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Code is simpler this way.
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@ -21,7 +21,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-02-13: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadModeAutoFirst(), ImGui_ImplSDL2_SetGamepadModeAutoAll(), ImGui_ImplSDL2_SetGamepadModeManual().
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// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
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// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
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// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
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@ -102,13 +102,6 @@
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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// SDL Data
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enum ImGui_ImplSDL2_GamepadMode
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{
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ImGui_ImplSDL2_GamepadMode_AutoFirst, // (Default) Use first available gamepad
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ImGui_ImplSDL2_GamepadMode_AutoAll, // Use all available gamepad
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ImGui_ImplSDL2_GamepadMode_Manual,
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};
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struct ImGui_ImplSDL2_Data
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{
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SDL_Window* Window;
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@ -612,29 +605,22 @@ static void ImGui_ImplSDL2_CloseGamepads()
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bd->Gamepads.resize(0);
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}
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void ImGui_ImplSDL2_SetGamepadModeAutoFirst()
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void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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ImGui_ImplSDL2_CloseGamepads();
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bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
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bd->WantUpdateGamepadsList = true;
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}
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void ImGui_ImplSDL2_SetGamepadModeAutoAll()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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ImGui_ImplSDL2_CloseGamepads();
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bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoAll;
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bd->WantUpdateGamepadsList = true;
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}
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void ImGui_ImplSDL2_SetGamepadModeManual(struct _SDL_GameController** gamepads_array, int gamepads_count)
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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ImGui_ImplSDL2_CloseGamepads();
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for (int n = 0; n < gamepads_count; n++)
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bd->Gamepads.push_back(gamepads_array[n]);
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bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_Manual;
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if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
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{
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IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
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for (int n = 0; n < manual_gamepads_count; n++)
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bd->Gamepads.push_back(manual_gamepads_array[n]);
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}
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else
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{
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IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
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bd->WantUpdateGamepadsList = true;
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}
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bd->GamepadMode = mode;
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}
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static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
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@ -645,13 +631,13 @@ static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO&
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io.AddKeyEvent(key, merged_value);
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}
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static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
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static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
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{
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float merged_value = 0.0f;
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for (SDL_GameController* gamepad : bd->Gamepads)
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{
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float vn = (float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0);
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vn = (vn < 0.0f) ? 0.0f : (vn > 1.0f) ? 1.0f : vn;
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float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
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if (merged_value < vn)
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merged_value = vn;
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}
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@ -682,8 +668,6 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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// Get gamepad
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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if (bd->Gamepads.Size == 0)
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return;
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@ -37,11 +37,10 @@ IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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// Gamepad selection automatically starts in Auto mode, picking first available SDL_GameController. You may override this.
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// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
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// When using manual mode, caller is responsible for opening/closing gamepad.
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadModeAutoFirst(); // Use first available gamepad (default)
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadModeAutoAll();
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadModeManual(struct _SDL_GameController** gamepads_array, int gamepads_count);
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enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
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@ -52,7 +52,7 @@ Other changes:
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a scrollbar when contents is over parent viewport size. (#7287, #7063) [@ZingBallyhoo]
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- Backends: SDL2: Handle gamepad disconnection + fixed increasing gamepad reference counter
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continuously. Added support for multiple simultaneous gamepads.
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Added ImGui_ImplSDL2_SetGamepadModeXXX() functions to select whether to automatically pick
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Added ImGui_ImplSDL2_SetGamepadMode()) function to select whether to automatically pick
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first available gamepad, all gamepads, or specific gamepads.
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(#3884, #6559, #6890) [@ocornut, @lethal-guitar, @wn2000, @bog-dan-ro]
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- Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore
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