mirror of
https://github.com/ocornut/imgui.git
synced 2025-04-05 13:35:09 +00:00
Merge 54eb98e9ef
into 7674cbc9b2
This commit is contained in:
commit
ce3f954c15
2 changed files with 159 additions and 102 deletions
|
@ -21,6 +21,7 @@
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|||
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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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// 2025-xx-xx: Inputs: Update gamepad inputs from SDL events instead of querying them once per frame.
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// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
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// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
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// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
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@ -346,6 +347,42 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
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}
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static ImGuiKey ImGui_ImplSDL3_GameControllerButtonEventToImGuiKey(SDL_GameControllerButton button)
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{
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switch (button)
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{
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case SDL_CONTROLLER_BUTTON_START: return ImGuiKey_GamepadStart;
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case SDL_CONTROLLER_BUTTON_BACK: return ImGuiKey_GamepadBack;
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case SDL_CONTROLLER_BUTTON_X: return ImGuiKey_GamepadFaceLeft; // Xbox X, PS Square
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case SDL_CONTROLLER_BUTTON_B: return ImGuiKey_GamepadFaceRight; // Xbox B, PS Circle
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case SDL_CONTROLLER_BUTTON_Y: return ImGuiKey_GamepadFaceUp; // Xbox Y, PS Triangle
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case SDL_CONTROLLER_BUTTON_A: return ImGuiKey_GamepadFaceDown; // Xbox A, PS Cross
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: return ImGuiKey_GamepadDpadLeft;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: return ImGuiKey_GamepadDpadRight;
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case SDL_CONTROLLER_BUTTON_DPAD_UP: return ImGuiKey_GamepadDpadUp;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: return ImGuiKey_GamepadDpadDown;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: return ImGuiKey_GamepadL1;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: return ImGuiKey_GamepadR1;
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case SDL_CONTROLLER_BUTTON_LEFTSTICK: return ImGuiKey_GamepadL3;
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case SDL_CONTROLLER_BUTTON_RIGHTSTICK: return ImGuiKey_GamepadR3;
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default: break;
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}
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return ImGuiKey_None;
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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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static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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@ -460,6 +497,47 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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bd->WantUpdateGamepadsList = true;
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return true;
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}
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case SDL_CONTROLLERBUTTONUP:
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case SDL_CONTROLLERBUTTONDOWN:
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{
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SDL_GameControllerButton button = (SDL_GameControllerButton)event->cbutton.button;
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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);
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io.AddKeyEvent(ImGui_ImplSDL3_GameControllerButtonEventToImGuiKey(button), merged_value);
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return true;
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}
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case SDL_CONTROLLERAXISMOTION:
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{
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const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
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switch ((SDL_GameControllerAxis)event->caxis.axis)
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{
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
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ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
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break;
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case SDL_CONTROLLER_AXIS_LEFTX:
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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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break;
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case SDL_CONTROLLER_AXIS_LEFTY:
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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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break;
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case SDL_CONTROLLER_AXIS_RIGHTX:
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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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break;
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case SDL_CONTROLLER_AXIS_RIGHTY:
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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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break;
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}
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}
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}
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return false;
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}
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@ -714,27 +792,6 @@ void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_
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bd->GamepadMode = mode;
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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 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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static void ImGui_ImplSDL2_UpdateGamepads()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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@ -757,36 +814,8 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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}
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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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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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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if (bd->Gamepads.Size > 0)
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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}
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void ImGui_ImplSDL2_NewFrame()
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@ -20,6 +20,7 @@
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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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// 2025-xx-xx: Inputs: Update gamepad inputs from SDL events instead of querying them once per frame.
|
||||
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
|
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// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
|
||||
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
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|
@ -328,6 +329,41 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
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}
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static ImGuiKey ImGui_ImplSDL3_GamepadButtonEventToImGuiKey(SDL_GamepadButton button)
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{
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switch (button)
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{
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case SDL_GAMEPAD_BUTTON_START: return ImGuiKey_GamepadStart;
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case SDL_GAMEPAD_BUTTON_BACK: return ImGuiKey_GamepadBack;
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case SDL_GAMEPAD_BUTTON_WEST: return ImGuiKey_GamepadFaceLeft; // Xbox X, PS Square
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case SDL_GAMEPAD_BUTTON_EAST: return ImGuiKey_GamepadFaceRight; // Xbox B, PS Circle
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case SDL_GAMEPAD_BUTTON_NORTH: return ImGuiKey_GamepadFaceUp; // Xbox Y, PS Triangle
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case SDL_GAMEPAD_BUTTON_SOUTH: return ImGuiKey_GamepadFaceDown; // Xbox A, PS Cross
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case SDL_GAMEPAD_BUTTON_DPAD_LEFT: return ImGuiKey_GamepadDpadLeft;
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case SDL_GAMEPAD_BUTTON_DPAD_RIGHT: return ImGuiKey_GamepadDpadRight;
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case SDL_GAMEPAD_BUTTON_DPAD_UP: return ImGuiKey_GamepadDpadUp;
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case SDL_GAMEPAD_BUTTON_DPAD_DOWN: return ImGuiKey_GamepadDpadDown;
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case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER: return ImGuiKey_GamepadL1;
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case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER: return ImGuiKey_GamepadR1;
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case SDL_GAMEPAD_BUTTON_LEFT_STICK: return ImGuiKey_GamepadL3;
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case SDL_GAMEPAD_BUTTON_RIGHT_STICK: return ImGuiKey_GamepadR3;
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default: break;
|
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}
|
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return ImGuiKey_None;
|
||||
}
|
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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_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis 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_Gamepad* gamepad : bd->Gamepads)
|
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{
|
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float vn = Saturate((float)(SDL_GetGamepadAxis(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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io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
|
||||
}
|
||||
|
||||
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
|
||||
{
|
||||
|
@ -439,6 +475,47 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
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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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case SDL_EVENT_GAMEPAD_BUTTON_UP:
|
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
|
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{
|
||||
SDL_GamepadButton button = (SDL_GamepadButton)event->gbutton.button;
|
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bool merged_value = false;
|
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for (SDL_Gamepad* gamepad : bd->Gamepads)
|
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merged_value |= SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)event->gbutton.button);
|
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io.AddKeyEvent(ImGui_ImplSDL3_GamepadButtonEventToImGuiKey(button), merged_value);
|
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return true;
|
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}
|
||||
|
||||
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
|
||||
{
|
||||
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
|
||||
switch ((SDL_GamepadAxis)event->gaxis.axis)
|
||||
{
|
||||
case SDL_GAMEPAD_AXIS_LEFT_TRIGGER:
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
||||
break;
|
||||
case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER:
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
||||
break;
|
||||
case SDL_GAMEPAD_AXIS_LEFTX:
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
break;
|
||||
case SDL_GAMEPAD_AXIS_LEFTY:
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
break;
|
||||
case SDL_GAMEPAD_AXIS_RIGHTX:
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
break;
|
||||
case SDL_GAMEPAD_AXIS_RIGHTY:
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
@ -682,27 +759,6 @@ void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad*
|
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bd->GamepadMode = mode;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
|
||||
{
|
||||
bool merged_value = false;
|
||||
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
||||
merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
|
||||
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_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
|
||||
{
|
||||
float merged_value = 0.0f;
|
||||
for (SDL_Gamepad* gamepad : bd->Gamepads)
|
||||
{
|
||||
float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
|
||||
if (merged_value < vn)
|
||||
merged_value = vn;
|
||||
}
|
||||
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateGamepads()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
@ -726,36 +782,8 @@ static void ImGui_ImplSDL3_UpdateGamepads()
|
|||
}
|
||||
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
if (bd->Gamepads.Size == 0)
|
||||
return;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
// Update gamepad inputs
|
||||
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
|
||||
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
|
||||
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
|
||||
if (bd->Gamepads.Size > 0)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL3_NewFrame()
|
||||
|
|
Loading…
Add table
Reference in a new issue