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Nav: Comments (#323)
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imgui.cpp
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imgui.cpp
@ -150,13 +150,14 @@
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USING GAMEPAD/KEYBOARD NAVIGATION [BETA]
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- Gamepad/keyboard navigation support is available, it is currently in Beta and has issues. Your feedback and bug reports are welcome.
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- Gamepad/keyboard navigation support is available, currently in Beta with some issues. Your feedback and bug reports are welcome.
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- See https://github.com/ocornut/imgui/issues/323 for discussion thread and ask questions.
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- The current primary focus is to support game controllers.
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- Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
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- Consider using Synergy host (on your computer) + uSynergy.c (in your console/tablet/phone app) to use PC mouse/keyboard.
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- Being able to share and transition inputs between imgui navigation and your own game/application is tricky, and may requires further work on imgui.
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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.
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- Your inputs are passed to imgui by filling the io.NavInputs[] array. See 'enum ImGuiNavInput_' in imgui.h for a description of available inputs.
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- 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.
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Sharing inputs in a more advanced or granular way between imgui and your game/application may be tricky and requires further work on imgui.
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For more advanced uses, you may want to use:
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- io.NavUsable: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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- io.NavActive: true when the navigation cursor is visible (and usually goes false when mouse is used).
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@ -165,7 +166,7 @@
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As we head toward more keyboard-oriented development this aspect will need to be improved.
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- It is recommended that you enable the 'io.NavMovesMouse' option. Enabling it instructs ImGui that it can request moving your move cursor to track navigated items and ease readability.
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When enabled and using directional navigation (with d-pad or arrow keys), the NewFrame() functions may alter 'io.MousePos' and set 'io.WantMoveMouse' to notify you that it did so.
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When that happens your back-end will need to move the OS mouse cursor on the _next_ frame. The examples binding in examples/ do that.
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When that happens your back-end will need to move the OS mouse cursor on the next frame. The examples binding in examples/ do that.
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// Application init
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io.NavMovesMouse = true;
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@ -175,8 +176,8 @@
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MyFuncToSetMousePosition(io.MousePos.x, io.MousePos.y);
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ImGui::NewFrame();
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In a setup when you may not have easy control over the mouse cursor (e.g. uSynergy doesn't expose changing remote mouse cursor),
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you might want to set a boolean to request ignoring your other external mouse positions until they move again.
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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),
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you might want to set a boolean to ignore your other external mouse positions until they move again.
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API BREAKING CHANGES
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imgui.h
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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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