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

10
imgui.h
View File

@ -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