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Searched refs:user_key_index (Results 1 - 4 of 4) sorted by relevance

/third_party/mesa3d/src/imgui/
H A Dimgui.cpp4030 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
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H A Dimgui.h644 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 Dimgui.cpp4673 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
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H A Dimgui.h886 // - 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)?

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