        return true;

    if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
    {
        switch (msg)
        {
        case WM_CLOSE:
            viewport->PlatformRequestClose = true;
            return 0;
        case WM_MOVE:
            viewport->PlatformRequestMove = true;
            break;
        case WM_SIZE:
            viewport->PlatformRequestResize = true;
            break;
        case WM_MOUSEACTIVATE:
            if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
                return MA_NOACTIVATE;
            break;
        case WM_NCHITTEST:
            // Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly (which is OPTIONAL).
            // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
            // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
            // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
            if (viewport->Flags & ImGuiViewportFlags_NoInputs)
                return HTTRANSPARENT;
            break;
        }
    }

    return DefWindowProc(hWnd, msg, wParam, lParam);
}

static void ImGui_ImplWin32_RenderWindow(ImGuiViewport* viewport, void*)
{
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    wglMakeCurrent(data->hDC, data->hGLRC);
}

static void ImGui_ImplWin32_SwapBuffers(ImGuiViewport* viewport, void*)
{
    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
    wglMakeCurrent(data->hDC, data->hGLRC);
    SwapBuffers(data->hDC);
}

static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
{
    MONITORINFO info = { 0 };
    info.cbSize = sizeof(MONITORINFO);
    if (!::GetMonitorInfo(monitor, &info))
        return TRUE;
    ImGuiPlatformMonitor imgui_monitor;
    imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
    imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
    imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
    imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
    imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
    ImGuiPlatformIO& io = ImGui::GetPlatformIO();
    if (info.dwFlags & MONITORINFOF_PRIMARY)
        io.Monitors.push_front(imgui_monitor);
    else
        io.Monitors.push_back(imgui_monitor);
    return TRUE;
}

static void ImGui_ImplWin32_UpdateMonitors()
{
    ImGui::GetPlatformIO().Monitors.resize(0);
    ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL);
    g_WantUpdateMonitors = false;
}

static void ImGui_ImplWin32_InitPlatformInterface()
{
    WNDCLASSEX wcex;
    wcex.cbSize = sizeof(WNDCLASSEX);
    wcex.style = CS_HREDRAW | CS_VREDRAW;
    wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
    wcex.cbClsExtra = 0;
    wcex.cbWndExtra = 0;
    wcex.hInstance = ::GetModuleHandle(NULL);
    wcex.hIcon = NULL;
    wcex.hCursor = NULL;
    wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
    wcex.lpszMenuName = NULL;
    wcex.lpszClassName = _T("ImGui Platform");
    wcex.hIconSm = NULL;
    ::RegisterClassEx(&wcex);

    ImGui_ImplWin32_UpdateMonitors();

    // Register platform interface (will be coupled with a renderer interface)
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
    platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
    platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
    platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
    platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
    platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
    platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
    platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
    platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
    platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
    platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
    platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
    platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
    platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
    platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
    platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
    platform_io.Platform_RenderWindow = ImGui_ImplWin32_RenderWindow;
    platform_io.Platform_SwapBuffers = ImGui_ImplWin32_SwapBuffers;
#if HAS_WIN32_IME
    platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
#endif

    // Register main window handle (which is owned by the main application, not by us)
    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
    ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
    data->Hwnd = g_hWnd;
    data->hGLRC = g_HGLRC;
    data->HwndOwned = false;
    main_viewport->PlatformUserData = data;
    main_viewport->PlatformHandle = (void*)g_hWnd;
}

static void ImGui_ImplWin32_ShutdownPlatformInterface()
{
    ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL));
}

I made no changes to imgui_impl_opengl3.cpp. This is, I feel, much closer to getting this to work, but I am not sure why the windows are still drawn inside the main window (they aren't if you drag them out, close the program, and restart) or why they disappear when dragging them back in. They still exist because you can drag them back out again if you can find them, so it is a rendering issue.

Additionally, after posting this, I also found that if you minimize after moving a window out of the main window and then restore the window, the main window will only be drawn as black. It does not matter if you put the window back in or not. This does not happen if a second window has never been created.

@danec020
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danec020 commented Aug 31, 2019

Sorry @jdunlap about not posting the code earlier but I've been busy. I wanted to try and submit a pull request before posting but since you are back at it I will drop the files here. My solution works without issues. I am thinking your flickering window issue as well as the black rendering issue is coming from your implementation of your window. Specifically how your window is managed and when/what context is set during the rendering. I briefly checked over your code and it looks like you got the gist of what I was saying to do with the context sharing.

Anyhow, here is the code for everything to get a working example and from here you should be able to find out what you are missing. :) Just in case I changed something in the opengl file (which I shouldn't have needed to.) I did a lot of poking around and there might be some unnecessary changes. That was the reason i didn't want to share code yet, just in case some changes that don't need to be there are still included. But I know there are others who might find this useful right now so use at your discretion! Also please note that in my implementation I am using multiple HGLRCs(contexts) for each window but you could in theory just use one.

Hope this helps bud! Have fun with it!

Edit: Formatting was a nightmare so I added a Zip instead. @ocornut You are correct, a zip is much easier. Thanks!

ImGui_Win32_Opengl3.zip

@ocornut
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ocornut commented Aug 31, 2019

@danec020 Perhaps you should attack a ZIP file instead of pasting five billion lines :)

@danec020
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@ocornut I created a pull request for the changes needed for this to work with an example project. Let me know if I need to do anything else to make it easier for you to merge in. (If you wish to merge it in. :) )

@jdunlap
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jdunlap commented Sep 3, 2019

@danec Thanks! It is working now. I don't think you could have found my problem as it seems to be that I was not saving the context and making sure it got switch back in my rendering code in main.cpp. Once I fixed that, it works like a charm! Thank you for the pushes in the right directions. Don't worry about not posting the code. It gave me time to work through it myself once you told me where to look.

@larioteo
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Will this patch be applied (some months past since...). I had the same problem with my win32/opengl implementation. I am using the base examples. After applying the changes with my diff tool from danec020 to the latest imgui_impl_win32(.h, .cpp) it finally works.

Would help newcomers like me a lot.

@KennyProgrammer
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@larioteo What you actually do? Because i have the same problem :D

@larioteo
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larioteo commented Jul 28, 2020

@KennyProgrammer
imgui_impl_win32-patch.zip
I uploaded the two example files with the patches and also merged the changes from the latest version. I also patched the flickering by disabling WM_EraseBackgeound message handling, which only occured after the viewport created its own window and Dear ImGui used its own WndProc..

Another issue that occured on my pc was related to a known bug with sound driver service. If you have the same problem look here: #3321

@KennyProgrammer
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@larioteo I find another bug, when you tried to resize imgui window (i. e when window already outside the win32 window) its glitching. I don't know, maybe i doing something wrong but i cant found the solution.

@larioteo
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larioteo commented Jul 29, 2020

@KennyProgrammer
That's the second bug I was writing about, you need this in your WndProc and under the function ImGui_ImplWin32_WndProcHandler_PlatformWindow found in "imgui_impl_win32-patch.cpp". If you are using OpenGL than there is no use in WM_ERASEBKGND function, which causes the flickering. For that you normaly should use glClear(...).
image

If you need my full implementation i can send you the link to my repo with the full code (its anyway public available). The code now works perfectly.

@KennyProgrammer
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@larioteo Yes, it really was the solution to this problem! Thank you. There are no flights, so everything works. If there are any more problems with OpenGL + Win32, I will let you know.

@aryan-sinhala349
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Something interesting I've noticed is that when you move an ImGui panel into it's own window while using Win32 and OpenGL 3, it doesn't have a rendering context.

@KennyProgrammer
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Yea, and when you move ImGui outside the main Win32 window, it's a little laggy to move around. This is not particularly critical, just compared to GLFW + ImGui, it is noticeably felt.

@suha1515
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suha1515 commented Dec 8, 2020

@danec020
i saw your current branch pr/2772 in that branch you are using one main opengl rendering context
and when every platformwindow is created they use single context but there is performance issue at wglMakeCurrent()
when i dragg the platformwindow out of the main window and incrementally getting low fps

if im using a multiple context , there is no low fps , do you know what is the problem?

@Cankar001
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Cankar001 commented May 30, 2021

I had the same issue and after applying the changes from @larioteo 's patch file it still does not work. The viewport is not black anymore so this is working but the screen is still flickering. Does someone have still the same issue?

Here is the code I used: (imgui_impl_win32.cpp, imgui_impl_opengl3.cpp)
ImGui.zip

@larioteo
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larioteo commented Jun 2, 2021

@Cankar001
I'm currently migrating my whole project to premake with C++ 20 features in mind. But maybe my complete implementation will serve you to find the culprit.

Window: https://github.com/larioteo/omnia/blob/master/Source/Platform/UI/WinAPI/WinWindow.cpp

ImGui with Patches: https://github.com/larioteo/omnia/tree/master/3rd-Party/.Library/imgui/backends

GuiBuilder and GuiLayer: https://github.com/larioteo/omnia/tree/master/Source/Omnia/UI

Please be aware that I didn't updated ImGui for a while.

@Cankar001
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@larioteo Thank you very much, going to take a deeper look at it :D

@Cankar001
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@larioteo Unfortunately I wasn't able to get it to work. My flickering still remains and our code is very similar now, the imgui_impl_win32.cpp is pretty much the same and the imgui_impl_opengl3.cpp just contains the stencil test flag and another blend function. Any ideas why this is happening? I ran out of ideas now.. :(

@larioteo
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The hardware, what graphics card and driver you have installed?

@Cankar001
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Cankar001 commented Jul 26, 2021

@larioteo Geforce GTX 1060 with 6gb VRAM and I am on the latest driver version.
I can later record a video of the current behavior if this is helpful

@Cankar001
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ImGuiBug.mp4

Here is the recording of the current behavior, as you can see the tabs are still flickering and I can't resize or move them at all, if I detach them from their layout. I am not quite sure if the holes in the sphere are related to ImGui or the Framebuffer, because I have the same scene seperately from the LevelEditor and in that scene there are no holes at all.

@Cankar001
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I have no flickering with GLFW and I can move and resize all the tabs without problems, just the Win32 implementation keeps having problems

@KennyProgrammer
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This is just strange because under GLFW there is also raw Win32 and in theory there should be no problems. It's just that GLFW is, so to speak, at one level higher in abstraction. Here, rather, the problem is in the ImGui implementation for Win32, you need to look there.

@Cankar001
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@KennyProgrammer You are right, I took a look into GLFW and it is indeed just a wrapper around Win32. I'm going to take a deeper look into ImGui in general then 👍

@larioteo
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larioteo commented Aug 8, 2021

Does my implementation run on your PC? Cause also don't use glfw and there are also no issues.

@aryan-sinhala349
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I would like to point out that glfw has a specific implementation in ImGUI, so it may have functionality with OpenGL that the Win32 implementation is missing.

theOtherMichael added a commit to theOtherMichael/imgui that referenced this issue Apr 5, 2022
Each window created in imgui_impl_win32.cpp now creates an openGL
context which shares its display list space with the primary window's.
IMGUI_IMPL_WIN32_OPENGL3 must be defined to use this fix.
@theOtherMichael
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Hope no one minds if I revive this issue! Using @larioteo's insights, I developed a fix that works good for the latest commit of the docking branch (at the moment, 505f19e). My version of the fix is here: theOtherMichael@4955f4b However, it doesn't preserve the separation of the OpenGL and Win32 backends, and it requires defining IMGUI_IMPL_WIN32_OPENGL3 to avoid breaking the Win32 backend for DirectX.

I'm still brand new to Dear ImGui. Does anyone with more experience have ideas about making this fix less hack-ey? The main problems I have are:

  • Each new Win32 window needs to set up a pixel format and rendering context,, then use wglShareLists to allow them access to the same texture. This explicitly requires code that only executes when using Win32 with OpenGL.
  • To continue to call wglShareLists() with new windows, the backend needs to track the original window's rendering context. Like @larioteo, I did this by accepting a new parameter in ImGui_ImplWin32_Init, but I'd rather not change the API for the sake of Win32 + OpenGL. I was thinking about using wglGetCurrentContext(), but that only gets the currently active rendering context, and I don't know for sure which context will be active when ImGui_ImplWin32_CreateWindow() is invoked.

If I can turn this into a more elegant fix going, I'd love to submit this as a pull request.

theOtherMichael added a commit to theOtherMichael/imgui that referenced this issue Apr 6, 2022
ImGui_ImplWin32_Init() now optionally accepts a render context handle,
and IMGUI_IMPL_WIN32_OPENGL3 is no longer a necessary define.
@theOtherMichael
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So, after studying the the GLFW implementation a bit more, I figured out a better way to do this. I now have a solution that adds support for OpenGL + Win32 which shouldn't break anything at all for anyone: theOtherMichael@31aedf7

I've submitted a pull request.

@ghost
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ghost commented Apr 17, 2022

I've been experimenting this issue recently (for the first time honestly, in the older versions I don't remember to see it happening before). I've tried both of the @theOtherMichael solutions and neither worked for me unfortunately, in fact, in the second version my application crashes when I drag the window outside. I'm gonna try an older solution to see if everything goes well. Until I have more time to dig into the implementation of GLFW to understand it better (I'm not even using glfw, I'm writing my own framework).

@theOtherMichael
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I've tried both of the @theOtherMichael solutions and neither worked for me unfortunately, in fact, in the second version my application crashes when I drag the window outside.

Are you using the latest commit on the fix branch (#5170)? If you are, I'd be interested in seeing your crashing code. I've been working with this fix for a while now and haven't encountered issues yet.

@ghost
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ghost commented Apr 17, 2022

I've tried both of the @theOtherMichael solutions and neither worked for me unfortunately, in fact, in the second version my application crashes when I drag the window outside.

Are you using the latest commit on the fix branch (#5170)? If you are, I'd be interested in seeing your crashing code. I've been working with this fix for a while now and haven't encountered issues yet.

I've copied both the ".cpp" and ".h" from the ImGui repository and pasted into my project. Now I've no problems at all. But for some reason, I can't drag the (ImGui) windows outside the main window of my application, I'm not sure why but I think its because I got the files from the master branch and not the docking one. It's fine for me anyways, I adjusted the dock space so.. Since I can dock the (ImGui) windows I'm all good being this way.

@ocornut
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ocornut commented Apr 19, 2023

Closed/solved, see #3218 (comment)

@ocornut ocornut closed this as completed Apr 19, 2023
kjblanchard pushed a commit to kjblanchard/imgui that referenced this issue May 5, 2023
 and ocornut#6086, ocornut#2772, ocornut#2600, ocornut#2359, ocornut#2022, ocornut#1553)

Removed mulit-viewpot stuff in this commit on master, will be re-added separately.
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