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@ -123,9 +123,21 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod
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}
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}
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@endcode
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@endcode
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The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. The key
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The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. Events with
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will be `GLFW_KEY_UNKNOWN` if GLFW lacks a key token for it, for example
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`GLFW_PRESS` and `GLFW_RELEASE` actions are emitted for every key press. Most
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_E-mail_ and _Play_ keys.
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keys will also emit events with `GLFW_REPEAT` actions while a key is held down.
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Key events with `GLFW_REPEAT` actions are intended for text input. They are
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emitted at the rate set in the user's keyboard settings. At most one key is
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repeated even if several keys are held down. `GLFW_REPEAT` actions should not
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be relied on to know which keys are being held down or to drive animation.
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Instead you should either save the state of relevant keys based on `GLFW_PRESS`
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and `GLFW_RELEASE` actions, or call @ref glfwGetKey, which provides basic cached
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key state.
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The key will be one of the existing [key tokens](@ref keys), or
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`GLFW_KEY_UNKNOWN` if GLFW lacks a token for it, for example _E-mail_ and _Play_
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keys.
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The scancode is unique for every key, regardless of whether it has a key token.
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The scancode is unique for every key, regardless of whether it has a key token.
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Scancodes are platform-specific but consistent over time, so keys will have
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Scancodes are platform-specific but consistent over time, so keys will have
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@ -4734,8 +4734,7 @@ GLFWAPI int glfwGetKeyScancode(int key);
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*
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*
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* This function returns the last state reported for the specified key to the
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* This function returns the last state reported for the specified key to the
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* specified window. The returned state is one of `GLFW_PRESS` or
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* specified window. The returned state is one of `GLFW_PRESS` or
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* `GLFW_RELEASE`. The higher-level action `GLFW_REPEAT` is only reported to
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* `GLFW_RELEASE`. The action `GLFW_REPEAT` is only reported to the key callback.
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* the key callback.
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*
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*
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* If the @ref GLFW_STICKY_KEYS input mode is enabled, this function returns
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* If the @ref GLFW_STICKY_KEYS input mode is enabled, this function returns
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* `GLFW_PRESS` the first time you call it for a key that was pressed, even if
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* `GLFW_PRESS` the first time you call it for a key that was pressed, even if
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