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Nav: Reordered NavInput enums to match directional order of ImGuiDir_ and ImGuiKey_ + comments (#787)
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imgui.h
22
imgui.h
@ -703,21 +703,21 @@ enum ImGuiNavInput_
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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, analog
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ImGuiNavInput_PadDown, // move down
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ImGuiNavInput_PadLeft, // move left
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ImGuiNavInput_PadMenu, // toggle menu, hold to: focus, move, resize // e.g. Square button
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ImGuiNavInput_PadLeft, // move left, resize window (with PadMenu) // e.g. D-pad or left stick directions (analog)
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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, 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_PadUp, // move up
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ImGuiNavInput_PadDown, // move down
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ImGuiNavInput_PadScrollLeft, // scroll up, move window (with PadMenu) // e.g. right stick directions (analog)
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ImGuiNavInput_PadScrollRight, // scroll right
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ImGuiNavInput_PadScrollUp, // scroll up
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ImGuiNavInput_PadScrollDown, // scroll down
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ImGuiNavInput_PadFocusPrev, // next window (with PadMenu) // e.g. L-trigger
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ImGuiNavInput_PadFocusNext, // prev window (with PadMenu) // 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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// Keyboard Mapping
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// [BETA] You can use gamepad mapping for most inputs
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// [BETA] You can map keyboard keys on the gamepad mapping for most inputs. Will add specialized keyboard mappings as we add features.
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ImGuiNavInput_KeyMenu, // access menu // e.g. ALT
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ImGuiNavInput_COUNT,
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};
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