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Searched
defs:KeysDown
(Results
1 - 2
of
2
) sorted by relevancy
/xsrc/external/mit/MesaLib/dist/src/imgui/
imgui.h
644
IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.
KeysDown
[user_key_index]. note that imgui doesn't know the semantic of each entry of io.
KeysDown
[]. Use your own indices/enums according to how your backend/engine stored them into io.
KeysDown
[]!
907
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.
KeysDown
[512] array
935
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.
KeysDown
[] + io.KeyMap[] arrays.
959
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.
KeysDown
[] instead of io.NavInputs[].
973
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.
KeysDown
[].
1296
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the
KeysDown
[512] entries array which represent your "native" keyboard state.
1358
bool
KeysDown
[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
/xsrc/external/mit/MesaLib.old/dist/src/imgui/
imgui.h
644
IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.
KeysDown
[user_key_index]. note that imgui doesn't know the semantic of each entry of io.
KeysDown
[]. Use your own indices/enums according to how your backend/engine stored them into io.
KeysDown
[]!
907
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.
KeysDown
[512] array
935
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.
KeysDown
[] + io.KeyMap[] arrays.
959
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.
KeysDown
[] instead of io.NavInputs[].
973
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.
KeysDown
[].
1296
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the
KeysDown
[512] entries array which represent your "native" keyboard state.
1358
bool
KeysDown
[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
Completed in 14 milliseconds
Indexes created Sun Jul 05 00:25:41 UTC 2026