diff --git a/3rdparty/imgui/include/imgui_internal.h b/3rdparty/imgui/include/imgui_internal.h index 4ac8b1c943..16afefd7ec 100644 --- a/3rdparty/imgui/include/imgui_internal.h +++ b/3rdparty/imgui/include/imgui_internal.h @@ -1328,8 +1328,8 @@ typedef ImBitArray ImBitAr #define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 #define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown #define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight -#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft -#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceUp +#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceLeft enum ImGuiInputEventType { diff --git a/3rdparty/imgui/src/imgui.cpp b/3rdparty/imgui/src/imgui.cpp index 1315d3eb4f..307c5731b9 100644 --- a/3rdparty/imgui/src/imgui.cpp +++ b/3rdparty/imgui/src/imgui.cpp @@ -11927,8 +11927,8 @@ static void ImGui::NavUpdate() { const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None)); const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None))); - const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None)); - const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) /*|| (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None))*/; + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) /*|| (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None))*/); if (g.ActiveId == 0 && activate_pressed) { g.NavActivateId = g.NavId;