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https://github.com/joel16/NX-Shell.git
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imGui: Adjust controls and remove unused window switching (we only have one main window)
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06de7b7d21
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@ -187,21 +187,20 @@ static u64 ImGui_ImplSwitch_UpdateGamepads(void) {
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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padUpdate(&bd->pad);
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u64 key_held = padGetButtons(&bd->pad);
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HidAnalogStickState r_stick = padGetStickPos(&bd->pad, 1);
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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, (key_held & BUTTON_NO)); }
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#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, (padGetButtons(&bd->pad) & BUTTON_NO)); }
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#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(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, HidNpadButton_A);
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MAP_BUTTON(ImGuiKey_GamepadBack, HidNpadButton_B);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, HidNpadButton_A);
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, HidNpadButton_B);
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, HidNpadButton_Y);
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// MAP_BUTTON(ImGuiKey_GamepadFaceLeft, HidNpadButton_Y);
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, HidNpadButton_X);
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, HidNpadButton_Left);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, HidNpadButton_Right)
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@ -216,7 +215,7 @@ static u64 ImGui_ImplSwitch_UpdateGamepads(void) {
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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return key_held;
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return padGetButtonsDown(&bd->pad);
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}
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u64 ImGui_ImplSwitch_NewFrame(void) {
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