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@ -4047,12 +4047,15 @@ float GetGamepadAxisMovement(int gamepad, int axis) |
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// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c |
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// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c |
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//void SetMousePosition(int x, int y) |
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//void SetMousePosition(int x, int y) |
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//void SetMouseCursor(int cursor) |
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//void SetMouseCursor(int cursor) |
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#define ArrayCount(arr) (sizeof(arr) / sizeof((arr)[0])) |
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// Check if a mouse button has been pressed once |
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// Check if a mouse button has been pressed once |
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bool IsMouseButtonPressed(int button) |
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bool IsMouseButtonPressed(int button) |
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{ |
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{ |
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bool pressed = false; |
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bool pressed = false; |
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if ((button < 0) || (button > MOUSE_BUTTON_BACK)) return false; |
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if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) 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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// Map touches to mouse buttons checking |
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@ -4065,7 +4068,9 @@ bool IsMouseButtonPressed(int button) |
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bool IsMouseButtonDown(int button) |
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bool IsMouseButtonDown(int button) |
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{ |
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{ |
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bool down = false; |
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bool down = false; |
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if ((button < 0) || (button > MOUSE_BUTTON_BACK)) return false; |
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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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// NOTE: Touches are considered like mouse buttons |
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// NOTE: Touches are considered like mouse buttons |
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@ -4078,7 +4083,9 @@ bool IsMouseButtonDown(int button) |
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bool IsMouseButtonReleased(int button) |
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bool IsMouseButtonReleased(int button) |
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{ |
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{ |
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bool released = false; |
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bool released = false; |
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if ((button < 0) || (button > MOUSE_BUTTON_BACK)) return false; |
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if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) 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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// Map touches to mouse buttons checking |
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@ -4091,7 +4098,9 @@ bool IsMouseButtonReleased(int button) |
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bool IsMouseButtonUp(int button) |
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bool IsMouseButtonUp(int button) |
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{ |
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{ |
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bool up = false; |
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bool up = false; |
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if ((button < 0) || (button > MOUSE_BUTTON_BACK)) return false; |
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if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true; |
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if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true; |
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// NOTE: Touches are considered like mouse buttons |
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// NOTE: Touches are considered like mouse buttons |
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