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Nav: Keyboard is now automatically mapped based on io.KeyDown[]. (#787)
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@ -4,7 +4,6 @@
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// Implemented features:
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Keyboard navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableKeyboard'.
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// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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@ -416,27 +415,8 @@ void ImGui_ImplGlfwGL3_NewFrame()
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// Hide OS mouse cursor if ImGui is drawing it
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glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
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// Gamepad/keyboard navigation mapping [BETA]
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// Gamepad navigation mapping [BETA]
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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if (io.NavFlags & ImGuiNavFlags_EnableKeyboard)
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{
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// Update keyboard
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// FIXME-NAV: We are still using some of the ImGuiNavInput_PadXXX enums as keyboard support is incomplete.
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#define MAP_KEY(NAV_NO, KEY_NO) { if (io.KeysDown[KEY_NO]) io.NavInputs[NAV_NO] = 1.0f; }
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MAP_KEY(ImGuiNavInput_KeyLeft, GLFW_KEY_LEFT);
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MAP_KEY(ImGuiNavInput_KeyRight, GLFW_KEY_RIGHT);
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MAP_KEY(ImGuiNavInput_KeyUp, GLFW_KEY_UP);
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MAP_KEY(ImGuiNavInput_KeyDown, GLFW_KEY_DOWN);
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MAP_KEY(ImGuiNavInput_KeyMenu, GLFW_KEY_LEFT_ALT);
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MAP_KEY(ImGuiNavInput_PadActivate, GLFW_KEY_SPACE);
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MAP_KEY(ImGuiNavInput_PadCancel, GLFW_KEY_ESCAPE);
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MAP_KEY(ImGuiNavInput_PadInput, GLFW_KEY_ENTER);
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MAP_KEY(ImGuiNavInput_PadTweakSlow, GLFW_KEY_LEFT_ALT);
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MAP_KEY(ImGuiNavInput_PadTweakSlow, GLFW_KEY_RIGHT_ALT);
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MAP_KEY(ImGuiNavInput_PadTweakFast, GLFW_KEY_LEFT_SHIFT);
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MAP_KEY(ImGuiNavInput_PadTweakFast, GLFW_KEY_RIGHT_SHIFT);
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#undef MAP_KEY
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}
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if (io.NavFlags & ImGuiNavFlags_EnableGamepad)
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{
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// Update gamepad inputs
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@ -453,10 +433,10 @@ void ImGui_ImplGlfwGL3_NewFrame()
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MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
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MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
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MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
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MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L Trigger
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MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R Trigger
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MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L Trigger
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MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R Trigger
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MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
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MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
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MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
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MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
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MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
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MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
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@ -4,7 +4,6 @@
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// Implemented features:
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Keyboard navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableKeyboard'.
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// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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