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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_win32.cpp # docs/CHANGELOG.txt # imgui.cpp
This commit is contained in:
@ -20,20 +20,17 @@
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#include <windows.h>
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#include <tchar.h>
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// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
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// Using XInput for gamepad (will load DLL dynamically)
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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#include <XInput.h>
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#else
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#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
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#endif
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#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
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#pragma comment(lib, "xinput")
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//#pragma comment(lib, "Xinput9_1_0")
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typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
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typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
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#endif
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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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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-01-25: Inputs: Dynamically loading XInput DLL.
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// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
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// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
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// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
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@ -73,6 +70,13 @@ static void ImGui_ImplWin32_InitPlatformInterface();
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static void ImGui_ImplWin32_ShutdownPlatformInterface();
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static void ImGui_ImplWin32_UpdateMonitors();
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// XInput DLL and functions
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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static HMODULE g_XInputDLL = NULL;
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static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL;
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static PFN_XInputGetState g_XInputGetState = NULL;
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#endif
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// Functions
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bool ImGui_ImplWin32_Init(void* hwnd)
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{
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@ -120,13 +124,48 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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// Dynamically load XInput library
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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const char* xinput_dll_names[] =
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{
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"xinput1_4.dll", // Windows 8+
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"xinput1_3.dll", // DirectX SDK
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"xinput9_1_0.dll", // Windows Vista, Windows 7
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"xinput1_2.dll", // DirectX SDK
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"xinput1_1.dll" // DirectX SDK
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};
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for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
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if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
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{
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g_XInputDLL = dll;
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g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
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g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
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break;
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}
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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return true;
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}
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void ImGui_ImplWin32_Shutdown()
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{
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ImGui_ImplWin32_ShutdownPlatformInterface();
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g_hWnd = (HWND)0;
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// Unload XInput library
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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if (g_XInputDLL)
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::FreeLibrary(g_XInputDLL);
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g_XInputDLL = NULL;
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g_XInputGetCapabilities = NULL;
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g_XInputGetState = NULL;
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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g_hWnd = NULL;
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g_Time = 0;
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g_TicksPerSecond = 0;
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g_LastMouseCursor = ImGuiMouseCursor_COUNT;
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g_HasGamepad = false;
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g_WantUpdateHasGamepad = true;
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}
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static bool ImGui_ImplWin32_UpdateMouseCursor()
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@ -235,13 +274,13 @@ static void ImGui_ImplWin32_UpdateGamepads()
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if (g_WantUpdateHasGamepad)
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{
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XINPUT_CAPABILITIES caps;
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g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
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g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
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g_WantUpdateHasGamepad = false;
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}
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XINPUT_STATE xinput_state;
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
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XINPUT_STATE xinput_state;
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if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
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{
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const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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