REVIEWED: Mouse/Touch input system

After several reviews, now it seems everything works as expected.
This commit is contained in:
Ray 2020-03-03 14:58:54 +01:00
parent a6297a2be1
commit 3a073db029

View File

@ -2502,12 +2502,10 @@ bool IsMouseButtonPressed(int button)
#if defined(PLATFORM_ANDROID)
if (IsGestureDetected(GESTURE_TAP)) pressed = true;
#else
if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
(CORE.Input.Mouse.currentButtonState[button] == 1)) pressed = true;
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
// Map touches to mouse buttons checking
if ((CORE.Input.Touch.currentTouchState[button] != CORE.Input.Touch.previousTouchState[button]) &&
(CORE.Input.Touch.currentTouchState[button] == 1)) pressed = true;
if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
#endif
return pressed;
@ -2521,17 +2519,9 @@ bool IsMouseButtonDown(int button)
#if defined(PLATFORM_ANDROID)
if (IsGestureDetected(GESTURE_HOLD)) down = true;
#else
if (glfwGetMouseButton(CORE.Window.handle, button)) down = true;
// WARNING: currentButtonState is filled by an event callback (only called on event!)
// and reseted every frame (moving value to previousButtonState), consequently,
// if button is kept down, it is not properly detected using currentButtonState
// Same issue happens with touch events, they should be stycky an not reseted
//if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
// Map touches to mouse buttons checking
// WARNING: currentTouchState is reseted every frame and only
// refilled on mouse event (not tracking stationary state properly!)
if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
#endif
@ -2548,12 +2538,10 @@ bool IsMouseButtonReleased(int button)
released = GetGestureDetected() == GESTURE_TAP;
#endif
#else
if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
(CORE.Input.Mouse.currentButtonState[button] == 0)) released = true;
if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
// Map touches to mouse buttons checking
if ((CORE.Input.Touch.currentTouchState[button] != CORE.Input.Touch.previousTouchState[button]) &&
(CORE.Input.Touch.currentTouchState[button] == 0)) released = true;
if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
#endif
return released;
@ -3767,22 +3755,14 @@ static void PollInputEvents(void)
for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
// Register previous mouse states
for (int i = 0; i < 3; i++)
{
CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
CORE.Input.Mouse.currentButtonState[i] = 0;
}
for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
// Register previous mouse wheel state
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
CORE.Input.Mouse.currentWheelMove = 0;
// Register previous touch states
for (int i = 0; i < MAX_TOUCH_POINTS; i++)
{
CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
CORE.Input.Touch.currentTouchState[i] = 0;
}
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
#endif
#if defined(PLATFORM_DESKTOP)
@ -4021,11 +4001,9 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
GestureEvent gestureEvent = { 0 };
// Register touch actions
if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
(CORE.Input.Mouse.currentButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_DOWN;
else if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
(CORE.Input.Mouse.currentButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_UP;
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_DOWN;
else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_UP;
// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
// Assign a pointer ID
@ -4491,7 +4469,11 @@ static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent
// Register touch input events
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
{
for (int i = 0; i < touchEvent->numTouches; i++) if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
for (int i = 0; i < touchEvent->numTouches; i++)
{
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
}
#if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent = { 0 };