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Examples: Comments to clarify how the keyboard data is indexed.

omar 7 years ago
parent
commit
c4e34aaace

+ 1 - 0
examples/imgui_impl_glfw.cpp

@@ -6,6 +6,7 @@
 //  [X] Platform: Clipboard support.
 //  [X] Platform: Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 //  [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
+//  [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 0
examples/imgui_impl_glfw.h

@@ -6,6 +6,7 @@
 //  [X] Platform: Clipboard support.
 //  [X] Platform: Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 //  [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
+//  [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 0
examples/imgui_impl_sdl.cpp

@@ -5,6 +5,7 @@
 // Implemented features:
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
 //  [X] Platform: Clipboard support.
+//  [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
 // Missing features:
 //  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
 

+ 1 - 0
examples/imgui_impl_sdl.h

@@ -5,6 +5,7 @@
 // Implemented features:
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
 //  [X] Platform: Clipboard support.
+//  [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
 // Missing features:
 //  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
 

+ 1 - 0
examples/imgui_impl_win32.cpp

@@ -4,6 +4,7 @@
 // Implemented features:
 //  [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
 
 #include "imgui.h"
 #include "imgui_impl_win32.h"

+ 1 - 0
examples/imgui_impl_win32.h

@@ -4,6 +4,7 @@
 // Implemented features:
 //  [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
 
 IMGUI_IMPL_API bool     ImGui_ImplWin32_Init(void* hwnd);
 IMGUI_IMPL_API void     ImGui_ImplWin32_Shutdown();