Backends: SDL2: Handle gamepad disconnection + fixed increasing refcount. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit(). (#3884, #6559, #6890)

This commit is contained in:
ocornut 2024-02-13 16:24:44 +01:00
parent fd8d6dc5d1
commit bf1c96d4fa
3 changed files with 74 additions and 6 deletions

View file

@ -21,6 +21,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-02-13: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit().
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
@ -116,6 +117,11 @@ struct ImGui_ImplSDL2_Data
int MouseLastLeaveFrame;
bool MouseCanUseGlobalState;
// Gamepad handling
SDL_GameController* Gamepad;
bool GamepadSelectAuto;
bool WantRefreshGamepads; // Refresh gamepad list
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@ -380,6 +386,12 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
io.AddFocusEvent(false);
return true;
}
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
{
bd->WantRefreshGamepads = true;
return true;
}
}
return false;
}
@ -416,6 +428,11 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
io.ClipboardUserData = nullptr;
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
// Gamepad handling
bd->Gamepad = NULL;
bd->GamepadSelectAuto = true;
bd->WantRefreshGamepads = true;
// Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
@ -521,6 +538,24 @@ void ImGui_ImplSDL2_Shutdown()
IM_DELETE(bd);
}
void ImGui_ImplSDL2_SelectGamepadAuto()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->GamepadSelectAuto == false)
bd->Gamepad = NULL;
bd->GamepadSelectAuto = true;
bd->WantRefreshGamepads = true;
}
void ImGui_ImplSDL2_SelectGamepadExplicit(SDL_GameController* gamepad)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->GamepadSelectAuto == true && bd->Gamepad != NULL)
SDL_GameControllerClose(bd->Gamepad);
bd->Gamepad = gamepad;
bd->GamepadSelectAuto = false;
}
static void ImGui_ImplSDL2_UpdateMouseData()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
@ -580,21 +615,44 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
static void ImGui_ImplSDL2_UpdateGamepads()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
// Select a new controller
if (bd->WantRefreshGamepads && bd->GamepadSelectAuto)
{
SDL_GameController* old_gamepad = bd->Gamepad;
SDL_GameController* new_gamepad = NULL;
int joystick_count = SDL_NumJoysticks();
for (int n = 0; n < joystick_count; n++)
if (SDL_IsGameController(n))
if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
{
new_gamepad = gamepad;
break;
}
//IMGUI_DEBUG_LOG("ImGui_ImplSDL2_UpdateGamepads(): Gamepad change %p -> %p\n", old_gamepad, new_gamepad);
if (old_gamepad != NULL && new_gamepad != NULL)
SDL_GameControllerClose(old_gamepad);
bd->Gamepad = new_gamepad;
bd->WantRefreshGamepads = false;
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Get gamepad
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
if (!game_controller)
if (bd->Gamepad == NULL)
return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(bd->Gamepad, BUTTON_NO) != 0); }
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(bd->Gamepad, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);

View file

@ -24,6 +24,7 @@
struct SDL_Window;
struct SDL_Renderer;
struct _SDL_GameController;
typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
@ -36,8 +37,13 @@ IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
// Gamepad selection automatically starts in Auto mode, picking first available SDL_GameController. You may override this.
// When using Explicit selection, caller is responsible for opening/closing gamepad.
IMGUI_IMPL_API void ImGui_ImplSDL2_SelectGamepadAuto();
IMGUI_IMPL_API void ImGui_ImplSDL2_SelectGamepadExplicit(struct _SDL_GameController* gamepad);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
#endif
#endif // #ifndef IMGUI_DISABLE

View file

@ -50,6 +50,10 @@ Other changes:
- Menus, Popups: fixed menus and popups with child window flag erroneously not displaying
a scrollbar when contents is over parent viewport size. (#7287, #7063) [@ZingBallyhoo]
- Backends: SDL2: Handle gamepad disconnection + fixed increasing gamepad reference counter
continuously. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit()
functions to respectively select automatic selection or provide a gamepad to use.
(#3884, #6559, #6890) [@ocornut, @lethal-guitar, @wn2000, @bog-dan-ro]
- Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore
a wrong viewport if none was initially set.
- Backends: DirectX9: Using RGBA format when allowed by the driver to avoid CPU side