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@@ -24,7 +24,8 @@
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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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-// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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+// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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+// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
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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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@@ -116,19 +117,26 @@ static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
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// SDL Data
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struct ImGui_ImplSDL2_Data
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{
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- SDL_Window* Window;
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- SDL_Renderer* Renderer;
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- Uint64 Time;
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- Uint32 MouseWindowID;
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- int MouseButtonsDown;
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- SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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- SDL_Cursor* LastMouseCursor;
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- int PendingMouseLeaveFrame;
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- char* ClipboardTextData;
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- bool MouseCanUseGlobalState;
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- bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
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- bool UseVulkan;
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- bool WantUpdateMonitors;
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+ SDL_Window* Window;
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+ SDL_Renderer* Renderer;
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+ Uint64 Time;
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+ char* ClipboardTextData;
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+ bool UseVulkan;
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+ bool WantUpdateMonitors;
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+
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+ // Mouse handling
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+ Uint32 MouseWindowID;
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+ int MouseButtonsDown;
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+ SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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+ SDL_Cursor* MouseLastCursor;
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+ int MouseLastLeaveFrame;
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+ bool MouseCanUseGlobalState;
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+ bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
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+
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+ // Gamepad handling
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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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@@ -405,10 +413,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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if (window_event == SDL_WINDOWEVENT_ENTER)
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{
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bd->MouseWindowID = event->window.windowID;
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- bd->PendingMouseLeaveFrame = 0;
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+ bd->MouseLastLeaveFrame = 0;
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}
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if (window_event == SDL_WINDOWEVENT_LEAVE)
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- bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
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+ bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
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if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
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io.AddFocusEvent(true);
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else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
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@@ -426,6 +434,12 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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}
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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->WantUpdateGamepadsList = 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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@@ -473,6 +487,10 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
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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->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
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+ bd->WantUpdateGamepadsList = true;
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+
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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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@@ -569,6 +587,8 @@ bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
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return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
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}
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+static void ImGui_ImplSDL2_CloseGamepads();
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+
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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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@@ -581,7 +601,7 @@ 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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- bd->LastMouseCursor = nullptr;
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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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@@ -670,59 +690,118 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
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{
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// Show OS mouse cursor
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SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
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- if (bd->LastMouseCursor != expected_cursor)
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+ if (bd->MouseLastCursor != expected_cursor)
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{
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SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
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- bd->LastMouseCursor = expected_cursor;
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+ bd->MouseLastCursor = expected_cursor;
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}
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SDL_ShowCursor(SDL_TRUE);
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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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+
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+void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_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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+ if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
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+ {
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+ IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
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+ for (int n = 0; n < manual_gamepads_count; n++)
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+ bd->Gamepads.push_back(manual_gamepads_array[n]);
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+ }
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+ else
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+ {
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+ IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
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+ bd->WantUpdateGamepadsList = true;
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+ }
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+ bd->GamepadMode = mode;
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+}
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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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+
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+static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
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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 = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
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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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+
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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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- return;
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- // Get gamepad
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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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+ 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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+ 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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+ bd->WantUpdateGamepadsList = false;
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+ }
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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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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->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(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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- 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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// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has).
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@@ -791,10 +870,10 @@ void ImGui_ImplSDL2_NewFrame()
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io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
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bd->Time = current_time;
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- if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
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+ if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
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{
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bd->MouseWindowID = 0;
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- bd->PendingMouseLeaveFrame = 0;
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+ bd->MouseLastLeaveFrame = 0;
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io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
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}
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