Fix #2722
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1 changed files with 4 additions and 2 deletions
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@ -4134,11 +4134,11 @@ static bool InitGraphicsDevice(int width, int height)
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glfwSetScrollCallback(CORE.Window.handle, MouseScrollCallback);
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glfwSetScrollCallback(CORE.Window.handle, MouseScrollCallback);
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glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback);
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glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback);
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glfwSetInputMode(CORE.Window.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM)
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glfwMakeContextCurrent(CORE.Window.handle);
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glfwMakeContextCurrent(CORE.Window.handle);
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#if !defined(PLATFORM_WEB)
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#if !defined(PLATFORM_WEB)
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glfwSetInputMode(CORE.Window.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM)
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glfwSwapInterval(0); // No V-Sync by default
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glfwSwapInterval(0); // No V-Sync by default
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#endif
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#endif
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@ -5267,9 +5267,11 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
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if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
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if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
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else CORE.Input.Keyboard.currentKeyState[key] = 1;
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else CORE.Input.Keyboard.currentKeyState[key] = 1;
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#if !defined(PLATFORM_WEB)
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// WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
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// WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
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if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
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if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
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((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
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((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
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#endif
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// Check if there is space available in the key queue
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// Check if there is space available in the key queue
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if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
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if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
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