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https://github.com/Drezil/imgui.git
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Inputs: Extra Keys / AddKeyEvent(): bidirectional mapping, basic CI, simplify backends, asserts on misuses, tested backward compat. (#2625, #4858, #2787)
(edit: simplified backends merged into previous commits to make history clearer)
This commit is contained in:
213
imgui.cpp
213
imgui.cpp
@ -348,7 +348,7 @@ CODE
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- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
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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.KeysDown[] + io.KeyMap[] arrays.
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NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls.
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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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@ -386,6 +386,10 @@ CODE
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When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
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- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
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- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
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- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent()
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- 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
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- 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
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- 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
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@ -923,9 +927,6 @@ static const char* GetClipboardTextFn_DefaultImpl(void* user_data);
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static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);
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static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
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// ImGuiKey <-> user key index mapping functions
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static int GetKeyDataIndexInternal(int imgui_key_or_user_key_index);
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namespace ImGui
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{
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// Navigation
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@ -1151,8 +1152,9 @@ ImGuiIO::ImGuiIO()
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MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
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MouseDragThreshold = 6.0f;
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for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
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for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f;
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for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
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for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;
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BackendUsingLegacyKeyArrays = (ImS8)-1;
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}
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// Pass in translated ASCII characters for text input.
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@ -1233,20 +1235,49 @@ void ImGuiIO::ClearInputKeys()
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NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f;
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}
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// Queue a new key down/up event.
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// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
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// - bool down: Is the key down? use false to signify a key release.
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// FIXME: In the current version this is setting key data immediately. This will evolve into a trickling queue.
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void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode)
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void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
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{
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IM_UNUSED(native_keycode);
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IM_UNUSED(native_scancode);
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int key_index = GetKeyDataIndexInternal(key);
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if (key_index < 0)
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//if (e->Down) { IMGUI_DEBUG_LOG("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
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if (key == ImGuiKey_None)
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return;
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IM_ASSERT(ImGui::IsNamedKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
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KeysData[key_index].Down = down;
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// Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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KeysDown[key_index] = KeysData[key_index].Down;
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IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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if (BackendUsingLegacyKeyArrays == -1)
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for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
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IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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#endif
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BackendUsingLegacyKeyArrays = 0;
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// Write key
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const int keydata_index = (key - ImGuiKey_KeysData_OFFSET);
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KeysData[keydata_index].Down = down;
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}
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// [Optional] Call add AddKeyEvent().
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// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
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// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
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void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
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{
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IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
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IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey(native_legacy_index)); // >= 0 && <= 511
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IM_UNUSED(native_keycode); // Yet unused
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IM_UNUSED(native_scancode); // Yet unused
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// Build native->imgui map so old user code can still call key functions with native 0..511 values.
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
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if (ImGui::IsLegacyKey(legacy_key))
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KeyMap[legacy_key] = key;
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#else
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IM_UNUSED(key);
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IM_UNUSED(native_legacy_index);
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#endif
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}
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@ -3788,13 +3819,44 @@ static void ImGui::UpdateKeyboardInputs()
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// Synchronize io.KeyMods with individual modifiers io.KeyXXX bools
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io.KeyMods = GetMergedKeyModFlags();
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// Import legacy keys or verify they are not used
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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if (io.BackendUsingLegacyKeyArrays == 0)
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{
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// Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written too.
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for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++)
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IM_ASSERT(io.KeysDown[n] == false && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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}
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else
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{
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if (g.FrameCount == 0)
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for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
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IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
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// Build reverse KeyMap (Named -> Legacy)
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for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
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if (io.KeyMap[n] != -1)
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{
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IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
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io.KeyMap[io.KeyMap[n]] = n;
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}
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// Import legacy keys into new ones
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for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
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if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
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{
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const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
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IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
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io.KeysData[key].Down = io.KeysDown[n];
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io.BackendUsingLegacyKeyArrays = 1;
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}
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}
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#endif
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// Update keys
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for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); i++)
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{
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ImGuiKeyData& key_data = io.KeysData[i];
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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key_data.Down = io.KeysDown[i];
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#endif
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key_data.DownDurationPrev = key_data.DownDuration;
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key_data.DownDuration = key_data.Down ? (key_data.DownDuration < 0.0f ? 0.0f : key_data.DownDuration + io.DeltaTime) : -1.0f;
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}
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@ -7303,44 +7365,30 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c
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return true;
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}
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static int GetKeyDataIndexInternal(int imgui_key_or_user_key_index)
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const ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key)
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{
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if (imgui_key_or_user_key_index < 0)
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return -1;
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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if (imgui_key_or_user_key_index >= ImGuiKey_LegacyNativeKey_BEGIN && imgui_key_or_user_key_index < ImGuiKey_LegacyNativeKey_END)
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return imgui_key_or_user_key_index;
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ImGuiContext& g = *GImGui;
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if (imgui_key_or_user_key_index >= ImGuiKey_NamedKey_BEGIN && imgui_key_or_user_key_index < ImGuiKey_NamedKey_END)
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return g.IO.KeyMap[imgui_key_or_user_key_index];
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int index;
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
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if (IsLegacyKey(key))
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index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native
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else
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index = key;
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#else
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if (imgui_key_or_user_key_index >= ImGuiKey_NamedKey_BEGIN && imgui_key_or_user_key_index < ImGuiKey_NamedKey_END)
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return imgui_key_or_user_key_index - ImGuiKey_NamedKey_BEGIN;
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IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
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index = key - ImGuiKey_NamedKey_BEGIN;
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#endif
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return -1;
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return &g.IO.KeysData[index];
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}
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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static ImGuiKey GetImGuiKeyFromLegacyKey(int user_key_index)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(user_key_index >= 0 && user_key_index < ImGuiKey_LegacyNativeKey_END);
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for (int imgui_key = ImGuiKey_NamedKey_BEGIN; imgui_key < ImGuiKey_NamedKey_END; ++imgui_key)
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if (g.IO.KeyMap[imgui_key] == user_key_index)
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return imgui_key;
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return ImGuiKey_None;
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}
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#endif
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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int ImGui::GetKeyIndex(ImGuiKey key)
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{
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IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END);
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return GetKeyDataIndexInternal(key);
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ImGuiContext& g = *GImGui;
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IM_ASSERT(IsNamedKey(key));
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const ImGuiKeyData* key_data = GetKeyData(key);
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return (int)(key_data - g.IO.KeysData);
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}
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#endif
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@ -7364,11 +7412,16 @@ IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
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const char* ImGui::GetKeyName(ImGuiKey key)
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{
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#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
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IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
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IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
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#else
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if (key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END)
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if ((key = GetImGuiKeyFromLegacyKey(key)) == ImGuiKey_None)
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if (IsLegacyKey(key))
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{
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ImGuiIO& io = GetIO();
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if (io.KeyMap[key] == -1)
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return "N/A";
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IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key]));
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key = (ImGuiKey)io.KeyMap[key];
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}
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#endif
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if (key == ImGuiKey_None)
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return "None";
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@ -7376,20 +7429,12 @@ const char* ImGui::GetKeyName(ImGuiKey key)
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return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
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}
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// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]!
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// Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
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// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
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// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
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bool ImGui::IsKeyDown(ImGuiKey key)
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{
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#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
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IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
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#endif
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int key_index = GetKeyDataIndexInternal(key);
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if (key_index < 0)
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return false;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysData));
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return g.IO.KeysData[key_index].Down;
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const ImGuiKeyData* key_data = GetKeyData(key);
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return key_data->Down;
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}
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// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
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@ -7410,33 +7455,19 @@ int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, flo
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return count;
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}
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int ImGui::GetKeyPressedAmount(int key, float repeat_delay, float repeat_rate)
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int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
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{
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#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
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IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
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#endif
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int key_index = GetKeyDataIndexInternal(key);
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if (key_index < 0)
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return 0;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysData));
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const float t = g.IO.KeysData[key_index].DownDuration;
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const ImGuiKeyData* key_data = GetKeyData(key);
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const float t = key_data->DownDuration;
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return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
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}
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bool ImGui::IsKeyPressed(int key, bool repeat)
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bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
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{
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#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
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IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
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#endif
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int key_index = GetKeyDataIndexInternal(key);
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if (key_index < 0)
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return false;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysData));
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const float t = g.IO.KeysData[key_index].DownDuration;
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const ImGuiKeyData* key_data = GetKeyData(key);
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const float t = key_data->DownDuration;
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if (t == 0.0f)
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return true;
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if (repeat && t > g.IO.KeyRepeatDelay)
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@ -7444,18 +7475,10 @@ bool ImGui::IsKeyPressed(int key, bool repeat)
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return false;
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}
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bool ImGui::IsKeyReleased(int key)
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bool ImGui::IsKeyReleased(ImGuiKey key)
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{
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#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
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IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
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#endif
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int key_index = GetKeyDataIndexInternal(key);
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if (key_index < 0)
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return false;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysData));
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return g.IO.KeysData[key_index].DownDurationPrev >= 0.0f && !g.IO.KeysData[key_index].Down;
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const ImGuiKeyData* key_data = GetKeyData(key);
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return key_data->DownDurationPrev >= 0.0f && !key_data->Down;
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}
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||||
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||||
bool ImGui::IsMouseDown(ImGuiMouseButton button)
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@ -7655,11 +7678,11 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
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IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
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IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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for (int n = 0; n < ImGuiKey_COUNT; n++)
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IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
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for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
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IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
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||||
|
||||
// Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
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||||
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
|
||||
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
|
||||
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
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||||
#endif
|
||||
|
||||
|
Reference in New Issue
Block a user