Backends: SDL2: Handle gamepad disconnection + fixed increasing refcount. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit(). (#3884, #6559, #6890)
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@@ -24,6 +24,7 @@
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struct SDL_Window;
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struct SDL_Renderer;
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struct _SDL_GameController;
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typedef union SDL_Event SDL_Event;
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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@@ -36,8 +37,13 @@ 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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// When using Explicit selection, caller is responsible for opening/closing gamepad.
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IMGUI_IMPL_API void ImGui_ImplSDL2_SelectGamepadAuto();
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IMGUI_IMPL_API void ImGui_ImplSDL2_SelectGamepadExplicit(struct _SDL_GameController* gamepad);
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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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static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
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#endif
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#endif // #ifndef IMGUI_DISABLE
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