From 9fa4053551cd9933a57353a1815deed995799988 Mon Sep 17 00:00:00 2001 From: Nemirtingas Date: Tue, 3 Sep 2019 11:37:13 +0200 Subject: [PATCH] Cleanup --- ImGui/impls/linux/imgui_impl_x11.cpp | 22 +++++++--------------- 1 file changed, 7 insertions(+), 15 deletions(-) diff --git a/ImGui/impls/linux/imgui_impl_x11.cpp b/ImGui/impls/linux/imgui_impl_x11.cpp index be67763..2268309 100644 --- a/ImGui/impls/linux/imgui_impl_x11.cpp +++ b/ImGui/impls/linux/imgui_impl_x11.cpp @@ -109,7 +109,7 @@ void ImGui_ImplX11_Shutdown() g_Display = nullptr; } -static bool ImGui_ImplWin32_UpdateMouseCursor() +static bool ImGui_ImplX11_UpdateMouseCursor() { /* ImGuiIO& io = ImGui::GetIO(); @@ -143,7 +143,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor() return true; } -static void ImGui_ImplWin32_UpdateMousePos(Window window) +static void ImGui_ImplX11_UpdateMousePos(Window window) { ImGuiIO& io = ImGui::GetIO(); @@ -166,14 +166,10 @@ static void ImGui_ImplWin32_UpdateMousePos(Window window) io.MousePos.y = y; } -/* TODO: support linux gamepad ? -#ifdef _MSC_VER -#pragma comment(lib, "xinput") -#endif - // Gamepad navigation mapping -static void ImGui_ImplWin32_UpdateGamepads() +static void ImGui_ImplX11_UpdateGamepads() { + /* TODO: support linux gamepad ? ImGuiIO& io = ImGui::GetIO(); memset(io.NavInputs, 0, sizeof(io.NavInputs)); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) @@ -216,18 +212,14 @@ static void ImGui_ImplWin32_UpdateGamepads() #undef MAP_BUTTON #undef MAP_ANALOG } + */ } -*/ void ImGui_ImplX11_NewFrame(void* window) { 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()."); - // 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; Window unused_window; 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. // Update OS mouse position - ImGui_ImplWin32_UpdateMousePos((Window)window); + ImGui_ImplX11_UpdateMousePos((Window)window); /* // Update OS mouse cursor with the cursor requested by imgui 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) - //ImGui_ImplX11_UpdateGamepads(); + ImGui_ImplX11_UpdateGamepads(); } // Process X11 mouse/keyboard inputs.