diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 79a9a644..543ded7a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,6 +36,7 @@ HOW TO UPDATE? 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). ----------------------------------------------------------------------- diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index 0ff27446..4f107115 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -286,7 +286,7 @@ 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 be983fd5..d9927a78 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -5,8 +5,7 @@ // [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). -// Missing features: -// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. #include "imgui.h" #include "imgui_impl_win32.h" @@ -14,11 +13,13 @@ #define WIN32_LEAN_AND_MEAN #endif #include +#include #include // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 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). @@ -40,6 +41,8 @@ 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; // Functions bool ImGui_ImplWin32_Init(void* hwnd) @@ -140,6 +143,57 @@ static void ImGui_ImplWin32_UpdateMousePos() io.MousePos = ImVec2((float)pos.x, (float)pos.y); } +#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(); @@ -173,12 +227,18 @@ 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. @@ -246,6 +306,10 @@ 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; } return 0; } diff --git a/examples/imgui_impl_win32.h b/examples/imgui_impl_win32.h index 3d07bdea..76161860 100644 --- a/examples/imgui_impl_win32.h +++ b/examples/imgui_impl_win32.h @@ -5,8 +5,7 @@ // [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). -// Missing features: -// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. #pragma once