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https://github.com/xemu-project/imgui.git
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Nav: Toward automatically mapping keyboard input. Renamed ImGuiNavInput_PadXXX to ImGuiNavInput_XXX. Renamed ImGuiNavInput_KeyXXX to ImGuiNavInput_KeyXXX_ (internal). (#787)
This commit is contained in:
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ed4bbc4fd4
commit
7e32fc7109
@ -444,22 +444,22 @@ void ImGui_ImplGlfwGL3_NewFrame()
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int axes_count = 0, buttons_count = 0;
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const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
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const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
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MAP_BUTTON(ImGuiNavInput_PadActivate, 0); // Cross / A
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MAP_BUTTON(ImGuiNavInput_PadCancel, 1); // Circle / B
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MAP_BUTTON(ImGuiNavInput_PadMenu, 2); // Square / X
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MAP_BUTTON(ImGuiNavInput_PadInput, 3); // Triangle / Y
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MAP_BUTTON(ImGuiNavInput_PadDpadLeft, 13); // D-Pad Left
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MAP_BUTTON(ImGuiNavInput_PadDpadRight, 11); // D-Pad Right
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MAP_BUTTON(ImGuiNavInput_PadDpadUp, 10); // D-Pad Up
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MAP_BUTTON(ImGuiNavInput_PadDpadDown, 12); // D-Pad Down
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MAP_BUTTON(ImGuiNavInput_PadFocusPrev, 4); // L Trigger
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MAP_BUTTON(ImGuiNavInput_PadFocusNext, 5); // R Trigger
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MAP_BUTTON(ImGuiNavInput_PadTweakSlow, 4); // L Trigger
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MAP_BUTTON(ImGuiNavInput_PadTweakFast, 5); // R Trigger
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MAP_ANALOG(ImGuiNavInput_PadLStickLeft, 0, -0.3f, -0.9f);
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MAP_ANALOG(ImGuiNavInput_PadLStickRight,0, +0.3f, +0.9f);
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MAP_ANALOG(ImGuiNavInput_PadLStickUp, 1, +0.3f, +0.9f);
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MAP_ANALOG(ImGuiNavInput_PadLStickDown, 1, -0.3f, -0.9f);
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MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
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MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
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MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
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MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
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MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
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MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
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MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
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MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
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MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L Trigger
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MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R Trigger
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MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L Trigger
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MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R Trigger
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MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
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MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
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MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
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MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
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#undef MAP_BUTTON
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#undef MAP_ANALOG
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}
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42
imgui.cpp
42
imgui.cpp
@ -2739,14 +2739,14 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput
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{
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ImVec2 delta(0.0f, 0.0f);
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if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft, mode), GetNavInputAmount(ImGuiNavInput_KeyDown, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp, mode));
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode));
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if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadDpadRight, mode) - GetNavInputAmount(ImGuiNavInput_PadDpadLeft, mode), GetNavInputAmount(ImGuiNavInput_PadDpadDown, mode) - GetNavInputAmount(ImGuiNavInput_PadDpadUp, mode));
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode));
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if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_PadLStickRight, mode) - GetNavInputAmount(ImGuiNavInput_PadLStickLeft, mode), GetNavInputAmount(ImGuiNavInput_PadLStickDown, mode) - GetNavInputAmount(ImGuiNavInput_PadLStickUp, mode));
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if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_PadTweakSlow))
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delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode));
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if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow))
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delta *= slow_factor;
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if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_PadTweakFast))
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if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast))
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delta *= fast_factor;
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return delta;
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}
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@ -2773,7 +2773,7 @@ static void ImGui::NavUpdateWindowing()
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ImGuiWindow* apply_focus_window = NULL;
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bool apply_toggle_layer = false;
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bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_PadMenu, ImGuiInputReadMode_Pressed);
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bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
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bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.NavFlags & ImGuiNavFlags_EnableKeyboard);
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if (start_windowing_with_gamepad || start_windowing_with_keyboard)
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if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavigable(g.Windows.Size - 1, -INT_MAX, -1))
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@ -2792,7 +2792,7 @@ static void ImGui::NavUpdateWindowing()
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g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.20f) / 0.05f));
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// Select window to focus
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const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_PadFocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_PadFocusNext, ImGuiInputReadMode_RepeatSlow);
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const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
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if (focus_change_dir != 0)
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{
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NavUpdateWindowingHighlightWindow(focus_change_dir);
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@ -2800,7 +2800,7 @@ static void ImGui::NavUpdateWindowing()
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}
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// Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most)
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if (!IsNavInputDown(ImGuiNavInput_PadMenu))
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if (!IsNavInputDown(ImGuiNavInput_Menu))
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{
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g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
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if (g.NavWindowingToggleLayer && g.NavWindow)
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@ -2824,7 +2824,7 @@ static void ImGui::NavUpdateWindowing()
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// Keyboard: Press and Release ALT to toggle menu layer
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// FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB
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if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu, ImGuiInputReadMode_Released))
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if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
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if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))
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apply_toggle_layer = true;
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@ -3003,7 +3003,7 @@ static void ImGui::NavUpdate()
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g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
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// Process NavCancel input (to close a popup, get back to parent, clear focus)
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if (IsNavInputPressed(ImGuiNavInput_PadCancel, ImGuiInputReadMode_Pressed))
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if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
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{
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if (g.ActiveId != 0)
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{
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@ -3045,15 +3045,15 @@ static void ImGui::NavUpdate()
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
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if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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bool activate_down = IsNavInputDown(ImGuiNavInput_PadActivate);
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bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiInputReadMode_Pressed);
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bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
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bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
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if (g.ActiveId == 0 && activate_pressed)
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g.NavActivateId = g.NavId;
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
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g.NavActivateDownId = g.NavId;
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
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g.NavActivatePressedId = g.NavId;
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiInputReadMode_Pressed))
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if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
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g.NavInputId = g.NavId;
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}
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if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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@ -3074,10 +3074,10 @@ static void ImGui::NavUpdate()
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g.NavMoveDir = ImGuiDir_None;
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if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadDpadLeft, ImGuiNavInput_KeyLeft, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
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if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadDpadRight,ImGuiNavInput_KeyRight,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
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if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadDpadUp, ImGuiNavInput_KeyUp, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
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if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_PadDpadDown, ImGuiNavInput_KeyDown, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
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if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
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if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
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if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
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if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
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}
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}
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else
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@ -7478,7 +7478,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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if (g.NavActivateDownId == id)
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{
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bool nav_activated_by_code = (g.NavActivateId == id);
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bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_PadActivate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
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bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
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if (nav_activated_by_code || nav_activated_by_inputs)
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pressed = true;
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if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
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@ -8548,7 +8548,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
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clicked_t = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos);
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if (decimal_precision == 0 && !is_non_linear)
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{
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if (fabsf(v_max - v_min) <= 100.0f || IsNavInputDown(ImGuiNavInput_PadTweakSlow))
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if (fabsf(v_max - v_min) <= 100.0f || IsNavInputDown(ImGuiNavInput_TweakSlow))
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delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (v_max - v_min); // Gamepad/keyboard tweak speeds in integer steps
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else
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delta /= 100.0f;
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@ -8556,10 +8556,10 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
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else
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{
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delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
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if (IsNavInputDown(ImGuiNavInput_PadTweakSlow))
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if (IsNavInputDown(ImGuiNavInput_TweakSlow))
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delta /= 10.0f;
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}
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if (IsNavInputDown(ImGuiNavInput_PadTweakFast))
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if (IsNavInputDown(ImGuiNavInput_TweakFast))
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delta *= 10.0f;
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set_new_value = true;
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if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits
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42
imgui.h
42
imgui.h
@ -710,30 +710,30 @@ enum ImGuiKey_
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enum ImGuiNavInput_
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{
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// Gamepad Mapping
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ImGuiNavInput_PadActivate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), B (Switch)
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ImGuiNavInput_PadCancel, // cancel / close / exit // e.g. Cross (PS4), B (Xbox), A (Switch)
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ImGuiNavInput_PadInput, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch)
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ImGuiNavInput_PadMenu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch)
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ImGuiNavInput_PadDpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down
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ImGuiNavInput_PadDpadRight, //
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ImGuiNavInput_PadDpadUp, //
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ImGuiNavInput_PadDpadDown, //
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ImGuiNavInput_PadLStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
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ImGuiNavInput_PadLStickRight, //
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ImGuiNavInput_PadLStickUp, //
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ImGuiNavInput_PadLStickDown, //
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ImGuiNavInput_PadFocusPrev, // next window (w/ PadMenu) // e.g. L1 (PS4), LB (Xbox), L (Switch)
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ImGuiNavInput_PadFocusNext, // prev window (w/ PadMenu) // e.g. R1 (PS4), RB (Xbox), R (Switch)
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ImGuiNavInput_PadTweakSlow, // slower tweaks // e.g. L2 (PS4), LT (Xbox), ZL (Switch), Analog
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ImGuiNavInput_PadTweakFast, // faster tweaks // e.g. R2 (PS4), RT (Xbox), ZR (Switch), Analog
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ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), B (Switch)
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ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Cross (PS4), B (Xbox), A (Switch)
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ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch)
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ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch)
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ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down
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ImGuiNavInput_DpadRight, //
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ImGuiNavInput_DpadUp, //
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ImGuiNavInput_DpadDown, //
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ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
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ImGuiNavInput_LStickRight, //
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ImGuiNavInput_LStickUp, //
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ImGuiNavInput_LStickDown, //
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ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 (PS4), LB (Xbox), L (Switch)
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ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 (PS4), RB (Xbox), R (Switch)
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ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L2 (PS4), LT (Xbox), ZL (Switch), Analog
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ImGuiNavInput_TweakFast, // faster tweaks // e.g. R2 (PS4), RT (Xbox), ZR (Switch), Analog
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// Keyboard Mapping
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// [BETA] To use keyboard control you currently need to map keys to those gamepad inputs: PadActivate (Enter), PadCancel (Escape), PadInput (Enter).
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// Will add specialized keyboard mappings as we add features and clarify the input interface.
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ImGuiNavInput_KeyMenu, // toggle menu // e.g. Alt
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ImGuiNavInput_KeyLeft, // move left // e.g. Arrow keys
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ImGuiNavInput_KeyRight, // move right
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ImGuiNavInput_KeyUp, // move up
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ImGuiNavInput_KeyDown, // move down
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ImGuiNavInput_KeyMenu_, // toggle menu // e.g. Alt
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ImGuiNavInput_KeyLeft_, // move left // e.g. Arrow keys
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ImGuiNavInput_KeyRight_, // move right
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ImGuiNavInput_KeyUp_, // move up
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ImGuiNavInput_KeyDown_, // move down
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ImGuiNavInput_COUNT,
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};
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@ -616,10 +616,10 @@ struct ImGuiContext
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// Navigation data (for gamepad/keyboard)
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
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ImGuiID NavId; // Focused item for navigation
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_PadActivate) ? NavId : 0
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ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_PadActivate) ? NavId : 0
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ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_PadInput) ? NavId : 0
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
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ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
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ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
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ImGuiID NavJustTabbedId; // Just tabbed to this id.
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ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
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ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest)
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