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Backends: SDL2: Gamepad handlng: amend bf1c96d. (#3884, #6559, #6890)

pull/7315/head
ocornut 9 months ago
parent
commit
f966da1f8f
  1. 4
      backends/imgui_impl_sdl2.cpp
  2. 2
      docs/CHANGELOG.txt

4
backends/imgui_impl_sdl2.cpp

@ -530,7 +530,9 @@ void ImGui_ImplSDL2_Shutdown()
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
bd->MouseLastCursor = nullptr;
if (bd->Gamepad && bd->GamepadSelectAuto)
SDL_GameControllerClose(bd->Gamepad);
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;

2
docs/CHANGELOG.txt

@ -53,7 +53,7 @@ Other changes:
- Backends: SDL2: Handle gamepad disconnection + fixed increasing gamepad reference counter
continuously. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit()
functions to respectively select automatic selection or provide a gamepad to use.
(#3884, #6559, #6890) [@ocornut, @lethal-guitar, @wn2000, @bog-dan-ro]
(#3884, #6559, #6890) [@lethal-guitar, @wn2000, @ocornut, @bog-dan-ro]
- Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore
a wrong viewport if none was initially set.
- Backends: DirectX9: Using RGBA format when allowed by the driver to avoid CPU side

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