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@ -261,7 +261,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
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static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
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static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
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{
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{
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#if GLFW_HAS_GET_KEY_NAME
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#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__)
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// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
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// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
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// (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)
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// (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)
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// See https://github.com/glfw/glfw/issues/1502 for details.
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// See https://github.com/glfw/glfw/issues/1502 for details.
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@ -278,6 +278,8 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
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else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
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else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
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}
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}
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// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
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// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
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#else
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IM_UNUSED(scancode);
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#endif
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#endif
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return key;
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return key;
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}
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}
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