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mirror of https://gitlab.com/Mr_Goldberg/goldberg_emulator.git synced 2024-11-14 10:50:13 +01:00
This commit is contained in:
Nemirtingas 2019-09-03 11:37:13 +02:00
parent ecd753422b
commit 9fa4053551

View file

@ -109,7 +109,7 @@ void ImGui_ImplX11_Shutdown()
g_Display = nullptr; g_Display = nullptr;
} }
static bool ImGui_ImplWin32_UpdateMouseCursor() static bool ImGui_ImplX11_UpdateMouseCursor()
{ {
/* /*
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -143,7 +143,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
return true; return true;
} }
static void ImGui_ImplWin32_UpdateMousePos(Window window) static void ImGui_ImplX11_UpdateMousePos(Window window)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -166,14 +166,10 @@ static void ImGui_ImplWin32_UpdateMousePos(Window window)
io.MousePos.y = y; io.MousePos.y = y;
} }
/* TODO: support linux gamepad ?
#ifdef _MSC_VER
#pragma comment(lib, "xinput")
#endif
// Gamepad navigation mapping // Gamepad navigation mapping
static void ImGui_ImplWin32_UpdateGamepads() static void ImGui_ImplX11_UpdateGamepads()
{ {
/* TODO: support linux gamepad ?
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs)); memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
@ -216,18 +212,14 @@ static void ImGui_ImplWin32_UpdateGamepads()
#undef MAP_BUTTON #undef MAP_BUTTON
#undef MAP_ANALOG #undef MAP_ANALOG
} }
*/
} }
*/
void ImGui_ImplX11_NewFrame(void* window) void ImGui_ImplX11_NewFrame(void* window)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame()."); IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
Window rootWnd = DefaultRootWindow(g_Display);
// Todo: use X11 to get this value
unsigned int width, height; unsigned int width, height;
Window unused_window; Window unused_window;
int unused_int; int unused_int;
@ -257,7 +249,7 @@ void ImGui_ImplX11_NewFrame(void* window)
// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below. // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
// Update OS mouse position // Update OS mouse position
ImGui_ImplWin32_UpdateMousePos((Window)window); ImGui_ImplX11_UpdateMousePos((Window)window);
/* /*
// Update OS mouse cursor with the cursor requested by imgui // Update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
@ -269,7 +261,7 @@ void ImGui_ImplX11_NewFrame(void* window)
*/ */
// Update game controllers (if enabled and available) // Update game controllers (if enabled and available)
//ImGui_ImplX11_UpdateGamepads(); ImGui_ImplX11_UpdateGamepads();
} }
// Process X11 mouse/keyboard inputs. // Process X11 mouse/keyboard inputs.