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			| @@ -261,7 +261,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo | |||||||
|  |  | ||||||
| static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) | static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) | ||||||
| { | { | ||||||
| #if GLFW_HAS_GET_KEY_NAME | #if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__) | ||||||
|     // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. |     // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. | ||||||
|     // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) |     // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) | ||||||
|     // See https://github.com/glfw/glfw/issues/1502 for details. |     // See https://github.com/glfw/glfw/issues/1502 for details. | ||||||
| @@ -278,6 +278,8 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) | |||||||
|         else if (const char* p = strchr(char_names, key_name[0]))   { key = char_keys[p - char_names]; } |         else if (const char* p = strchr(char_names, key_name[0]))   { key = char_keys[p - char_names]; } | ||||||
|     } |     } | ||||||
|     // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); |     // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); | ||||||
|  | #else | ||||||
|  |     IM_UNUSED(scancode); | ||||||
| #endif | #endif | ||||||
|     return key; |     return key; | ||||||
| } | } | ||||||
|   | |||||||
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