Fix typos KeyDown => KeysDown

This commit is contained in:
daniel-murray
2018-04-14 00:05:09 +02:00
committed by omar
parent d1c16d4ccd
commit 83d97d4a9b
12 changed files with 16 additions and 16 deletions

View File

@ -236,7 +236,7 @@
to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
- Keyboard:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
will be set. For more advanced uses, you may want to read from:
- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
@ -4539,7 +4539,7 @@ int ImGui::GetKeyIndex(ImGuiKey imgui_key)
return GImGui->IO.KeyMap[imgui_key];
}
// 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[]!
// 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[]!
bool ImGui::IsKeyDown(int user_key_index)
{
if (user_key_index < 0) return false;