Add keyboard enumeration function. Make image layers work.
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@@ -1,7 +1,7 @@
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#ifndef _SDL_GAMECONTROLLERDB_H_
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#define _SDL_GAMECONTROLLERDB_H_
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Wed May 13 04:53:27 AM EDT 2026
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Wed May 13 08:00:23 AM EDT 2026
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2228
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@@ -32,6 +32,8 @@ typedef struct {
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extern akgl_ControlMap GAME_ControlMaps[AKGL_MAX_CONTROL_MAPS];
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akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_list_keyboards(void);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_event(void *appstate, SDL_Event *event);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_button_down(void *appstate, SDL_Event *event);
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@@ -19,6 +19,7 @@
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#define AKGL_TILEMAP_LAYER_TYPE_TILES 1
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#define AKGL_TILEMAP_LAYER_TYPE_OBJECTS 2
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#define AKGL_TILEMAP_LAYER_TYPE_IMAGE 3
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typedef struct {
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float x;
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@@ -43,6 +44,7 @@ typedef struct {
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int x;
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int y;
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int id;
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SDL_Texture *texture;
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int data[AKGL_TILEMAP_MAX_WIDTH * AKGL_TILEMAP_MAX_HEIGHT];
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akgl_TilemapObject objects[AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER];
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} akgl_TilemapLayer;
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