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Keyboard controls? #29
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This isn't something I plan to support in the base library at the moment, as you can imagine given the goals of the project the addition of features is typically avoided. I did experiment a little with tab-moves-to-next-control in the past but for what it added in code it didn't yield results I was happy with. Anything more complex than this (eg, being able to use arrow keys to navigate between buttons/sliders, enter to select) would be a huge change in both lines of code and complexity. This being said microui should be able to act as a foundation for these kinds of additions, eg. in projects I use it in I typically use it as a base to many additional controls and features specific to the application. Keyboard controls would be one of these application-specific features. |
Hey, I understand this is not something to be part of the library, since it's good it's really tiny and easy to understand, but I wanted to use it in a game. So, I understand that for some rustic way of using arrow keys/d-pad to move a cursor on the "cells" (comparing a bunch of rows with a table), I would need to know the position/dimensions of these cells. But I think that these only exist fleetingly, between the BeginWindow and EndWindow, with things getting popped out of the stack - so a new window on the same frame would "overwrite" the stacked layouts and there goes my positional information. In this way, I think the only possible way would be store that the player had intention to move cursor right (a boolean Are there other simpler strategies? Or is there a way to recover the position of controls on screen I am not seeing? |
It seems a pointer device is needed to use the microui interfaces.
I'd be interested in keyboard control, I suppose this would also mean tab order would be useful.
Thanks for all your work!
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