- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set.
- 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.
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:
- 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 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.
- 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)
- Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787)
// 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.
// 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.
@ -91,6 +91,7 @@ typedef int ImGuiStyleVar; // enum: a variable identifier for styling
typedefintImDrawCornerFlags;// flags: for ImDrawList::AddRect*() etc. // enum ImDrawCornerFlags_
typedefintImDrawCornerFlags;// flags: for ImDrawList::AddRect*() etc. // enum ImDrawCornerFlags_
typedefintImDrawListFlags;// flags: for ImDrawList // enum ImDrawListFlags_
typedefintImDrawListFlags;// flags: for ImDrawList // enum ImDrawListFlags_
typedefintImFontAtlasFlags;// flags: for ImFontAtlas // enum ImFontAtlasFlags_
typedefintImFontAtlasFlags;// flags: for ImFontAtlas // enum ImFontAtlasFlags_
typedefintImGuiBackendFlags;// flags: for io.BackendFlags // enum ImGuiBackendFlags_
typedefintImGuiColorEditFlags;// flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
typedefintImGuiColorEditFlags;// flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
typedefintImGuiColumnsFlags;// flags: for *Columns*() // enum ImGuiColumnsFlags_
typedefintImGuiColumnsFlags;// flags: for *Columns*() // enum ImGuiColumnsFlags_
typedefintImGuiConfigFlags;// flags: for io.ConfigFlags // enum ImGuiConfigFlags_
typedefintImGuiConfigFlags;// flags: for io.ConfigFlags // enum ImGuiConfigFlags_
@ -736,7 +737,7 @@ enum ImGuiKey_
// [BETA] Gamepad/Keyboard directional navigation
// [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.
// 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.
// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
// Configuration flags stored in io.ConfigFlags. Set by user/application.
enumImGuiConfigFlags_
enumImGuiConfigFlags_
{
{
ImGuiConfigFlags_NavEnableKeyboard=1<<0,// Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
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_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_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_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)
// 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_IsSRGB=1<<20,// Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen=1<<21// Back-end is using a touch screen instead of a mouse.
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.
enumImGuiBackendFlags_
{
ImGuiBackendFlags_HasGamepad=1<<0// Back-end has a connected gamepad
};
};
// Enumeration for PushStyleColor() / PopStyleColor()
// Enumeration for PushStyleColor() / PopStyleColor()