diff --git a/src/core.c b/src/core.c index 2be58137c..dcc51c916 100644 --- a/src/core.c +++ b/src/core.c @@ -2216,11 +2216,11 @@ int GetKeyPressed(void) return lastKeyPressed; } -bool HasWaitingInputCharacter() +bool IsCharAvailable() { return 0 < inputCharacterQueueCount; } -unsigned int PullNextInputCharacter() +unsigned int GetNextChar() { if (inputCharacterQueueCount <= 0) { @@ -3953,7 +3953,7 @@ static void CharCallback(GLFWwindow *window, unsigned int key) static const int CAPACITY = sizeof(inputCharacterQueue) / sizeof(inputCharacterQueue[0]); if (CAPACITY <= inputCharacterQueueCount) { - PullNextInputCharacter(); + GetNextChar(); } // add to queue diff --git a/src/raylib.h b/src/raylib.h index 5af961b15..23ecfe779 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -977,8 +977,8 @@ RLAPI bool IsKeyUp(int key); // Detect if a key RLAPI int GetKeyPressed(void); // Get latest key pressed RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) -RLAPI bool HasWaitingInputCharacter(); // Check if input character exists at least one in the internal input character stream. The characters are produced by the operating system text input system. -RLAPI unsigned int PullNextInputCharacter(); // Pull a input character from the the internal input character stream +RLAPI bool IsCharAvailable(); // Check if input character exists at least one in the internal input character stream. The characters are produced by the operating system text input system. +RLAPI unsigned int GetNextChar(); // Pull a input character from the the internal input character stream // Input-related functions: gamepads RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available