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@@ -708,6 +708,36 @@ public final class ImGuiIO {
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ImGui::GetIO().KeysDown[i] = keysDown[i];
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ImGui::GetIO().KeysDown[i] = keysDown[i];
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*/
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*/
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/**
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* Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
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*/
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public native void getNavInputs(float[] buff); /*
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for (int i = 0; i < ImGuiNavInput_COUNT; i++)
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buff[i] = ImGui::GetIO().NavInputs[i];
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*/
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/**
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* Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
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*/
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public native float getNavInputs(int idx); /*
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return ImGui::GetIO().NavInputs[idx];
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*/
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/**
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* Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
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*/
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public native void setNavInputs(int idx, float input); /*
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ImGui::GetIO().NavInputs[idx] = input;
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*/
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/**
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* Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
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*/
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public native void setNavInputs(float[] navInputs); /*
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for (int i = 0; i < ImGuiNavInput_COUNT; i++)
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ImGui::GetIO().NavInputs[i] = navInputs[i];
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*/
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//------------------------------------------------------------------
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//------------------------------------------------------------------
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// Output - Updated by NewFrame() or EndFrame()/Render()
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// Output - Updated by NewFrame() or EndFrame()/Render()
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// (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
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// (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
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@@ -69,4 +69,30 @@ public final class ImGuiNavInput {
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* e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
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* e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
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*/
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*/
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public static final int TweakFast = 15;
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public static final int TweakFast = 15;
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// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
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// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
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/**
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* Toggle menu.
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*/
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public static final int KeyMenu = 16;
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/**
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* Move left.
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*/
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public static final int KeyLeft = 17;
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/**
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* Move right.
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*/
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public static final int KeyRight = 18;
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/**
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* Move up.
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*/
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public static final int KeyUp = 19;
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/**
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* Move down.
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*/
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public static final int KeyDown = 20;
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public static final int COUNT = 21;
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}
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}
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