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Nav: Comments. (#787)
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imgui.cpp
27
imgui.cpp
@ -217,29 +217,22 @@
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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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- 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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- The ImGuiNavFlags_EnableGamepad and ImGuiNavFlags_EnableKeyboard flags of io.NavFlags are only here to instruct your binding whether to find 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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- query focus information with IsWindowFocused(), IsAnyWindowFocused(), IsAnyItemFocused() functions.
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The reality is more complex than what those flags can express. Please discuss your issues and usage scenario in the thread above.
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The reality is more complex than what those flags can express. Please discuss your issues and usage scenario in the thread above!
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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 move 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 NEEDS to move the OS or underlying mouse cursor on the next frame. The examples binding in examples/ do that.
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(Important: It you set 'io.NavMovesMouse' to true but don't honor 'io.WantMoveMouse' properly, imgui will misbehave as it will think your mouse is moving back and forth.)
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// Application init
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io.NavMovesMouse = true;
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// Application main loop
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if (io.WantMoveMouse)
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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.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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- 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.
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Enabling ImGuiNavFlags_MoveMouse instructs dear imgui to move your mouse cursor along when navigation movement.
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When enabled, 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 NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that.
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(Important: It you set the ImGuiNavFlags_MoveMouse flag but don't honor 'io.WantMoveMouse' properly, imgui will misbehave as it will think your mouse is moving back and forth.)
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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, you may want
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to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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API BREAKING CHANGES
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@ -3135,7 +3128,7 @@ void ImGui::NewFrame()
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for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
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g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
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// Update directional navigation which may override MousePos if 'NavMovesMouse=true'
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// Update directional navigation which may override MousePos if ImGuiNavFlags_MoveMouse is enabled.
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NavUpdate();
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// Update mouse input state
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4
imgui.h
4
imgui.h
@ -732,7 +732,7 @@ enum ImGuiNavFlags_
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{
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ImGuiNavFlags_EnableGamepad = 1 << 0, // Master gamepad navigation enable flag. This is to instruct your imgui binding whether to fill in gamepad navigation inputs. imgui itself won't use this flag.
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ImGuiNavFlags_EnableKeyboard = 1 << 1, // Master keyboard navigation enable flag. This is to instruct your imgui binding whether to fill in keyboard navigation inputs. imgui itself won't use this flag.
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ImGuiNavFlags_MoveMouse = 1 << 2 // Allow directional navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
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ImGuiNavFlags_MoveMouse = 1 << 2 // Request navigation to allow move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
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};
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// Enumeration for PushStyleColor() / PopStyleColor()
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@ -1010,7 +1010,7 @@ struct ImGuiIO
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bool WantCaptureMouse; // When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. This is set by ImGui when it wants to use your mouse (e.g. unclicked mouse is hovering a window, or a widget is active).
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bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs.
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bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
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bool WantMoveMouse; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when 'NavMovesMouse=true'.
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bool WantMoveMouse; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiNavFlags_MoveMouse flag is enabled in io.NavFlags.
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bool NavUsable; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) ~ a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
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bool NavActive; // Directional navigation is active/visible and currently allowed (will handle ImGuiKey_NavXXX events).
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float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
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