REVIEWED: Mouse/Touch input system
After several reviews, now it seems everything works as expected.
This commit is contained in:
parent
a6297a2be1
commit
3a073db029
46
src/core.c
46
src/core.c
@ -2502,12 +2502,10 @@ bool IsMouseButtonPressed(int button)
|
|||||||
#if defined(PLATFORM_ANDROID)
|
#if defined(PLATFORM_ANDROID)
|
||||||
if (IsGestureDetected(GESTURE_TAP)) pressed = true;
|
if (IsGestureDetected(GESTURE_TAP)) pressed = true;
|
||||||
#else
|
#else
|
||||||
if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
|
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
|
||||||
(CORE.Input.Mouse.currentButtonState[button] == 1)) pressed = true;
|
|
||||||
|
|
||||||
// Map touches to mouse buttons checking
|
// Map touches to mouse buttons checking
|
||||||
if ((CORE.Input.Touch.currentTouchState[button] != CORE.Input.Touch.previousTouchState[button]) &&
|
if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
|
||||||
(CORE.Input.Touch.currentTouchState[button] == 1)) pressed = true;
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
return pressed;
|
return pressed;
|
||||||
@ -2521,17 +2519,9 @@ bool IsMouseButtonDown(int button)
|
|||||||
#if defined(PLATFORM_ANDROID)
|
#if defined(PLATFORM_ANDROID)
|
||||||
if (IsGestureDetected(GESTURE_HOLD)) down = true;
|
if (IsGestureDetected(GESTURE_HOLD)) down = true;
|
||||||
#else
|
#else
|
||||||
if (glfwGetMouseButton(CORE.Window.handle, button)) down = true;
|
if (CORE.Input.Mouse.currentButtonState[button] == 1) 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;
|
|
||||||
|
|
||||||
// Map touches to mouse buttons checking
|
// 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;
|
if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
@ -2548,12 +2538,10 @@ bool IsMouseButtonReleased(int button)
|
|||||||
released = GetGestureDetected() == GESTURE_TAP;
|
released = GetGestureDetected() == GESTURE_TAP;
|
||||||
#endif
|
#endif
|
||||||
#else
|
#else
|
||||||
if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
|
if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
|
||||||
(CORE.Input.Mouse.currentButtonState[button] == 0)) released = true;
|
|
||||||
|
|
||||||
// Map touches to mouse buttons checking
|
// Map touches to mouse buttons checking
|
||||||
if ((CORE.Input.Touch.currentTouchState[button] != CORE.Input.Touch.previousTouchState[button]) &&
|
if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
|
||||||
(CORE.Input.Touch.currentTouchState[button] == 0)) released = true;
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
return released;
|
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];
|
for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
|
||||||
|
|
||||||
// Register previous mouse states
|
// Register previous mouse states
|
||||||
for (int i = 0; i < 3; i++)
|
for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
|
||||||
{
|
|
||||||
CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
|
|
||||||
CORE.Input.Mouse.currentButtonState[i] = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Register previous mouse wheel state
|
// Register previous mouse wheel state
|
||||||
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
|
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
|
||||||
CORE.Input.Mouse.currentWheelMove = 0;
|
CORE.Input.Mouse.currentWheelMove = 0;
|
||||||
|
|
||||||
// Register previous touch states
|
// Register previous touch states
|
||||||
for (int i = 0; i < MAX_TOUCH_POINTS; i++)
|
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
|
||||||
{
|
|
||||||
CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
|
|
||||||
CORE.Input.Touch.currentTouchState[i] = 0;
|
|
||||||
}
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if defined(PLATFORM_DESKTOP)
|
#if defined(PLATFORM_DESKTOP)
|
||||||
@ -4021,10 +4001,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
|
|||||||
GestureEvent gestureEvent = { 0 };
|
GestureEvent gestureEvent = { 0 };
|
||||||
|
|
||||||
// Register touch actions
|
// Register touch actions
|
||||||
if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
|
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_DOWN;
|
||||||
(CORE.Input.Mouse.currentButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_DOWN;
|
else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_UP;
|
||||||
else if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
|
|
||||||
(CORE.Input.Mouse.currentButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_UP;
|
|
||||||
|
|
||||||
// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
|
// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
|
||||||
|
|
||||||
@ -4491,7 +4469,11 @@ static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent
|
|||||||
// Register touch input events
|
// Register touch input events
|
||||||
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
|
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)
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
||||||
GestureEvent gestureEvent = { 0 };
|
GestureEvent gestureEvent = { 0 };
|
||||||
|
Loading…
Reference in New Issue
Block a user