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Examples: Extracted gamepad code into ImGui_ImplGlfw_UpdateGamepads(). Renamed matching Win32 function for consistency.
Added more link to nothing's oversample document. Spacing bits.
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@ -265,6 +265,43 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
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}
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}
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}
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}
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static void ImGui_ImplGlfw_UpdateGamepads()
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{
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ImGuiIO& io = ImGui::GetIO();
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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// Update gamepad inputs
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#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
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#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { 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; }
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int axes_count = 0, buttons_count = 0;
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const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
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const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
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MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
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MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
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MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
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MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
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MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
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MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
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MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
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MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
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MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
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MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
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MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
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MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
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MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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if (axes_count > 0 && buttons_count > 0)
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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else
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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}
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void ImGui_ImplGlfw_NewFrame()
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void ImGui_ImplGlfw_NewFrame()
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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@ -287,36 +324,5 @@ void ImGui_ImplGlfw_NewFrame()
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ImGui_ImplGlfw_UpdateMouseCursor();
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ImGui_ImplGlfw_UpdateMouseCursor();
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// Gamepad navigation mapping
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// Gamepad navigation mapping
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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ImGui_ImplGlfw_UpdateGamepads();
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if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
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{
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// Update gamepad inputs
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#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
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#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { 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; }
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int axes_count = 0, buttons_count = 0;
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const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
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const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
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MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
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MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
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MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
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MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
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MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
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MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
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MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
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MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
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MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
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MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
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MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
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MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
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MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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if (axes_count > 0 && buttons_count > 0)
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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else
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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}
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}
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}
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@ -150,7 +150,7 @@ static void ImGui_ImplWin32_UpdateMousePos()
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#endif
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#endif
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// Gamepad navigation mapping
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// Gamepad navigation mapping
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void ImGui_ImplWin32_UpdateGameControllers()
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static void ImGui_ImplWin32_UpdateGamepads()
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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@ -231,7 +231,7 @@ void ImGui_ImplWin32_NewFrame()
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}
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}
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// Update game controllers (if available)
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// Update game controllers (if available)
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ImGui_ImplWin32_UpdateGameControllers();
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ImGui_ImplWin32_UpdateGamepads();
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}
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}
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// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
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// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
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@ -1361,7 +1361,7 @@ ImFontConfig::ImFontConfig()
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FontDataOwnedByAtlas = true;
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FontDataOwnedByAtlas = true;
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FontNo = 0;
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FontNo = 0;
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SizePixels = 0.0f;
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SizePixels = 0.0f;
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OversampleH = 3;
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OversampleH = 3; // FIXME: 2 may be a better default?
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OversampleV = 1;
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OversampleV = 1;
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PixelSnapH = false;
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PixelSnapH = false;
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GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
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GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
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@ -349,13 +349,13 @@ enum ImGuiSeparatorFlags_
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// This is going to be exposed in imgui.h when stabilized enough.
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// This is going to be exposed in imgui.h when stabilized enough.
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enum ImGuiItemFlags_
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enum ImGuiItemFlags_
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{
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{
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ImGuiItemFlags_NoTabStop = 1 << 0, // false
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ImGuiItemFlags_NoTabStop = 1 << 0, // false
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ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
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ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
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ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
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ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
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ImGuiItemFlags_NoNav = 1 << 3, // false
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ImGuiItemFlags_NoNav = 1 << 3, // false
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ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
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ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
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ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
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ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
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ImGuiItemFlags_Default_ = 0
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ImGuiItemFlags_Default_ = 0
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};
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};
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// Storage for LastItem data
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// Storage for LastItem data
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@ -25,7 +25,7 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
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- Building Custom Glyph Ranges
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- Building Custom Glyph Ranges
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- Embedding Fonts in Source Code
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- Embedding Fonts in Source Code
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- Credits/Licences for fonts included in this folder
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- Credits/Licences for fonts included in this folder
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- Links, Other fonts
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- Fonts Links
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---------------------------------------
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---------------------------------------
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@ -106,11 +106,14 @@ Load .TTF/.OTF file with:
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For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally):
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For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally):
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ImFontConfig config;
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ImFontConfig config;
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config.OversampleH = 3;
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config.OversampleH = 2;
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config.OversampleV = 1;
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config.OversampleV = 1;
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config.GlyphExtraSpacing.x = 1.0f;
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config.GlyphExtraSpacing.x = 1.0f;
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ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
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ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
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Read about oversampling here:
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https://github.com/nothings/stb/blob/master/tests/oversample
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If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
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If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
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The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
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The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
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In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
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In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
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