Simpler design, only one repeat per frame
This commit is contained in:
parent
5b1f23375f
commit
d09b3e679b
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@ -1118,8 +1118,8 @@ RLAPI bool IsKeyPressed(int key); // Check if a key
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RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
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RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
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RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
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RLAPI bool IsKeyRepeated(int key); // Check if a key is being repeated (when held down)
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RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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RLAPI bool GetKeyRepeat(int key); // Get key's last repeat
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RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
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RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
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165
src/rcore.c
165
src/rcore.c
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@ -346,10 +346,10 @@
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#endif
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// Flags operation macros
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#define FLAG_SET(n, f) ((n) |= (f))
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#define FLAG_CLEAR(n, f) ((n) &= ~(f))
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#define FLAG_TOGGLE(n, f) ((n) ^= (f))
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#define FLAG_CHECK(n, f) ((n) & (f))
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#define FLAGS_SET(n, f) ( (n) |= (f) )
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#define FLAGS_CLEAR(n, f) ( (n) &= ~(f) )
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#define FLAGS_TOGGLE(n, f) ( (n) ^= (f) )
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#define FLAGS_CHECK(n, f) (( (n) & (f)) == (f) )
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -436,8 +436,7 @@ typedef struct CoreData {
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#endif
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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 keyState[MAX_KEYBOARD_KEYS]; // Registers frame key state
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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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@ -3745,49 +3744,40 @@ void OpenURL(const char *url)
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
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//----------------------------------------------------------------------------------
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#define KEY_STATE_DOWN 1 // Flag for key held down
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#define KEY_STATE_PRESSED ( 2 | KEY_STATE_DOWN) // Flag for key pressed down on frame
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#define KEY_STATE_RELEASED 4 // Flag for key released on frame
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#define KEY_STATE_REPEATED ( 8 | KEY_STATE_DOWN) // Flag for key text repeat
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#define KEY_STATE(key) CORE.Input.Keyboard.keyState[key | (MAX_KEYBOARD_KEYS - 1)] // Safely accesses key state
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// Check if a key has been pressed once
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bool IsKeyPressed(int key)
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{
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bool pressed = false;
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if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && IsKeyDown(key)) pressed = true;
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return pressed;
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return FLAGS_CHECK(KEY_STATE(key), KEY_STATE_PRESSED);
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}
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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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{
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if (CORE.Input.Keyboard.currentKeyState[key] >= 1) return true;
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else return false;
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return FLAGS_CHECK(KEY_STATE(key), KEY_STATE_DOWN);
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}
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// Check if a key has been released once
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bool IsKeyReleased(int key)
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{
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bool released = false;
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if ((CORE.Input.Keyboard.previousKeyState[key] >= 1) && IsKeyUp(key)) released = true;
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return released;
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return FLAGS_CHECK(KEY_STATE(key), KEY_STATE_RELEASED);
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}
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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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{
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if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
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else return false;
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return !IsKeyDown(key);
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}
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// Get key's last repeat
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bool GetKeyRepeat(int key)
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// Check if a key is being repeated (when held down)
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bool IsKeyRepeated(int key)
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{
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if (CORE.Input.Keyboard.currentKeyState[key] > 1)
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{
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CORE.Input.Keyboard.currentKeyState[key]--;
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return true;
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}
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return false;
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return FLAGS_CHECK(KEY_STATE(key), KEY_STATE_REPEATED);
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}
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// Get the last key pressed
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@ -5169,22 +5159,12 @@ void SwapScreenBuffer(void)
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#endif // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM
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}
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static void RegisterCurrentKeyState(int key, bool state)
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// Clear frame only key states
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static void ClearKeyStates(int count)
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{
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if (state && (CORE.Input.Keyboard.currentKeyState[key] < MAX_KEY_REPEAT)) CORE.Input.Keyboard.currentKeyState[key]++;
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else if (!state) CORE.Input.Keyboard.currentKeyState[key] = 0;
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}
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// Register previous keys states and remove unused key repeats
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static void RegisterPreviousKeys(int count)
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{
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for (int i = 0; i < count; i++)
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for (int key = 0; key < count; key++)
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{
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if (CORE.Input.Keyboard.currentKeyState[i] > 1)
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{
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CORE.Input.Keyboard.currentKeyState[i] = 1;
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}
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CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
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FLAGS_CLEAR(KEY_STATE(key), ~KEY_STATE_DOWN);
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}
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}
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@ -5208,7 +5188,7 @@ void PollInputEvents(void)
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#endif
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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RegisterPreviousKeys(MAX_KEYBOARD_KEYS);
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ClearKeyStates(MAX_KEYBOARD_KEYS);
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PollKeyboardEvents();
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// Register previous mouse states
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@ -5235,7 +5215,7 @@ void PollInputEvents(void)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
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RegisterPreviousKeys(MAX_KEYBOARD_KEYS);
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ClearKeyStates(MAX_KEYBOARD_KEYS);
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// Register previous mouse states
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for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
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@ -5417,7 +5397,7 @@ void PollInputEvents(void)
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#if defined(PLATFORM_ANDROID)
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// Register previous keys states
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// NOTE: Android supports up to 260 keys
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RegisterPreviousKeys(260);
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ClearKeyStates(260);
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// Android ALooper_pollAll() variables
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int pollResult = 0;
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@ -5610,18 +5590,14 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
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{
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if (key < 0) return; // Security check, macOS fn key generates -1
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// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as true
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// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
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if (action == GLFW_RELEASE)
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{
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#if !defined(PLATFORM_WEB)
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// WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
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if (!((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
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!((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0)))
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if ((action == GLFW_RELEASE)
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#if !defined(PLATFORM_WEB) // WARNING: Check if CAPS/NUM key modifiers are not enabled
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&& !((key == KEY_CAPS_LOCK) && FLAGS_CHECK(mods, GLFW_MOD_CAPS_LOCK))
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&& !((key == KEY_NUM_LOCK) && FLAGS_CHECK(mods, GLFW_MOD_NUM_LOCK))
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#endif
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RegisterCurrentKeyState(key, false);
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}
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else RegisterCurrentKeyState(key, true);
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) KEY_STATE(key) = KEY_STATE_RELEASED;
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else if (action == GLFW_PRESS) KEY_STATE(key) = KEY_STATE_PRESSED;
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else if (action == GLFW_REPEAT) KEY_STATE(key) = KEY_STATE_REPEATED;
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// Check if there is space available in the key queue
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if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
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@ -6076,16 +6052,15 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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// Save current button and its state
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// NOTE: Android key action is 0 for down and 1 for up
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if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_UP) RegisterCurrentKeyState(keycode, false);// Key up
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else
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if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
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{
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if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_PRESSED)
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{
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
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CORE.Input.Keyboard.keyPressedQueueCount++;
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}
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RegisterCurrentKeyState(keycode, true); // Key down
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KEY_STATE(keycode) = KEY_STATE_PRESSED;
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
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CORE.Input.Keyboard.keyPressedQueueCount++;
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}
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else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_UP) KEY_STATE(keycode) = KEY_STATE_RELEASED;
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else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE) KEY_STATE(keycode) = KEY_STATE_REPEATED;
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if (keycode == AKEYCODE_POWER)
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{
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@ -6388,7 +6363,7 @@ static void ProcessKeyboard(void)
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bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
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// Reset pressed keys array (it will be filled below)
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for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.currentKeyState[i] = 0;
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for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) KEY_STATE(i) = 0;
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// Fill all read bytes (looking for keys)
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for (int i = 0; i < bufferByteCount; i++)
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@ -6398,7 +6373,7 @@ static void ProcessKeyboard(void)
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if (keysBuffer[i] == 0x1b)
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{
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// Check if ESCAPE key has been pressed to stop program
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if (bufferByteCount == 1) RegisterCurrentKeyState(CORE.Input.Keyboard.exitKey, true);
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if (bufferByteCount == 1) KEY_STATE(CORE.Input.Keyboard.exitKey) = KEY_STATE_PRESSED;
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else
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{
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if (keysBuffer[i + 1] == 0x5b) // Special function key
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@ -6408,18 +6383,18 @@ static void ProcessKeyboard(void)
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// Process special function keys (F1 - F12)
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switch (keysBuffer[i + 3])
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{
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case 0x41: RegisterCurrentKeyState(290, true); break; // raylib KEY_F1
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case 0x42: RegisterCurrentKeyState(291, true); break; // raylib KEY_F2
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case 0x43: RegisterCurrentKeyState(292, true); break; // raylib KEY_F3
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case 0x44: RegisterCurrentKeyState(293, true); break; // raylib KEY_F4
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case 0x45: RegisterCurrentKeyState(294, true); break; // raylib KEY_F5
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case 0x37: RegisterCurrentKeyState(295, true); break; // raylib KEY_F6
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case 0x38: RegisterCurrentKeyState(296, true); break; // raylib KEY_F7
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case 0x39: RegisterCurrentKeyState(297, true); break; // raylib KEY_F8
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case 0x30: RegisterCurrentKeyState(298, true); break; // raylib KEY_F9
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case 0x31: RegisterCurrentKeyState(299, true); break; // raylib KEY_F10
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case 0x33: RegisterCurrentKeyState(300, true); break; // raylib KEY_F11
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case 0x34: RegisterCurrentKeyState(301, true); break; // raylib KEY_F12
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case 0x41: KEY_STATE(290) = KEY_STATE_PRESSED; break; // raylib KEY_F1
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case 0x42: KEY_STATE(291) = KEY_STATE_PRESSED; break; // raylib KEY_F2
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case 0x43: KEY_STATE(292) = KEY_STATE_PRESSED; break; // raylib KEY_F3
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case 0x44: KEY_STATE(293) = KEY_STATE_PRESSED; break; // raylib KEY_F4
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case 0x45: KEY_STATE(294) = KEY_STATE_PRESSED; break; // raylib KEY_F5
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case 0x37: KEY_STATE(295) = KEY_STATE_PRESSED; break; // raylib KEY_F6
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case 0x38: KEY_STATE(296) = KEY_STATE_PRESSED; break; // raylib KEY_F7
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case 0x39: KEY_STATE(297) = KEY_STATE_PRESSED; break; // raylib KEY_F8
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case 0x30: KEY_STATE(298) = KEY_STATE_PRESSED; break; // raylib KEY_F9
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case 0x31: KEY_STATE(299) = KEY_STATE_PRESSED; break; // raylib KEY_F10
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case 0x33: KEY_STATE(300) = KEY_STATE_PRESSED; break; // raylib KEY_F11
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case 0x34: KEY_STATE(301) = KEY_STATE_PRESSED; break; // raylib KEY_F12
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default: break;
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}
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@ -6430,10 +6405,10 @@ static void ProcessKeyboard(void)
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{
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switch (keysBuffer[i + 2])
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{
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case 0x41: RegisterCurrentKeyState(265, true); break; // raylib KEY_UP
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case 0x42: RegisterCurrentKeyState(264, true); break; // raylib KEY_DOWN
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case 0x43: RegisterCurrentKeyState(262, true); break; // raylib KEY_RIGHT
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case 0x44: RegisterCurrentKeyState(263, true); break; // raylib KEY_LEFT
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case 0x41: KEY_STATE(265) = KEY_STATE_PRESSED; break; // raylib KEY_UP
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case 0x42: KEY_STATE(264) = KEY_STATE_PRESSED; break; // raylib KEY_DOWN
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case 0x43: KEY_STATE(262) = KEY_STATE_PRESSED; break; // raylib KEY_RIGHT
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case 0x44: KEY_STATE(263) = KEY_STATE_PRESSED; break; // raylib KEY_LEFT
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default: break;
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}
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@ -6446,14 +6421,14 @@ static void ProcessKeyboard(void)
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}
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else if (keysBuffer[i] == 0x0a) // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
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{
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RegisterCurrentKeyState(257, true);
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KEY_STATE(257) = KEY_STATE_PRESSED;
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
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CORE.Input.Keyboard.keyPressedQueueCount++;
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}
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else if (keysBuffer[i] == 0x7f) // raylib KEY_BACKSPACE
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{
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RegisterCurrentKeyState(259, true);
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KEY_STATE(259) = KEY_STATE_PRESSED;
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
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CORE.Input.Keyboard.keyPressedQueueCount++;
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@ -6463,9 +6438,9 @@ static void ProcessKeyboard(void)
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// Translate lowercase a-z letters to A-Z
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if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
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{
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RegisterCurrentKeyState((int)keysBuffer[i] - 32, true);
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KEY_STATE((int)keysBuffer[i] - 32) = KEY_STATE_PRESSED;
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}
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else RegisterCurrentKeyState((int)keysBuffer[i], true);
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else KEY_STATE((int)keysBuffer[i]) = KEY_STATE_PRESSED;
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keysBuffer[i]; // Add keys pressed into queue
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CORE.Input.Keyboard.keyPressedQueueCount++;
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@ -6504,7 +6479,7 @@ static void InitEvdevInput(void)
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}
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// Reset keyboard key state
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for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.currentKeyState[i] = 0;
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for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) KEY_STATE(i) = 0;
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// Open the linux directory of "/dev/input"
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directory = opendir(DEFAULT_EVDEV_PATH);
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@ -6774,12 +6749,12 @@ static void PollKeyboardEvents(void)
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keycode = keymapUS[event.code & 0xFF]; // The code we get is a scancode so we look up the appropriate keycode
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// Make sure we got a valid keycode
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if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState)))
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if ((keycode > 0) && (keycode < MAX_KEYBOARD_KEYS))
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{
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// WARNING: https://www.kernel.org/doc/Documentation/input/input.txt
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// Event interface: 'value' is the value the event carries. Either a relative change for EV_REL,
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// absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat
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RegisterCurrentKeyState(keycode, event.value >= 1);
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KEY_STATE(keycode) = (event.value >= 1) ? KEY_STATE_PRESSED : KEY_STATE_RELEASED;
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if (event.value >= 1)
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{
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed
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@ -7258,7 +7233,7 @@ static void RecordAutomationEvent(unsigned int frame)
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for (int key = 0; key < MAX_KEYBOARD_KEYS; key++)
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{
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// INPUT_KEY_UP (only saved once)
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if (CORE.Input.Keyboard.previousKeyState[key] && !CORE.Input.Keyboard.currentKeyState[key])
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if (IsKeyReleased(key))
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{
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events[eventCount].frame = frame;
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events[eventCount].type = INPUT_KEY_UP;
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@ -7271,7 +7246,7 @@ static void RecordAutomationEvent(unsigned int frame)
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}
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// INPUT_KEY_DOWN
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if (CORE.Input.Keyboard.currentKeyState[key])
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if (IsKeyDown(key))
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{
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events[eventCount].frame = frame;
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events[eventCount].type = INPUT_KEY_DOWN;
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@ -7477,10 +7452,10 @@ static void PlayAutomationEvent(unsigned int frame)
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switch (events[i].type)
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{
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// Input events
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case INPUT_KEY_UP: RegisterCurrentKeyState(events[i].params[0]], false); break; // param[0]: key
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case INPUT_KEY_DOWN: RegisterCurrentKeyState(events[i].params[0]], true); break; // param[0]: key
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case INPUT_MOUSE_BUTTON_UP: RegisterCurrentKeyState(events[i].params[0]], false); break; // param[0]: key
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case INPUT_MOUSE_BUTTON_DOWN: RegisterCurrentKeyState(events[i].params[0]], true); break; // param[0]: key
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case INPUT_KEY_UP: KEY_STATE(events[i].params[0]) = KEY_STATE_RELEASED; break; // param[0]: key
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case INPUT_KEY_DOWN: KEY_STATE(events[i].params[0]) = KEY_STATE_PRESSED; break; // param[0]: key
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case INPUT_MOUSE_BUTTON_UP: KEY_STATE(events[i].params[0]) = KEY_STATE_RELEASED; break; // param[0]: key
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case INPUT_MOUSE_BUTTON_DOWN: KEY_STATE(events[i].params[0]) = KEY_STATE_PRESSED; break; // param[0]: key
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case INPUT_MOUSE_POSITION: // param[0]: x, param[1]: y
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{
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||||
CORE.Input.Mouse.currentPosition.x = (float)events[i].params[0];
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user