You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
* @brief Application entry point that initializes subsystems, runs the main event and render loop, and performs cleanup on exit.
219
+
*
220
+
* Initializes DPI awareness, registers the main window class, loads persisted preferences, creates the main window and Direct3D/ImGui backends, constructs input backends, and enters the primary message/poll/render loop that drives UI and input visualization. On exit it shuts down ImGui and Direct3D, saves state as needed, and unregisters the window class.
221
+
*
222
+
* @param hInstance Handle to the current application instance.
223
+
* @param hPrevInstance Reserved; typically unused.
224
+
* @param lpCmdLine Command line for the application as a Unicode string.
225
+
* @param nCmdShow Controls how the window is to be shown.
226
+
* @return int `0` on normal exit, non-zero on initialization failure (e.g., Direct3D creation failure).
227
+
*/
217
228
intAPIENTRYwWinMain(
218
229
_In_ HINSTANCE hInstance,
219
230
_In_opt_ HINSTANCE,
@@ -354,11 +365,12 @@ int APIENTRY wWinMain(
354
365
const GamepadState* state;
355
366
int slotIndex;
356
367
constchar* backendName;
368
+
constchar* displayName;
357
369
};
358
370
std::vector<SlotInfo> slots;
359
371
for (int i = 0; i < b->GetMaxSlots(); ++i)
360
372
if (b->GetState(i).connected)
361
-
slots.push_back({&b->GetState(i), i, b->GetName()});
373
+
slots.push_back({&b->GetState(i), i, b->GetName(), b->GetSlotDisplayName(i)});
0 commit comments