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Backends: SDL2,SDL3: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode()/ImGui_ImplSDL3_SetGamepadMode() with ImGui_ImplSDL2_GamepadMode_Manual/ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329)
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@ -21,6 +21,7 @@
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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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// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array.
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// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
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// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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@ -665,7 +666,7 @@ void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_
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ImGui_ImplSDL2_CloseGamepads();
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if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
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{
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IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
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IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
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for (int n = 0; n < manual_gamepads_count; n++)
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bd->Gamepads.push_back(manual_gamepads_array[n]);
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}
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@ -20,6 +20,7 @@
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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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// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
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// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
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// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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@ -635,7 +636,7 @@ void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad*
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ImGui_ImplSDL3_CloseGamepads();
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if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
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{
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IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
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IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
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for (int n = 0; n < manual_gamepads_count; n++)
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bd->Gamepads.push_back(manual_gamepads_array[n]);
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}
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@ -58,6 +58,10 @@ Other changes:
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provided example, to reduce latency.
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- Examples: Vulkan: better handle VK_SUBOPTIMAL_KHR being returned by
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vkAcquireNextImageKHR() or vkQueuePresentKHR(). (#7825, #7831) [@NostraMagister]
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- Backends: SDL2: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode()
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with ImGui_ImplSDL2_GamepadMode_Manual and an empty array. (#8329)
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- Backends: SDL3: removed assert preventing using ImGui_ImplSDL3_SetGamepadMode()
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with ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329)
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- Backends: SDLGPU3: Exposed ImGui_ImplSDLGPU3_CreateDeviceObjects()/_DestroyDeviceObjects().
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Removed return value from ImGui_ImplSDLGPU3_CreateFontsTexture(). (#8163, #7998, #7988)
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- Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match
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