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GetKeyName prototype (#4544)

* Update raylib.h: GeyKeyName prototype

Prototype for GetKeyName, which is already implemented elsewhere.

* Update raylib_to_parse.h: GetKeyName prototype
pull/4556/head
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    -0
      projects/Notepad++/raylib_npp_parser/raylib_to_parse.h
  2. +1
    -0
      src/raylib.h

+ 1
- 0
projects/Notepad++/raylib_npp_parser/raylib_to_parse.h Visa fil

@ -216,6 +216,7 @@ RLAPI bool IsKeyUp(int key); // Check if a key
RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
RLAPI const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string "q" for KEY_A on an AZERTY keyboard)
// Input-related functions: gamepads
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available

+ 1
- 0
src/raylib.h Visa fil

@ -1178,6 +1178,7 @@ RLAPI bool IsKeyUp(int key); // Check if a key
RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
RLAPI const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string "q" for KEY_A on an AZERTY keyboard)
// Input-related functions: gamepads
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available

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