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imGui: Let lift stick control horizantal scrolling
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@ -327,6 +327,8 @@ static void ImGui_ImplVitaGL_UpdateGamepads() {
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MAP_ANALOG(ImGuiNavInput_LStickRight, lstick_x, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiNavInput_LStickUp, lstick_y, -thumb_dead_zone, -32767);
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MAP_ANALOG(ImGuiNavInput_LStickDown, lstick_y, +thumb_dead_zone, +32767);
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MAP_ANALOG(ImGuiNavInput_DpadLeft, lstick_x, -thumb_dead_zone, -32768);
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MAP_ANALOG(ImGuiNavInput_DpadRight, lstick_x, +thumb_dead_zone, +32767);
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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#undef MAP_BUTTON
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@ -1,11 +1,11 @@
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// Implemented features:
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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IMGUI_API bool ImGui_ImplVitaGL_Init();
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IMGUI_API void ImGui_ImplVitaGL_Shutdown();
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IMGUI_API void ImGui_ImplVitaGL_NewFrame();
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IMGUI_API void ImGui_ImplVitaGL_RenderDrawData(ImDrawData* draw_data);
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IMGUI_API bool ImGui_ImplVitaGL_Init();
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IMGUI_API void ImGui_ImplVitaGL_Shutdown();
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IMGUI_API void ImGui_ImplVitaGL_NewFrame();
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IMGUI_API void ImGui_ImplVitaGL_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplVitaGL_DestroyFontsTexture();
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IMGUI_API bool ImGui_ImplVitaGL_CreateDeviceObjects();
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IMGUI_API void ImGui_ImplVitaGL_DestroyFontsTexture();
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IMGUI_API bool ImGui_ImplVitaGL_CreateDeviceObjects();
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@ -10,7 +10,7 @@ namespace Windows {
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Windows::SetupWindow();
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
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ImGuiWindowFlags_ filename_flag = !config.image_filename? ImGuiWindowFlags_NoTitleBar : ImGuiWindowFlags_None;
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if (ImGui::Begin(item->entries[item->selected].d_name, nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | filename_flag)) {
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if ((item->texture.width <= 960) && (item->texture.height <= 544))
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ImGui::SetCursorPos((ImGui::GetWindowSize() - ImVec2(item->texture.width, item->texture.height)) * 0.5f);
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