Add ImGuiIO::NavInputs

resolve #12
This commit is contained in:
SpaiR committed 2020-06-25 15:17:00 +03:00
1 parent 0dc0c2f5fd
commit 74cfec5a2a
2 files changed
+56

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@@ -708,6 +708,36 @@ public final class ImGuiIO {
ImGui::GetIO().KeysDown[i] = keysDown[i];
*/
/**
* Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
*/
public native void getNavInputs(float[] buff); /*
for (int i = 0; i < ImGuiNavInput_COUNT; i++)
buff[i] = ImGui::GetIO().NavInputs[i];
*/
/**
* Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
*/
public native float getNavInputs(int idx); /*
return ImGui::GetIO().NavInputs[idx];
*/
/**
* Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
*/
public native void setNavInputs(int idx, float input); /*
ImGui::GetIO().NavInputs[idx] = input;
*/
/**
* Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
*/
public native void setNavInputs(float[] navInputs); /*
for (int i = 0; i < ImGuiNavInput_COUNT; i++)
ImGui::GetIO().NavInputs[i] = navInputs[i];
*/
//------------------------------------------------------------------
// Output - Updated by NewFrame() or EndFrame()/Render()
// (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is