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Examples: SDL: Gamepad support minor amend. Fixes ImGuiBackendFlags_HasGamepad not being set. Enable in Emscripten demo. Tweaks. (#2509, #2484).
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@ -70,6 +70,7 @@ Other Changes:
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- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int).
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- Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
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- Examples: Vulkan: Added ImGui_ImplVulkan_SetMinImageCount() to change min image count at runtime. (#2071) [@nathanvoglsam]
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- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink]
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- Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454)
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- Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496)
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- Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott]
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@ -217,7 +218,7 @@ Other Changes:
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- Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created
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in a different thread or parent. (#1951, #2087, #2156, #2232) [many people]
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- Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky]
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- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled).
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- Examples: Win32: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is enabled).
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- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264)
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- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
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- Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings.
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@ -25,7 +25,7 @@ void main_loop(void*);
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int main(int, char**)
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{
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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printf("Error: %s\n", SDL_GetError());
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return -1;
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@ -62,6 +62,7 @@ int main(int, char**)
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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@ -16,7 +16,7 @@
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int main(int, char**)
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{
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_GAMECONTROLLER) != 0)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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printf("Error: %s\n", SDL_GetError());
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return -1;
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@ -38,6 +38,7 @@ int main(int, char**)
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -25,7 +25,7 @@
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int main(int, char**)
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{
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_GAMECONTROLLER) != 0)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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printf("Error: %s\n", SDL_GetError());
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return -1;
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@ -78,6 +78,7 @@ int main(int, char**)
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -319,7 +319,7 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
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int main(int, char**)
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{
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_GAMECONTROLLER) != 0)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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printf("Error: %s\n", SDL_GetError());
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return 1;
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@ -356,6 +356,7 @@ int main(int, char**)
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -325,6 +325,6 @@ void ImGui_ImplGlfw_NewFrame()
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ImGui_ImplGlfw_UpdateMousePosAndButtons();
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ImGui_ImplGlfw_UpdateMouseCursor();
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// Gamepad navigation mapping
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// Update game controllers (if enabled and available)
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ImGui_ImplGlfw_UpdateGamepads();
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}
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@ -7,9 +7,9 @@
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Clipboard support.
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// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// Missing features:
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// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
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// [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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@ -17,6 +17,7 @@
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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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// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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@ -272,41 +273,39 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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// Update gamepad inputs
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#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) == 1) ? 1.0f : 0.0f; }
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#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - 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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int axes_count = 0, buttons_count = 0;
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// Get gamepad
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SDL_GameController* game_controller = SDL_GameControllerOpen(0);
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if(game_controller !=NULL)
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if (!game_controller)
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{
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const int thumb_dead_zone = 8000;
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MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
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MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
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MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
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MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
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MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
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MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
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MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
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MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
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MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
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MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
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MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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}
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if (axes_count > 0 && buttons_count > 0)
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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else
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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return;
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}
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// Update gamepad inputs
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#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
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#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - 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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const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
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MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
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MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
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MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
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MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
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MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
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MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
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MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
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MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
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MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
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MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
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MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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}
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void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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@ -332,6 +331,6 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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ImGui_ImplSDL2_UpdateMousePosAndButtons();
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ImGui_ImplSDL2_UpdateMouseCursor();
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// Gamepad navigation mapping
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// Update game controllers (if enabled and available)
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ImGui_ImplSDL2_UpdateGamepads();
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}
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@ -6,9 +6,9 @@
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Clipboard support.
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// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// Missing features:
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// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
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// [ ] Platform: Gamepad support (need to use SDL_GameController API to fill the io.NavInputs[] value when ImGuiConfigFlags_NavEnableGamepad is set).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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@ -230,7 +230,7 @@ void ImGui_ImplWin32_NewFrame()
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ImGui_ImplWin32_UpdateMouseCursor();
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}
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// Update game controllers (if available)
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// Update game controllers (if enabled and available)
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ImGui_ImplWin32_UpdateGamepads();
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}
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