| 1076 | } |
| 1077 | |
| 1078 | void initDefaultJoystickMapping() |
| 1079 | { |
| 1080 | ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadFaceDown, 0); |
| 1081 | ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadFaceRight, 1); |
| 1082 | ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadFaceLeft, 2); |
| 1083 | ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadFaceUp, 3); |
| 1084 | ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadL1, 4); |
| 1085 | ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadR1, 5); |
| 1086 | ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadBack, 6); |
| 1087 | ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadStart, 7); |
| 1088 | ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadL3, 9); |
| 1089 | ImGui::SFML::SetJoystickMapping(ImGuiKey_GamepadR3, 10); |
| 1090 | |
| 1091 | ImGui::SFML::SetDPadXAxis(sf::Joystick::Axis::PovX); |
| 1092 | // D-pad Y axis is inverted on Windows |
| 1093 | #ifdef _WIN32 |
| 1094 | ImGui::SFML::SetDPadYAxis(sf::Joystick::Axis::PovY, true); |
| 1095 | #else |
| 1096 | ImGui::SFML::SetDPadYAxis(sf::Joystick::Axis::PovY); |
| 1097 | #endif |
| 1098 | |
| 1099 | ImGui::SFML::SetLStickXAxis(sf::Joystick::Axis::X); |
| 1100 | ImGui::SFML::SetLStickYAxis(sf::Joystick::Axis::Y); |
| 1101 | ImGui::SFML::SetRStickXAxis(sf::Joystick::Axis::U); |
| 1102 | ImGui::SFML::SetRStickYAxis(sf::Joystick::Axis::V); |
| 1103 | ImGui::SFML::SetLTriggerAxis(sf::Joystick::Axis::Z); |
| 1104 | ImGui::SFML::SetRTriggerAxis(sf::Joystick::Axis::R); |
| 1105 | |
| 1106 | ImGui::SFML::SetJoystickDPadThreshold(5.f); |
| 1107 | ImGui::SFML::SetJoystickLStickThreshold(5.f); |
| 1108 | ImGui::SFML::SetJoystickRStickThreshold(15.f); |
| 1109 | ImGui::SFML::SetJoystickLTriggerThreshold(0.f); |
| 1110 | ImGui::SFML::SetJoystickRTriggerThreshold(0.f); |
| 1111 | } |
| 1112 | |
| 1113 | void updateJoystickButtonState(ImGuiIO& io) |
| 1114 | { |
no test coverage detected