REVIEWED: Mouse/Touch input system
After several reviews, now it seems everything works as expected.
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a6297a2be1
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48
src/core.c
48
src/core.c
@ -2502,12 +2502,10 @@ bool IsMouseButtonPressed(int button)
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#if defined(PLATFORM_ANDROID)
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if (IsGestureDetected(GESTURE_TAP)) pressed = true;
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#else
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if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
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(CORE.Input.Mouse.currentButtonState[button] == 1)) pressed = true;
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if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
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// Map touches to mouse buttons checking
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if ((CORE.Input.Touch.currentTouchState[button] != CORE.Input.Touch.previousTouchState[button]) &&
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(CORE.Input.Touch.currentTouchState[button] == 1)) pressed = true;
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if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
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#endif
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return pressed;
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@ -2521,17 +2519,9 @@ bool IsMouseButtonDown(int button)
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#if defined(PLATFORM_ANDROID)
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if (IsGestureDetected(GESTURE_HOLD)) down = true;
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#else
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if (glfwGetMouseButton(CORE.Window.handle, button)) down = true;
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// WARNING: currentButtonState is filled by an event callback (only called on event!)
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// and reseted every frame (moving value to previousButtonState), consequently,
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// if button is kept down, it is not properly detected using currentButtonState
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// Same issue happens with touch events, they should be stycky an not reseted
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//if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
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if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
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// Map touches to mouse buttons checking
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// WARNING: currentTouchState is reseted every frame and only
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// refilled on mouse event (not tracking stationary state properly!)
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if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
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#endif
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@ -2548,12 +2538,10 @@ bool IsMouseButtonReleased(int button)
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released = GetGestureDetected() == GESTURE_TAP;
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#endif
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#else
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if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
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(CORE.Input.Mouse.currentButtonState[button] == 0)) released = true;
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if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
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// Map touches to mouse buttons checking
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if ((CORE.Input.Touch.currentTouchState[button] != CORE.Input.Touch.previousTouchState[button]) &&
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(CORE.Input.Touch.currentTouchState[button] == 0)) released = true;
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if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
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#endif
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return released;
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@ -3767,22 +3755,14 @@ static void PollInputEvents(void)
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for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
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// Register previous mouse states
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for (int i = 0; i < 3; i++)
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{
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CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
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CORE.Input.Mouse.currentButtonState[i] = 0;
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}
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for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
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// Register previous mouse wheel state
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CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
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CORE.Input.Mouse.currentWheelMove = 0;
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// Register previous touch states
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for (int i = 0; i < MAX_TOUCH_POINTS; i++)
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{
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CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
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CORE.Input.Touch.currentTouchState[i] = 0;
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}
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for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
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#endif
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#if defined(PLATFORM_DESKTOP)
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@ -4021,11 +4001,9 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
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GestureEvent gestureEvent = { 0 };
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// Register touch actions
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if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
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(CORE.Input.Mouse.currentButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_DOWN;
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else if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
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(CORE.Input.Mouse.currentButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_UP;
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if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_DOWN;
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else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_UP;
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// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
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// Assign a pointer ID
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@ -4491,7 +4469,11 @@ static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent
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// Register touch input events
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static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
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{
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for (int i = 0; i < touchEvent->numTouches; i++) if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
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for (int i = 0; i < touchEvent->numTouches; i++)
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{
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if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
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else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
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}
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#if defined(SUPPORT_GESTURES_SYSTEM)
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GestureEvent gestureEvent = { 0 };
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