mirror of https://github.com/PCSX2/pcsx2.git
3rdparty/imgui: Use face up for menu
This commit is contained in:
parent
9fa409a1a9
commit
9fdd609add
|
@ -1328,8 +1328,8 @@ typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitAr
|
||||||
#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1
|
#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1
|
||||||
#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown
|
#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown
|
||||||
#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight
|
#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight
|
||||||
#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft
|
#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceUp
|
||||||
#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp
|
#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceLeft
|
||||||
|
|
||||||
enum ImGuiInputEventType
|
enum ImGuiInputEventType
|
||||||
{
|
{
|
||||||
|
|
|
@ -11927,8 +11927,8 @@ static void ImGui::NavUpdate()
|
||||||
{
|
{
|
||||||
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None));
|
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None));
|
||||||
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None)));
|
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None)));
|
||||||
const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None));
|
const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) /*|| (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None))*/;
|
||||||
const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None)));
|
const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) /*|| (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None))*/);
|
||||||
if (g.ActiveId == 0 && activate_pressed)
|
if (g.ActiveId == 0 && activate_pressed)
|
||||||
{
|
{
|
||||||
g.NavActivateId = g.NavId;
|
g.NavActivateId = g.NavId;
|
||||||
|
|
Loading…
Reference in New Issue