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Update rcore.c

pull/3881/head
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1 fichiers modifiés avec 6 ajouts et 6 suppressions
  1. +6
    -6
      src/rcore.c

+ 6
- 6
src/rcore.c Voir le fichier

@ -292,16 +292,16 @@ typedef struct CoreData {
struct {
struct {
int exitKey; // Default exit key
char currentKeyState[MAX_KEYBOARD_KEYS]; // Registers current frame key state
char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state
char currentKeyState[MAX_KEYBOARD_KEYS]; // Registers current frame key state
char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state
// NOTE: Since key press logic involves comparing prev vs cur key state, we need to handle key repeats specially
char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame.
char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame.
int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
int keyPressedQueueCount; // Input keys queue count
int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue (unicode)
int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue (unicode)
int charPressedQueueCount; // Input characters queue count
} Keyboard;
@ -331,7 +331,7 @@ typedef struct CoreData {
} Touch;
struct {
int lastButtonPressed; // Register last gamepad button pressed
int axisCount[MAX_GAMEPADS]; // Register number of available gamepad axis
int axisCount[MAX_GAMEPADS]; // Register number of available gamepad axis
bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready
char name[MAX_GAMEPADS][64]; // Gamepad name holder
char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state

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