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@ -19,7 +19,7 @@
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#include <windows.h>
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#include <tchar.h>
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// Using XInput library for gamepad
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// Using XInput for gamepad (will load DLL dynamically)
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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#include <XInput.h>
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typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
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@ -28,6 +28,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
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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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// 2021-01-25: Inputs: Dynamically loading XInput DLL.
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// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
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// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
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// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
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@ -61,13 +62,12 @@ static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
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static bool g_HasGamepad = false;
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static bool g_WantUpdateHasGamepad = true;
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// XInput Data
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// XInput DLL and functions
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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static XINPUT_STATE g_XInputState;
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static HMODULE g_hXInputDLL = NULL;
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static PFN_XInputGetCapabilities g_fXInputGetCapabilities = NULL;
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static PFN_XInputGetState g_fXInputGetState = NULL;
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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static HMODULE g_XInputDLL = NULL;
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static PFN_XInputGetCapabilities g_XInputGetCapabilities = NULL;
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static PFN_XInputGetState g_XInputGetState = NULL;
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#endif
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// Functions
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bool ImGui_ImplWin32_Init(void* hwnd)
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@ -108,28 +108,25 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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io.KeyMap[ImGuiKey_X] = 'X';
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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// Gamepad, dynamically load XInput library
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// Dynamically load XInput library
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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const wchar_t* _XinputLibraryName[] = {
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L"xinput1_4.dll", // Windows 8+
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L"xinput1_3.dll", // DirectX SDK
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L"xinput9_1_0.dll", // Windows Vista, Windows 7
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L"xinput1_2.dll", // DirectX SDK
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L"xinput1_1.dll", // DirectX SDK
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NULL,
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};
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for (size_t idx = 0; _XinputLibraryName[idx]; idx += 1)
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const char* xinput_dll_names[] =
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{
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if (HMODULE dll = ::LoadLibraryW(_XinputLibraryName[idx]))
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"xinput1_4.dll", // Windows 8+
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"xinput1_3.dll", // DirectX SDK
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"xinput9_1_0.dll", // Windows Vista, Windows 7
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"xinput1_2.dll", // DirectX SDK
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"xinput1_1.dll" // DirectX SDK
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};
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for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
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if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
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{
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g_hXInputDLL = dll;
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g_fXInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
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g_fXInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
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g_XInputDLL = dll;
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g_XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
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g_XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
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break;
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}
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}
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ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE));
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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return true;
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@ -137,14 +134,13 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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void ImGui_ImplWin32_Shutdown()
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{
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// Gamepad, unload XInput library
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// Unload XInput library
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#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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if (g_hXInputDLL)
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::FreeLibrary(g_hXInputDLL);
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ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE));
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g_hXInputDLL = NULL;
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g_fXInputGetCapabilities = NULL;
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g_fXInputGetState = NULL;
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if (g_XInputDLL)
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::FreeLibrary(g_XInputDLL);
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g_XInputDLL = NULL;
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g_XInputGetCapabilities = NULL;
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g_XInputGetState = NULL;
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#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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g_hWnd = NULL;
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@ -217,30 +213,25 @@ static void ImGui_ImplWin32_UpdateGamepads()
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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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// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
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// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
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if (g_WantUpdateHasGamepad)
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{
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g_WantUpdateHasGamepad = false;
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XINPUT_CAPABILITIES caps;
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if (g_fXInputGetCapabilities)
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g_HasGamepad = (g_fXInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
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else
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g_HasGamepad = false;
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if (!g_HasGamepad)
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ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE)); // clear if no gamepad
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g_HasGamepad = g_XInputGetCapabilities ? (g_XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
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g_WantUpdateHasGamepad = false;
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}
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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if (g_HasGamepad && g_fXInputGetState && (g_fXInputGetState(0, &g_XInputState) == ERROR_SUCCESS))
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XINPUT_STATE xinput_state;
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if (g_HasGamepad && g_XInputGetState && g_XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
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{
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const XINPUT_GAMEPAD& gamepad = g_XInputState.Gamepad;
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const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
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#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0);\
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if (vn > 1.0f) vn = 1.0f;\
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if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
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#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - 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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MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
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MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
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@ -39,6 +39,8 @@ Other Changes:
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- ImDrawList: Fixed AddCircle()/AddCircleFilled() with (rad > 0.0f && rad < 1.0f && num_segments == 0). (#3738)
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Would lead to a buffer read overflow.
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- Backends: Win32: Dynamically loading XInput DLL instead of linking with it, facilite compiling with
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old WindowSDK versions or running on Windows 7. (#3646, #3645, #3248, #2716) [@Demonese]
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- Backends: Metal: Fixed texture storage mode when building on Mac Catalyst. (#3748) [@Belinsky-L-V]
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