Backends: SDL2: Handle gamepad disconnection + fixed increasing refcount. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit(). (#3884, #6559, #6890)
diff --git a/backends/imgui_impl_sdl2.cpp b/backends/imgui_impl_sdl2.cpp
index dfcfa92..6fe0746 100644
--- a/backends/imgui_impl_sdl2.cpp
+++ b/backends/imgui_impl_sdl2.cpp
@@ -21,6 +21,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2024-02-13: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit().
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
@@ -116,6 +117,11 @@
int MouseLastLeaveFrame;
bool MouseCanUseGlobalState;
+ // Gamepad handling
+ SDL_GameController* Gamepad;
+ bool GamepadSelectAuto;
+ bool WantRefreshGamepads; // Refresh gamepad list
+
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -380,6 +386,12 @@
io.AddFocusEvent(false);
return true;
}
+ case SDL_CONTROLLERDEVICEADDED:
+ case SDL_CONTROLLERDEVICEREMOVED:
+ {
+ bd->WantRefreshGamepads = true;
+ return true;
+ }
}
return false;
}
@@ -416,6 +428,11 @@
io.ClipboardUserData = nullptr;
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
+ // Gamepad handling
+ bd->Gamepad = NULL;
+ bd->GamepadSelectAuto = true;
+ bd->WantRefreshGamepads = true;
+
// Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
@@ -521,6 +538,24 @@
IM_DELETE(bd);
}
+void ImGui_ImplSDL2_SelectGamepadAuto()
+{
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+ if (bd->GamepadSelectAuto == false)
+ bd->Gamepad = NULL;
+ bd->GamepadSelectAuto = true;
+ bd->WantRefreshGamepads = true;
+}
+
+void ImGui_ImplSDL2_SelectGamepadExplicit(SDL_GameController* gamepad)
+{
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+ if (bd->GamepadSelectAuto == true && bd->Gamepad != NULL)
+ SDL_GameControllerClose(bd->Gamepad);
+ bd->Gamepad = gamepad;
+ bd->GamepadSelectAuto = false;
+}
+
static void ImGui_ImplSDL2_UpdateMouseData()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
@@ -580,21 +615,44 @@
static void ImGui_ImplSDL2_UpdateGamepads()
{
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
+
+ // Select a new controller
+ if (bd->WantRefreshGamepads && bd->GamepadSelectAuto)
+ {
+ SDL_GameController* old_gamepad = bd->Gamepad;
+ SDL_GameController* new_gamepad = NULL;
+ int joystick_count = SDL_NumJoysticks();
+ for (int n = 0; n < joystick_count; n++)
+ if (SDL_IsGameController(n))
+ if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
+ {
+ new_gamepad = gamepad;
+ break;
+ }
+
+ //IMGUI_DEBUG_LOG("ImGui_ImplSDL2_UpdateGamepads(): Gamepad change %p -> %p\n", old_gamepad, new_gamepad);
+ if (old_gamepad != NULL && new_gamepad != NULL)
+ SDL_GameControllerClose(old_gamepad);
+ bd->Gamepad = new_gamepad;
+ bd->WantRefreshGamepads = false;
+ }
+
+ // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Get gamepad
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
- SDL_GameController* game_controller = SDL_GameControllerOpen(0);
- if (!game_controller)
+ if (bd->Gamepad == NULL)
return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
- #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
- #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
+ #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(bd->Gamepad, BUTTON_NO) != 0); }
+ #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(bd->Gamepad, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
diff --git a/backends/imgui_impl_sdl2.h b/backends/imgui_impl_sdl2.h
index dd5e047..cd477a8 100644
--- a/backends/imgui_impl_sdl2.h
+++ b/backends/imgui_impl_sdl2.h
@@ -24,6 +24,7 @@
struct SDL_Window;
struct SDL_Renderer;
+struct _SDL_GameController;
typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
@@ -36,8 +37,13 @@
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
+// Gamepad selection automatically starts in Auto mode, picking first available SDL_GameController. You may override this.
+// When using Explicit selection, caller is responsible for opening/closing gamepad.
+IMGUI_IMPL_API void ImGui_ImplSDL2_SelectGamepadAuto();
+IMGUI_IMPL_API void ImGui_ImplSDL2_SelectGamepadExplicit(struct _SDL_GameController* gamepad);
+
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
+static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
#endif
#endif // #ifndef IMGUI_DISABLE
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 15382b4..5b37b9f 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -50,6 +50,10 @@
- Menus, Popups: fixed menus and popups with child window flag erroneously not displaying
a scrollbar when contents is over parent viewport size. (#7287, #7063) [@ZingBallyhoo]
+- Backends: SDL2: Handle gamepad disconnection + fixed increasing gamepad reference counter
+ continuously. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit()
+ functions to respectively select automatic selection or provide a gamepad to use.
+ (#3884, #6559, #6890) [@ocornut, @lethal-guitar, @wn2000, @bog-dan-ro]
- Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore
a wrong viewport if none was initially set.
- Backends: DirectX9: Using RGBA format when allowed by the driver to avoid CPU side