#include "fmt/format.h" #include "imgui.h" #include "ImGuiEngine.hpp" #include "ImGuiConsole.hpp" #include "ImGuiMenuGame.hpp" #include "ImGuiConfig.hpp" #include #include "JSystem/JUtility/JUTGamePad.h" #include "dusk/audio/DuskAudioSystem.h" #include "dusk/audio/DuskDsp.hpp" #include "dusk/dusk.h" #include "dusk/hotkeys.h" #include "dusk/settings.h" #include "m_Do/m_Do_controller_pad.h" #include "m_Do/m_Do_graphic.h" #include #include #include "dusk/main.h" namespace dusk { void ImGuiMenuGame::ToggleFullscreen() { getSettings().video.enableFullscreen.setValue(!getSettings().video.enableFullscreen); VISetWindowFullscreen(getSettings().video.enableFullscreen); config::Save(); } ImGuiMenuGame::ImGuiMenuGame() {} void ImGuiMenuGame::draw() { if (ImGui::BeginMenu("Game")) { if (ImGui::BeginMenu("Graphics")) { if (!IsMobile) { if (ImGui::MenuItem("Toggle Fullscreen", hotkeys::TOGGLE_FULLSCREEN)) { ToggleFullscreen(); } if (ImGui::MenuItem("Default Window Size")) { getSettings().video.enableFullscreen.setValue(false); VISetWindowFullscreen(false); VISetWindowSize(FB_WIDTH * 2, FB_HEIGHT * 2); VICenterWindow(); } } bool vsync = getSettings().video.enableVsync; if (ImGui::Checkbox("Enable Vsync", &vsync)) { getSettings().video.enableVsync.setValue(vsync); aurora_enable_vsync(vsync); config::Save(); } bool lockAspect = getSettings().video.lockAspectRatio; if (ImGui::Checkbox("Force 4:3 Aspect Ratio", &lockAspect)) { getSettings().video.lockAspectRatio.setValue(lockAspect); if (lockAspect) { VILockAspectRatio(defaultAspectRatioW, defaultAspectRatioH); } else { VIUnlockAspectRatio(); } config::Save(); } constexpr const char* bloomModeNames[] = {"Off", "Classic", "Dusk"}; int bloomMode = static_cast(getSettings().game.bloomMode.getValue()); if (ImGui::BeginCombo("Bloom", bloomModeNames[bloomMode])) { for (int i = 0; i < IM_ARRAYSIZE(bloomModeNames); i++) { const bool selected = bloomMode == i; if (ImGui::Selectable(bloomModeNames[i], selected)) { getSettings().game.bloomMode.setValue(static_cast(i)); config::Save(); } if (selected) { ImGui::SetItemDefaultFocus(); } } ImGui::EndCombo(); } bool bloomOff = bloomMode == static_cast(BloomMode::Off); if (bloomOff) ImGui::BeginDisabled(); float mult = getSettings().game.bloomMultiplier.getValue(); if (ImGui::SliderFloat("Bloom Brightness", &mult, 0.0f, 1.0f, "%.2f")) { getSettings().game.bloomMultiplier.setValue(mult); config::Save(); } if (bloomOff) ImGui::EndDisabled(); config::ImGuiCheckbox("Enable Water Refraction", getSettings().game.enableWaterRefraction); ImGui::EndMenu(); } if (ImGui::BeginMenu("Audio")) { ImGui::Text("Master Volume"); if (config::ImGuiSliderInt("##masterVolume", getSettings().audio.masterVolume, 0, 100)) { dusk::audio::SetMasterVolume(getSettings().audio.masterVolume / 100.0f); } if (config::ImGuiCheckbox("Enable Reverb", getSettings().audio.enableReverb)) { dusk::audio::SetEnableReverb(getSettings().audio.enableReverb); } /* // TODO: Implement additional settings ImGui::Text("Main Music Volume"); ImGui::SliderFloat("##mainMusicVolume", &getSettings().audio.mainMusicVolume, 0, 100); ImGui::Text("Sub Music Volume"); ImGui::SliderFloat("##subMusicVolume", &getSettings().audio.subMusicVolume, 0, 100); ImGui::Text("Sound Effects Volume"); ImGui::SliderFloat("##soundEffectsVolume", &getSettings().audio.soundEffectsVolume, 0, 100); ImGui::Text("Fanfare Volume"); ImGui::SliderFloat("##fanfareVolume", &getSettings().audio.fanfareVolume, 0, 100); Z2AudioMgr* audioMgr = Z2AudioMgr::getInterface(); if (audioMgr != nullptr) { } */ ImGui::EndMenu(); } if (ImGui::BeginMenu("Controller")) { ImGui::MenuItem("Configure Controller", nullptr, &m_showControllerConfig); ImGui::Checkbox("Show Input Viewer", &m_showInputViewer); ImGui::EndMenu(); } if (ImGui::BeginMenu("Interface")) { config::ImGuiCheckbox("Skip Pre-Launch UI", getSettings().backend.skipPreLaunchUI); config::ImGuiCheckbox("Show Pipeline Compilation", getSettings().backend.showPipelineCompilation); #if DUSK_ENABLE_SENTRY_NATIVE config::ImGuiCheckbox("Enable Crash Reporting", getSettings().backend.enableCrashReporting); #endif ImGui::EndMenu(); } ImGui::Separator(); if (ImGui::MenuItem("Reset", hotkeys::DO_RESET)) { JUTGamePad::C3ButtonReset::sResetSwitchPushing = true; } if (!IsMobile && ImGui::MenuItem("Exit")) { dusk::IsRunning = false; } ImGui::EndMenu(); } } static void drawVirtualStick(const char* id, const ImVec2& stick) { float scale = ImGuiScale(); ImGui::SetCursorPos(ImVec2(ImGui::GetCursorPos().x + 45 * scale, ImGui::GetCursorPos().y + 10)); ImGui::BeginChild(id, ImVec2(80 * scale, 80 * scale), 0, ImGuiWindowFlags_NoBackground); ImDrawList* dl = ImGui::GetWindowDrawList(); ImVec2 p = ImGui::GetCursorScreenPos(); float radius = 30.0f * scale; ImVec2 pos = ImVec2(p.x + radius, p.y + radius); constexpr ImU32 stickGray = IM_COL32(150, 150, 150, 255); constexpr ImU32 white = IM_COL32(255, 255, 255, 255); constexpr ImU32 red = IM_COL32(230, 0, 0, 255); dl->AddCircleFilled(pos, radius, stickGray, 8); dl->AddCircleFilled(ImVec2(pos.x + stick.x * (radius), pos.y + -stick.y * (radius)), 3 * scale, red); ImGui::EndChild(); } struct SpecificButtonName { SDL_GamepadType Type; const char* Name; }; struct ButtonNames { SDL_GamepadButton Button; std::vector Names; }; // clang-format off static const std::vector GamepadButtonNames = { { SDL_GAMEPAD_BUTTON_LEFT_STICK, { {SDL_GAMEPAD_TYPE_PS3, "L3"}, {SDL_GAMEPAD_TYPE_PS4, "L3"}, {SDL_GAMEPAD_TYPE_PS5, "L3"}, {SDL_GAMEPAD_TYPE_XBOX360, "Left Stick"}, {SDL_GAMEPAD_TYPE_XBOXONE, "Left Stick"}, {SDL_GAMEPAD_TYPE_GAMECUBE, "Control Stick"}, }}, { SDL_GAMEPAD_BUTTON_RIGHT_STICK, { {SDL_GAMEPAD_TYPE_PS3, "R3"}, {SDL_GAMEPAD_TYPE_PS4, "R3"}, {SDL_GAMEPAD_TYPE_PS5, "R3"}, {SDL_GAMEPAD_TYPE_XBOX360, "Right Stick"}, {SDL_GAMEPAD_TYPE_XBOXONE, "Right Stick"}, {SDL_GAMEPAD_TYPE_GAMECUBE, "C Stick"}, }}, { SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, { {SDL_GAMEPAD_TYPE_PS3, "L1"}, {SDL_GAMEPAD_TYPE_PS4, "L1"}, {SDL_GAMEPAD_TYPE_PS5, "L1"}, {SDL_GAMEPAD_TYPE_XBOX360, "LB"}, {SDL_GAMEPAD_TYPE_XBOXONE, "LB"}, }}, { SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, { {SDL_GAMEPAD_TYPE_PS3, "R1"}, {SDL_GAMEPAD_TYPE_PS4, "R1"}, {SDL_GAMEPAD_TYPE_PS5, "R1"}, {SDL_GAMEPAD_TYPE_XBOX360, "RB"}, {SDL_GAMEPAD_TYPE_XBOXONE, "RB"}, {SDL_GAMEPAD_TYPE_GAMECUBE, "Z"}, }}, { SDL_GAMEPAD_BUTTON_BACK, { {SDL_GAMEPAD_TYPE_PS3, "Select"}, {SDL_GAMEPAD_TYPE_PS4, "Share"}, {SDL_GAMEPAD_TYPE_PS5, "Create"}, {SDL_GAMEPAD_TYPE_XBOX360, "Back"}, {SDL_GAMEPAD_TYPE_XBOXONE, "View"}, }}, { SDL_GAMEPAD_BUTTON_START, { {SDL_GAMEPAD_TYPE_PS3, "Start"}, {SDL_GAMEPAD_TYPE_PS4, "Options"}, {SDL_GAMEPAD_TYPE_PS5, "Options"}, {SDL_GAMEPAD_TYPE_XBOX360, "Start"}, {SDL_GAMEPAD_TYPE_XBOXONE, "Menu"}, {SDL_GAMEPAD_TYPE_GAMECUBE, "Start/Pause"}, }}, }; // clang-format on static const char* GetNameForGamepadButton(SDL_Gamepad* gamepad, u32 buttonUntyped) { if (buttonUntyped == PAD_NATIVE_BUTTON_INVALID) { return "Not bound"; } auto button = static_cast(buttonUntyped); auto label = SDL_GetGamepadButtonLabel(gamepad, button); switch (label) { case SDL_GAMEPAD_BUTTON_LABEL_A: return "A"; case SDL_GAMEPAD_BUTTON_LABEL_B: return "B"; case SDL_GAMEPAD_BUTTON_LABEL_X: return "X"; case SDL_GAMEPAD_BUTTON_LABEL_Y: return "Y"; case SDL_GAMEPAD_BUTTON_LABEL_CROSS: return "Cross"; case SDL_GAMEPAD_BUTTON_LABEL_CIRCLE: return "Circle"; case SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE: return "Triangle"; case SDL_GAMEPAD_BUTTON_LABEL_SQUARE: return "Square"; default:; // Fall through } auto padType = SDL_GetGamepadType(gamepad); for (const auto& buttonNames : GamepadButtonNames) { if (buttonNames.Button != button) { continue; } for (const auto& name : buttonNames.Names) { if (name.Type == padType) { return name.Name; } } } switch (button) { case SDL_GAMEPAD_BUTTON_DPAD_LEFT: return "D-pad left"; case SDL_GAMEPAD_BUTTON_DPAD_RIGHT: return "D-pad right"; case SDL_GAMEPAD_BUTTON_DPAD_UP: return "D-pad up"; case SDL_GAMEPAD_BUTTON_DPAD_DOWN: return "D-pad down"; default: return PADGetNativeButtonName(buttonUntyped); } } void ImGuiMenuGame::windowControllerConfig() { if (!m_showControllerConfig) { return; } // if pending for a button mapping, check to set new input if (m_controllerConfig.m_pendingButtonMapping != nullptr) { s32 nativeButton = PADGetNativeButtonPressed(m_controllerConfig.m_pendingPort); if (nativeButton != -1) { m_controllerConfig.m_pendingButtonMapping->nativeButton = nativeButton; m_controllerConfig.m_pendingButtonMapping = nullptr; m_controllerConfig.m_pendingPort = -1; PADBlockInput(false); PADSerializeMappings(); } } // if pending for an axis mapping, check to set new input if (m_controllerConfig.m_pendingAxisMapping != nullptr) { auto nativeAxis = PADGetNativeAxisPulled(m_controllerConfig.m_pendingPort); if (nativeAxis.nativeAxis != -1) { m_controllerConfig.m_pendingAxisMapping->nativeAxis = nativeAxis; m_controllerConfig.m_pendingAxisMapping->nativeButton = -1; m_controllerConfig.m_pendingAxisMapping = nullptr; m_controllerConfig.m_pendingPort = -1; PADBlockInput(false); PADSerializeMappings(); } else { auto nativeButton = PADGetNativeButtonPressed(m_controllerConfig.m_pendingPort); if (nativeButton != -1) { m_controllerConfig.m_pendingAxisMapping->nativeAxis = {-1, AXIS_SIGN_POSITIVE}; m_controllerConfig.m_pendingAxisMapping->nativeButton = nativeButton; m_controllerConfig.m_pendingAxisMapping = nullptr; m_controllerConfig.m_pendingPort = -1; PADBlockInput(false); PADSerializeMappings(); } } } float scale = ImGuiScale(); ImGuiWindowFlags windowFlags = ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize; // ImGui::SetNextWindowBgAlpha(0.65f); if (!ImGui::Begin("Controller Config", &m_showControllerConfig, windowFlags)) { ImGui::End(); return; } // port tabs ImGui::BeginTabBar("##ControllerTabs"); for (int i = PAD_1; i <= PAD_4; i++) { if (ImGui::BeginTabItem(fmt::format("Port {}", i + 1).c_str())) { m_controllerConfig.m_selectedPort = i; ImGui::EndTabItem(); } } ImGui::EndTabBar(); // if tab is changed while waiting for input, cancel pending if ((m_controllerConfig.m_pendingButtonMapping != nullptr || m_controllerConfig.m_pendingAxisMapping != nullptr) && m_controllerConfig.m_pendingPort != m_controllerConfig.m_selectedPort) { m_controllerConfig.m_pendingButtonMapping = nullptr; m_controllerConfig.m_pendingAxisMapping = nullptr; m_controllerConfig.m_pendingPort = -1; PADBlockInput(false); } // get a list of all available controller's names std::vector controllerList; controllerList.push_back("None"); for (int i = 0; i < PADCount(); i++) { // attach index to name for unique name controllerList.push_back(fmt::format("{}-{}", PADGetNameForControllerIndex(i), i)); } // get current controller name const char* tmpName = PADGetName(m_controllerConfig.m_selectedPort); std::string currentName = "None"; if (tmpName != nullptr) { currentName = fmt::format("{}-{}", tmpName, PADGetIndexForPort(m_controllerConfig.m_selectedPort)); } // controller selection combo box bool changedController = false; int changedControllerIndex = 0; ImGui::SetNextItemWidth(400.0f * scale); if (ImGui::BeginCombo("##ControllerDeviceList", currentName.c_str())) { for (int i = 0; const auto& name : controllerList) { if (ImGui::Selectable(name.c_str(), currentName == name)) { changedControllerIndex = i; changedController = true; } i++; } ImGui::EndCombo(); } // handle controller change if (changedController) { if (changedControllerIndex > 0) { PADSetPortForIndex(changedControllerIndex - 1, m_controllerConfig.m_selectedPort); } else if (changedControllerIndex == 0) { // if "None" selected PADClearPort(m_controllerConfig.m_selectedPort); } PADSerializeMappings(); } // restore defaults button ImGui::SameLine(); if (ImGui::Button("Default")) { PADRestoreDefaultMapping(m_controllerConfig.m_selectedPort); PADSerializeMappings(); } // buttons panel const float uiButtonSize = 40 * scale; ImVec2 btnSize(110.0f * scale, 30.0f * scale); ImGuiBeginGroupPanel("Buttons", ImVec2(150 * scale, 20 * scale)); SDL_Gamepad* gamepad = PADGetSDLGamepadForIndex(PADGetIndexForPort(m_controllerConfig.m_selectedPort)); u32 buttonCount; PADButtonMapping* btnMappingList = PADGetButtonMappings(m_controllerConfig.m_selectedPort, &buttonCount); if (btnMappingList != nullptr) { for (int i = 0; i < buttonCount; i++) { const char* btnName = PADGetButtonName(btnMappingList[i].padButton); ImVec2 len = ImGui::CalcTextSize(btnName); ImVec2 pos = ImGui::GetCursorPos(); ImGui::SetCursorPosY(pos.y + len.y / 4); ImGui::SetCursorPosX(pos.x + abs(len.x - uiButtonSize)); ImGui::Text("%s", btnName); ImGui::SameLine(); ImGui::SetCursorPosY(pos.y); std::string dispName; if (m_controllerConfig.m_isReading && m_controllerConfig.m_pendingButtonMapping == &btnMappingList[i]) { dispName = fmt::format("Press a Key...##{}", btnName); } else { const char* nativeName = GetNameForGamepadButton(gamepad, btnMappingList[i].nativeButton); if (nativeName == nullptr) { nativeName = "[unbound]"; } dispName = fmt::format("{0}##-{1}", nativeName, i); } bool pressed = ImGui::Button(dispName.c_str(), btnSize); if (pressed) { m_controllerConfig.m_isReading = true; m_controllerConfig.m_pendingPort = m_controllerConfig.m_selectedPort; m_controllerConfig.m_pendingButtonMapping = &btnMappingList[i]; PADBlockInput(true); } } } ImGuiEndGroupPanel(); ImGui::SameLine(); uint32_t axisCount; PADAxisMapping* axisMappingList = PADGetAxisMappings(m_controllerConfig.m_selectedPort, &axisCount); ImGuiBeginGroupPanel("Analog Triggers", ImVec2(150 * scale, 20 * scale)); PADAxis triggers[] = {PAD_AXIS_TRIGGER_L, PAD_AXIS_TRIGGER_R}; if (axisMappingList != nullptr) { for (PADAxis trigger : triggers) { const char* axisName = PADGetAxisName(axisMappingList[trigger].padAxis); ImVec2 len = ImGui::CalcTextSize(axisName); ImVec2 pos = ImGui::GetCursorPos(); ImGui::SetCursorPosY(pos.y + len.y / 4); ImGui::SetCursorPosX(pos.x + abs(len.x - uiButtonSize)); ImGui::Text("%s", axisName); ImGui::SameLine(); ImGui::SetCursorPosY(pos.y); std::string dispName; if (m_controllerConfig.m_isReading && m_controllerConfig.m_pendingAxisMapping == &axisMappingList[trigger]) { dispName = fmt::format("Press a Key...##{}", axisName); } else { dispName = fmt::format("{0}##-{1}", PADGetNativeAxisName(axisMappingList[trigger].nativeAxis), trigger); } bool pressed = ImGui::Button(dispName.c_str(), btnSize); if (pressed) { m_controllerConfig.m_isReading = true; m_controllerConfig.m_pendingPort = m_controllerConfig.m_selectedPort; m_controllerConfig.m_pendingAxisMapping = &axisMappingList[trigger]; PADBlockInput(true); } } } int port = m_controllerConfig.m_selectedPort; PADDeadZones* deadZones = PADGetDeadZones(port); if (deadZones != nullptr) { ImGui::Text("L Threshold"); ImGui::SameLine(); { float tmp = static_cast(deadZones->leftTriggerActivationZone * 100.f) / 32767.f; if (ImGui::DragFloat("##LThreshold", &tmp, 0.5f, 0.f, 100.f, "%.3f%%")) { deadZones->leftTriggerActivationZone = static_cast((tmp / 100.f) * 32767); PADSerializeMappings(); } } } if (deadZones != nullptr) { ImGui::Text("R Threshold"); ImGui::SameLine(); { float tmp = static_cast(deadZones->rightTriggerActivationZone * 100.f) / 32767.f; if (ImGui::DragFloat("##RThreshold", &tmp, 0.5f, 0.f, 100.f, "%.3f%%")) { deadZones->rightTriggerActivationZone = static_cast((tmp / 100.f) * 32767); PADSerializeMappings(); } } } ImGuiEndGroupPanel(); ImGui::SameLine(); // main stick panel ImGuiBeginGroupPanel("Control Stick", ImVec2(150 * scale, 20 * scale)); drawVirtualStick("##mainStick", ImVec2{ mDoCPd_c::getStickX(port), mDoCPd_c::getStickY(port) }); if (axisMappingList != nullptr) { const PADAxis lStickAxes[] = {PAD_AXIS_LEFT_Y_POS, PAD_AXIS_LEFT_Y_NEG, PAD_AXIS_LEFT_X_NEG, PAD_AXIS_LEFT_X_POS}; for (auto axis : lStickAxes) { const char* label = PADGetAxisDirectionLabel(axis); ImVec2 len = ImGui::CalcTextSize(label); ImVec2 pos = ImGui::GetCursorPos(); ImGui::SetCursorPosY(pos.y + len.y / 4); ImGui::SetCursorPosX(pos.x + abs(len.x - uiButtonSize)); ImGui::Text("%s", label); ImGui::SameLine(); ImGui::SetCursorPosY(pos.y); std::string dispName; if (m_controllerConfig.m_isReading && m_controllerConfig.m_pendingAxisMapping == &axisMappingList[axis]) { dispName = fmt::format("Press a Key...##{}", label); } else { if (axisMappingList[axis].nativeAxis.nativeAxis != -1) { const char* signStr; if (axis == PAD_AXIS_TRIGGER_L || axis == PAD_AXIS_TRIGGER_R) { signStr = ""; } else if (axisMappingList[axis].nativeAxis.sign == AXIS_SIGN_POSITIVE) { signStr = "+"; } else { signStr = "-"; } dispName = fmt::format("{0}{1}##-{2}", PADGetNativeAxisName(axisMappingList[axis].nativeAxis), signStr, axis); } else { assert(axisMappingList[axis].nativeButton != -1); dispName = fmt::format("{0}##-{1}", PADGetNativeButtonName(axisMappingList[axis].nativeButton), axis); } } bool pressed = ImGui::Button(dispName.c_str(), btnSize); if (pressed) { m_controllerConfig.m_isReading = true; m_controllerConfig.m_pendingPort = m_controllerConfig.m_selectedPort; m_controllerConfig.m_pendingAxisMapping = &axisMappingList[axis]; PADBlockInput(true); } } } if (deadZones != nullptr) { ImGui::Text("Dead Zone"); { float tmp = static_cast(deadZones->stickDeadZone * 100.f) / 32767.f; if (ImGui::DragFloat("##mainDeadZone", &tmp, 0.5f, 0.f, 100.f, "%.3f%%")) { deadZones->stickDeadZone = static_cast((tmp / 100.f) * 32767); PADSerializeMappings(); } } } ImGuiEndGroupPanel(); ImGui::SameLine(); // sub stick panel ImGuiBeginGroupPanel("C Stick", ImVec2(150 * scale, 20 * scale)); drawVirtualStick("##subStick", ImVec2{ mDoCPd_c::getSubStickX(port), mDoCPd_c::getSubStickY(port) }); if (axisMappingList != nullptr) { const PADAxis rStickAxes[] = {PAD_AXIS_RIGHT_Y_POS, PAD_AXIS_RIGHT_Y_NEG, PAD_AXIS_RIGHT_X_NEG, PAD_AXIS_RIGHT_X_POS}; for (auto axis : rStickAxes) { const char* label = PADGetAxisDirectionLabel(axisMappingList[axis].padAxis); ImVec2 len = ImGui::CalcTextSize(label); ImVec2 pos = ImGui::GetCursorPos(); ImGui::SetCursorPosY(pos.y + len.y / 4); ImGui::SetCursorPosX(pos.x + abs(len.x - uiButtonSize)); ImGui::Text("%s", label); ImGui::SameLine(); ImGui::SetCursorPosY(pos.y); std::string dispName; if (m_controllerConfig.m_isReading && m_controllerConfig.m_pendingAxisMapping == &axisMappingList[axis]) { dispName = fmt::format("Press a Key...##sub{}", label); } else { if (axisMappingList[axis].nativeAxis.nativeAxis != -1) { const char* signStr; if (axis == PAD_AXIS_TRIGGER_L || axis == PAD_AXIS_TRIGGER_R) { signStr = ""; } else if (axisMappingList[axis].nativeAxis.sign == AXIS_SIGN_POSITIVE) { signStr = "+"; } else { signStr = "-"; } dispName = fmt::format("{0}{1}##-{2}", PADGetNativeAxisName(axisMappingList[axis].nativeAxis), signStr, axis); } else { assert(axisMappingList[axis].nativeButton != -1); dispName = fmt::format("{0}##-{1}", PADGetNativeButtonName(axisMappingList[axis].nativeButton), axis); } } bool pressed = ImGui::Button(fmt::format("{0}##sub{1}", dispName, label).c_str(), btnSize); if (pressed) { m_controllerConfig.m_isReading = true; m_controllerConfig.m_pendingPort = m_controllerConfig.m_selectedPort; m_controllerConfig.m_pendingAxisMapping = &axisMappingList[axis]; PADBlockInput(true); } } } if (deadZones != nullptr) { ImGui::Text("Dead Zone"); { float tmp = static_cast(deadZones->substickDeadZone * 100.f) / 32767.f; if (ImGui::DragFloat("##subDeadZone", &tmp, 0.5f, 0.f, 100.f, "%.3f%%")) { deadZones->substickDeadZone = static_cast((tmp / 100.f) * 32767); PADSerializeMappings(); } } } ImGuiEndGroupPanel(); ImGui::SameLine(); // Options panel ImGuiBeginGroupPanel("Options", ImVec2(150 * scale, 20 * scale)); if (deadZones != nullptr) { if (ImGui::Checkbox("Enable Dead Zones", &deadZones->useDeadzones)) { PADSerializeMappings(); } if (ImGui::Checkbox("Emulate Triggers", &deadZones->emulateTriggers)) { PADSerializeMappings(); } } ImGuiEndGroupPanel(); ImGui::End(); } }