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authorRay <[email protected]>2024-03-21 15:43:00 +0100
committerRay <[email protected]>2024-03-21 15:43:00 +0100
commitdcb9db5fe634893a9691a439cbe552c0133b0a56 (patch)
tree507ee167b5cd4657ae0b01c74088135667154e10 /src
parent28c232d856e8908a9f2675d5df56bc16f1e30acf (diff)
downloadraylib-dcb9db5fe634893a9691a439cbe552c0133b0a56.tar.gz
raylib-dcb9db5fe634893a9691a439cbe552c0133b0a56.zip
Update rcore.c
Diffstat (limited to 'src')
-rw-r--r--src/rcore.c12
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