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Nav: Track nav input source more generally (gamepad vs keyboard) (#787) + update todos and demo tweaks
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2
imgui.h
2
imgui.h
@ -1048,7 +1048,7 @@ struct ImGuiIO
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bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
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bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
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ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
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float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame)
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float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame)
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// Functions
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IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
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