Examples: SDL+GL3: Added Navigation keyboard mapping. (#787)

This commit is contained in:
omar 2018-02-05 23:16:40 +01:00
parent 7e1496e994
commit 4b49f03a40
3 changed files with 27 additions and 1 deletions

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@ -4,6 +4,7 @@
// Implemented features:
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Keyboard navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableKeyboard'.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
@ -412,6 +413,29 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
// Hide OS mouse cursor if ImGui is drawing it
SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
// 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, SDL_SCANCODE_LEFT);
MAP_KEY(ImGuiNavInput_KeyRight, SDL_SCANCODE_RIGHT);
MAP_KEY(ImGuiNavInput_KeyUp, SDL_SCANCODE_UP);
MAP_KEY(ImGuiNavInput_KeyDown, SDL_SCANCODE_DOWN);
MAP_KEY(ImGuiNavInput_KeyMenu, SDL_SCANCODE_LALT);
MAP_KEY(ImGuiNavInput_KeyMenu, SDL_SCANCODE_RALT);
MAP_KEY(ImGuiNavInput_PadActivate, SDL_SCANCODE_SPACE);
MAP_KEY(ImGuiNavInput_PadCancel, SDL_SCANCODE_ESCAPE);
MAP_KEY(ImGuiNavInput_PadInput, SDL_SCANCODE_RETURN);
MAP_KEY(ImGuiNavInput_PadTweakSlow, SDL_SCANCODE_LALT);
MAP_KEY(ImGuiNavInput_PadTweakSlow, SDL_SCANCODE_LALT);
MAP_KEY(ImGuiNavInput_PadTweakFast, SDL_SCANCODE_LSHIFT);
MAP_KEY(ImGuiNavInput_PadTweakFast, SDL_SCANCODE_RSHIFT);
#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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@ -4,6 +4,7 @@
// Implemented features:
// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Keyboard navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableKeyboard'.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

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@ -34,7 +34,9 @@ int main(int, char**)
gl3wInit();
// Setup ImGui binding
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplSdlGL3_Init(window);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard;
// Setup style
ImGui::StyleColorsDark();
@ -47,7 +49,6 @@ 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 'misc/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("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);