mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-14 17:07:01 +00:00
Added ImGuiBackendFlags for backend to expose its capabilities. Added ImGuiBackendFlags_HasGamepad. (#787, #1542)
This commit is contained in:
parent
170f44e6f0
commit
dcf7c3d188
@ -76,7 +76,8 @@ Other Changes:
|
||||
- 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 or io.NavVisible. Read imgui.cpp for more details.
|
||||
- To use Gamepad Navigation:
|
||||
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
|
||||
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
|
||||
- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
|
||||
- See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping.
|
||||
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
|
||||
- Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787)
|
||||
|
@ -511,6 +511,10 @@ void ImGui_ImplGlfwGL3_NewFrame()
|
||||
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
|
||||
#undef MAP_BUTTON
|
||||
#undef MAP_ANALOG
|
||||
if (axes_count > 0 && buttons_count > 0)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
else
|
||||
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
||||
}
|
||||
|
||||
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
|
||||
|
12
imgui.cpp
12
imgui.cpp
@ -224,7 +224,8 @@
|
||||
- or query focus information with e.g. IsWindowFocused(), IsItemFocused() etc. functions.
|
||||
Please reach out if you think the game vs navigation input sharing could be improved.
|
||||
- Gamepad:
|
||||
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
|
||||
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
|
||||
- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
|
||||
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
|
||||
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.
|
||||
@ -846,9 +847,10 @@ ImGuiIO::ImGuiIO()
|
||||
memset(this, 0, sizeof(*this));
|
||||
|
||||
// Settings
|
||||
ConfigFlags = 0x00;
|
||||
BackendFlags = 0x00;
|
||||
DisplaySize = ImVec2(-1.0f, -1.0f);
|
||||
DeltaTime = 1.0f/60.0f;
|
||||
ConfigFlags = 0x00;
|
||||
IniSavingRate = 5.0f;
|
||||
IniFilename = "imgui.ini";
|
||||
LogFilename = "imgui_log.txt";
|
||||
@ -2958,7 +2960,7 @@ static void ImGui::NavUpdate()
|
||||
if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
|
||||
#endif
|
||||
|
||||
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
|
||||
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad))
|
||||
if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
|
||||
g.NavInputSource = ImGuiInputSource_NavGamepad;
|
||||
|
||||
@ -3055,7 +3057,9 @@ static void ImGui::NavUpdate()
|
||||
NavUpdateWindowing();
|
||||
|
||||
// Set output flags for user application
|
||||
g.IO.NavActive = (g.IO.ConfigFlags & (ImGuiConfigFlags_NavEnableGamepad | ImGuiConfigFlags_NavEnableKeyboard)) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
|
||||
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
|
||||
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
|
||||
g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
|
||||
g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
|
||||
|
||||
// Process NavCancel input (to close a popup, get back to parent, clear focus)
|
||||
|
26
imgui.h
26
imgui.h
@ -91,6 +91,7 @@ typedef int ImGuiStyleVar; // enum: a variable identifier for styling
|
||||
typedef int ImDrawCornerFlags; // flags: for ImDrawList::AddRect*() etc. // enum ImDrawCornerFlags_
|
||||
typedef int ImDrawListFlags; // flags: for ImDrawList // enum ImDrawListFlags_
|
||||
typedef int ImFontAtlasFlags; // flags: for ImFontAtlas // enum ImFontAtlasFlags_
|
||||
typedef int ImGuiBackendFlags; // flags: for io.BackendFlags // enum ImGuiBackendFlags_
|
||||
typedef int ImGuiColorEditFlags; // flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
|
||||
typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_
|
||||
typedef int ImGuiConfigFlags; // flags: for io.ConfigFlags // enum ImGuiConfigFlags_
|
||||
@ -736,7 +737,7 @@ 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().
|
||||
// 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().
|
||||
// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
|
||||
enum ImGuiNavInput_
|
||||
{
|
||||
@ -769,17 +770,23 @@ enum ImGuiNavInput_
|
||||
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
|
||||
};
|
||||
|
||||
// Configuration flags stored in io.ConfigFlags
|
||||
// Configuration flags stored in io.ConfigFlags. Set by user/application.
|
||||
enum ImGuiConfigFlags_
|
||||
{
|
||||
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
|
||||
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[].
|
||||
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Request navigation to allow moving 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.
|
||||
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
|
||||
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
|
||||
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.
|
||||
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Request navigation to allow moving 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.
|
||||
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
|
||||
|
||||
// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
|
||||
ImGuiConfigFlags_IsSRGB = 1 << 20, // Back-end is SRGB-aware.
|
||||
ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Back-end is using a touch screen instead of a mouse.
|
||||
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
|
||||
ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
|
||||
};
|
||||
|
||||
// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
|
||||
enum ImGuiBackendFlags_
|
||||
{
|
||||
ImGuiBackendFlags_HasGamepad = 1 << 0 // Back-end has a connected gamepad
|
||||
};
|
||||
|
||||
// Enumeration for PushStyleColor() / PopStyleColor()
|
||||
@ -986,9 +993,10 @@ struct ImGuiIO
|
||||
// Settings (fill once) // Default value:
|
||||
//------------------------------------------------------------------
|
||||
|
||||
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
|
||||
ImGuiBackendFlags BackendFlags; // = 0 // Set ImGuiBackendFlags_ enum. Set by imgui_impl_xxx files or custom back-end.
|
||||
ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
|
||||
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
|
||||
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Gamepad/keyboard navigation options, etc.
|
||||
float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds.
|
||||
const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving.
|
||||
const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
|
||||
|
Loading…
Reference in New Issue
Block a user