ImGuiManager: Map left stick to dpad

This commit is contained in:
Stenzek 2025-01-13 14:28:39 +10:00
parent c45e59fe22
commit 062776c1c7
No known key found for this signature in database
1 changed files with 55 additions and 27 deletions

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@ -14,6 +14,7 @@
#include "core/host.h"
#include "common/assert.h"
#include "common/bitutils.h"
#include "common/easing.h"
#include "common/error.h"
#include "common/file_system.h"
@ -121,6 +122,9 @@ struct ALIGN_TO_CACHE_LINE State
float window_height = 0.0f;
bool scale_changed = false;
// we maintain a second copy of the stick state here so we can map it to the dpad
std::array<s8, 2> left_stick_axis_state = {};
ImFont* debug_font = nullptr;
ImFont* osd_font = nullptr;
ImFont* fixed_font = nullptr;
@ -1240,32 +1244,32 @@ void ImGuiManager::SetImKeyState(ImGuiIO& io, ImGuiKey imkey, bool pressed)
bool ImGuiManager::ProcessGenericInputEvent(GenericInputBinding key, float value)
{
static constexpr std::array key_map = {
ImGuiKey_None, // Unknown,
ImGuiKey_GamepadDpadUp, // DPadUp
ImGuiKey_GamepadDpadRight, // DPadRight
ImGuiKey_GamepadDpadLeft, // DPadLeft
ImGuiKey_GamepadDpadDown, // DPadDown
ImGuiKey_None, // LeftStickUp
ImGuiKey_None, // LeftStickRight
ImGuiKey_None, // LeftStickDown
ImGuiKey_None, // LeftStickLeft
ImGuiKey_GamepadL3, // L3
ImGuiKey_None, // RightStickUp
ImGuiKey_None, // RightStickRight
ImGuiKey_None, // RightStickDown
ImGuiKey_None, // RightStickLeft
ImGuiKey_GamepadR3, // R3
ImGuiKey_GamepadFaceUp, // Triangle
ImGuiKey_GamepadFaceRight, // Circle
ImGuiKey_GamepadFaceDown, // Cross
ImGuiKey_GamepadFaceLeft, // Square
ImGuiKey_GamepadBack, // Select
ImGuiKey_GamepadStart, // Start
ImGuiKey_None, // System
ImGuiKey_GamepadL1, // L1
ImGuiKey_GamepadL2, // L2
ImGuiKey_GamepadR1, // R1
ImGuiKey_GamepadL2, // R2
ImGuiKey_None, // Unknown,
ImGuiKey_GamepadDpadUp, // DPadUp
ImGuiKey_GamepadDpadRight, // DPadRight
ImGuiKey_GamepadDpadLeft, // DPadLeft
ImGuiKey_GamepadDpadDown, // DPadDown
ImGuiKey_GamepadLStickUp, // LeftStickUp
ImGuiKey_GamepadLStickRight, // LeftStickRight
ImGuiKey_GamepadLStickDown, // LeftStickDown
ImGuiKey_GamepadLStickLeft, // LeftStickLeft
ImGuiKey_GamepadL3, // L3
ImGuiKey_None, // RightStickUp
ImGuiKey_None, // RightStickRight
ImGuiKey_None, // RightStickDown
ImGuiKey_None, // RightStickLeft
ImGuiKey_GamepadR3, // R3
ImGuiKey_GamepadFaceUp, // Triangle
ImGuiKey_GamepadFaceRight, // Circle
ImGuiKey_GamepadFaceDown, // Cross
ImGuiKey_GamepadFaceLeft, // Square
ImGuiKey_GamepadBack, // Select
ImGuiKey_GamepadStart, // Start
ImGuiKey_None, // System
ImGuiKey_GamepadL1, // L1
ImGuiKey_GamepadL2, // L2
ImGuiKey_GamepadR1, // R1
ImGuiKey_GamepadL2, // R2
};
const ImGuiKey imkey = (static_cast<u32>(key) < key_map.size()) ? key_map[static_cast<u32>(key)] : ImGuiKey_None;
@ -1280,7 +1284,31 @@ bool ImGuiManager::ProcessGenericInputEvent(GenericInputBinding key, float value
if (!s_state.imgui_context)
return;
s_state.imgui_context->IO.AddKeyAnalogEvent(imkey, (value > 0.0f), value);
if (imkey >= ImGuiKey_GamepadLStickLeft && imkey <= ImGuiKey_GamepadLStickDown)
{
// NOTE: This assumes the source is sending a whole axis value, not half axis.
const u32 axis = BoolToUInt32(imkey >= ImGuiKey_GamepadLStickUp);
const s8 old_state = s_state.left_stick_axis_state[axis];
const s8 new_state = (value <= -0.5f) ? -1 : ((value >= 0.5f) ? 1 : 0);
if (old_state != new_state)
{
static constexpr auto map_to_key = [](u32 axis, s8 state) {
// 0:-1/1 => ImGuiKey_GamepadDpadLeft/Right, 1:-1/1 => ImGuiKey_GamepadDpadUp/ImGuiKey_GamepadDpadDown
return static_cast<ImGuiKey>(static_cast<u32>(ImGuiKey_GamepadDpadLeft) + (axis << 1) +
BoolToUInt32(state > 0));
};
s_state.left_stick_axis_state[axis] = new_state;
if (old_state != 0)
s_state.imgui_context->IO.AddKeyAnalogEvent(map_to_key(axis, old_state), false, 0.0f);
if (new_state != 0)
s_state.imgui_context->IO.AddKeyAnalogEvent(map_to_key(axis, new_state), true, 1.0f);
}
}
else
{
s_state.imgui_context->IO.AddKeyAnalogEvent(imkey, (value > 0.0f), value);
}
});
return s_state.imgui_wants_keyboard.load(std::memory_order_acquire);