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@ -2522,9 +2522,16 @@ bool IsMouseButtonDown(int button) |
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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 and |
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// 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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// 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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@ -4008,7 +4015,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i |
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static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) |
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{ |
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CORE.Input.Mouse.currentButtonState[button] = action; |
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#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) |
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// Process mouse events as touches to be able to use mouse-gestures |
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GestureEvent gestureEvent = { 0 }; |
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