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@ -126,7 +126,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths |
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// Input callbacks events |
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static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed |
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static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get kt">char value) |
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static void CharCallback(GLFWwindow *window, unsigned int codepoint); // GLFW3 Char Callback, runs on key pressed (get n">codepoint value) |
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static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed |
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static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move |
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static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Scrolling Callback, runs on mouse wheel |
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@ -1714,10 +1714,10 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i |
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if ((key == CORE.Input.Keyboard.exitKey) && (action == GLFW_PRESS)) glfwSetWindowShouldClose(platform.handle, GLFW_TRUE); |
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} |
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// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value) |
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static void CharCallback(GLFWwindow *window, unsigned int key) |
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// GLFW3 Char Callback, get unicode codepoint value |
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static void CharCallback(GLFWwindow *window, unsigned int codepoint) |
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{ |
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//TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key); |
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//TRACELOG(LOG_DEBUG, "Char Callback: Codepoint: %i", codepoint); |
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// NOTE: Registers any key down considering OS keyboard layout but |
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// does not detect action events, those should be managed by user... |
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@ -1728,7 +1728,7 @@ static void CharCallback(GLFWwindow *window, unsigned int key) |
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if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE) |
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{ |
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// Add character to the queue |
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CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key; |
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CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = codepoint; |
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CORE.Input.Keyboard.charPressedQueueCount++; |
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} |
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} |
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