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| author | Ray <[email protected]> | 2024-03-21 15:43:00 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2024-03-21 15:43:00 +0100 |
| commit | dcb9db5fe634893a9691a439cbe552c0133b0a56 (patch) | |
| tree | 507ee167b5cd4657ae0b01c74088135667154e10 /src | |
| parent | 28c232d856e8908a9f2675d5df56bc16f1e30acf (diff) | |
| download | raylib-dcb9db5fe634893a9691a439cbe552c0133b0a56.tar.gz raylib-dcb9db5fe634893a9691a439cbe552c0133b0a56.zip | |
Update rcore.c
Diffstat (limited to 'src')
| -rw-r--r-- | src/rcore.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/rcore.c b/src/rcore.c index dcdc3bef..aa9724cb 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -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 |
