From 3d85433748adbd1a542c1b2db03ee92a28e2c10b Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 20 Jan 2022 17:12:22 +0100 Subject: [PATCH] Backends: GLFW: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. (#4858, #787) --- backends/imgui_impl_glfw.cpp | 66 +++++++++++++++++++++++------------- docs/CHANGELOG.txt | 1 + 2 files changed, 43 insertions(+), 24 deletions(-) diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index 4dea6238b..e67a5a4da 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -16,6 +16,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates. // 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). @@ -71,6 +72,7 @@ #else #define GLFW_HAS_NEW_CURSORS (0) #endif +#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api #define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName() // GLFW data @@ -529,41 +531,57 @@ static void ImGui_ImplGlfw_UpdateMouseCursor() } } +// Update gamepad inputs +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } static void ImGui_ImplGlfw_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); - memset(io.NavInputs, 0, sizeof(io.NavInputs)); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) return; - // Update gamepad inputs - #define MAP_BUTTON(NAV_NO, BUTTON_NO) do { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } while (0) - #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } while (0) + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +#if GLFW_HAS_GAMEPAD_API + GLFWgamepadstate gamepad; + if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) + return; + #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0, ImGuiInputSource_Gamepad); } while (0) + #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v), ImGuiInputSource_Gamepad); } while (0) +#else int axes_count = 0, buttons_count = 0; const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); - MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + if (axes_count == 0 || buttons_count == 0) + return; + #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS), ImGuiInputSource_Gamepad); } while (0) + #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v), ImGuiInputSource_Gamepad); } while (0) +#endif + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); + MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); + MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); + MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); + MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); + MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); + MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); #undef MAP_BUTTON #undef MAP_ANALOG - if (axes_count > 0 && buttons_count > 0) - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - else - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; } void ImGui_ImplGlfw_NewFrame() diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index bdc009e49..7b565858c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -126,6 +126,7 @@ Other Changes: - Backends: GLFW: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625) - Backends: GLFW: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858) - Backends: GLFW: Update mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured. +- Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858) - Backends: Win32: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625) - Backends: Win32: Update mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured. - Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)