Revise Key and KeyCode enums
Split `Key` into clear categories, like `Named`, `Dead`, Character`, `Unidentified` removing the `#[non_exhaustive]` from the `Key` itself. Similar action was done for the `KeyCode`. Fixes: #2995 Co-authored-by: Kirill Chibisov <contact@kchibisov.com>
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31 changed files with 1456 additions and 1277 deletions
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@ -6,7 +6,7 @@ use winit::{
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dpi::{PhysicalPosition, PhysicalSize},
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event::{ElementState, Event, Ime, WindowEvent},
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event_loop::EventLoop,
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keyboard::{Key, KeyCode},
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keyboard::NamedKey,
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window::{ImePurpose, WindowBuilder},
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};
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@ -69,12 +69,12 @@ fn main() -> Result<(), impl std::error::Error> {
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WindowEvent::KeyboardInput { event, .. } => {
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println!("key: {event:?}");
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if event.state == ElementState::Pressed && event.physical_key == KeyCode::F2 {
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if event.state == ElementState::Pressed && event.logical_key == NamedKey::F2 {
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ime_allowed = !ime_allowed;
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window.set_ime_allowed(ime_allowed);
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println!("\nIME allowed: {ime_allowed}\n");
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}
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if event.state == ElementState::Pressed && event.logical_key == Key::F3 {
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if event.state == ElementState::Pressed && event.logical_key == NamedKey::F3 {
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ime_purpose = match ime_purpose {
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ImePurpose::Normal => ImePurpose::Password,
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ImePurpose::Password => ImePurpose::Terminal,
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