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