ui: Fix controller nav

This commit is contained in:
Matt Borgerson 2023-07-21 17:19:42 -07:00 committed by mborgerson
parent 8702713963
commit 1985b63ffa

View file

@ -85,32 +85,4 @@ void InputManager::Update()
#undef MAP_BUTTON
#undef MAP_ANALOG
#undef IM_SATURATE
io.BackendUsingLegacyNavInputArray = true;
// Map to nav inputs
#define NAV_MAP_KEY(_KEY, _NAV_INPUT, _ACTIVATE_NAV) \
do { \
io.NavInputs[_NAV_INPUT] = io.KeysData[_KEY - ImGuiKey_KeysData_OFFSET].AnalogValue; \
if (_ACTIVATE_NAV && io.NavInputs[_NAV_INPUT] > 0.0f) { \
ImGui::GetCurrentContext()->NavInputSource = ImGuiInputSource_Gamepad; \
} \
} while (0)
NAV_MAP_KEY(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate, true);
NAV_MAP_KEY(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel, true);
//NAV_MAP_KEY(ImGuiKey_Menu, ImGuiNavInput_Menu, true);
NAV_MAP_KEY(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input, true);
NAV_MAP_KEY(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft, true);
NAV_MAP_KEY(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight, true);
NAV_MAP_KEY(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp, true);
NAV_MAP_KEY(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown, true);
NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, false);
NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, false);
NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_TweakSlow, false);
NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_TweakFast, false);
NAV_MAP_KEY(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft, false);
NAV_MAP_KEY(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight, false);
NAV_MAP_KEY(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp, false);
NAV_MAP_KEY(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown, false);
#undef NAV_MAP_KEY
}