mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-22 07:36:35 +00:00
This commit is contained in:
parent
2ed47e5822
commit
633d1033af
@ -19,15 +19,11 @@
|
||||
#include <windows.h>
|
||||
#include <tchar.h>
|
||||
|
||||
// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
|
||||
// Using XInput library for gamepad
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
#include <XInput.h>
|
||||
#else
|
||||
#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
|
||||
#endif
|
||||
#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
|
||||
#pragma comment(lib, "xinput")
|
||||
//#pragma comment(lib, "Xinput9_1_0")
|
||||
typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
|
||||
typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
#endif
|
||||
|
||||
// CHANGELOG
|
||||
@ -65,6 +61,14 @@ static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
static bool g_HasGamepad = false;
|
||||
static bool g_WantUpdateHasGamepad = true;
|
||||
|
||||
// XInput Data
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
static XINPUT_STATE g_XInputState;
|
||||
static HMODULE g_hXInputDLL = NULL;
|
||||
static PFN_XInputGetCapabilities g_fXInputGetCapabilities = NULL;
|
||||
static PFN_XInputGetState g_fXInputGetState = NULL;
|
||||
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
{
|
||||
@ -104,13 +108,51 @@ bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
io.KeyMap[ImGuiKey_X] = 'X';
|
||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||
|
||||
|
||||
// Gamepad, dynamically load XInput library
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
const wchar_t* _XinputLibraryName[] = {
|
||||
L"xinput1_4.dll", // Windows 8+
|
||||
L"xinput1_3.dll", // DirectX SDK
|
||||
L"xinput9_1_0.dll", // Windows Vista, Windows 7
|
||||
L"xinput1_2.dll", // DirectX SDK
|
||||
L"xinput1_1.dll", // DirectX SDK
|
||||
NULL,
|
||||
};
|
||||
for (size_t idx = 0; _XinputLibraryName[idx]; idx += 1)
|
||||
{
|
||||
if (HMODULE dll = ::LoadLibraryW(_XinputLibraryName[idx]))
|
||||
{
|
||||
g_hXInputDLL = dll;
|
||||
g_fXInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
|
||||
g_fXInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
|
||||
break;
|
||||
}
|
||||
}
|
||||
ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE));
|
||||
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplWin32_Shutdown()
|
||||
{
|
||||
g_hWnd = (HWND)0;
|
||||
// Gamepad, unload XInput library
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
if (g_hXInputDLL)
|
||||
::FreeLibrary(g_hXInputDLL);
|
||||
ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE));
|
||||
g_hXInputDLL = NULL;
|
||||
g_fXInputGetCapabilities = NULL;
|
||||
g_fXInputGetState = NULL;
|
||||
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
|
||||
g_hWnd = NULL;
|
||||
g_Time = 0;
|
||||
g_TicksPerSecond = 0;
|
||||
g_LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
g_HasGamepad = false;
|
||||
g_WantUpdateHasGamepad = true;
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_UpdateMouseCursor()
|
||||
@ -175,25 +217,30 @@ static void ImGui_ImplWin32_UpdateGamepads()
|
||||
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_CAPABILITIES caps;
|
||||
if (g_fXInputGetCapabilities)
|
||||
g_HasGamepad = (g_fXInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
|
||||
else
|
||||
g_HasGamepad = false;
|
||||
if (!g_HasGamepad)
|
||||
ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE)); // clear if no gamepad
|
||||
}
|
||||
|
||||
XINPUT_STATE xinput_state;
|
||||
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
|
||||
if (g_HasGamepad && g_fXInputGetState && (g_fXInputGetState(0, &g_XInputState) == ERROR_SUCCESS))
|
||||
{
|
||||
const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
|
||||
const XINPUT_GAMEPAD& gamepad = g_XInputState.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; }
|
||||
#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
|
||||
|
@ -19,9 +19,8 @@ IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
|
||||
|
||||
// Configuration
|
||||
// - Disable gamepad support or linking with xinput.lib
|
||||
// - Disable gamepad support
|
||||
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
|
||||
|
||||
// Win32 message handler your application need to call.
|
||||
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
|
||||
|
Loading…
Reference in New Issue
Block a user