From bf1c96d4fa24b95e8e47585fc8a2705ff982820e Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 13 Feb 2024 16:24:44 +0100 Subject: [PATCH] Backends: SDL2: Handle gamepad disconnection + fixed increasing refcount. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit(). (#3884, #6559, #6890) --- backends/imgui_impl_sdl2.cpp | 68 +++++++++++++++++++++++++++++++++--- backends/imgui_impl_sdl2.h | 8 ++++- docs/CHANGELOG.txt | 4 +++ 3 files changed, 74 insertions(+), 6 deletions(-) diff --git a/backends/imgui_impl_sdl2.cpp b/backends/imgui_impl_sdl2.cpp index dfcfa925e..6fe074677 100644 --- a/backends/imgui_impl_sdl2.cpp +++ b/backends/imgui_impl_sdl2.cpp @@ -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); diff --git a/backends/imgui_impl_sdl2.h b/backends/imgui_impl_sdl2.h index dd5e047e7..cd477a897 100644 --- a/backends/imgui_impl_sdl2.h +++ b/backends/imgui_impl_sdl2.h @@ -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 diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 15382b476..5b37b9f20 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -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