Searched refs:user_key_index (Results 1 – 2 of 2) sorted by relevance
4030 bool ImGui::IsKeyDown(int user_key_index) in IsKeyDown() argument4032 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() argument4060 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()4067 return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; in IsKeyPressed()4071 bool ImGui::IsKeyReleased(int user_key_index) in IsKeyReleased() argument[all …]
644 …IMGUI_API bool IsKeyDown(int user_key_index); // is …645 …IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was…646 …IMGUI_API bool IsKeyReleased(int user_key_index); // was…