mirror of https://github.com/ocornut/imgui
Backends: OSX: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. (#4858, #787)
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@ -23,6 +23,7 @@
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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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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-12: Inputs: Added basic Platform IME support, hooking the io.SetPlatformImeDataFn() function.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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@ -502,25 +503,43 @@ static void ImGui_ImplOSX_UpdateGamepads()
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GCExtendedGamepad* gp = controller.extendedGamepad;
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#define MAP_BUTTON(NAV_NO, NAME) { io.NavInputs[NAV_NO] = gp.NAME.isPressed ? 1.0 : 0.0; }
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MAP_BUTTON(ImGuiNavInput_Activate, buttonA);
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MAP_BUTTON(ImGuiNavInput_Cancel, buttonB);
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MAP_BUTTON(ImGuiNavInput_Menu, buttonX);
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MAP_BUTTON(ImGuiNavInput_Input, buttonY);
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MAP_BUTTON(ImGuiNavInput_DpadLeft, dpad.left);
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MAP_BUTTON(ImGuiNavInput_DpadRight, dpad.right);
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MAP_BUTTON(ImGuiNavInput_DpadUp, dpad.up);
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MAP_BUTTON(ImGuiNavInput_DpadDown, dpad.down);
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MAP_BUTTON(ImGuiNavInput_FocusPrev, leftShoulder);
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MAP_BUTTON(ImGuiNavInput_FocusNext, rightShoulder);
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MAP_BUTTON(ImGuiNavInput_TweakSlow, leftShoulder);
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MAP_BUTTON(ImGuiNavInput_TweakFast, rightShoulder);
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#undef MAP_BUTTON
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io.NavInputs[ImGuiNavInput_LStickLeft] = gp.leftThumbstick.left.value;
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io.NavInputs[ImGuiNavInput_LStickRight] = gp.leftThumbstick.right.value;
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io.NavInputs[ImGuiNavInput_LStickUp] = gp.leftThumbstick.up.value;
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io.NavInputs[ImGuiNavInput_LStickDown] = gp.leftThumbstick.down.value;
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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_NAME) { io.AddKeyEvent(KEY_NO, gp.BUTTON_NAME.isPressed, ImGuiInputSource_Gamepad); }
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#define MAP_ANALOG(KEY_NO, AXIS_NAME, V0, V1) { float vn = (float)(gp.AXIS_NAME.value - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn, ImGuiInputSource_Gamepad); }
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const float thumb_dead_zone = 0.0f;
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if (@available(macOS 10.15, *))
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{
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MAP_BUTTON(ImGuiKey_GamepadStart, buttonMenu);
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MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions);
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}
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up);
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MAP_BUTTON(ImGuiKey_GamepadDpadDown, dpad.down);
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MAP_ANALOG(ImGuiKey_GamepadL1, leftShoulder, 0.0f, 1.0f);
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MAP_ANALOG(ImGuiKey_GamepadR1, rightShoulder, 0.0f, 1.0f);
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MAP_ANALOG(ImGuiKey_GamepadL2, leftTrigger, 0.0f, 1.0f);
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MAP_ANALOG(ImGuiKey_GamepadR2, rightTrigger, 0.0f, 1.0f);
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if (@available(macOS 10.14.1, *))
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{
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MAP_BUTTON(ImGuiKey_GamepadL3, leftThumbstickButton);
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MAP_BUTTON(ImGuiKey_GamepadR3, rightThumbstickButton);
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}
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MAP_ANALOG(ImGuiKey_GamepadLStickLeft, leftThumbstick.xAxis, -thumb_dead_zone, -1.0f);
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MAP_ANALOG(ImGuiKey_GamepadLStickRight, leftThumbstick.xAxis, +thumb_dead_zone, +1.0f);
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MAP_ANALOG(ImGuiKey_GamepadLStickUp, leftThumbstick.yAxis, +thumb_dead_zone, +1.0f);
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MAP_ANALOG(ImGuiKey_GamepadLStickDown, leftThumbstick.yAxis, -thumb_dead_zone, -1.0f);
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MAP_ANALOG(ImGuiKey_GamepadRStickLeft, rightThumbstick.xAxis, -thumb_dead_zone, -1.0f);
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MAP_ANALOG(ImGuiKey_GamepadRStickRight, rightThumbstick.xAxis, +thumb_dead_zone, +1.0f);
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MAP_ANALOG(ImGuiKey_GamepadRStickUp, rightThumbstick.yAxis, +thumb_dead_zone, +1.0f);
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MAP_ANALOG(ImGuiKey_GamepadRStickDown, rightThumbstick.yAxis, -thumb_dead_zone, -1.0f);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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}
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@ -140,6 +140,7 @@ Other Changes:
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- Backends: SDL: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858)
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- Backends: Allegro5: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
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- Backends: Allegro5: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
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- Backends: OSX: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858)
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- Backends: Android, GLUT, OSX: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
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- Backends: Android, GLUT, OSX: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
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- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]
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