Updated ImGui.

This commit is contained in:
Branimir Karadžić 2018-03-01 08:54:26 -08:00
parent 9eb9f2bef4
commit d893638892
2 changed files with 9 additions and 5 deletions

View File

@ -77,7 +77,7 @@
- ESCAPE to revert text to its original value.
- You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
- Controls are automatically adjusted for OSX to match standard OSX text editing operations.
- Gamepad navigation: see suggested mappings in imgui.h ImGuiNavInput_
- Gamepad navigation: see suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at goo.gl/9LgVZW.
PROGRAMMER GUIDE
@ -229,6 +229,7 @@
0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
- We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
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.).
- You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW.
- 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.
Please reach out if you think the game vs navigation input sharing could be improved.
- Mouse:

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@ -74,11 +74,14 @@ struct ImGuiListClipper; // Helper to manually clip large list of ite
struct ImGuiPayload; // User data payload for drag and drop operations
struct ImGuiContext; // ImGui context (opaque)
#ifndef ImTextureID
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)
#endif
// Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file)
typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors)
typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
typedef unsigned short ImWchar; // character for keyboard input/display
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)
typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_
typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_
typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
@ -712,12 +715,12 @@ enum ImGuiKey_
// [BETA] Gamepad/Keyboard directional navigation
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
// Read instructions in imgui.cpp for more details.
// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
enum ImGuiNavInput_
{
// Gamepad Mapping
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), B (Switch), Space (Keyboard)
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Cross (PS4), B (Xbox), A (Switch), Escape (Keyboard)
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), A (Switch), Space (Keyboard)
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Cross (PS4), B (Xbox), B (Switch), Escape (Keyboard)
ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)