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Fix typos KeyDown => KeysDown
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12 changed files with 16 additions and 16 deletions
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@ -236,7 +236,7 @@
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to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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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.KeyDown[] + io.KeyMap[] arrays.
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NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
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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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@ -4539,7 +4539,7 @@ int ImGui::GetKeyIndex(ImGuiKey imgui_key)
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return GImGui->IO.KeyMap[imgui_key];
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}
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// Note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your back-end/engine stored them into KeyDown[]!
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// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]!
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bool ImGui::IsKeyDown(int user_key_index)
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{
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if (user_key_index < 0) return false;
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