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https://github.com/Drezil/imgui.git
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This commit is contained in:
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@ -21,7 +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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// 2024-02-13: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadModeAutoFirst(), ImGui_ImplSDL2_SetGamepadModeAutoAll(), ImGui_ImplSDL2_SetGamepadModeManual().
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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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@ -102,6 +102,13 @@
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#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
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// SDL Data
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enum ImGui_ImplSDL2_GamepadMode
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{
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ImGui_ImplSDL2_GamepadMode_AutoFirst, // (Default) Use first available gamepad
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ImGui_ImplSDL2_GamepadMode_AutoAll, // Use all available gamepad
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ImGui_ImplSDL2_GamepadMode_Manual,
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};
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struct ImGui_ImplSDL2_Data
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{
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SDL_Window* Window;
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@ -118,9 +125,9 @@ struct ImGui_ImplSDL2_Data
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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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ImVector<SDL_GameController*> Gamepads;
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ImGui_ImplSDL2_GamepadMode GamepadMode;
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bool WantUpdateGamepadsList;
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ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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@ -389,7 +396,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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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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bd->WantUpdateGamepadsList = true;
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return true;
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}
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}
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@ -429,9 +436,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
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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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bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
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bd->WantUpdateGamepadsList = 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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@ -520,6 +526,8 @@ bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
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return ImGui_ImplSDL2_Init(window, nullptr);
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}
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static void ImGui_ImplSDL2_CloseGamepads();
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void ImGui_ImplSDL2_Shutdown()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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@ -530,9 +538,7 @@ void ImGui_ImplSDL2_Shutdown()
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SDL_free(bd->ClipboardTextData);
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for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
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SDL_FreeCursor(bd->MouseCursors[cursor_n]);
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if (bd->Gamepad && bd->GamepadSelectAuto)
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SDL_GameControllerClose(bd->Gamepad);
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ImGui_ImplSDL2_CloseGamepads();
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io.BackendPlatformName = nullptr;
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io.BackendPlatformUserData = nullptr;
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@ -540,24 +546,6 @@ 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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@ -615,30 +603,80 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
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}
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}
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static void ImGui_ImplSDL2_CloseGamepads()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
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for (SDL_GameController* gamepad : bd->Gamepads)
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SDL_GameControllerClose(gamepad);
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bd->Gamepads.resize(0);
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}
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void ImGui_ImplSDL2_SetGamepadModeAutoFirst()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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ImGui_ImplSDL2_CloseGamepads();
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bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
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bd->WantUpdateGamepadsList = true;
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}
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void ImGui_ImplSDL2_SetGamepadModeAutoAll()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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ImGui_ImplSDL2_CloseGamepads();
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bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoAll;
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bd->WantUpdateGamepadsList = true;
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}
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void ImGui_ImplSDL2_SetGamepadModeManual(struct _SDL_GameController** gamepads_array, int gamepads_count)
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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ImGui_ImplSDL2_CloseGamepads();
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for (int n = 0; n < gamepads_count; n++)
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bd->Gamepads.push_back(gamepads_array[n]);
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bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_Manual;
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}
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static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
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{
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bool merged_value = false;
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for (SDL_GameController* gamepad : bd->Gamepads)
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merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
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io.AddKeyEvent(key, merged_value);
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}
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static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
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{
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float merged_value = 0.0f;
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for (SDL_GameController* gamepad : bd->Gamepads)
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{
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float vn = (float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0);
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vn = (vn < 0.0f) ? 0.0f : (vn > 1.0f) ? 1.0f : vn;
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if (merged_value < vn)
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merged_value = vn;
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}
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io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
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}
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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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// Select a new controller
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if (bd->WantRefreshGamepads && bd->GamepadSelectAuto)
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// Update list of controller(s) to use
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if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
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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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ImGui_ImplSDL2_CloseGamepads();
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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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bd->Gamepads.push_back(gamepad);
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if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
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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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bd->WantUpdateGamepadsList = 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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@ -647,41 +685,36 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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// Get gamepad
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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if (bd->Gamepad == NULL)
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if (bd->Gamepads.Size == 0)
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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(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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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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MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
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MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
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MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
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MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
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MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
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ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
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ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
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ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
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ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
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ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
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ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
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ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
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ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
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ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
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ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
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ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
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ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
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ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
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ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
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ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
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ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
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ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
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ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
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ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
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}
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void ImGui_ImplSDL2_NewFrame()
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@ -38,9 +38,10 @@ 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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// When using manual mode, caller is responsible for opening/closing gamepad.
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadModeAutoFirst(); // Use first available gamepad (default)
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadModeAutoAll();
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadModeManual(struct _SDL_GameController** gamepads_array, int gamepads_count);
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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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@ -51,9 +51,10 @@ 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) [@lethal-guitar, @wn2000, @ocornut, @bog-dan-ro]
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continuously. Added support for multiple simultaneous gamepads.
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Added ImGui_ImplSDL2_SetGamepadModeXXX() functions to select whether to automatically pick
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first available gamepad, all gamepads, or specific gamepads.
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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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