GetKeyName and GetKeyScancode.

This commit is contained in:
jussi
2023-03-30 00:13:02 +03:00
parent 9df23e32b0
commit 6a7c660f33
11 changed files with 6713 additions and 3 deletions

32
API.md
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@@ -87,6 +87,8 @@ LOG_NONE
## Globals - KeyboardKey
GLFW_KEY_UNKNOWN
KEY_NULL
KEY_APOSTROPHE
@@ -1699,6 +1701,36 @@ Set a custom key to exit program ( default is ESC )
---
> keyName = RL_GetKeyName( int key, int scancode )
This function returns the name of the specified printable key, encoded as UTF-8.
This is typically the character that key would produce without any modifier keys,
intended for displaying key bindings to the user. For dead keys, it is typically
the diacritic it would add to a character.
Do not use this function for text input. You will break text input for many
languages even if it happens to work for yours.
If the key is KEY_UNKNOWN, the scancode is used to identify the key,
otherwise the scancode is ignored. If you specify a non-printable key,
or KEY_UNKNOWN and a scancode that maps to a non-printable key,
this function returns nil but does not emit an error.
- Failure return -1
- Success return string or nil
---
> scancode = RL_GetKeyScancode( int key )
This function returns the platform-specific scancode of the specified key.
If the key is KEY_UNKNOWN or does not exist on the keyboard this method will return -1.
- Failure return nil
- Success return int
---
## Core - Input-related Gamepad
---