rename KeyCodes to KeyInfo
use the correct value for virtual key from sdl.
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a4e17ba171
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@ -1488,7 +1488,7 @@ void PollInputEvents(void)
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if ((CORE.Input.Keyboard.currentKeyState[key] == 0) && (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE))
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{
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount].keycode = key;
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount].scancode = event.key.keysym.scancode;
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount].scancode = event.key.keysym.sym;
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CORE.Input.Keyboard.keyPressedQueueCount++;
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}
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@ -268,7 +268,7 @@ __declspec(dllimport) unsigned int __stdcall timeEndPeriod(unsigned int uPeriod)
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//----------------------------------------------------------------------------------
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typedef struct { int x; int y; } Point;
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typedef struct { unsigned int width; unsigned int height; } Size;
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typedef struct { int keycode; int scancode; } KeyCodes;
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typedef struct { int keycode; int scancode; } KeyInfo;
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// Core global state context data
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typedef struct CoreData {
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@ -311,7 +311,7 @@ typedef struct CoreData {
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// NOTE: Since key press logic involves comparing prev vs cur key state, we need to handle key repeats specially
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char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame
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KeyCodes keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
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KeyInfo keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
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int keyPressedQueueCount; // Input keys queue count
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int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue (unicode)
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