Searched refs:NavInputs (Results 1 – 3 of 3) sorted by relevance
3848 memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); in EndFrame()7504 …return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as pr… in GetNavInputAmount()7582 ….NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.Na… in NavUpdate()7588 …#define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPU… in NavUpdate()7596 if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; in NavUpdate()7597 if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; in NavUpdate()7598 if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; in NavUpdate()7602 for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++) in NavUpdate()7603 …g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f… in NavUpdate()
1413 …avInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; } in IsNavInputDown()
1359 …float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame().… member