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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-27 14:08:39 +01:00
Cleanup
This commit is contained in:
parent
ecd753422b
commit
9fa4053551
1 changed files with 7 additions and 15 deletions
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@ -109,7 +109,7 @@ void ImGui_ImplX11_Shutdown()
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g_Display = nullptr;
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g_Display = nullptr;
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}
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}
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static bool ImGui_ImplWin32_UpdateMouseCursor()
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static bool ImGui_ImplX11_UpdateMouseCursor()
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{
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{
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/*
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/*
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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@ -143,7 +143,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
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return true;
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return true;
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}
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}
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static void ImGui_ImplWin32_UpdateMousePos(Window window)
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static void ImGui_ImplX11_UpdateMousePos(Window window)
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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@ -166,14 +166,10 @@ static void ImGui_ImplWin32_UpdateMousePos(Window window)
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io.MousePos.y = y;
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io.MousePos.y = y;
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}
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}
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/* TODO: support linux gamepad ?
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#ifdef _MSC_VER
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#pragma comment(lib, "xinput")
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#endif
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// Gamepad navigation mapping
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// Gamepad navigation mapping
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static void ImGui_ImplWin32_UpdateGamepads()
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static void ImGui_ImplX11_UpdateGamepads()
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{
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{
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/* TODO: support linux gamepad ?
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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@ -216,18 +212,14 @@ static void ImGui_ImplWin32_UpdateGamepads()
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#undef MAP_BUTTON
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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#undef MAP_ANALOG
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}
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}
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}
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*/
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*/
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}
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void ImGui_ImplX11_NewFrame(void* window)
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void ImGui_ImplX11_NewFrame(void* window)
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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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().");
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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().");
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// Setup display size (every frame to accommodate for window resizing)
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Window rootWnd = DefaultRootWindow(g_Display);
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// Todo: use X11 to get this value
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unsigned int width, height;
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unsigned int width, height;
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Window unused_window;
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Window unused_window;
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int unused_int;
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int unused_int;
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@ -257,7 +249,7 @@ void ImGui_ImplX11_NewFrame(void* window)
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// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
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// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
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// Update OS mouse position
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// Update OS mouse position
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ImGui_ImplWin32_UpdateMousePos((Window)window);
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ImGui_ImplX11_UpdateMousePos((Window)window);
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/*
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/*
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// Update OS mouse cursor with the cursor requested by imgui
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// Update OS mouse cursor with the cursor requested by imgui
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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@ -269,7 +261,7 @@ void ImGui_ImplX11_NewFrame(void* window)
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*/
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*/
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// Update game controllers (if enabled and available)
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// Update game controllers (if enabled and available)
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//ImGui_ImplX11_UpdateGamepads();
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ImGui_ImplX11_UpdateGamepads();
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}
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}
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// Process X11 mouse/keyboard inputs.
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// Process X11 mouse/keyboard inputs.
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