Nav: Documentation tweaks. (#787)

This commit is contained in:
omar 2018-02-06 20:05:21 +01:00
parent ae30efc0fd
commit 4e5b7612ae
2 changed files with 30 additions and 29 deletions

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@ -81,7 +81,6 @@
- You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
- Controls are automatically adjusted for OSX to match standard OSX text editing operations.
- Gamepad navigation: see suggested mappings in imgui.h ImGuiNavInput_
- Keyboard navigation: see suggested mappings in imgui.h ImGuiNavInput_
PROGRAMMER GUIDE
@ -212,28 +211,34 @@
USING GAMEPAD/KEYBOARD NAVIGATION [BETA]
- Ask questions and report issues at https://github.com/ocornut/imgui/issues/787.
- 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.
- Your inputs are passed to imgui by filling the io.NavInputs[] array. See 'enum ImGuiNavInput_' in imgui.h for a description of available inputs.
- Please refer to the examples/ application for suggested keyboard and gamepad mapping.
- PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
- Consoles/Tablet/Phone users: Consider using Synergy host (on your computer) + uSynergy.c (in your console/tablet/phone app) to use your PC mouse/keyboard.
- The ImGuiNavFlags_EnableGamepad and ImGuiNavFlags_EnableKeyboard flags of io.NavFlags are only here to instruct your binding whether to find inputs.
- For gamepad use, the easiest approach is to go all-or-nothing, with a buttons combo that toggle your inputs between imgui and your game/application.
Sharing inputs in a more advanced or granular way between imgui and your game/application may be tricky and requires further work on imgui.
When keyboard navigation is active (io.NavActive + NavFlags_EnableKeyboard), the io.WantCaptureKeyboard is set.
For more advanced uses, you may want to use:
- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
- io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
- query focus information with e.g. IsWindowFocused(), IsItemFocused() etc. functions.
Please reach out if you think the game vs navigation input sharing could be improved.
- On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiNavFlags_MoveMouse flag in io.NavFlags.
Enabling ImGuiNavFlags_MoveMouse instructs dear imgui to move your mouse cursor along with navigation movement.
When enabled, the NewFrame() functions may alter 'io.MousePos' and set 'io.WantMoveMouse' to notify you that it did so.
When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that.
(If you set the ImGuiNavFlags_MoveMouse flag but don't honor 'io.WantMoveMouse' properly, imgui will misbehave as it will see your mouse as moving back and forth.)
(In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
to set a boolean to ignore your other external mouse positions until the external source is moved again.)
- Keyboard:
- Set io.NavFlags |= ImGuiNavFlags_EnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
- When keyboard navigation is active (io.NavActive + NavFlags_EnableKeyboard), the io.WantCaptureKeyboard flag will be set.
For more advanced uses, you may want to read from:
- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
- io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
- or query focus information with e.g. IsWindowFocused(), IsItemFocused() etc. functions.
Please reach out if you think the game vs navigation input sharing could be improved.
- Gamepad:
- Set io.NavFlags |= ImGuiNavFlags_EnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
- We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, maybe a power curve, etc.).
- If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target.
Please reach out if you think the game vs navigation input sharing could be improved.
- Mouse:
- PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
- Consoles/Tablet/Phone users: Consider using Synergy host (on your computer) + uSynergy.c (in your console/tablet/phone app) to use your PC mouse/keyboard.
- On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiNavFlags_MoveMouse flag in io.NavFlags.
Enabling ImGuiNavFlags_MoveMouse instructs dear imgui to move your mouse cursor along with navigation movements.
When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantMoveMouse' to notify you that it wants the mouse cursor to be moved.
When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that.
(If you set the ImGuiNavFlags_MoveMouse flag but don't honor 'io.WantMoveMouse' properly, imgui will misbehave as it will see your mouse as moving back and forth.)
(In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
to set a boolean to ignore your other external mouse positions until the external source is moved again.)
API BREAKING CHANGES

10
imgui.h
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@ -704,13 +704,9 @@ enum ImGuiKey_
};
// [BETA] Gamepad/Keyboard directional navigation
// Keyboard:
// - io.NavInputs[] is automatically filled in by NewFrame() if you set io.NavFlags |= ImGuiNavFlags_EnableKeyboard.
// Gamepad:
// - Fill io.NavInputs[] every frame with your gamepad inputs. Note that io.NavInputs[] is _cleared_ in EndFrame().
// 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
// - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
// Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, maybe a power curve, etc.).
// Keyboard: Set io.NavFlags |= ImGuiNavFlags_EnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
// Gamepad: Set io.NavFlags |= ImGuiNavFlags_EnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
// Read instructions in imgui.cpp for more details.
enum ImGuiNavInput_
{
// Gamepad Mapping