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authorraysan5 <raysan5@gmail.com>2019-11-24 13:39:45 +0100
committerraysan5 <raysan5@gmail.com>2019-11-24 13:39:45 +0100
commit1d3f230c92f2f8d611fb4372bcc7ea1a454ca4ba (patch)
treef4e392faf84fe5d02fa78a2cb025737cc0cdc610 /src/raylib.h
parentae301a1d233d9fcde676e0572cc2eab9206a8ad2 (diff)
downloadraylib-1d3f230c92f2f8d611fb4372bcc7ea1a454ca4ba.tar.gz
raylib-1d3f230c92f2f8d611fb4372bcc7ea1a454ca4ba.zip
Review key input queue PR #1012
Keeping original API
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h5
1 files changed, 1 insertions, 4 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 3d7eae31..181be1fc 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -975,11 +975,8 @@ RLAPI bool IsKeyPressed(int key); // Detect if a key
RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
-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 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
+RLAPI int GetKeyPressed(void); // Get key pressed, call it multiple times for chars queued
// Input-related functions: gamepads
RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available