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Backends: Win32: fix a compile problem when defined IMGUI_IMPL_WIN32_…
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…DISABLE_GAMEPAD
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Kuanlan authored and Kuanlan committed Dec 23, 2020
1 parent 5febdfc commit 125028f
Showing 1 changed file with 37 additions and 34 deletions.
71 changes: 37 additions & 34 deletions backends/imgui_impl_win32.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -60,9 +60,12 @@ static bool g_HasGamepad = false;
static bool g_WantUpdateHasGamepad = true;

// XInput Data
static HMODULE g_hXInputDLL = NULL;
DWORD (__stdcall *g_fXInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*) = NULL;
DWORD (__stdcall *g_fXInputGetState)(DWORD, XINPUT_STATE*) = NULL;
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
static HMODULE g_hXInputDLL = NULL;
static DWORD (__stdcall *g_fXInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*) = NULL;
static DWORD (__stdcall *g_fXInputGetState)(DWORD, XINPUT_STATE*) = NULL;
static XINPUT_STATE g_tXInputState;
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD

// Functions
bool ImGui_ImplWin32_Init(void* hwnd)
Expand Down Expand Up @@ -106,10 +109,11 @@ bool ImGui_ImplWin32_Init(void* hwnd)

// Gamepad, dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ZeroMemory(&g_tXInputState, sizeof(XINPUT_STATE)); // clean it first
const wchar_t* xinput_dll_name[] = {
L"xinput1_4.dll", // Windows 8+
L"xinput1_3.dll", // DirectX SDK
L"xinput9_1_0.dll", // Windows xp, vista, 7...
L"xinput1_3.dll", // DirectX SDK, Windows XP
L"xinput9_1_0.dll", // Windows Vista, Windows 7
};
typedef DWORD (__stdcall *f_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
typedef DWORD (__stdcall *f_XInputGetState)(DWORD, XINPUT_STATE*);
Expand Down Expand Up @@ -138,6 +142,7 @@ void ImGui_ImplWin32_Shutdown()
if (g_hXInputDLL)
FreeLibrary(g_hXInputDLL);
g_hXInputDLL = NULL;
ZeroMemory(&g_tXInputState, sizeof(XINPUT_STATE));
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD

g_hWnd = (HWND)0;
Expand Down Expand Up @@ -216,39 +221,37 @@ static void ImGui_ImplWin32_UpdateGamepads()
g_HasGamepad = (g_fXInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
else
g_HasGamepad = false;
if (!g_HasGamepad)
ZeroMemory(&g_tXInputState, sizeof(XINPUT_STATE)); // clear if no gamepad
}

io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (g_HasGamepad && g_fXInputGetState)
if (g_HasGamepad && g_fXInputGetState && (g_fXInputGetState(0, &g_tXInputState) == ERROR_SUCCESS))
{
XINPUT_STATE xinput_state;
if (g_fXInputGetState(0, &xinput_state) == ERROR_SUCCESS)
{
const XINPUT_GAMEPAD& gamepad = xinput_state.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; }
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
MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
#undef MAP_BUTTON
#undef MAP_ANALOG
}
const XINPUT_GAMEPAD& gamepad = g_tXInputState.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; }
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
MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
#undef MAP_BUTTON
#undef MAP_ANALOG
}
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
}
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