Nav: Examples: DirectX11, Glfw+GL3: Basic code to map keyboard inputs when io.NavFlags & ImGuiNavFlags_EnableKeyboard is set. (will iterate/tweak before spreading to other examples). (#787)

This commit is contained in:
omar 2018-01-25 15:48:30 +01:00
parent 5f7f27c8de
commit 3967ff58b2
4 changed files with 46 additions and 2 deletions

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@ -605,6 +605,26 @@ void ImGui_ImplDX11_NewFrame()
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Gamepad/keyboard navigation mapping [BETA]
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if (io.NavFlags & ImGuiNavFlags_EnableKeyboard)
{
// Update keyboard
// FIXME-NAV: We are still using some of the ImGuiNavInput_PadXXX enums as keyboard support is incomplete.
#define MAP_KEY(NAV_NO, KEY_NO) { if (io.KeysDown[KEY_NO]) io.NavInputs[NAV_NO] = 1.0f; }
MAP_KEY(ImGuiNavInput_KeyLeft, VK_LEFT);
MAP_KEY(ImGuiNavInput_KeyRight, VK_RIGHT);
MAP_KEY(ImGuiNavInput_KeyUp, VK_UP);
MAP_KEY(ImGuiNavInput_KeyDown, VK_DOWN);
MAP_KEY(ImGuiNavInput_KeyMenu, VK_MENU);
MAP_KEY(ImGuiNavInput_PadActivate, VK_SPACE);
MAP_KEY(ImGuiNavInput_PadCancel, VK_ESCAPE);
MAP_KEY(ImGuiNavInput_PadInput, VK_RETURN);
MAP_KEY(ImGuiNavInput_PadTweakFast, VK_SHIFT);
MAP_KEY(ImGuiNavInput_PadTweakSlow, VK_CONTROL);
#undef MAP_KEY
}
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if (io.WantMoveMouse)
{

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@ -125,7 +125,9 @@ int main(int, char**)
UpdateWindow(hwnd);
// Setup ImGui binding
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard;
// Setup style
ImGui::StyleColorsClassic();
@ -138,7 +140,6 @@ int main(int, char**)
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'extra_fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);

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@ -411,6 +411,28 @@ void ImGui_ImplGlfwGL3_NewFrame()
// Hide OS mouse cursor if ImGui is drawing it
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
// Gamepad/keyboard navigation mapping [BETA]
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if (io.NavFlags & ImGuiNavFlags_EnableKeyboard)
{
// Update keyboard
// FIXME-NAV: We are still using some of the ImGuiNavInput_PadXXX enums as keyboard support is incomplete.
#define MAP_KEY(NAV_NO, KEY_NO) { if (io.KeysDown[KEY_NO]) io.NavInputs[NAV_NO] = 1.0f; }
MAP_KEY(ImGuiNavInput_KeyLeft, GLFW_KEY_LEFT);
MAP_KEY(ImGuiNavInput_KeyRight, GLFW_KEY_RIGHT);
MAP_KEY(ImGuiNavInput_KeyUp, GLFW_KEY_UP);
MAP_KEY(ImGuiNavInput_KeyDown, GLFW_KEY_DOWN);
MAP_KEY(ImGuiNavInput_KeyMenu, GLFW_KEY_LEFT_ALT);
MAP_KEY(ImGuiNavInput_PadActivate, GLFW_KEY_SPACE);
MAP_KEY(ImGuiNavInput_PadCancel, GLFW_KEY_ESCAPE);
MAP_KEY(ImGuiNavInput_PadInput, GLFW_KEY_ENTER);
MAP_KEY(ImGuiNavInput_PadTweakSlow, GLFW_KEY_LEFT_ALT);
MAP_KEY(ImGuiNavInput_PadTweakSlow, GLFW_KEY_RIGHT_ALT);
MAP_KEY(ImGuiNavInput_PadTweakFast, GLFW_KEY_LEFT_SHIFT);
MAP_KEY(ImGuiNavInput_PadTweakFast, GLFW_KEY_RIGHT_SHIFT);
#undef MAP_KEY
}
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}

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@ -32,7 +32,9 @@ int main(int, char**)
gl3wInit();
// Setup ImGui binding
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplGlfwGL3_Init(window, true);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard;
// Setup style
ImGui::StyleColorsClassic();
@ -45,7 +47,6 @@ int main(int, char**)
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'extra_fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);