rename input character functions
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@ -2216,11 +2216,11 @@ int GetKeyPressed(void)
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return lastKeyPressed;
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return lastKeyPressed;
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}
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}
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bool HasWaitingInputCharacter()
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bool IsCharAvailable()
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{
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{
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return 0 < inputCharacterQueueCount;
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return 0 < inputCharacterQueueCount;
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}
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}
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unsigned int PullNextInputCharacter()
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unsigned int GetNextChar()
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{
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{
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if (inputCharacterQueueCount <= 0)
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if (inputCharacterQueueCount <= 0)
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{
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{
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@ -3953,7 +3953,7 @@ static void CharCallback(GLFWwindow *window, unsigned int key)
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static const int CAPACITY = sizeof(inputCharacterQueue) / sizeof(inputCharacterQueue[0]);
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static const int CAPACITY = sizeof(inputCharacterQueue) / sizeof(inputCharacterQueue[0]);
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if (CAPACITY <= inputCharacterQueueCount)
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if (CAPACITY <= inputCharacterQueueCount)
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{
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{
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PullNextInputCharacter();
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GetNextChar();
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}
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}
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// add to queue
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// add to queue
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@ -977,8 +977,8 @@ RLAPI bool IsKeyUp(int key); // Detect if a key
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RLAPI int GetKeyPressed(void); // Get latest key pressed
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RLAPI int GetKeyPressed(void); // Get latest key pressed
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RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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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 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.
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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.
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RLAPI unsigned int PullNextInputCharacter(); // Pull a input character from the the internal input character stream
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RLAPI unsigned int GetNextChar(); // Pull a input character from the the internal input character stream
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// Input-related functions: gamepads
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// Input-related functions: gamepads
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RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
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RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
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