diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 4572001d..6af7b22a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -88,7 +88,17 @@ Other changes: ----------------------------------------------------------------------- - VERSION 1.67 (In Progress) + VERSION 1.68 +----------------------------------------------------------------------- + +Other Changes: +- Examples: Win32: Using GetForegroundWindow() instead of GetActiveWindow() to be compatible with windows created + in a different thread. (#1951, #2087, #2156, #2232) [many people] +- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled). + + +----------------------------------------------------------------------- + VERSION 1.67 (Released 2019-01-14) ----------------------------------------------------------------------- Breaking Changes: diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index a3bd6af0..76f71253 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -346,7 +346,7 @@ void ImGui_ImplGlfw_NewFrame() ImGui_ImplGlfw_UpdateMousePosAndButtons(); ImGui_ImplGlfw_UpdateMouseCursor(); - // Gamepad navigation mapping [BETA] + // Gamepad navigation mapping memset(io.NavInputs, 0, sizeof(io.NavInputs)); if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) { diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 9d290fd0..cea9e6d9 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -5,9 +5,8 @@ // [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// Missing features: -// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice). #include "imgui.h" #include "imgui_impl_win32.h" @@ -15,11 +14,14 @@ #define WIN32_LEAN_AND_MEAN #endif #include +#include #include // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2019-01-15: Inputs: Using GetForegroundWindow() instead of GetActiveWindow() to be compatible with windows created in a different thread. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). // 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. // 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). @@ -41,6 +43,8 @@ static HWND g_hWnd = 0; static INT64 g_Time = 0; static INT64 g_TicksPerSecond = 0; static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; +static bool g_HasGamepad = false; +static bool g_WantUpdateHasGamepad = true; static bool g_WantUpdateMonitors = true; // Forward Declarations @@ -158,7 +162,7 @@ static void ImGui_ImplWin32_UpdateMousePos() POINT mouse_screen_pos; if (!::GetCursorPos(&mouse_screen_pos)) return; - if (HWND focused_hwnd = ::GetActiveWindow()) + if (HWND focused_hwnd = ::GetForegroundWindow()) { if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { @@ -192,6 +196,57 @@ static void ImGui_ImplWin32_UpdateMousePos() io.MouseHoveredViewport = viewport->ID; } +#ifdef _MSC_VER +#pragma comment(lib, "xinput") +#endif + +// Gamepad navigation mapping +void ImGui_ImplWin32_UpdateGameControllers() +{ + ImGuiIO& io = ImGui::GetIO(); + 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_STATE xinput_state; + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (g_HasGamepad && XInputGetState(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 + } +} + void ImGui_ImplWin32_NewFrame() { ImGuiIO& io = ImGui::GetIO(); @@ -227,12 +282,18 @@ void ImGui_ImplWin32_NewFrame() g_LastMouseCursor = mouse_cursor; ImGui_ImplWin32_UpdateMouseCursor(); } + + // Update game controllers (if available) + ImGui_ImplWin32_UpdateGameControllers(); } // Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. #ifndef WM_MOUSEHWHEEL #define WM_MOUSEHWHEEL 0x020E #endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif // Process Win32 mouse/keyboard inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. @@ -300,6 +361,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) return 1; return 0; + case WM_DEVICECHANGE: + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + g_WantUpdateHasGamepad = true; + return 0; case WM_DISPLAYCHANGE: g_WantUpdateMonitors = true; return 0; @@ -574,7 +639,7 @@ static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) { ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; IM_ASSERT(data->Hwnd != 0); - return ::GetActiveWindow() == data->Hwnd; + return ::GetForegroundWindow() == data->Hwnd; } static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) diff --git a/examples/imgui_impl_win32.h b/examples/imgui_impl_win32.h index b7c9d819..f621f7ac 100644 --- a/examples/imgui_impl_win32.h +++ b/examples/imgui_impl_win32.h @@ -5,9 +5,8 @@ // [X] Platform: Clipboard support (for Win32 this is actually part of core imgui) // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// Missing features: -// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice). #pragma once diff --git a/imgui.cpp b/imgui.cpp index a5b97451..999a45db 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.67 +// dear imgui, v1.68 WIP // (main code and documentation) // Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. @@ -3454,6 +3454,7 @@ void ImGui::NewFrame() IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); @@ -13704,7 +13705,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); if (g.PlatformIO.Monitors.Size > 0 && ImGui::TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size)) { - ImGui::TextWrapped("(When viewports are enabled, imgui optionally uses monitor data to position popup/tooltips so they don't straddle monitors.)"); + ImGui::TextWrapped("(When viewports are enabled, imgui needs uses monitor data to position popup/tooltips so they don't straddle monitors.)"); for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) { const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i]; diff --git a/imgui.h b/imgui.h index 23e5a266..a9e3be33 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.67 +// dear imgui, v1.68 WIP // (headers) // See imgui.cpp file for documentation. @@ -46,8 +46,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens) -#define IMGUI_VERSION "1.67" -#define IMGUI_VERSION_NUM 16603 +#define IMGUI_VERSION "1.68 WIP" +#define IMGUI_VERSION_NUM 16800 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert)) #define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch #define IMGUI_HAS_DOCK 1 // Docking WIP branch @@ -2217,8 +2217,8 @@ struct ImFont // - if you are new to dear imgui and trying to integrate it into your engine, you should probably ignore this for now. //----------------------------------------------------------------------------- -// (Optional) Represent the bounds of each connected monitor/display and their DPI -// This is used for: multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. struct ImGuiPlatformMonitor { ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 04db2303..5f731361 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.67 +// dear imgui, v1.68 WIP // (demo code) // Message to the person tempted to delete this file when integrating Dear ImGui into their code base: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 6a685781..5d758239 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.67 +// dear imgui, v1.68 WIP // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index ef219413..d8655b1f 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.67 +// dear imgui, v1.68 WIP // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 59e05380..60004526 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.67 +// dear imgui, v1.68 WIP // (widgets code) /*