diff --git a/README.md b/README.md index 595e49ee..eae1c530 100644 --- a/README.md +++ b/README.md @@ -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 diff --git a/docs/input.dox b/docs/input.dox index 89ff9832..e3190d48 100644 --- a/docs/input.dox +++ b/docs/input.dox @@ -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