mirror of
https://github.com/joel16/VITAlbum.git
synced 2024-11-23 11:39:47 +00:00
imgui: Clean up gamepad implementation and remove mouse usage
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b07b800350
commit
daa755d3d3
@ -28,8 +28,6 @@ static uint8_t *gColorBuffer = nullptr;
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static uint16_t *gIndexBuffer = nullptr;
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static uint32_t gCounter = 0;
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static bool mousestick_usage = false;
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static bool gamepad_usage = true;
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static bool shaders_usage = false;
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static void ImGui_ImplVitaGL_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) {
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@ -203,50 +201,6 @@ void ImGui_ImplVitaGL_RenderDrawData(ImDrawData* draw_data) {
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//glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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bool ImGui_ImplVitaGL_ProcessEvent(SceCtrlData *pad) {
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/*ImGuiIO& io = ImGui::GetIO();
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switch (event->type)
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{
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case SDL_MOUSEWHEEL:
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{
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if (event->wheel.x > 0) io.MouseWheelH += 1;
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if (event->wheel.x < 0) io.MouseWheelH -= 1;
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if (event->wheel.y > 0) io.MouseWheel += 1;
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if (event->wheel.y < 0) io.MouseWheel -= 1;
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return true;
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}
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case SDL_MOUSEBUTTONDOWN:
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{
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if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
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if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
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if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
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return true;
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}
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case SDL_TEXTINPUT:
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{
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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}
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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int key = event->key.keysym.scancode;
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IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
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io.KeysDown[key] = (event->type == SDL_KEYDOWN);
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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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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bool ImGui_ImplVitaGL_CreateDeviceObjects() {
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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@ -341,43 +295,44 @@ void ImGui_ImplVitaGL_Shutdown() {
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ImGui_ImplVitaGL_DestroyFontsTexture();
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}
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int mx, my;
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static void ImGui_ImplVitaGL_UpdateGamepads() {
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ImGuiIO& io = ImGui::GetIO();
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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void IN_RescaleAnalog(int *x, int *y, int dead) {
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float analogX = (float) *x;
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float analogY = (float) *y;
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float deadZone = (float) dead;
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float maximum = 32768.0f;
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float magnitude = sqrt(analogX * analogX + analogY * analogY);
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if (magnitude >= deadZone)
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{
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float scalingFactor = maximum / magnitude * (magnitude - deadZone) / (maximum - deadZone);
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*x = (int) (analogX * scalingFactor);
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*y = (int) (analogY * scalingFactor);
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} else {
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*x = 0;
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*y = 0;
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}
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SceCtrlData pad;
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sceCtrlPeekBufferPositive(0, &pad, 1);
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int lstick_x = (pad.lx - 127) * 256;
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int lstick_y = (pad.ly - 127) * 256;
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// Update gamepad inputs
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#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = pad.buttons & BUTTON_NO? 1.0f : 0.0f; }
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#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(AXIS_NO - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
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const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
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MAP_BUTTON(ImGuiNavInput_Activate, SCE_CTRL_ENTER); // Cross / A
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// MAP_BUTTON(ImGuiNavInput_Cancel, SCE_CTRL_TRIANGLE)); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Menu, SCE_CTRL_SQUARE); // Square / X
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MAP_BUTTON(ImGuiNavInput_Input, SCE_CTRL_TRIANGLE); // Triangle / Y
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MAP_BUTTON(ImGuiNavInput_DpadLeft, SCE_CTRL_LEFT); // D-Pad Left
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MAP_BUTTON(ImGuiNavInput_DpadRight, SCE_CTRL_RIGHT); // D-Pad Right
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MAP_BUTTON(ImGuiNavInput_DpadUp, SCE_CTRL_UP); // D-Pad Up
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MAP_BUTTON(ImGuiNavInput_DpadDown, SCE_CTRL_DOWN); // D-Pad Down
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MAP_BUTTON(ImGuiNavInput_FocusPrev, SCE_CTRL_LTRIGGER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_FocusNext, SCE_CTRL_RTRIGGER); // R1 / RB
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MAP_BUTTON(ImGuiNavInput_TweakSlow, SCE_CTRL_LTRIGGER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_TweakFast, SCE_CTRL_RTRIGGER); // R1 / RB
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MAP_ANALOG(ImGuiNavInput_LStickLeft, lstick_x, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiNavInput_LStickRight, lstick_x, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiNavInput_LStickUp, lstick_y, -thumb_dead_zone, -32767);
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MAP_ANALOG(ImGuiNavInput_LStickDown, lstick_y, +thumb_dead_zone, +32767);
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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}
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void ImGui_ImplVitaGL_PollLeftStick(SceCtrlData *pad, int *x, int *y) {
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sceCtrlPeekBufferPositive(0, pad, 1);
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int lx = (pad->lx - 127) * 256;
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int ly = (pad->ly - 127) * 256;
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IN_RescaleAnalog(&lx, &ly, 7680);
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hires_x += lx;
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hires_y += ly;
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if (hires_x != 0 || hires_y != 0) {
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// slow down pointer, could be made user-adjustable
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int slowdown = 2048;
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*x += hires_x / slowdown;
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*y += hires_y / slowdown;
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hires_x %= slowdown;
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hires_y %= slowdown;
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}
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}
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void ImGui_ImplVitaGL_NewFrame() {
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if (!g_FontTexture)
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ImGui_ImplVitaGL_CreateDeviceObjects();
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@ -391,75 +346,15 @@ void ImGui_ImplVitaGL_NewFrame() {
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w = display_w = viewport[2];
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h = display_h = viewport[3];
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io.DisplaySize = ImVec2((float)w, (float)h);
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io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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static uint64_t frequency = 1000000;
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uint64_t current_time = sceKernelGetProcessTimeWide();
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io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
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g_Time = current_time;
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// Keypad navigation
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if (gamepad_usage) {
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SceCtrlData pad;
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int lstick_x, lstick_y = 0;
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ImGui_ImplVitaGL_PollLeftStick(&pad, &lstick_x, &lstick_y);
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io.NavInputs[ImGuiNavInput_Activate] = (pad.buttons & SCE_CTRL_ENTER) ? 1.0f : 0.0f;
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//io.NavInputs[ImGuiNavInput_Cancel] = (pad.buttons & SCE_CTRL_CIRCLE) ? 1.0f : 0.0f;
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io.NavInputs[ImGuiNavInput_Input] = (pad.buttons & SCE_CTRL_TRIANGLE) ? 1.0f : 0.0f;
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io.NavInputs[ImGuiNavInput_Menu] = (pad.buttons & SCE_CTRL_SQUARE) ? 1.0f : 0.0f;
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io.NavInputs[ImGuiNavInput_DpadLeft] = (pad.buttons & SCE_CTRL_LEFT) ? 1.0f : 0.0f;
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io.NavInputs[ImGuiNavInput_DpadRight] = (pad.buttons & SCE_CTRL_RIGHT) ? 1.0f : 0.0f;
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io.NavInputs[ImGuiNavInput_DpadUp] = (pad.buttons & SCE_CTRL_UP) ? 1.0f : 0.0f;
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io.NavInputs[ImGuiNavInput_DpadDown] = (pad.buttons & SCE_CTRL_DOWN) ? 1.0f : 0.0f;
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//if (io.NavInputs[ImGuiNavInput_Menu] == 1.0f) {
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io.NavInputs[ImGuiNavInput_FocusPrev] = (pad.buttons & SCE_CTRL_LTRIGGER) ? 1.0f : 0.0f;
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io.NavInputs[ImGuiNavInput_FocusNext] = (pad.buttons & SCE_CTRL_RTRIGGER) ? 1.0f : 0.0f;
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if (lstick_x < 0) io.NavInputs[ImGuiNavInput_LStickLeft] = (float)(-lstick_x/16);
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if (lstick_x > 0) io.NavInputs[ImGuiNavInput_LStickRight] = (float)(lstick_x/16);
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if (lstick_y < 0) io.NavInputs[ImGuiNavInput_LStickUp] = (float)(-lstick_y/16);
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if (lstick_y > 0) io.NavInputs[ImGuiNavInput_LStickDown] = (float)(lstick_y/16);
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//}
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}
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// Keys for mouse emulation
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if (mousestick_usage && !(io.NavInputs[ImGuiNavInput_Menu] == 1.0f)){
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SceCtrlData pad;
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ImGui_ImplVitaGL_PollLeftStick(&pad, &mx, &my);
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if ((pad.buttons & SCE_CTRL_LTRIGGER) != (g_OldPad.buttons & SCE_CTRL_LTRIGGER))
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g_MousePressed[0] = pad.buttons & SCE_CTRL_LTRIGGER;
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if ((pad.buttons & SCE_CTRL_RTRIGGER) != (g_OldPad.buttons & SCE_CTRL_RTRIGGER))
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g_MousePressed[1] = pad.buttons & SCE_CTRL_RTRIGGER;
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g_OldPad = pad;
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}
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// Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
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//Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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io.MouseDown[0] = g_MousePressed[0];
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io.MouseDown[1] = g_MousePressed[1];
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io.MouseDown[2] = g_MousePressed[2];
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if (mx < 0) mx = 0;
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else if (mx > 960) mx = 960;
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if (my < 0) my = 0;
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else if (my > 544) my = 544;
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io.MousePos = ImVec2((float)mx, (float)my);
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// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
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ImGui_ImplVitaGL_UpdateGamepads();
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ImGui::NewFrame();
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vglIndexPointerMapped(gIndexBuffer);
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}
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void ImGui_ImplVitaGL_MouseStickUsage(bool val) {
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mousestick_usage = val;
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}
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void ImGui_ImplVitaGL_GamepadUsage(bool val) {
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gamepad_usage = val;
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}
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void ImGui_ImplVitaGL_UseCustomShader(bool val) {
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shaders_usage = val;
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}
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@ -1,24 +1,11 @@
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// Implemented features:
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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#include <vitasdk.h>
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IMGUI_API bool ImGui_ImplVitaGL_Init();
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IMGUI_API void ImGui_ImplVitaGL_Shutdown();
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IMGUI_API void ImGui_ImplVitaGL_NewFrame();
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IMGUI_API void ImGui_ImplVitaGL_RenderDrawData(ImDrawData* draw_data);
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IMGUI_API bool ImGui_ImplVitaGL_ProcessEvent(SceCtrlData* pad);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplVitaGL_InvalidateDeviceObjects();
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IMGUI_API void ImGui_ImplVitaGL_DestroyFontsTexture();
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IMGUI_API bool ImGui_ImplVitaGL_CreateDeviceObjects();
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void ImGui_ImplVitaGL_TouchUsage(bool val);
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// indirect front touch enabled: drag pointer with finger
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// indirect front touch disabled: pointer jumps to finger
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void ImGui_ImplVitaGL_UseIndirectFrontTouch(bool val);
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void ImGui_ImplVitaGL_UseRearTouch(bool val); // turn rear panel touch on or off
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void ImGui_ImplVitaGL_MouseStickUsage(bool val); // Left mouse stick and trigger buttons control mouse pointer
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// GamepadUsage uses the Vita buttons to navigate and interact with UI elements
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void ImGui_ImplVitaGL_GamepadUsage(bool val);
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void ImGui_ImplVitaGL_UseCustomShader(bool val);
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@ -65,6 +65,7 @@ namespace Services {
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colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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io.FontGlobalScale = 1.8f;
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io.IniFilename = nullptr;
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}
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@ -78,7 +79,6 @@ namespace Services {
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// Setup style
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ImGui::StyleColorsDark();
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ImGui_ImplVitaGL_GamepadUsage(true);
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sceSysmoduleLoadModule(SCE_SYSMODULE_JSON);
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