mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-18 06:06:35 +00:00
Nav: Added links to PNG/PSD files for PS4 and Switch. Fixed suggested Joy-con mapping as per typical Nintendo-style mapping. (#787)
This commit is contained in:
parent
c994796e26
commit
6797ee4b68
@ -77,7 +77,7 @@
|
||||
- ESCAPE to revert text to its original value.
|
||||
- You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
|
||||
- Controls are automatically adjusted for OSX to match standard OSX text editing operations.
|
||||
- Gamepad navigation: see suggested mappings in imgui.h ImGuiNavInput_
|
||||
- Gamepad navigation: see suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at goo.gl/9LgVZW.
|
||||
|
||||
|
||||
PROGRAMMER GUIDE
|
||||
@ -229,6 +229,7 @@
|
||||
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.).
|
||||
- You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW.
|
||||
- If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target.
|
||||
Please reach out if you think the game vs navigation input sharing could be improved.
|
||||
- Mouse:
|
||||
|
6
imgui.h
6
imgui.h
@ -712,12 +712,12 @@ enum ImGuiKey_
|
||||
// [BETA] Gamepad/Keyboard directional navigation
|
||||
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
|
||||
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad 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.
|
||||
// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
|
||||
enum ImGuiNavInput_
|
||||
{
|
||||
// Gamepad Mapping
|
||||
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), B (Switch), Space (Keyboard)
|
||||
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Cross (PS4), B (Xbox), A (Switch), Escape (Keyboard)
|
||||
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), A (Switch), Space (Keyboard)
|
||||
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Cross (PS4), B (Xbox), B (Switch), Escape (Keyboard)
|
||||
ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
|
||||
ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
|
||||
ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
|
||||
|
Loading…
Reference in New Issue
Block a user