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Fix typos KeyDown => KeysDown
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@ -91,7 +91,7 @@ Other Changes:
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- See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW
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- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
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- To use Keyboard Navigation:
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
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- Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc.
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- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set.
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For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.
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@ -593,7 +593,7 @@ bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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@ -598,7 +598,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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@ -730,7 +730,7 @@ bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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@ -309,7 +309,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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@ -239,7 +239,7 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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@ -371,7 +371,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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@ -231,7 +231,7 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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@ -364,7 +364,7 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version)
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
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@ -774,7 +774,7 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im
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ImGuiIO& io = ImGui::GetIO();
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
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// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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@ -236,7 +236,7 @@
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to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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- Keyboard:
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
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NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
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NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
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- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
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will be set. For more advanced uses, you may want to read from:
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- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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@ -4539,7 +4539,7 @@ int ImGui::GetKeyIndex(ImGuiKey imgui_key)
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return GImGui->IO.KeyMap[imgui_key];
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}
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// Note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your back-end/engine stored them into KeyDown[]!
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// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]!
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bool ImGui::IsKeyDown(int user_key_index)
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{
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if (user_key_index < 0) return false;
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8
imgui.h
8
imgui.h
@ -516,7 +516,7 @@ namespace ImGui
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// Inputs
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IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
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IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
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IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
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IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
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IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
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IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
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@ -738,7 +738,7 @@ enum ImGuiKey_
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};
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// [BETA] Gamepad/Keyboard directional navigation
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// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
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// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
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// 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().
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// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
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enum ImGuiNavInput_
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@ -762,7 +762,7 @@ enum ImGuiNavInput_
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ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
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// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
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// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeyDown[] instead of io.NavInputs[].
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// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
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ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
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ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
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ImGuiNavInput_KeyRight_, // move right
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@ -775,7 +775,7 @@ enum ImGuiNavInput_
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// Configuration flags stored in io.ConfigFlags. Set by user/application.
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enum ImGuiConfigFlags_
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{
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ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
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ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
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ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
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ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct 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.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
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ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag with io.NavActive is set.
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