Updated ImGui.
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3rdparty/ocornut-imgui/imgui.cpp
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3
3rdparty/ocornut-imgui/imgui.cpp
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@ -77,7 +77,7 @@
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- ESCAPE to revert text to its original value.
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- You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
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- Controls are automatically adjusted for OSX to match standard OSX text editing operations.
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- Gamepad navigation: see suggested mappings in imgui.h ImGuiNavInput_
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- Gamepad navigation: see suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at goo.gl/9LgVZW.
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PROGRAMMER GUIDE
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@ -229,6 +229,7 @@
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0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
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- We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
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Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, maybe a power curve, etc.).
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- You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW.
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- If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target.
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Please reach out if you think the game vs navigation input sharing could be improved.
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- Mouse:
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3rdparty/ocornut-imgui/imgui.h
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3rdparty/ocornut-imgui/imgui.h
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@ -74,11 +74,14 @@ struct ImGuiListClipper; // Helper to manually clip large list of ite
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struct ImGuiPayload; // User data payload for drag and drop operations
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struct ImGuiContext; // ImGui context (opaque)
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#ifndef ImTextureID
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typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
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#endif
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// Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file)
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typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors)
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typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
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typedef unsigned short ImWchar; // character for keyboard input/display
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typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
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typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_
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typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_
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typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
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@ -712,12 +715,12 @@ enum ImGuiKey_
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// [BETA] Gamepad/Keyboard directional navigation
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// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
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// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
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// Read instructions in imgui.cpp for more details.
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// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
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enum ImGuiNavInput_
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{
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// Gamepad Mapping
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ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), B (Switch), Space (Keyboard)
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ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Cross (PS4), B (Xbox), A (Switch), Escape (Keyboard)
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ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), A (Switch), Space (Keyboard)
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ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Cross (PS4), B (Xbox), B (Switch), Escape (Keyboard)
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ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
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ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
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ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
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