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Support the GLFW preedit candidate feature.
This feature supports only Win32 currently.
We can use this feature by enabling `FLAG_MANAGE_PREEDIT_CANDIDATE` flag
on Win32.
RLAPIboolIsKeyPressed(intkey); // Check if a key has been pressed once
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RLAPIboolIsKeyDown(intkey); // Check if a key is being pressed
@@ -1115,6 +1124,8 @@ RLAPI void GetPreeditCursorRectangle(int *x, int *y, int *w, int *h); // Get the
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RLAPIboolIsImeOn(void); // Check if IME is ON
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RLAPIvoidSetImeStatus(boolon); // Set IME status
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RLAPIvoidResetPreedit(void); // Reset preedit text
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RLAPIvoidSetPreeditCandidateCallback(PreeditCandidateCallbackcallback); // Set a callback for preedit candidates
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RLAPIint*GetPreeditCandidate(intindex, int*textCount); // Get the text of the preedie candidate. This can be used only when `FLAG_MANAGE_PREEDIT_CANDIDATE` ConfigFlag is enabled on Win32
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// Input-related functions: gamepads
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RLAPIboolIsGamepadAvailable(intgamepad); // Check if a gamepad is available
if ((CORE.Window.flags&FLAG_MANAGE_PREEDIT_CANDIDATE) >0) glfwInitHint(GLFW_MANAGE_PREEDIT_CANDIDATE, GLFW_TRUE); // Manage the drawing of preedit candidates.
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elseglfwInitHint(GLFW_MANAGE_PREEDIT_CANDIDATE, GLFW_FALSE); // Leave the drawing of preedit candidates to the IME
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if (!glfwInit())
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{
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TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW");
@@ -4187,6 +4204,7 @@ static bool InitGraphicsDevice(int width, int height)
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