Update rcore.c
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258ddbf869
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7004eeb193
12
src/rcore.c
12
src/rcore.c
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@ -3746,12 +3746,10 @@ void OpenURL(const char *url)
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
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// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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#define KEY_SAFE(key) (((key) >= 0) && ((key) < sizeof(CORE.Input.Keyboard.currentKeyState)))
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// Check if a key has been pressed once
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// Check if a key has been pressed once
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bool IsKeyPressed(int key)
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bool IsKeyPressed(int key)
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{
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{
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if (!KEY_SAFE(key)) return false;
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if ((key < 0) || (key >= sizeof(CORE.Input.Keyboard.currentKeyState))) return false;
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bool pressed = false;
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bool pressed = false;
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if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true;
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if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true;
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@ -3762,7 +3760,7 @@ bool IsKeyPressed(int key)
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// Check if a key is being pressed (key held down)
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// Check if a key is being pressed (key held down)
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bool IsKeyDown(int key)
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bool IsKeyDown(int key)
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{
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{
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if (!KEY_SAFE(key)) return false;
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if ((key < 0) || (key >= sizeof(CORE.Input.Keyboard.currentKeyState))) return false;
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if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true;
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if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true;
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else return false;
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else return false;
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}
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}
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@ -3770,7 +3768,7 @@ bool IsKeyDown(int key)
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// Check if a key has been released once
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// Check if a key has been released once
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bool IsKeyReleased(int key)
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bool IsKeyReleased(int key)
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{
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{
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if (!KEY_SAFE(key)) return false;
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if ((key < 0) || (key >= sizeof(CORE.Input.Keyboard.currentKeyState))) return false;
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bool released = false;
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bool released = false;
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if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true;
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if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true;
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@ -3781,7 +3779,7 @@ bool IsKeyReleased(int key)
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// Check if a key is NOT being pressed (key not held down)
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// Check if a key is NOT being pressed (key not held down)
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bool IsKeyUp(int key)
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bool IsKeyUp(int key)
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{
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{
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if (!KEY_SAFE(key)) return false;
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if ((key < 0) || (key >= sizeof(CORE.Input.Keyboard.currentKeyState))) return false;
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if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
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if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
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else return false;
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else return false;
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}
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}
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@ -3789,7 +3787,7 @@ bool IsKeyUp(int key)
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// Check if a key has been repeated
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// Check if a key has been repeated
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bool IsKeyRepeated(int key)
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bool IsKeyRepeated(int key)
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{
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{
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if (!KEY_SAFE(key)) return false;
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if ((key < 0) || (key >= sizeof(CORE.Input.Keyboard.currentKeyState))) return false;
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if (CORE.Input.Keyboard.repeatKeyState[key] == 1) return true;
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if (CORE.Input.Keyboard.repeatKeyState[key] == 1) return true;
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else return false;
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else return false;
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}
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}
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