Nav: Removed the [Beta] tag from various descriptions of the gamepad/keyboard navigation system. Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787)

This commit is contained in:
omar 2018-09-05 17:33:00 +02:00
parent 77ba883f23
commit 65876f348a
4 changed files with 9 additions and 6 deletions

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@ -38,6 +38,8 @@ Breaking Changes:
Other Changes: Other Changes:
- Nav: Removed the [Beta] tag from various descriptions of the gamepad/keyboard navigation system.
Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787)
- Fixed a build issue with non-Cygwin GCC under Windows. - Fixed a build issue with non-Cygwin GCC under Windows.
- Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent. - Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent.
- Examples: OpenGL3: Fixed error condition when using the GLAD loader. (#2059, #2002). [@jiri] - Examples: OpenGL3: Fixed error condition when using the GLAD loader. (#2059, #2002). [@jiri]

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@ -28,7 +28,7 @@ DOCUMENTATION
- Read first - Read first
- How to update to a newer version of Dear ImGui - How to update to a newer version of Dear ImGui
- Getting started with integrating Dear ImGui in your code/engine - Getting started with integrating Dear ImGui in your code/engine
- Using gamepad/keyboard navigation controls [BETA] - Using gamepad/keyboard navigation controls
- API BREAKING CHANGES (read me when you update!) - API BREAKING CHANGES (read me when you update!)
- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
- How can I tell whether to dispatch mouse/keyboard to imgui or to my application? - How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
@ -289,9 +289,10 @@ CODE
In both cases you need to pass on the inputs to imgui. Read the FAQ below for more information about those flags. In both cases you need to pass on the inputs to imgui. Read the FAQ below for more information about those flags.
- Please read the FAQ above. Amusingly, it is called a FAQ because people frequently have the same issues! - Please read the FAQ above. Amusingly, it is called a FAQ because people frequently have the same issues!
USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS [BETA] USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
- The gamepad/keyboard navigation is in Beta. Ask questions and report issues at https://github.com/ocornut/imgui/issues/787 - The gamepad/keyboard navigation is fairly functional and keeps being improved.
- You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787
- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
- Gamepad: - Gamepad:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.

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@ -814,7 +814,7 @@ enum ImGuiKey_
ImGuiKey_COUNT ImGuiKey_COUNT
}; };
// [BETA] Gamepad/Keyboard directional navigation // Gamepad/Keyboard directional navigation
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). // Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW. // Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.

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@ -264,8 +264,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::TreeNode("Configuration##2")) if (ImGui::TreeNode("Configuration##2"))
{ {
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard [beta]", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad [beta]", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
ImGui::SameLine(); ShowHelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); ImGui::SameLine(); ShowHelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);
ImGui::SameLine(); ShowHelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); ImGui::SameLine(); ShowHelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");