Finish deprecating charmods callback

This commit is contained in:
Camilla Löwy 2017-11-29 21:03:38 +01:00
parent df434c839a
commit b8df6ae3c1
2 changed files with 2 additions and 19 deletions

View File

@ -171,6 +171,7 @@ information on what to include when reporting a bug.
[OSMesa](https://www.mesa3d.org/osmesa.html) (#281)
- Added `GenerateMappings.cmake` script for updating gamepad mappings
- Deprecated window parameter of clipboard string functions
- Deprecated charmods callback
- Removed `GLFW_USE_RETINA` compile-time option
- Removed `GLFW_USE_CHDIR` compile-time option
- Removed `GLFW_USE_MENUBAR` compile-time option

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@ -186,8 +186,7 @@ encode the code points into UTF-8 or any other encoding you prefer.
Because an `unsigned int` is 32 bits long on all platforms supported by GLFW,
you can treat the code point argument as native endian UTF-32.
There are two callbacks for receiving Unicode code points. If you wish to
offer regular text input, set a character callback.
If you wish to offer regular text input, set a character callback.
@code
glfwSetCharCallback(window, character_callback);
@ -203,23 +202,6 @@ void character_callback(GLFWwindow* window, unsigned int codepoint)
}
@endcode
If you also wish to receive those Unicode code points generated with modifier
key combinations that a plain text field would ignore, or want to know exactly
what modifier keys were used, set a character with modifiers callback.
@code
glfwSetCharModsCallback(window, charmods_callback);
@endcode
The callback function receives Unicode code points and
[modifier bits](@ref mods).
@code
void charmods_callback(GLFWwindow* window, unsigned int codepoint, int mods)
{
}
@endcode
@subsection input_key_name Key names