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Nav: Comments (#323)
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14
imgui.h
14
imgui.h
@ -593,25 +593,29 @@ enum ImGuiKey_
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ImGuiKey_COUNT
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};
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// [BETA] Gamepad/Keyboard directional navigation
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// Fill ImGuiIO.NavInputs[] float array every frame to feed gamepad/keyboard navigation inputs.
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// 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
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// ImGui uses a simple >0.0f for activation testing, and won't attempt to test for a dead-zone.
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// Your code passing analog gamepad values is likely to want to transform your raw inputs, using a dead-zone and maybe a power curve.
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enum ImGuiNavInput_
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{
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ImGuiNavInput_PadActivate, // press button, tweak value // e.g. Circle button
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ImGuiNavInput_PadCancel, // close menu/popup/child, lose selection // e.g. Cross button
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ImGuiNavInput_PadInput, // text input // e.g. Triangle button
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ImGuiNavInput_PadMenu, // access menu, focus, move, resize // e.g. Square button
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ImGuiNavInput_PadUp, // move up, resize window (with PadMenu held) // e.g. D-pad up/down/left/right
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ImGuiNavInput_PadUp, // move up, resize window (with PadMenu held) // e.g. D-pad up/down/left/right, analog
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ImGuiNavInput_PadDown, // move down
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ImGuiNavInput_PadLeft, // move left
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ImGuiNavInput_PadRight, // move right
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ImGuiNavInput_PadScrollUp, // scroll up, move window (with PadMenu held) // e.g. right stick up/down/left/right
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ImGuiNavInput_PadScrollUp, // scroll up, move window (with PadMenu held) // e.g. right stick up/down/left/right, analog
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ImGuiNavInput_PadScrollDown, // "
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ImGuiNavInput_PadScrollLeft, //
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ImGuiNavInput_PadScrollRight, //
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ImGuiNavInput_PadFocusPrev, // next window (with PadMenu held) // e.g. L-trigger
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ImGuiNavInput_PadFocusNext, // prev window (with PadMenu held) // e.g. R-trigger
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ImGuiNavInput_PadTweakSlow, // slower tweaks // e.g. L-trigger
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ImGuiNavInput_PadTweakFast, // faster tweaks // e.g. R-trigger
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ImGuiNavInput_PadTweakSlow, // slower tweaks // e.g. L-trigger, analog
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ImGuiNavInput_PadTweakFast, // faster tweaks // e.g. R-trigger, analog
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ImGuiNavInput_COUNT,
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};
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