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	Merge branch 'master' into viewport
# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx12.cpp # examples/imgui_impl_dx9.cpp # examples/opengl2_example/imgui_impl_glfw_gl2.cpp # examples/opengl3_example/imgui_impl_glfw_gl3.cpp # examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp # examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp # examples/vulkan_example/imgui_impl_glfw_vulkan.cpp # imgui.cpp # imgui_internal.h
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							@@ -520,7 +520,7 @@ namespace ImGui
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    // Inputs
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    IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
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    IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
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    IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
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    IMGUI_API bool          IsKeyPressed(int user_key_index, bool repeat = true);               // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
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    IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)..
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    IMGUI_API int           GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
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@@ -750,7 +750,7 @@ enum ImGuiKey_
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};
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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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// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
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// 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().
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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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@@ -774,7 +774,7 @@ enum ImGuiNavInput_
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    ImGuiNavInput_TweakFast,     // faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
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    // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
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    // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeyDown[] instead of io.NavInputs[].
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    // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
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    ImGuiNavInput_KeyMenu_,      // toggle menu                                  // = io.KeyAlt
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    ImGuiNavInput_KeyLeft_,      // move left                                    // = Arrow keys
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    ImGuiNavInput_KeyRight_,     // move right
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@@ -787,7 +787,7 @@ enum ImGuiNavInput_
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// Configuration flags stored in io.ConfigFlags. Set by user/application.
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enum ImGuiConfigFlags_
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{
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    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
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    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
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    ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
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    ImGuiConfigFlags_NavEnableSetMousePos   = 1 << 2,   // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
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    ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag with io.NavActive is set. 
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@@ -1003,7 +1003,7 @@ struct ImGuiStyle
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    float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
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    ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
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    ImVec2      DisplayWindowPadding;       // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
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    ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
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    ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
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    float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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    bool        AntiAliasedLines;           // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
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    bool        AntiAliasedFill;            // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
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