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Backends: SDL2: Handle gamepad disconnection + fixed increasing refcount. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit(). (#3884, #6559, #6890)
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@ -21,6 +21,7 @@
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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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// 2024-02-13: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit().
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
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// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
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// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
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@ -116,6 +117,11 @@ struct ImGui_ImplSDL2_Data
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int MouseLastLeaveFrame;
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bool MouseCanUseGlobalState;
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// Gamepad handling
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SDL_GameController* Gamepad;
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bool GamepadSelectAuto;
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bool WantRefreshGamepads; // Refresh gamepad list
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ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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@ -380,6 +386,12 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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io.AddFocusEvent(false);
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return true;
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}
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case SDL_CONTROLLERDEVICEADDED:
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case SDL_CONTROLLERDEVICEREMOVED:
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{
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bd->WantRefreshGamepads = true;
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return true;
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}
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}
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return false;
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}
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@ -416,6 +428,11 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
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io.ClipboardUserData = nullptr;
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io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
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// Gamepad handling
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bd->Gamepad = NULL;
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bd->GamepadSelectAuto = true;
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bd->WantRefreshGamepads = true;
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// Load mouse cursors
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bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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@ -521,6 +538,24 @@ void ImGui_ImplSDL2_Shutdown()
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IM_DELETE(bd);
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}
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void ImGui_ImplSDL2_SelectGamepadAuto()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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if (bd->GamepadSelectAuto == false)
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bd->Gamepad = NULL;
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bd->GamepadSelectAuto = true;
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bd->WantRefreshGamepads = true;
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}
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void ImGui_ImplSDL2_SelectGamepadExplicit(SDL_GameController* gamepad)
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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if (bd->GamepadSelectAuto == true && bd->Gamepad != NULL)
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SDL_GameControllerClose(bd->Gamepad);
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bd->Gamepad = gamepad;
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bd->GamepadSelectAuto = false;
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}
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static void ImGui_ImplSDL2_UpdateMouseData()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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@ -580,21 +615,44 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
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static void ImGui_ImplSDL2_UpdateGamepads()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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// Select a new controller
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if (bd->WantRefreshGamepads && bd->GamepadSelectAuto)
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{
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SDL_GameController* old_gamepad = bd->Gamepad;
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SDL_GameController* new_gamepad = NULL;
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int joystick_count = SDL_NumJoysticks();
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for (int n = 0; n < joystick_count; n++)
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if (SDL_IsGameController(n))
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if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
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{
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new_gamepad = gamepad;
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break;
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}
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//IMGUI_DEBUG_LOG("ImGui_ImplSDL2_UpdateGamepads(): Gamepad change %p -> %p\n", old_gamepad, new_gamepad);
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if (old_gamepad != NULL && new_gamepad != NULL)
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SDL_GameControllerClose(old_gamepad);
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bd->Gamepad = new_gamepad;
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bd->WantRefreshGamepads = false;
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}
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// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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// Get gamepad
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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SDL_GameController* game_controller = SDL_GameControllerOpen(0);
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if (!game_controller)
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if (bd->Gamepad == NULL)
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return;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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// Update gamepad inputs
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#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
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#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
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#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
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#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(bd->Gamepad, BUTTON_NO) != 0); }
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#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(bd->Gamepad, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
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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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@ -24,6 +24,7 @@
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struct SDL_Window;
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struct SDL_Renderer;
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struct _SDL_GameController;
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typedef union SDL_Event SDL_Event;
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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@ -36,8 +37,13 @@ IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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// Gamepad selection automatically starts in Auto mode, picking first available SDL_GameController. You may override this.
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// When using Explicit selection, caller is responsible for opening/closing gamepad.
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IMGUI_IMPL_API void ImGui_ImplSDL2_SelectGamepadAuto();
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IMGUI_IMPL_API void ImGui_ImplSDL2_SelectGamepadExplicit(struct _SDL_GameController* gamepad);
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
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static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
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#endif
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#endif // #ifndef IMGUI_DISABLE
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@ -50,6 +50,10 @@ Other changes:
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- Menus, Popups: fixed menus and popups with child window flag erroneously not displaying
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a scrollbar when contents is over parent viewport size. (#7287, #7063) [@ZingBallyhoo]
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- Backends: SDL2: Handle gamepad disconnection + fixed increasing gamepad reference counter
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continuously. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit()
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functions to respectively select automatic selection or provide a gamepad to use.
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(#3884, #6559, #6890) [@ocornut, @lethal-guitar, @wn2000, @bog-dan-ro]
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- Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore
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a wrong viewport if none was initially set.
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- Backends: DirectX9: Using RGBA format when allowed by the driver to avoid CPU side
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