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Backends: SDL3: following SDL3 reverting their change, result of SDL_GetGamepads must be freed. (#7918, #7898, #7807)
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@ -21,6 +21,7 @@
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// CHANGELOG
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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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// (minor and older changes stripped away, please see git history for details)
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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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// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
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// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
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// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
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// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
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@ -672,7 +673,7 @@ static void ImGui_ImplSDL3_UpdateGamepads()
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{
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{
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ImGui_ImplSDL3_CloseGamepads();
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ImGui_ImplSDL3_CloseGamepads();
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int sdl_gamepads_count = 0;
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int sdl_gamepads_count = 0;
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const SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
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SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
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for (int n = 0; n < sdl_gamepads_count; n++)
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for (int n = 0; n < sdl_gamepads_count; n++)
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if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
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if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
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{
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{
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@ -681,6 +682,7 @@ static void ImGui_ImplSDL3_UpdateGamepads()
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break;
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break;
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}
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}
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bd->WantUpdateGamepadsList = false;
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bd->WantUpdateGamepadsList = false;
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SDL_free(sdl_gamepads);
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}
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}
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// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
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@ -96,6 +96,8 @@ Other changes:
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provide a way to do a portable sleep. (#7844)
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provide a way to do a portable sleep. (#7844)
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- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
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- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
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- Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
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- Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
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- Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership logic was reverted back
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by SDL3 on July 27. (#7918, #7898, #7807) [@cheyao, @MattGuerrette]
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- Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString()
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- Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString()
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since GLFW own tests are doing that and it seems unnecessary.
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since GLFW own tests are doing that and it seems unnecessary.
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- Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO
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- Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO
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@ -103,7 +105,7 @@ Other changes:
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- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
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- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
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to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
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to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
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Backends: SDL3: following SDL3 reverting their change, result of SDL_GetGamepads must be freed. (#7918, #7898)
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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VERSION 1.91.0 (Released 2024-07-30)
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VERSION 1.91.0 (Released 2024-07-30)
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