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Code is simpler this way.
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3 changed files with 20 additions and 37 deletions
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@ -37,11 +37,10 @@ IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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// Gamepad selection automatically starts in Auto mode, picking first available SDL_GameController. You may override this.
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// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
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// When using manual mode, caller is responsible for opening/closing gamepad.
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadModeAutoFirst(); // Use first available gamepad (default)
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadModeAutoAll();
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadModeManual(struct _SDL_GameController** gamepads_array, int gamepads_count);
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enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
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