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Added support to use controllers via SDL_GameController. (#2509)
Updated sdl examples to use SDL_INIT_GAMECONTROLLER flag
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commit
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@ -16,7 +16,7 @@
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int main(int, char**)
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{
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_GAMECONTROLLER) != 0)
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{
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printf("Error: %s\n", SDL_GetError());
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return -1;
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@ -25,7 +25,7 @@
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int main(int, char**)
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{
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_GAMECONTROLLER) != 0)
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{
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printf("Error: %s\n", SDL_GetError());
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return -1;
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@ -319,7 +319,7 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
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int main(int, char**)
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{
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_GAMECONTROLLER) != 0)
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{
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printf("Error: %s\n", SDL_GetError());
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return 1;
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@ -266,6 +266,49 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
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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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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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// Update gamepad inputs
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#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) == 1) ? 1.0f : 0.0f; }
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#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, 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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int axes_count = 0, buttons_count = 0;
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SDL_GameController* game_controller = SDL_GameControllerOpen(0);
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if(game_controller !=NULL)
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{
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const int thumb_dead_zone = 8000;
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MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
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MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
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MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
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MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
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MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
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MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
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MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
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MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
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MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
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MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
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MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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}
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if (axes_count > 0 && buttons_count > 0)
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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else
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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}
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void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -288,4 +331,7 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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ImGui_ImplSDL2_UpdateMousePosAndButtons();
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ImGui_ImplSDL2_UpdateMouseCursor();
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// Gamepad navigation mapping
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ImGui_ImplSDL2_UpdateGamepads();
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}
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