Nav: NavActivateId, NavInputId are no repeat actions. Repeat buttons handle it themselves already anyway. (#323)

This commit is contained in:
ocornut 2016-08-21 17:32:15 +02:00
parent 67fd805839
commit df9bdf38f9

View File

@ -18,6 +18,9 @@
- MISSION STATEMENT
- END-USER GUIDE
- PROGRAMMER GUIDE (read me!)
- Read first
- Getting started with integrating imgui in your code/engine
- Using gamepad/keyboard navigation [beta]
- API BREAKING CHANGES (read me when you update!)
- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
- How can I help?
@ -88,7 +91,7 @@
- Call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
- 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).
GETTING STARTED WITH INTEGRATING IN YOUR ENGINE
GETTING STARTED WITH INTEGRATING IMGUI IN YOUR CODE/ENGINE
- See examples/ folder for standalone sample applications. Prefer reading examples/opengl_example/ first as it is the simplest.
You may be able to grab and copy a ready made imgui_impl_*** file from the examples/.
@ -2658,8 +2661,8 @@ static void NavUpdate()
}
}
g.NavActivateId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiNavReadMode_Repeat)) ? g.NavId : 0;
g.NavInputId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiNavReadMode_Repeat)) ? g.NavId : 0;
g.NavActivateId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiNavReadMode_Pressed)) ? g.NavId : 0;
g.NavInputId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiNavReadMode_Pressed)) ? g.NavId : 0;
if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
g.NavActivateId = g.NavInputId = 0;