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@ -19,15 +19,11 @@
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#include <windows.h>
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#include <windows.h>
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#include <tchar.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 library for gamepad
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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#include <XInput.h>
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#include <XInput.h>
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#else
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typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
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#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
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typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
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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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#endif
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#endif
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// CHANGELOG
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// CHANGELOG
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@ -65,6 +61,14 @@ static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
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static bool g_HasGamepad = false;
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static bool g_HasGamepad = false;
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static bool g_WantUpdateHasGamepad = true;
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static bool g_WantUpdateHasGamepad = true;
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// XInput Data
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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static XINPUT_STATE g_XInputState;
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static HMODULE g_hXInputDLL = NULL;
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static PFN_XInputGetCapabilities g_fXInputGetCapabilities = NULL;
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static PFN_XInputGetState g_fXInputGetState = NULL;
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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// Functions
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// Functions
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bool ImGui_ImplWin32_Init(void* hwnd)
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bool ImGui_ImplWin32_Init(void* hwnd)
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{
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{
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@ -105,12 +109,50 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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// Gamepad, dynamically load XInput library
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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const wchar_t* _XinputLibraryName[] = {
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L"xinput1_4.dll", // Windows 8+
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L"xinput1_3.dll", // DirectX SDK
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L"xinput9_1_0.dll", // Windows Vista, Windows 7
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L"xinput1_2.dll", // DirectX SDK
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L"xinput1_1.dll", // DirectX SDK
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NULL,
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};
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for (size_t idx = 0; _XinputLibraryName[idx]; idx += 1)
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{
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if (HMODULE dll = ::LoadLibraryW(_XinputLibraryName[idx]))
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{
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g_hXInputDLL = dll;
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g_fXInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
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g_fXInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
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break;
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}
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}
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ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE));
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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return true;
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return true;
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}
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}
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void ImGui_ImplWin32_Shutdown()
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void ImGui_ImplWin32_Shutdown()
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{
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{
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g_hWnd = (HWND)0;
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// Gamepad, unload XInput library
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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if (g_hXInputDLL)
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::FreeLibrary(g_hXInputDLL);
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ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE));
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g_hXInputDLL = NULL;
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g_fXInputGetCapabilities = NULL;
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g_fXInputGetState = 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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}
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static bool ImGui_ImplWin32_UpdateMouseCursor()
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static bool ImGui_ImplWin32_UpdateMouseCursor()
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@ -180,20 +222,25 @@ static void ImGui_ImplWin32_UpdateGamepads()
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// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
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// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
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if (g_WantUpdateHasGamepad)
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if (g_WantUpdateHasGamepad)
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{
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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_WantUpdateHasGamepad = false;
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g_WantUpdateHasGamepad = false;
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XINPUT_CAPABILITIES caps;
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if (g_fXInputGetCapabilities)
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g_HasGamepad = (g_fXInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
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else
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g_HasGamepad = false;
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if (!g_HasGamepad)
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ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE)); // clear if no gamepad
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}
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}
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XINPUT_STATE xinput_state;
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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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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if (g_HasGamepad && g_fXInputGetState && (g_fXInputGetState(0, &g_XInputState) == ERROR_SUCCESS))
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{
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{
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const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
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const XINPUT_GAMEPAD& gamepad = g_XInputState.Gamepad;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
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#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
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#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; }
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#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0);\
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if (vn > 1.0f) vn = 1.0f;\
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if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
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MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
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MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
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MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
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MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
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@ -19,9 +19,8 @@ IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
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// Configuration
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// Configuration
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// - Disable gamepad support or linking with xinput.lib
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// - Disable gamepad support
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//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
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// Win32 message handler your application need to call.
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// Win32 message handler your application need to call.
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// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
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// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
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