Nav: Removed the [Beta] tag from various descriptions of the gamepad/keyboard navigation system. Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787)

This commit is contained in:
omar 2018-09-05 17:33:00 +02:00
parent 77ba883f23
commit 65876f348a
4 changed files with 9 additions and 6 deletions

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@ -38,6 +38,8 @@ Breaking Changes:
Other Changes:
- Nav: Removed the [Beta] tag from various descriptions of the gamepad/keyboard navigation system.
Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787)
- Fixed a build issue with non-Cygwin GCC under Windows.
- Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent.
- Examples: OpenGL3: Fixed error condition when using the GLAD loader. (#2059, #2002). [@jiri]

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@ -28,7 +28,7 @@ DOCUMENTATION
- Read first
- How to update to a newer version of Dear ImGui
- Getting started with integrating Dear ImGui in your code/engine
- Using gamepad/keyboard navigation controls [BETA]
- Using gamepad/keyboard navigation controls
- API BREAKING CHANGES (read me when you update!)
- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
- How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
@ -289,9 +289,10 @@ CODE
In both cases you need to pass on the inputs to imgui. Read the FAQ below for more information about those flags.
- Please read the FAQ above. Amusingly, it is called a FAQ because people frequently have the same issues!
USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS [BETA]
USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
- The gamepad/keyboard navigation is in Beta. Ask questions and report issues at https://github.com/ocornut/imgui/issues/787
- The gamepad/keyboard navigation is fairly functional and keeps being improved.
- You can 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.
- Gamepad:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.

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@ -814,7 +814,7 @@ enum ImGuiKey_
ImGuiKey_COUNT
};
// [BETA] Gamepad/Keyboard directional navigation
// Gamepad/Keyboard directional navigation
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW.

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@ -264,8 +264,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::TreeNode("Configuration##2"))
{
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard [beta]", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad [beta]", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
ImGui::SameLine(); ShowHelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);
ImGui::SameLine(); ShowHelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");