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Help
Searched
refs:user_key_index
(Results
1 - 4
of
4
) sorted by relevance
/third_party/mesa3d/src/imgui/
H
A
D
imgui.cpp
4030
bool ImGui::IsKeyDown(int
user_key_index
)
in IsKeyDown()
argument
4032
if (
user_key_index
< 0) return false;
in IsKeyDown()
4033
IM_ASSERT(
user_key_index
>= 0 &&
user_key_index
< IM_ARRAYSIZE(GImGui->IO.KeysDown));
in IsKeyDown()
4034
return GImGui->IO.KeysDown[
user_key_index
];
in IsKeyDown()
4057
bool ImGui::IsKeyPressed(int
user_key_index
, bool repeat)
in IsKeyPressed()
argument
4060
if (
user_key_index
< 0)
in IsKeyPressed()
4062
IM_ASSERT(
user_key_index
>= 0 &&
user_key_index
< IM_ARRAYSIZE(g.IO.KeysDown));
in IsKeyPressed()
4063
const float t = g.IO.KeysDownDuration[
user_key_index
];
in IsKeyPressed()
4071
IsKeyReleased(int
user_key_index
)
IsKeyReleased()
argument
[all...]
H
A
D
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[]!
645
IMGUI_API bool IsKeyPressed(int
user_key_index
, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
646
IMGUI_API bool IsKeyReleased(int
user_key_index
); // was key released (went from Down to !Down)..
/third_party/skia/third_party/externals/imgui/
H
A
D
imgui.cpp
4673
bool ImGui::IsKeyDown(int
user_key_index
)
in IsKeyDown()
argument
4675
if (
user_key_index
< 0)
in IsKeyDown()
4678
IM_ASSERT(
user_key_index
>= 0 &&
user_key_index
< IM_ARRAYSIZE(g.IO.KeysDown));
in IsKeyDown()
4679
return g.IO.KeysDown[
user_key_index
];
in IsKeyDown()
4710
bool ImGui::IsKeyPressed(int
user_key_index
, bool repeat)
in IsKeyPressed()
argument
4713
if (
user_key_index
< 0)
in IsKeyPressed()
4715
IM_ASSERT(
user_key_index
>= 0 &&
user_key_index
< IM_ARRAYSIZE(g.IO.KeysDown));
in IsKeyPressed()
4716
const float t = g.IO.KeysDownDuration[
user_key_index
];
in IsKeyPressed()
4724
IsKeyReleased(int
user_key_index
)
IsKeyReleased()
argument
[all...]
H
A
D
imgui.h
886
// - For 'int
user_key_index
' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
889
IMGUI_API bool IsKeyDown(int
user_key_index
); // is key being held. == io.KeysDown[
user_key_index
].
890
IMGUI_API bool IsKeyPressed(int
user_key_index
, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
891
IMGUI_API bool IsKeyReleased(int
user_key_index
); // was key released (went from Down to !Down)?
Completed in 61 milliseconds