|
@@ -21,7 +21,7 @@
|
|
|
|
|
|
// CHANGELOG
|
|
// CHANGELOG
|
|
// (minor and older changes stripped away, please see git history for details)
|
|
// (minor and older changes stripped away, please see git history for details)
|
|
-// 2024-02-13: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit().
|
|
|
|
|
|
+// 2024-02-13: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadModeAutoFirst(), ImGui_ImplSDL2_SetGamepadModeAutoAll(), ImGui_ImplSDL2_SetGamepadModeManual().
|
|
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
|
// 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)
|
|
// 2023-04-06: 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)
|
|
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
|
|
@@ -102,6 +102,13 @@
|
|
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
|
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
|
|
|
|
|
|
// SDL Data
|
|
// 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
|
|
struct ImGui_ImplSDL2_Data
|
|
{
|
|
{
|
|
SDL_Window* Window;
|
|
SDL_Window* Window;
|
|
@@ -118,9 +125,9 @@ struct ImGui_ImplSDL2_Data
|
|
bool MouseCanUseGlobalState;
|
|
bool MouseCanUseGlobalState;
|
|
|
|
|
|
// Gamepad handling
|
|
// Gamepad handling
|
|
- SDL_GameController* Gamepad;
|
|
|
|
- bool GamepadSelectAuto;
|
|
|
|
- bool WantRefreshGamepads; // Refresh gamepad list
|
|
|
|
|
|
+ ImVector<SDL_GameController*> Gamepads;
|
|
|
|
+ ImGui_ImplSDL2_GamepadMode GamepadMode;
|
|
|
|
+ bool WantUpdateGamepadsList;
|
|
|
|
|
|
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
|
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
|
|
};
|
|
};
|
|
@@ -389,7 +396,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
|
case SDL_CONTROLLERDEVICEADDED:
|
|
case SDL_CONTROLLERDEVICEADDED:
|
|
case SDL_CONTROLLERDEVICEREMOVED:
|
|
case SDL_CONTROLLERDEVICEREMOVED:
|
|
{
|
|
{
|
|
- bd->WantRefreshGamepads = true;
|
|
|
|
|
|
+ bd->WantUpdateGamepadsList = true;
|
|
return true;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
@@ -429,9 +436,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
|
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
|
|
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
|
|
|
|
|
|
// Gamepad handling
|
|
// Gamepad handling
|
|
- bd->Gamepad = NULL;
|
|
|
|
- bd->GamepadSelectAuto = true;
|
|
|
|
- bd->WantRefreshGamepads = true;
|
|
|
|
|
|
+ bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
|
|
|
|
+ bd->WantUpdateGamepadsList = true;
|
|
|
|
|
|
// Load mouse cursors
|
|
// Load mouse cursors
|
|
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
|
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
|
@@ -520,6 +526,8 @@ bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
|
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
|
return ImGui_ImplSDL2_Init(window, nullptr);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+static void ImGui_ImplSDL2_CloseGamepads();
|
|
|
|
+
|
|
void ImGui_ImplSDL2_Shutdown()
|
|
void ImGui_ImplSDL2_Shutdown()
|
|
{
|
|
{
|
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
@@ -530,9 +538,7 @@ void ImGui_ImplSDL2_Shutdown()
|
|
SDL_free(bd->ClipboardTextData);
|
|
SDL_free(bd->ClipboardTextData);
|
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
|
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
|
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
|
-
|
|
|
|
- if (bd->Gamepad && bd->GamepadSelectAuto)
|
|
|
|
- SDL_GameControllerClose(bd->Gamepad);
|
|
|
|
|
|
+ ImGui_ImplSDL2_CloseGamepads();
|
|
|
|
|
|
io.BackendPlatformName = nullptr;
|
|
io.BackendPlatformName = nullptr;
|
|
io.BackendPlatformUserData = nullptr;
|
|
io.BackendPlatformUserData = nullptr;
|
|
@@ -540,24 +546,6 @@ void ImGui_ImplSDL2_Shutdown()
|
|
IM_DELETE(bd);
|
|
IM_DELETE(bd);
|
|
}
|
|
}
|
|
|
|
|
|
-void ImGui_ImplSDL2_SelectGamepadAuto()
|
|
|
|
-{
|
|
|
|
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
|
|
- if (bd->GamepadSelectAuto == false)
|
|
|
|
- bd->Gamepad = NULL;
|
|
|
|
- bd->GamepadSelectAuto = true;
|
|
|
|
- bd->WantRefreshGamepads = true;
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-void ImGui_ImplSDL2_SelectGamepadExplicit(SDL_GameController* gamepad)
|
|
|
|
-{
|
|
|
|
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
|
|
- if (bd->GamepadSelectAuto == true && bd->Gamepad != NULL)
|
|
|
|
- SDL_GameControllerClose(bd->Gamepad);
|
|
|
|
- bd->Gamepad = gamepad;
|
|
|
|
- bd->GamepadSelectAuto = false;
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
static void ImGui_ImplSDL2_UpdateMouseData()
|
|
static void ImGui_ImplSDL2_UpdateMouseData()
|
|
{
|
|
{
|
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
@@ -615,30 +603,80 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+static void ImGui_ImplSDL2_CloseGamepads()
|
|
|
|
+{
|
|
|
|
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
|
|
+ if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
|
|
|
|
+ for (SDL_GameController* gamepad : bd->Gamepads)
|
|
|
|
+ SDL_GameControllerClose(gamepad);
|
|
|
|
+ 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)
|
|
|
|
+{
|
|
|
|
+ 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;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
|
|
|
|
+{
|
|
|
|
+ bool merged_value = false;
|
|
|
|
+ for (SDL_GameController* gamepad : bd->Gamepads)
|
|
|
|
+ merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
|
|
|
|
+ io.AddKeyEvent(key, merged_value);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+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;
|
|
|
|
+ if (merged_value < vn)
|
|
|
|
+ merged_value = vn;
|
|
|
|
+ }
|
|
|
|
+ io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
|
|
|
|
+}
|
|
|
|
+
|
|
static void ImGui_ImplSDL2_UpdateGamepads()
|
|
static void ImGui_ImplSDL2_UpdateGamepads()
|
|
{
|
|
{
|
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
|
|
- // Select a new controller
|
|
|
|
- if (bd->WantRefreshGamepads && bd->GamepadSelectAuto)
|
|
|
|
|
|
+ // Update list of controller(s) to use
|
|
|
|
+ if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
|
|
{
|
|
{
|
|
- SDL_GameController* old_gamepad = bd->Gamepad;
|
|
|
|
- SDL_GameController* new_gamepad = NULL;
|
|
|
|
|
|
+ ImGui_ImplSDL2_CloseGamepads();
|
|
int joystick_count = SDL_NumJoysticks();
|
|
int joystick_count = SDL_NumJoysticks();
|
|
for (int n = 0; n < joystick_count; n++)
|
|
for (int n = 0; n < joystick_count; n++)
|
|
if (SDL_IsGameController(n))
|
|
if (SDL_IsGameController(n))
|
|
if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
|
|
if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
|
|
{
|
|
{
|
|
- new_gamepad = gamepad;
|
|
|
|
- break;
|
|
|
|
|
|
+ bd->Gamepads.push_back(gamepad);
|
|
|
|
+ if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
|
|
|
|
+ break;
|
|
}
|
|
}
|
|
-
|
|
|
|
- //IMGUI_DEBUG_LOG("ImGui_ImplSDL2_UpdateGamepads(): Gamepad change %p -> %p\n", old_gamepad, new_gamepad);
|
|
|
|
- if (old_gamepad != NULL && new_gamepad != NULL)
|
|
|
|
- SDL_GameControllerClose(old_gamepad);
|
|
|
|
- bd->Gamepad = new_gamepad;
|
|
|
|
- bd->WantRefreshGamepads = false;
|
|
|
|
|
|
+ bd->WantUpdateGamepadsList = false;
|
|
}
|
|
}
|
|
|
|
|
|
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
|
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
|
|
@@ -647,41 +685,36 @@ static void ImGui_ImplSDL2_UpdateGamepads()
|
|
|
|
|
|
// Get gamepad
|
|
// Get gamepad
|
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
- if (bd->Gamepad == NULL)
|
|
|
|
|
|
+ if (bd->Gamepads.Size == 0)
|
|
return;
|
|
return;
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
|
|
|
|
// Update gamepad inputs
|
|
// Update gamepad inputs
|
|
- #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
|
|
|
- #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(bd->Gamepad, BUTTON_NO) != 0); }
|
|
|
|
- #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); }
|
|
|
|
- const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
|
|
|
- MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
|
|
|
- MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
|
|
|
- MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
|
|
|
- MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
|
|
|
- MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
|
|
|
- MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
|
|
|
- MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
|
|
|
- MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
|
|
|
- MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
|
|
|
- MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
|
|
|
- MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
|
|
|
- MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
|
|
|
- MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
|
|
|
- MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
|
|
|
- MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
|
|
|
- MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
|
|
|
- MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
|
|
|
- MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
|
|
|
- MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
|
|
|
- MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
|
|
|
- MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
|
|
|
- MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
|
|
|
- MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
|
|
|
- MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
|
|
|
- #undef MAP_BUTTON
|
|
|
|
- #undef MAP_ANALOG
|
|
|
|
|
|
+ const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
|
|
|
+ ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
|
}
|
|
}
|
|
|
|
|
|
void ImGui_ImplSDL2_NewFrame()
|
|
void ImGui_ImplSDL2_NewFrame()
|