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Added support for additional mouse buttons (#1753)

* Added support for additional mouse buttons

* Renamed mouse button enum

Co-authored-by: Lambert Wang <lambert.ww@gmail.com>
pull/1751/head
Lambert Wang 4 years ago
committed by GitHub
parent
commit
2545f62565
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
27 changed files with 81 additions and 65 deletions
  1. +0
    -2
      .gitignore
  2. +1
    -1
      examples/audio/audio_raw_stream.c
  3. +1
    -1
      examples/core/core_3d_picking.c
  4. +7
    -3
      examples/core/core_input_mouse.c
  5. +6
    -6
      examples/core/core_input_multitouch.c
  6. +1
    -1
      examples/models/models_loading.c
  7. +1
    -1
      examples/models/models_mesh_generation.c
  8. +2
    -2
      examples/physics/physics_demo.c
  9. +1
    -1
      examples/physics/physics_shatter.c
  10. +1
    -1
      examples/shaders/shaders_hot_reloading.c
  11. +3
    -3
      examples/shaders/shaders_julia_set.c
  12. +2
    -2
      examples/shapes/shapes_lines_bezier.c
  13. +2
    -2
      examples/shapes/shapes_rectangle_scaling.c
  14. +1
    -1
      examples/text/text_draw_3d.c
  15. +2
    -2
      examples/text/text_rectangle_bounds.c
  16. +1
    -1
      examples/text/text_unicode.c
  17. +1
    -1
      examples/textures/textures_bunnymark.c
  18. +1
    -1
      examples/textures/textures_draw_tiled.c
  19. +1
    -1
      examples/textures/textures_image_generation.c
  20. +1
    -1
      examples/textures/textures_image_processing.c
  21. +6
    -6
      examples/textures/textures_mouse_painting.c
  22. +2
    -2
      examples/textures/textures_sprite_button.c
  23. +1
    -1
      examples/textures/textures_sprite_explosion.c
  24. +7
    -7
      projects/VS2017.UWP/raylib.App.UWP/App.cpp
  25. +1
    -1
      src/camera.h
  26. +15
    -11
      src/core.c
  27. +13
    -3
      src/raylib.h

+ 0
- 2
.gitignore View File

@ -55,8 +55,6 @@ packages/
# Ignore all examples files
examples/*
# Unignore all examples dirs
!examples/*/
# Unignore all examples files with extension
!examples/*.c
!examples/*.png

+ 1
- 1
examples/audio/audio_raw_stream.c View File

@ -71,7 +71,7 @@ int main(void)
// Sample mouse input.
mousePosition = GetMousePosition();
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
{
float fp = (float)(mousePosition.y);
frequency = 40.0f + (float)(fp);

+ 1
- 1
examples/core/core_3d_picking.c View File

@ -47,7 +47,7 @@ int main(void)
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
if (!collision)
{

+ 7
- 3
examples/core/core_input_mouse.c View File

@ -33,9 +33,13 @@ int main(void)
//----------------------------------------------------------------------------------
ballPosition = GetMousePosition();
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
else if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
else if (IsMouseButtonPressed(MOUSE_BUTTON_SIDE)) ballColor = PURPLE;
else if (IsMouseButtonPressed(MOUSE_BUTTON_EXTRA)) ballColor = YELLOW;
else if (IsMouseButtonPressed(MOUSE_BUTTON_FORWARD)) ballColor = ORANGE;
else if (IsMouseButtonPressed(MOUSE_BUTTON_BACK)) ballColor = BEIGE;
//----------------------------------------------------------------------------------
// Draw

+ 6
- 6
examples/core/core_input_multitouch.c View File

@ -42,13 +42,13 @@ int main(void)
ballColor = BEIGE;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) touchCounter = 10;
if (touchCounter > 0) touchCounter--;
//----------------------------------------------------------------------------------

+ 1
- 1
examples/models/models_loading.c View File

@ -95,7 +95,7 @@ int main(void)
}
// Select model on mouse click
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
// Check collision between ray and box
if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) selected = !selected;

+ 1
- 1
examples/models/models_mesh_generation.c View File

@ -113,7 +113,7 @@ int main(void)
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
}

+ 2
- 2
examples/physics/physics_demo.c View File

@ -63,8 +63,8 @@ int main(void)
}
// Physics body creation inputs
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
// Destroy falling physics bodies
int bodiesCount = GetPhysicsBodiesCount();

+ 1
- 1
examples/physics/physics_shatter.c View File

@ -53,7 +53,7 @@ int main(void)
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
}
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) // Physics shatter input
{
int count = GetPhysicsBodiesCount();
for (int i = count - 1; i >= 0; i--)

+ 1
- 1
examples/shaders/shaders_hot_reloading.c View File

@ -67,7 +67,7 @@ int main(void)
SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2);
// Hot shader reloading
if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)))
{
long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));

+ 3
- 3
examples/shaders/shaders_julia_set.c View File

@ -115,10 +115,10 @@ int main(void)
// TODO: The idea is to zoom and move around with mouse
// Probably offset movement should be proportional to zoom level
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom*0.003f;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom*0.003f;
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) zoom += zoom*0.003f;
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) zoom -= zoom*0.003f;
Vector2 mousePos = GetMousePosition();

+ 2
- 2
examples/shapes/shapes_lines_bezier.c View File

@ -32,8 +32,8 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) start = GetMousePosition();
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) end = GetMousePosition();
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) start = GetMousePosition();
else if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) end = GetMousePosition();
//----------------------------------------------------------------------------------
// Draw

+ 2
- 2
examples/shapes/shapes_rectangle_scaling.c View File

@ -45,7 +45,7 @@ int main(void)
CheckCollisionPointRec(mousePosition, (Rectangle){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height - MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE }))
{
mouseScaleReady = true;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) mouseScaleMode = true;
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) mouseScaleMode = true;
}
else mouseScaleReady = false;
@ -59,7 +59,7 @@ int main(void)
if (rec.width < MOUSE_SCALE_MARK_SIZE) rec.width = MOUSE_SCALE_MARK_SIZE;
if (rec.height < MOUSE_SCALE_MARK_SIZE) rec.height = MOUSE_SCALE_MARK_SIZE;
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) mouseScaleMode = false;
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) mouseScaleMode = false;
}
//----------------------------------------------------------------------------------

+ 1
- 1
examples/text/text_draw_3d.c View File

@ -186,7 +186,7 @@ int main(void)
}
// Handle clicking the cube
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
Ray ray = GetMouseRay(GetMousePosition(), camera);

+ 2
- 2
examples/text/text_rectangle_bounds.c View File

@ -61,7 +61,7 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
// Container resizing logic
if (resizing)
{
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) resizing = false;
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) resizing = false;
float width = container.width + (mouse.x - lastMouse.x);
container.width = (width > minWidth)? ((width < maxWidth)? width : maxWidth) : minWidth;
@ -72,7 +72,7 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
else
{
// Check if we're resizing
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && CheckCollisionPointRec(mouse, resizer)) resizing = true;
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mouse, resizer)) resizing = true;
}
// Move resizer rectangle properly

+ 1
- 1
examples/text/text_unicode.c View File

@ -180,7 +180,7 @@ int main(int argc, char **argv)
if (IsKeyPressed(KEY_SPACE)) RandomizeEmoji();
// Set the selected emoji and copy its text to clipboard
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && (hovered != -1) && (hovered != selected))
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (hovered != -1) && (hovered != selected))
{
selected = hovered;
selectedPos = hoveredPos;

+ 1
- 1
examples/textures/textures_bunnymark.c View File

@ -49,7 +49,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
{
// Create more bunnies
for (int i = 0; i < 100; i++)

+ 1
- 1
examples/textures/textures_draw_tiled.c View File

@ -75,7 +75,7 @@ int main(int argc, char **argv)
screenHeight = GetScreenHeight();
// Handle mouse
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
const Vector2 mouse = GetMousePosition();

+ 1
- 1
examples/textures/textures_image_generation.c View File

@ -59,7 +59,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsKeyPressed(KEY_RIGHT))
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) || IsKeyPressed(KEY_RIGHT))
{
currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures
}

+ 1
- 1
examples/textures/textures_image_processing.c View File

@ -80,7 +80,7 @@ int main(void)
{
mouseHoverRec = i;
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
{
currentProcess = i;
textureReload = true;

+ 6
- 6
examples/textures/textures_mouse_painting.c View File

@ -88,7 +88,7 @@ int main(void)
else colorMouseHover = -1;
}
if ((colorMouseHover >= 0) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if ((colorMouseHover >= 0) && IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
colorSelected = colorMouseHover;
colorSelectedPrev = colorSelected;
@ -107,7 +107,7 @@ int main(void)
EndTextureMode();
}
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || (GetGestureDetected() == GESTURE_DRAG))
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || (GetGestureDetected() == GESTURE_DRAG))
{
// Paint circle into render texture
// NOTE: To avoid discontinuous circles, we could store
@ -117,7 +117,7 @@ int main(void)
EndTextureMode();
}
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
{
if (!mouseWasPressed)
{
@ -132,7 +132,7 @@ int main(void)
if (mousePos.y > 50) DrawCircle((int)mousePos.x, (int)mousePos.y, brushSize, colors[0]);
EndTextureMode();
}
else if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON) && mouseWasPressed)
else if (IsMouseButtonReleased(MOUSE_BUTTON_RIGHT) && mouseWasPressed)
{
colorSelected = colorSelectedPrev;
mouseWasPressed = false;
@ -144,7 +144,7 @@ int main(void)
// Image saving logic
// NOTE: Saving painted texture to a default named image
if ((btnSaveMouseHover && IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) || IsKeyPressed(KEY_S))
if ((btnSaveMouseHover && IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) || IsKeyPressed(KEY_S))
{
Image image = GetTextureData(target.texture);
ImageFlipVertical(&image);
@ -177,7 +177,7 @@ int main(void)
// Draw drawing circle for reference
if (mousePos.y > 50)
{
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) DrawCircleLines((int)mousePos.x, (int)mousePos.y, brushSize, GRAY);
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) DrawCircleLines((int)mousePos.x, (int)mousePos.y, brushSize, GRAY);
else DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]);
}

+ 2
- 2
examples/textures/textures_sprite_button.c View File

@ -53,10 +53,10 @@ int main(void)
// Check button state
if (CheckCollisionPointRec(mousePoint, btnBounds))
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) btnState = 2;
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) btnState = 2;
else btnState = 1;
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) btnAction = true;
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) btnAction = true;
}
else btnState = 0;

+ 1
- 1
examples/textures/textures_sprite_explosion.c View File

@ -53,7 +53,7 @@ int main(void)
//----------------------------------------------------------------------------------
// Check for mouse button pressed and activate explosion (if not active)
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && !active)
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && !active)
{
position = GetMousePosition();
active = true;

+ 7
- 7
projects/VS2017.UWP/raylib.App.UWP/App.cpp View File

@ -231,7 +231,7 @@ void App::GameLoop()
if (IsKeyDown(KEY_LEFT_ALT)) DrawRectangle(250, 250, 20, 20, BLACK);
if (IsKeyDown(KEY_BACKSPACE)) DrawRectangle(280, 250, 20, 20, BLACK);
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) DrawRectangle(280, 250, 20, 20, BLACK);
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) DrawRectangle(280, 250, 20, 20, BLACK);
DrawRectangle(280, (int)pos + 50, 20, 20, BLACK);
DrawRectangle(250, 280 + (gTime++ % 60), 10, 10, PURPLE);
@ -398,9 +398,9 @@ void App::OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::C
if (device->PointerDeviceType == Windows::Devices::Input::PointerDeviceType::Mouse)
{
if (props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_LEFT_BUTTON, true);
if (props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_MIDDLE_BUTTON, true);
if (props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_RIGHT_BUTTON, true);
if (props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_LEFT, true);
if (props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_MIDDLE, true);
if (props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_RIGHT, true);
}
else if (device->PointerDeviceType == PointerDeviceType::Touch)
{
@ -418,9 +418,9 @@ void App::OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::
if (device->PointerDeviceType == PointerDeviceType::Mouse)
{
if (!props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_LEFT_BUTTON, false);
if (!props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_MIDDLE_BUTTON, false);
if (!props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_RIGHT_BUTTON, false);
if (!props->IsLeftButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_LEFT, false);
if (!props->IsMiddleButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_MIDDLE, false);
if (!props->IsRightButtonPressed) UWPMouseButtonEvent(MOUSE_BUTTON_RIGHT, false);
}
else if (device->PointerDeviceType == PointerDeviceType::Touch)
{

+ 1
- 1
src/camera.h View File

@ -222,7 +222,7 @@ static CameraData CAMERA = { // Global CAMERA state context
.moveControl = { 'W', 'S', 'D', 'A', 'E', 'Q' },
.smoothZoomControl = 341, // raylib: KEY_LEFT_CONTROL
.altControl = 342, // raylib: KEY_LEFT_ALT
.panControl = 2 // raylib: MOUSE_MIDDLE_BUTTON
.panControl = 2 // raylib: MOUSE_BUTTON_MIDDLE
};
//----------------------------------------------------------------------------------

+ 15
- 11
src/core.c View File

@ -438,12 +438,12 @@ typedef struct CoreData {
bool cursorHidden; // Track if cursor is hidden
bool cursorOnScreen; // Tracks if cursor is inside client area
char currentButtonState[mi">3]; // Registers current mouse button state
char previousButtonState[mi">3]; // Registers previous mouse button state
char currentButtonState[n">MOUSE_BUTTON_MAX]; // Registers current mouse button state
char previousButtonState[n">MOUSE_BUTTON_MAX]; // Registers previous mouse button state
float currentWheelMove; // Registers current mouse wheel variation
float previousWheelMove; // Registers previous mouse wheel variation
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
char currentButtonStateEvdev[mi">3]; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
char currentButtonStateEvdev[n">MOUSE_BUTTON_MAX]; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
#endif
} Mouse;
struct {
@ -5351,11 +5351,11 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
if (flags == AMOTION_EVENT_ACTION_DOWN || flags == AMOTION_EVENT_ACTION_MOVE)
{
CORE.Input.Touch.currentTouchState[MOUSE_LEFT_BUTTON] = 1;
CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 1;
}
else if (flags == AMOTION_EVENT_ACTION_UP)
{
CORE.Input.Touch.currentTouchState[MOUSE_LEFT_BUTTON] = 0;
CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 0;
}
#if defined(SUPPORT_GESTURES_SYSTEM)
@ -6068,11 +6068,11 @@ static void *EventThread(void *arg)
// Touchscreen tap
if (event.code == ABS_PRESSURE)
{
int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON];
int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT];
if (!event.value && previousMouseLeftButtonState)
{
CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 0;
CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 0;
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_UP;
@ -6082,7 +6082,7 @@ static void *EventThread(void *arg)
if (event.value && !previousMouseLeftButtonState)
{
CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 1;
CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = 1;
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_DOWN;
@ -6099,7 +6099,7 @@ static void *EventThread(void *arg)
// Mouse button parsing
if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT))
{
CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = event.value;
CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_LEFT] = event.value;
#if defined(SUPPORT_GESTURES_SYSTEM)
if (event.value > 0) touchAction = TOUCH_DOWN;
@ -6108,8 +6108,12 @@ static void *EventThread(void *arg)
#endif
}
if (event.code == BTN_RIGHT) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_RIGHT_BUTTON] = event.value;
if (event.code == BTN_MIDDLE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_MIDDLE_BUTTON] = event.value;
if (event.code == BTN_RIGHT) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_RIGHT] = event.value;
if (event.code == BTN_MIDDLE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_MIDDLE] = event.value;
if (event.code == BTN_SIDE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_SIDE] = event.value;
if (event.code == BTN_EXTRA) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_EXTRA] = event.value;
if (event.code == BTN_FORWARD) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_FORWARD] = event.value;
if (event.code == BTN_BACK) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_BUTTON_BACK] = event.value;
}
// Screen confinement

+ 13
- 3
src/raylib.h View File

@ -637,11 +637,21 @@ typedef enum {
KEY_VOLUME_DOWN = 25
} KeyboardKey;
// Add backwards compatibility support for deprecated names
#define MOUSE_LEFT_BUTTON MOUSE_BUTTON_LEFT
#define MOUSE_RIGHT_BUTTON MOUSE_BUTTON_RIGHT
#define MOUSE_MIDDLE_BUTTON MOUSE_BUTTON_MIDDLE
// Mouse buttons
typedef enum {
MOUSE_LEFT_BUTTON = 0,
MOUSE_RIGHT_BUTTON = 1,
MOUSE_MIDDLE_BUTTON = 2
MOUSE_BUTTON_LEFT = 0,
MOUSE_BUTTON_RIGHT = 1,
MOUSE_BUTTON_MIDDLE = 2,
MOUSE_BUTTON_SIDE = 3,
MOUSE_BUTTON_EXTRA = 4,
MOUSE_BUTTON_FORWARD = 5,
MOUSE_BUTTON_BACK = 6,
MOUSE_BUTTON_MAX = 7
} MouseButton;
// Mouse cursor

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