From 5733b0e4cb885c51b4ecb6c41bc2fb2b88b4b407 Mon Sep 17 00:00:00 2001 From: Camilla Berglund Date: Fri, 10 Apr 2015 13:31:47 +0200 Subject: [PATCH] Removed repetitition in input guide. Fixes #496. --- docs/input.dox | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) diff --git a/docs/input.dox b/docs/input.dox index fb38808b..1d622da1 100644 --- a/docs/input.dox +++ b/docs/input.dox @@ -104,15 +104,12 @@ void key_callback(GLFWwindow* window, int key, int scancode, int action, int mod @endcode The action is one of `GLFW_PRESS`, `GLFW_REPEAT` or `GLFW_RELEASE`. The key -will be `GLFW_KEY_UNKNOWN` if GLFW lacks a key token for it. These keys still -have unique, if platform-specific scancodes. +will be `GLFW_KEY_UNKNOWN` if GLFW lacks a key token for it, for example +_E-mail_ and _Play_ keys. -The scancode is unique for every key but is platform-specific, so a scancode -will map to different keys on different platforms. - -The key will be `GLFW_KEY_UNKNOWN` for special keys like _E-mail_ or _Play_ that -don't have a key token. Those keys will still have unique, if platform-specific -scancodes. +The scancode is unique for every key, regardless of whether it has a key token. +Scancodes are platform-specific but consistent over time, so keys will have +different scancodes depending on the platform but they are safe to save to disk. Key states for [named keys](@ref keys) are also saved in per-window state arrays that can be polled with @ref glfwGetKey.