Nav: Examples: Glfw+GL3: Added basic gamepad mapping code when io.NavFlags & ImGuiNavFlags_EnableGamepad is set. (will iterate/tweak before spreading to other examples). (#787)

This commit is contained in:
omar 2018-01-25 16:18:57 +01:00
parent e9070e768e
commit 827f4b17d3
2 changed files with 28 additions and 0 deletions

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@ -432,6 +432,33 @@ void ImGui_ImplGlfwGL3_NewFrame()
MAP_KEY(ImGuiNavInput_PadTweakFast, GLFW_KEY_RIGHT_SHIFT); MAP_KEY(ImGuiNavInput_PadTweakFast, GLFW_KEY_RIGHT_SHIFT);
#undef MAP_KEY #undef MAP_KEY
} }
if (io.NavFlags & ImGuiNavFlags_EnableGamepad)
{
// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
int axes_count = 0, buttons_count = 0;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
MAP_BUTTON(ImGuiNavInput_PadActivate, 0); // Cross / A
MAP_BUTTON(ImGuiNavInput_PadCancel, 1); // Circle / B
MAP_BUTTON(ImGuiNavInput_PadMenu, 2); // Square / X
MAP_BUTTON(ImGuiNavInput_PadInput, 3); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_PadDpadLeft, 13); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_PadDpadRight, 11); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_PadDpadUp, 10); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_PadDpadDown, 12); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_PadFocusPrev, 4); // L Trigger
MAP_BUTTON(ImGuiNavInput_PadFocusNext, 5); // R Trigger
MAP_BUTTON(ImGuiNavInput_PadTweakSlow, 4); // L Trigger
MAP_BUTTON(ImGuiNavInput_PadTweakFast, 5); // R Trigger
MAP_ANALOG(ImGuiNavInput_PadLStickLeft, 0, -0.3f, -0.9f);
MAP_ANALOG(ImGuiNavInput_PadLStickRight,0, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_PadLStickUp, 1, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_PadLStickDown, 1, -0.3f, -0.9f);
#undef MAP_BUTTON
#undef MAP_ANALOG
}
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame(); ImGui::NewFrame();

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@ -35,6 +35,7 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplGlfwGL3_Init(window, true); ImGui_ImplGlfwGL3_Init(window, true);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; //io.NavFlags |= ImGuiNavFlags_EnableKeyboard;
//io.NavFlags |= ImGuiNavFlags_EnableGamepad;
// Setup style // Setup style
ImGui::StyleColorsClassic(); ImGui::StyleColorsClassic();