Add API: IsImeOn
This is for GLFW3: glfwGetInputMode (mode: GLFW_IME)
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@ -619,6 +619,13 @@ void GetPreeditCursorRectangle(int *x, int *y, int *w, int *h)
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TRACELOG(LOG_WARNING, "GetPreeditCursorRectangle() not implemented on target platform");
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TRACELOG(LOG_WARNING, "GetPreeditCursorRectangle() not implemented on target platform");
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}
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}
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// Check if IME is ON
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bool IsImeOn(void)
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{
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TRACELOG(LOG_WARNING, "IsImeOn() not implemented on target platform");
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return false;
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}
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// Set internal gamepad mappings
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// Set internal gamepad mappings
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int SetGamepadMappings(const char *mappings)
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int SetGamepadMappings(const char *mappings)
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{
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{
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@ -1055,6 +1055,13 @@ void GetPreeditCursorRectangle(int *x, int *y, int *w, int *h)
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glfwGetPreeditCursorRectangle(platform.handle, x, y, w, h);
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glfwGetPreeditCursorRectangle(platform.handle, x, y, w, h);
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}
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}
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// Check if IME is ON
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bool IsImeOn(void)
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{
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if (glfwGetInputMode(platform.handle, GLFW_IME) == GLFW_TRUE) return true;
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return false;
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}
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// Set internal gamepad mappings
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// Set internal gamepad mappings
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int SetGamepadMappings(const char *mappings)
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int SetGamepadMappings(const char *mappings)
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{
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{
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@ -940,6 +940,13 @@ void GetPreeditCursorRectangle(int *x, int *y, int *w, int *h)
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TRACELOG(LOG_WARNING, "GetPreeditCursorRectangle() not implemented on target platform");
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TRACELOG(LOG_WARNING, "GetPreeditCursorRectangle() not implemented on target platform");
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}
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}
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// Check if IME is ON
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bool IsImeOn(void)
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{
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TRACELOG(LOG_WARNING, "IsImeOn() not implemented on target platform");
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return false;
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}
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// Set internal gamepad mappings
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// Set internal gamepad mappings
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int SetGamepadMappings(const char *mappings)
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int SetGamepadMappings(const char *mappings)
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{
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{
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@ -615,6 +615,13 @@ void GetPreeditCursorRectangle(int *x, int *y, int *w, int *h)
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TRACELOG(LOG_WARNING, "GetPreeditCursorRectangle() not implemented on target platform");
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TRACELOG(LOG_WARNING, "GetPreeditCursorRectangle() not implemented on target platform");
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}
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}
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// Check if IME is ON
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bool IsImeOn(void)
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{
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TRACELOG(LOG_WARNING, "IsImeOn() not implemented on target platform");
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return false;
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}
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// Set internal gamepad mappings
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// Set internal gamepad mappings
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int SetGamepadMappings(const char *mappings)
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int SetGamepadMappings(const char *mappings)
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{
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{
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@ -377,6 +377,13 @@ void GetPreeditCursorRectangle(int *x, int *y, int *w, int *h)
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TRACELOG(LOG_WARNING, "GetPreeditCursorRectangle() not implemented on target platform");
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TRACELOG(LOG_WARNING, "GetPreeditCursorRectangle() not implemented on target platform");
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}
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}
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// Check if IME is ON
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bool IsImeOn(void)
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{
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TRACELOG(LOG_WARNING, "IsImeOn() not implemented on target platform");
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return false;
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}
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// Set internal gamepad mappings
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// Set internal gamepad mappings
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int SetGamepadMappings(const char *mappings)
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int SetGamepadMappings(const char *mappings)
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{
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{
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@ -861,6 +861,13 @@ void GetPreeditCursorRectangle(int *x, int *y, int *w, int *h)
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glfwGetPreeditCursorRectangle(platform.handle, x, y, w, h);
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glfwGetPreeditCursorRectangle(platform.handle, x, y, w, h);
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}
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}
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// Check if IME is ON
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bool IsImeOn(void)
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{
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if (glfwGetInputMode(platform.handle, GLFW_IME) == GLFW_TRUE) return true;
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return false;
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}
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// Set internal gamepad mappings
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// Set internal gamepad mappings
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int SetGamepadMappings(const char *mappings)
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int SetGamepadMappings(const char *mappings)
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{
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{
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@ -1173,6 +1173,7 @@ RLAPI void SetExitKey(int key); // Set a custom ke
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RLAPI void SetPreeditCallback(PreeditCallback callback); // Set a callback for preedit
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RLAPI void SetPreeditCallback(PreeditCallback callback); // Set a callback for preedit
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RLAPI void SetPreeditCursorRectangle(int x, int y, int w, int h); // Set the preedit cursor area that is used to decide the position of the candidate window
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RLAPI void SetPreeditCursorRectangle(int x, int y, int w, int h); // Set the preedit cursor area that is used to decide the position of the candidate window
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RLAPI void GetPreeditCursorRectangle(int *x, int *y, int *w, int *h); // Get the preedit cursor area
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RLAPI void GetPreeditCursorRectangle(int *x, int *y, int *w, int *h); // Get the preedit cursor area
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RLAPI bool IsImeOn(void); // Check if IME is ON
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// Input-related functions: gamepads
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// Input-related functions: gamepads
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RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
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RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
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