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Finish deprecating charmods callback
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@ -171,6 +171,7 @@ information on what to include when reporting a bug.
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[OSMesa](https://www.mesa3d.org/osmesa.html) (#281)
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- Added `GenerateMappings.cmake` script for updating gamepad mappings
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- Deprecated window parameter of clipboard string functions
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- Deprecated charmods callback
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- Removed `GLFW_USE_RETINA` compile-time option
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- Removed `GLFW_USE_CHDIR` compile-time option
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- 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.
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Because an `unsigned int` is 32 bits long on all platforms supported by GLFW,
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you can treat the code point argument as native endian UTF-32.
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There are two callbacks for receiving Unicode code points. If you wish to
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offer regular text input, set a character callback.
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If you wish to offer regular text input, set a character callback.
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@code
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glfwSetCharCallback(window, character_callback);
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@ -203,23 +202,6 @@ void character_callback(GLFWwindow* window, unsigned int codepoint)
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}
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@endcode
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If you also wish to receive those Unicode code points generated with modifier
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key combinations that a plain text field would ignore, or want to know exactly
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what modifier keys were used, set a character with modifiers callback.
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@code
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glfwSetCharModsCallback(window, charmods_callback);
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@endcode
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The callback function receives Unicode code points and
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[modifier bits](@ref mods).
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@code
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void charmods_callback(GLFWwindow* window, unsigned int codepoint, int mods)
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{
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}
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@endcode
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@subsection input_key_name Key names
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