Пример #1
0
void snes_set_controller_port_device(bool in_port, unsigned device)
{
	int port = in_port == SNES_PORT_1 ? 0 : 1;
	switch (device)
	{
		case SNES_DEVICE_JOYPAD:
			S9xSetController(port, CTL_JOYPAD, 0, 0, 0, 0);
			snes_devices[port] = SNES_DEVICE_JOYPAD;
			break;
		case SNES_DEVICE_MULTITAP:
			S9xSetController(port, CTL_MP5, 1, 2, 3, 4);
			snes_devices[port] = SNES_DEVICE_MULTITAP;
			break;
		case SNES_DEVICE_MOUSE:
			S9xSetController(port, CTL_MOUSE, 0, 0, 0, 0);
			snes_devices[port] = SNES_DEVICE_MOUSE;

			/* mapping pointers here */
			S9xMapPointer((BTN_POINTER), S9xGetCommandT("Pointer Mouse1+Superscope+Justifier1"));
			S9xMapPointer((BTN_POINTER2), S9xGetCommandT("Pointer Mouse2"));

			/* mapping extra buttons here */
			MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_SELECT), "Mouse1 L");
			MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_START), "Mouse1 R");
			MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_SELECT), "Mouse2 L");
			MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_START), "Mouse2 R");
			break;
		case SNES_DEVICE_SUPER_SCOPE:
			S9xSetController(port, CTL_SUPERSCOPE, 0, 0, 0, 0);
			snes_devices[port] = SNES_DEVICE_SUPER_SCOPE;

			/* mapping pointers here */
			S9xMapPointer((BTN_POINTER), S9xGetCommandT("Pointer Mouse1+Superscope+Justifier1"));
			S9xMapPointer((BTN_POINTER2), S9xGetCommandT("Pointer Mouse2"));

			/* mapping extra buttons here */
			MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_SELECT), "Superscope Fire");
			MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_START), "Superscope Cursor");
			MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_UP), "Superscope ToggleTurbo");
			MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_DOWN), "Superscope Pause");
			break;
		case SNES_DEVICE_JUSTIFIER:
			S9xSetController(port, CTL_JUSTIFIER, 0, 0, 0, 0);
			snes_devices[port] = SNES_DEVICE_JUSTIFIER;

			/* mapping extra buttons here */
			MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_SELECT), "Justifier1 Trigger");
			MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_START), "Justifier1 Start");
			break;
		case SNES_DEVICE_JUSTIFIERS:
			S9xSetController(port, CTL_JUSTIFIER, 1, 0, 0, 0);
			snes_devices[port] = SNES_DEVICE_JUSTIFIERS;
			break;
		default:
			fprintf(stderr, "[libsnes]: Invalid device!\n");
	}
}
Пример #2
0
void ImGui_ImplGlfw_NewFrame()
{
    ImGuiIO& io = ImGui::GetIO();
    IM_ASSERT(io.Fonts->IsBuilt());     // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame() 

    // Setup display size
    int w, h;
    int display_w, display_h;
    glfwGetWindowSize(g_Window, &w, &h);
    glfwGetFramebufferSize(g_Window, &display_w, &display_h);
    io.DisplaySize = ImVec2((float)w, (float)h);
    io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);

    // Setup time step
    double current_time = glfwGetTime();
    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
    g_Time = current_time;

    ImGui_ImplGlfw_UpdateMousePosAndButtons();
    ImGui_ImplGlfw_UpdateMouseCursor();

    // Gamepad navigation mapping [BETA]
    memset(io.NavInputs, 0, sizeof(io.NavInputs));
    if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
    {
        // Update gamepad inputs
        #define MAP_BUTTON(NAV_NO, BUTTON_NO)       { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
        #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; }
        int axes_count = 0, buttons_count = 0;
        const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
        const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
        MAP_BUTTON(ImGuiNavInput_Activate,   0);     // Cross / A
        MAP_BUTTON(ImGuiNavInput_Cancel,     1);     // Circle / B
        MAP_BUTTON(ImGuiNavInput_Menu,       2);     // Square / X
        MAP_BUTTON(ImGuiNavInput_Input,      3);     // Triangle / Y
        MAP_BUTTON(ImGuiNavInput_DpadLeft,   13);    // D-Pad Left
        MAP_BUTTON(ImGuiNavInput_DpadRight,  11);    // D-Pad Right
        MAP_BUTTON(ImGuiNavInput_DpadUp,     10);    // D-Pad Up
        MAP_BUTTON(ImGuiNavInput_DpadDown,   12);    // D-Pad Down
        MAP_BUTTON(ImGuiNavInput_FocusPrev,  4);     // L1 / LB
        MAP_BUTTON(ImGuiNavInput_FocusNext,  5);     // R1 / RB
        MAP_BUTTON(ImGuiNavInput_TweakSlow,  4);     // L1 / LB
        MAP_BUTTON(ImGuiNavInput_TweakFast,  5);     // R1 / RB
        MAP_ANALOG(ImGuiNavInput_LStickLeft, 0,  -0.3f,  -0.9f);
        MAP_ANALOG(ImGuiNavInput_LStickRight,0,  +0.3f,  +0.9f);
        MAP_ANALOG(ImGuiNavInput_LStickUp,   1,  +0.3f,  +0.9f);
        MAP_ANALOG(ImGuiNavInput_LStickDown, 1,  -0.3f,  -0.9f);
        #undef MAP_BUTTON
        #undef MAP_ANALOG
        if (axes_count > 0 && buttons_count > 0)
            io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
        else
            io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
    }
}
Пример #3
0
static void map_buttons()
{
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_A), "Joypad1 A");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_B), "Joypad1 B");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_X), "Joypad1 X");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_Y), "Joypad1 Y");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_SELECT), "Joypad1 Select");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_START), "Joypad1 Start");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_L), "Joypad1 L");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_R), "Joypad1 R");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_LEFT), "Joypad1 Left");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_RIGHT), "Joypad1 Right");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_UP), "Joypad1 Up");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_DOWN), "Joypad1 Down");

   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_A), "Joypad2 A");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_B), "Joypad2 B");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_X), "Joypad2 X");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_Y), "Joypad2 Y");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_SELECT), "Joypad2 Select");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_START), "Joypad2 Start");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_L), "Joypad2 L");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_R), "Joypad2 R");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_LEFT), "Joypad2 Left");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_RIGHT), "Joypad2 Right");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_UP), "Joypad2 Up");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_DOWN), "Joypad2 Down");

   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_A), "Joypad3 A");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_B), "Joypad3 B");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_X), "Joypad3 X");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_Y), "Joypad3 Y");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_SELECT), "Joypad3 Select");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_START), "Joypad3 Start");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_L), "Joypad3 L");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_R), "Joypad3 R");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_LEFT), "Joypad3 Left");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_RIGHT), "Joypad3 Right");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_UP), "Joypad3 Up");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_DOWN), "Joypad3 Down");

   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_A), "Joypad4 A");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_B), "Joypad4 B");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_X), "Joypad4 X");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_Y), "Joypad4 Y");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_SELECT), "Joypad4 Select");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_START), "Joypad4 Start");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_L), "Joypad4 L");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_R), "Joypad4 R");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_LEFT), "Joypad4 Left");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_RIGHT), "Joypad4 Right");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_UP), "Joypad4 Up");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_DOWN), "Joypad4 Down");

   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_A), "Joypad5 A");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_B), "Joypad5 B");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_X), "Joypad5 X");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_Y), "Joypad5 Y");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_SELECT), "Joypad5 Select");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_START), "Joypad5 Start");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_L), "Joypad5 L");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_R), "Joypad5 R");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_LEFT), "Joypad5 Left");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_RIGHT), "Joypad5 Right");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_UP), "Joypad5 Up");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_DOWN), "Joypad5 Down");

}
Пример #4
0
void OBSHotkeyEdit::mousePressEvent(QMouseEvent *event)
{
	obs_key_combination_t new_key;

	switch (event->button()) {
	case Qt::NoButton:
	case Qt::LeftButton:
	case Qt::RightButton:
	case Qt::AllButtons:
	case Qt::MouseButtonMask:
		return;

	case Qt::MidButton:
		new_key.key = OBS_KEY_MOUSE3;
		break;

#define MAP_BUTTON(i, j) case Qt::ExtraButton ## i: \
		new_key.key = OBS_KEY_MOUSE ## j; break;
	MAP_BUTTON( 1,  4);
	MAP_BUTTON( 2,  5);
	MAP_BUTTON( 3,  6);
	MAP_BUTTON( 4,  7);
	MAP_BUTTON( 5,  8);
	MAP_BUTTON( 6,  9);
	MAP_BUTTON( 7, 10);
	MAP_BUTTON( 8, 11);
	MAP_BUTTON( 9, 12);
	MAP_BUTTON(10, 13);
	MAP_BUTTON(11, 14);
	MAP_BUTTON(12, 15);
	MAP_BUTTON(13, 16);
	MAP_BUTTON(14, 17);
	MAP_BUTTON(15, 18);
	MAP_BUTTON(16, 19);
	MAP_BUTTON(17, 20);
	MAP_BUTTON(18, 21);
	MAP_BUTTON(19, 22);
	MAP_BUTTON(20, 23);
	MAP_BUTTON(21, 24);
	MAP_BUTTON(22, 25);
	MAP_BUTTON(23, 26);
	MAP_BUTTON(24, 27);
#undef MAP_BUTTON
	}

	new_key.modifiers =
		TranslateQtKeyboardEventModifiers(event->modifiers());

	HandleNewKey(new_key);
}
Пример #5
0
static void ImGui_ImplSDL2_UpdateGamepads()
{
    ImGuiIO& io = ImGui::GetIO();
    memset(io.NavInputs, 0, sizeof(io.NavInputs));
    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
        return;

    // Get gamepad
    SDL_GameController* game_controller = SDL_GameControllerOpen(0);
    if (!game_controller)
    {
        io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
        return;
    }

    // Update gamepad inputs
    #define MAP_BUTTON(NAV_NO, BUTTON_NO)       { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
    #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - 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; }
    const int thumb_dead_zone = 8000;           // SDL_gamecontroller.h suggests using this value.
    MAP_BUTTON(ImGuiNavInput_Activate,      SDL_CONTROLLER_BUTTON_A);               // Cross / A
    MAP_BUTTON(ImGuiNavInput_Cancel,        SDL_CONTROLLER_BUTTON_B);               // Circle / B
    MAP_BUTTON(ImGuiNavInput_Menu,          SDL_CONTROLLER_BUTTON_X);               // Square / X
    MAP_BUTTON(ImGuiNavInput_Input,         SDL_CONTROLLER_BUTTON_Y);               // Triangle / Y
    MAP_BUTTON(ImGuiNavInput_DpadLeft,      SDL_CONTROLLER_BUTTON_DPAD_LEFT);       // D-Pad Left
    MAP_BUTTON(ImGuiNavInput_DpadRight,     SDL_CONTROLLER_BUTTON_DPAD_RIGHT);      // D-Pad Right
    MAP_BUTTON(ImGuiNavInput_DpadUp,        SDL_CONTROLLER_BUTTON_DPAD_UP);         // D-Pad Up
    MAP_BUTTON(ImGuiNavInput_DpadDown,      SDL_CONTROLLER_BUTTON_DPAD_DOWN);       // D-Pad Down
    MAP_BUTTON(ImGuiNavInput_FocusPrev,     SDL_CONTROLLER_BUTTON_LEFTSHOULDER);    // L1 / LB
    MAP_BUTTON(ImGuiNavInput_FocusNext,     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);   // R1 / RB
    MAP_BUTTON(ImGuiNavInput_TweakSlow,     SDL_CONTROLLER_BUTTON_LEFTSHOULDER);    // L1 / LB
    MAP_BUTTON(ImGuiNavInput_TweakFast,     SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);   // R1 / RB
    MAP_ANALOG(ImGuiNavInput_LStickLeft,    SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
    MAP_ANALOG(ImGuiNavInput_LStickRight,   SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
    MAP_ANALOG(ImGuiNavInput_LStickUp,      SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
    MAP_ANALOG(ImGuiNavInput_LStickDown,    SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);

    io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
    #undef MAP_BUTTON
    #undef MAP_ANALOG
}
Пример #6
0
// Gamepad navigation mapping
static void ImGui_ImplWin32_UpdateGamepads()
{
    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
    }
}
Пример #7
0
void ImGui_ImplGlfwGL3_NewFrame()
{
    if (!g_FontTexture)
        ImGui_ImplGlfwGL3_CreateDeviceObjects();

    ImGuiIO& io = ImGui::GetIO();

    // Setup display size (every frame to accommodate for window resizing)
    int w, h;
    int display_w, display_h;
    glfwGetWindowSize(g_Window, &w, &h);
    glfwGetFramebufferSize(g_Window, &display_w, &display_h);
    io.DisplaySize = ImVec2((float)w, (float)h);
    io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);

    // Setup time step
    double current_time =  glfwGetTime();
    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
    g_Time = current_time;

    // Setup inputs
    // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
    if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
    {
        // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
        if (io.WantSetMousePos)
        {
            glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y);
        }
        else
        {
            double mouse_x, mouse_y;
            glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
            io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
        }
    }
    else
    {
        io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
    }

    for (int i = 0; i < 3; i++)
    {
        // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
        io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
        g_MouseJustPressed[i] = false;
    }

    // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
    if ((io.ConfigFlags & ImGuiConfigFlags_NoSetMouseCursor) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
    {
        ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
        if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
        {
            glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
        }
        else
        {
            glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
            glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
        }
    }

    // Gamepad navigation mapping [BETA]
    memset(io.NavInputs, 0, sizeof(io.NavInputs));
    if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
    {
        // Update gamepad inputs
        #define MAP_BUTTON(NAV_NO, BUTTON_NO)       { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
        #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; }
        int axes_count = 0, buttons_count = 0;
        const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
        const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
        MAP_BUTTON(ImGuiNavInput_Activate,   0);     // Cross / A
        MAP_BUTTON(ImGuiNavInput_Cancel,     1);     // Circle / B
        MAP_BUTTON(ImGuiNavInput_Menu,       2);     // Square / X
        MAP_BUTTON(ImGuiNavInput_Input,      3);     // Triangle / Y
        MAP_BUTTON(ImGuiNavInput_DpadLeft,   13);    // D-Pad Left
        MAP_BUTTON(ImGuiNavInput_DpadRight,  11);    // D-Pad Right
        MAP_BUTTON(ImGuiNavInput_DpadUp,     10);    // D-Pad Up
        MAP_BUTTON(ImGuiNavInput_DpadDown,   12);    // D-Pad Down
        MAP_BUTTON(ImGuiNavInput_FocusPrev,  4);     // L1 / LB
        MAP_BUTTON(ImGuiNavInput_FocusNext,  5);     // R1 / RB
        MAP_BUTTON(ImGuiNavInput_TweakSlow,  4);     // L1 / LB
        MAP_BUTTON(ImGuiNavInput_TweakFast,  5);     // R1 / RB
        MAP_ANALOG(ImGuiNavInput_LStickLeft, 0,  -0.3f,  -0.9f);
        MAP_ANALOG(ImGuiNavInput_LStickRight,0,  +0.3f,  +0.9f);
        MAP_ANALOG(ImGuiNavInput_LStickUp,   1,  +0.3f,  +0.9f);
        MAP_ANALOG(ImGuiNavInput_LStickDown, 1,  -0.3f,  -0.9f);
        #undef MAP_BUTTON
        #undef MAP_ANALOG
        if (axes_count > 0 && buttons_count > 0) 
            io.BackendFlags |= ImGuiBackendFlags_HasGamepad; 
        else 
            io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
    }

    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
    ImGui::NewFrame();
}
Пример #8
0
static void map_buttons()
{
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_A), "Joypad1 A");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_B), "Joypad1 B");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_X), "Joypad1 X");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_Y), "Joypad1 Y");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_SELECT), "{Joypad1 Select,Mouse1 L}");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_START), "{Joypad1 Start,Mouse1 R}");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_L), "Joypad1 L");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_R), "Joypad1 R");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_LEFT), "Joypad1 Left");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_RIGHT), "Joypad1 Right");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_UP), "Joypad1 Up");
   MAP_BUTTON(MAKE_BUTTON(PAD_1, BTN_DOWN), "Joypad1 Down");
   S9xMapPointer((BTN_POINTER), S9xGetCommandT("Pointer Mouse1+Superscope+Justifier1"), false);
   S9xMapPointer((BTN_POINTER2), S9xGetCommandT("Pointer Mouse2"), false);

   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_A), "Joypad2 A");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_B), "Joypad2 B");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_X), "Joypad2 X");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_Y), "Joypad2 Y");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_SELECT), "{Joypad2 Select,Mouse2 L,Superscope Fire,Justifier1 Trigger}");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_START), "{Joypad2 Start,Mouse2 R,Superscope Cursor,Justifier1 Start}");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_L), "Joypad2 L");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_R), "Joypad2 R");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_LEFT), "Joypad2 Left");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_RIGHT), "Joypad2 Right");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_UP), "{Joypad2 Up,Superscope ToggleTurbo}");
   MAP_BUTTON(MAKE_BUTTON(PAD_2, BTN_DOWN), "{Joypad2 Down,Superscope Pause}");

   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_A), "Joypad3 A");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_B), "Joypad3 B");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_X), "Joypad3 X");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_Y), "Joypad3 Y");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_SELECT), "Joypad3 Select");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_START), "Joypad3 Start");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_L), "Joypad3 L");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_R), "Joypad3 R");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_LEFT), "Joypad3 Left");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_RIGHT), "Joypad3 Right");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_UP), "Joypad3 Up");
   MAP_BUTTON(MAKE_BUTTON(PAD_3, BTN_DOWN), "Joypad3 Down");

   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_A), "Joypad4 A");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_B), "Joypad4 B");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_X), "Joypad4 X");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_Y), "Joypad4 Y");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_SELECT), "Joypad4 Select");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_START), "Joypad4 Start");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_L), "Joypad4 L");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_R), "Joypad4 R");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_LEFT), "Joypad4 Left");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_RIGHT), "Joypad4 Right");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_UP), "Joypad4 Up");
   MAP_BUTTON(MAKE_BUTTON(PAD_4, BTN_DOWN), "Joypad4 Down");

   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_A), "Joypad5 A");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_B), "Joypad5 B");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_X), "Joypad5 X");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_Y), "Joypad5 Y");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_SELECT), "Joypad5 Select");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_START), "Joypad5 Start");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_L), "Joypad5 L");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_R), "Joypad5 R");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_LEFT), "Joypad5 Left");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_RIGHT), "Joypad5 Right");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_UP), "Joypad5 Up");
   MAP_BUTTON(MAKE_BUTTON(PAD_5, BTN_DOWN), "Joypad5 Down");

}