- Aligned mappings
- ScanDash -> ScanHyphen
- Numpad keys include Numpad
- *Equals -> *Equal
- Key 29/42 are Backslash
- Key 45 is Non-US Backslash
- Add additional media & more scancodes
- Rename ScanAgain to ScanRedo
- Rename ScanMute to ScanVolumeMute
- Add the missing F-key mappings for macOS
- Fix mapping in Windows code
- Correctly handle numpad keys on Windows for isKeyPressed
- Refactorings
- Use mapping for Linux from different key config
- Refactor some mapping code
- Fix map initialization
- Layout independent keys also don't have unicode characters, so it
makes more sense to translate them first and use unicode as fallback
- Fix iteration limits on Windows
- Consistently use 'Scancode' instead of 'ScanCode' everywhere
- Use 'delocalize' instead of 'unlocalize'
- Fix conversion warnings
- Remove unused mapping function
- Hide parameters for non-applicable iOS functions
- Update documentation
- Add Android InputImpl scancode function stubs
The previous documentation talks about 'end points' but the current code does not take end point as an argument and hence does not allow specifying the end point of the loop. (Instead the functions allows specifying the beginning offset and the length of the loop.)
This fixes wrong rendering for RenderTexture that need sRGB encoding along a
non-sRGB window.
We cannot simply always enable GL_FRAMEBUFFER_SRGB because some drivers
enable sRGB encoding on non-sRGB window surfaces.
Also add a isSrgb() method to tell if a RenderTarget is encoding into
sRGB color space.
Single line comments starting with `///` are interpreted by
Microsoft Visual Studio as documentation containing XML code.
Therefore single line comments starting with `///<` unfortunately
cause a parsing error, as IntelliSense will assume the `<` is the
start of an XML tag. This is not the case, but unfortunately,
IntelliSense will still complain about the following space
character rather than displaying the raw string. This commit alters
all such comments to start with `//!<` instead, which prevents the
issue.
This fixes issue #1622.