1
0
mirror of https://github.com/ocornut/imgui.git synced 2024-11-27 17:10:57 +01:00

Backends: Win32: dynamically load XInput library (#3646, #3645, #3248, #2716)

This commit is contained in:
Kuanlan 2021-01-23 13:23:59 +08:00 committed by ocornut
parent 2ed47e5822
commit 633d1033af
2 changed files with 66 additions and 20 deletions

View File

@ -19,15 +19,11 @@
#include <windows.h>
#include <tchar.h>
// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
// Using XInput library for gamepad
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
#include <XInput.h>
#else
#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
#endif
#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
#pragma comment(lib, "xinput")
//#pragma comment(lib, "Xinput9_1_0")
typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#endif
// CHANGELOG
@ -65,6 +61,14 @@ static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
static bool g_HasGamepad = false;
static bool g_WantUpdateHasGamepad = true;
// XInput Data
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
static XINPUT_STATE g_XInputState;
static HMODULE g_hXInputDLL = NULL;
static PFN_XInputGetCapabilities g_fXInputGetCapabilities = NULL;
static PFN_XInputGetState g_fXInputGetState = NULL;
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
// Functions
bool ImGui_ImplWin32_Init(void* hwnd)
{
@ -104,13 +108,51 @@ bool ImGui_ImplWin32_Init(void* hwnd)
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
// Gamepad, dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
const wchar_t* _XinputLibraryName[] = {
L"xinput1_4.dll", // Windows 8+
L"xinput1_3.dll", // DirectX SDK
L"xinput9_1_0.dll", // Windows Vista, Windows 7
L"xinput1_2.dll", // DirectX SDK
L"xinput1_1.dll", // DirectX SDK
NULL,
};
for (size_t idx = 0; _XinputLibraryName[idx]; idx += 1)
{
if (HMODULE dll = ::LoadLibraryW(_XinputLibraryName[idx]))
{
g_hXInputDLL = dll;
g_fXInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
g_fXInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
break;
}
}
ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE));
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
return true;
}
void ImGui_ImplWin32_Shutdown()
{
g_hWnd = (HWND)0;
// Gamepad, unload XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
if (g_hXInputDLL)
::FreeLibrary(g_hXInputDLL);
ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE));
g_hXInputDLL = NULL;
g_fXInputGetCapabilities = NULL;
g_fXInputGetState = NULL;
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
g_hWnd = NULL;
g_Time = 0;
g_TicksPerSecond = 0;
g_LastMouseCursor = ImGuiMouseCursor_COUNT;
g_HasGamepad = false;
g_WantUpdateHasGamepad = true;
}
static bool ImGui_ImplWin32_UpdateMouseCursor()
@ -175,25 +217,30 @@ static void ImGui_ImplWin32_UpdateGamepads()
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
if (g_WantUpdateHasGamepad)
{
XINPUT_CAPABILITIES caps;
g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
g_WantUpdateHasGamepad = false;
XINPUT_CAPABILITIES caps;
if (g_fXInputGetCapabilities)
g_HasGamepad = (g_fXInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
else
g_HasGamepad = false;
if (!g_HasGamepad)
ZeroMemory(&g_XInputState, sizeof(XINPUT_STATE)); // clear if no gamepad
}
XINPUT_STATE xinput_state;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
if (g_HasGamepad && g_fXInputGetState && (g_fXInputGetState(0, &g_XInputState) == ERROR_SUCCESS))
{
const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
const XINPUT_GAMEPAD& gamepad = g_XInputState.Gamepad;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0);\
if (vn > 1.0f) vn = 1.0f;\
if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X

View File

@ -19,9 +19,8 @@ IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
// Configuration
// - Disable gamepad support or linking with xinput.lib
// - Disable gamepad support
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
// Win32 message handler your application need to call.
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.