|
@@ -21,7 +21,7 @@
|
|
|
|
|
|
// CHANGELOG
|
|
|
// (minor and older changes stripped away, please see git history for details)
|
|
|
-// 2024-02-13: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadModeAutoFirst(), ImGui_ImplSDL2_SetGamepadModeAutoAll(), ImGui_ImplSDL2_SetGamepadModeManual().
|
|
|
+// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
|
|
|
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
|
|
// 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)
|
|
|
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
|
|
@@ -102,13 +102,6 @@
|
|
|
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
|
|
|
|
|
// SDL Data
|
|
|
-enum ImGui_ImplSDL2_GamepadMode
|
|
|
-{
|
|
|
- ImGui_ImplSDL2_GamepadMode_AutoFirst, // (Default) Use first available gamepad
|
|
|
- ImGui_ImplSDL2_GamepadMode_AutoAll, // Use all available gamepad
|
|
|
- ImGui_ImplSDL2_GamepadMode_Manual,
|
|
|
-};
|
|
|
-
|
|
|
struct ImGui_ImplSDL2_Data
|
|
|
{
|
|
|
SDL_Window* Window;
|
|
@@ -612,29 +605,22 @@ static void ImGui_ImplSDL2_CloseGamepads()
|
|
|
bd->Gamepads.resize(0);
|
|
|
}
|
|
|
|
|
|
-void ImGui_ImplSDL2_SetGamepadModeAutoFirst()
|
|
|
-{
|
|
|
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
|
- ImGui_ImplSDL2_CloseGamepads();
|
|
|
- bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
|
|
|
- bd->WantUpdateGamepadsList = true;
|
|
|
-}
|
|
|
-
|
|
|
-void ImGui_ImplSDL2_SetGamepadModeAutoAll()
|
|
|
-{
|
|
|
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
|
- ImGui_ImplSDL2_CloseGamepads();
|
|
|
- bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoAll;
|
|
|
- bd->WantUpdateGamepadsList = true;
|
|
|
-}
|
|
|
-
|
|
|
-void ImGui_ImplSDL2_SetGamepadModeManual(struct _SDL_GameController** gamepads_array, int gamepads_count)
|
|
|
+void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
|
|
|
{
|
|
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
|
ImGui_ImplSDL2_CloseGamepads();
|
|
|
- for (int n = 0; n < gamepads_count; n++)
|
|
|
- bd->Gamepads.push_back(gamepads_array[n]);
|
|
|
- bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_Manual;
|
|
|
+ if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
|
|
|
+ {
|
|
|
+ IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
|
|
|
+ for (int n = 0; n < manual_gamepads_count; n++)
|
|
|
+ bd->Gamepads.push_back(manual_gamepads_array[n]);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
|
|
|
+ bd->WantUpdateGamepadsList = true;
|
|
|
+ }
|
|
|
+ bd->GamepadMode = mode;
|
|
|
}
|
|
|
|
|
|
static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
|
|
@@ -645,13 +631,13 @@ static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO&
|
|
|
io.AddKeyEvent(key, merged_value);
|
|
|
}
|
|
|
|
|
|
+static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
|
|
static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
|
|
|
{
|
|
|
float merged_value = 0.0f;
|
|
|
for (SDL_GameController* gamepad : bd->Gamepads)
|
|
|
{
|
|
|
- float vn = (float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0);
|
|
|
- vn = (vn < 0.0f) ? 0.0f : (vn > 1.0f) ? 1.0f : vn;
|
|
|
+ float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
|
|
|
if (merged_value < vn)
|
|
|
merged_value = vn;
|
|
|
}
|
|
@@ -682,8 +668,6 @@ static void ImGui_ImplSDL2_UpdateGamepads()
|
|
|
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
|
|
|
return;
|
|
|
-
|
|
|
- // Get gamepad
|
|
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
|
if (bd->Gamepads.Size == 0)
|
|
|
return;
|