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Nav: NavActivateId, NavInputId are no repeat actions. Repeat buttons handle it themselves already anyway. (#323)
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@ -18,6 +18,9 @@
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- MISSION STATEMENT
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- END-USER GUIDE
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- PROGRAMMER GUIDE (read me!)
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- Read first
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- Getting started with integrating imgui in your code/engine
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- Using gamepad/keyboard navigation [beta]
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
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- How can I help?
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@ -88,7 +91,7 @@
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- Call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
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- Customization: PushStyleColor()/PushStyleVar() or the style editor to tweak the look of the interface (e.g. if you want a more compact UI or a different color scheme).
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GETTING STARTED WITH INTEGRATING IN YOUR ENGINE
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GETTING STARTED WITH INTEGRATING IMGUI IN YOUR CODE/ENGINE
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- See examples/ folder for standalone sample applications. Prefer reading examples/opengl_example/ first as it is the simplest.
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You may be able to grab and copy a ready made imgui_impl_*** file from the examples/.
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@ -2658,8 +2661,8 @@ static void NavUpdate()
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}
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}
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g.NavActivateId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiNavReadMode_Repeat)) ? g.NavId : 0;
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g.NavInputId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiNavReadMode_Repeat)) ? g.NavId : 0;
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g.NavActivateId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiNavReadMode_Pressed)) ? g.NavId : 0;
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g.NavInputId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiNavReadMode_Pressed)) ? g.NavId : 0;
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if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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g.NavActivateId = g.NavInputId = 0;
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