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GetKeyName prototype (#4544)
* Update raylib.h: GeyKeyName prototype Prototype for GetKeyName, which is already implemented elsewhere. * Update raylib_to_parse.h: GetKeyName prototype
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projects/Notepad++/raylib_npp_parser/raylib_to_parse.h

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@@ -216,6 +216,7 @@ RLAPI bool IsKeyUp(int key); // Check if a key
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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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RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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RLAPI const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string "q" for KEY_A on an AZERTY keyboard)
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// Input-related functions: gamepads
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RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available

src/raylib.h

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@@ -1178,6 +1178,7 @@ RLAPI bool IsKeyUp(int key); // Check if a key
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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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RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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RLAPI const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string "q" for KEY_A on an AZERTY keyboard)
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// Input-related functions: gamepads
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RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available

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