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https://github.com/Drezil/imgui.git
synced 2025-07-04 12:08:47 +02:00
Reordered keys representing directions to follow a consistent L/R/U/D order everywhere. (#2625, #4921, #3724)
Amended to avoid static analysis false positive.
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@ -604,10 +604,10 @@ static void ImGui_ImplGlfw_UpdateGamepads()
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
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MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
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@ -542,10 +542,10 @@ static void ImGui_ImplOSX_UpdateGamepads()
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#if APPLE_HAS_BUTTON_OPTIONS
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MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions);
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#endif
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up);
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@ -498,10 +498,10 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
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MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
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MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
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@ -301,10 +301,10 @@ static void ImGui_ImplWin32_UpdateGamepads()
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#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
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MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
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MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
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