Closed DeltaW0x closed 7 months ago
Tested both on the FNA example program and the Veldrid one.
if you test the sample program, you are testing veldrid ... since sample programs are build on top of Veldrid. So this is a veldrid issue rather than imgui.net issue. feel free to post it over here.
It is an imgui.net issue, because wherever I test it, veldrid fna silknet, gamepad keycodes get eaten somehow, even if I literally force an always true AddKeyEvent(). It does not depend from where I send input, it does not depend from how I send input, so there's something going on either in the .net layer, because native c++ imgui works fine, or cimgui. Gamepad navigation is enabled in the IO config flags
I recompiled the repo instead of using nuget and it fixed itself, no idea why
Currently gamepad navigation does not work. Even if I manually wire a Keyboard key as a Gamepad key (
Keys.Down => ImGuiKey.GamepadDpadDown
instea ofKeys.Down => ImGuiKey.DownArrow
for example), ImGui still either ignores the input or doesn't receive it at all. Tested both on the FNA example program and the Veldrid one. As workaround I have to do the opposite of what written before, aka wiring a gamepad input as a keyboard one, but that's obviously not going to work very well for a variety of reasons