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@ -4053,13 +4053,16 @@ bool IsMouseButtonPressed(int button) |
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{ |
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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 ((button >= 0) && (button <= MOUSE_BUTTON_BACK)) |
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{ |
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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] == 1) && (CORE.Input.Touch.previousTouchState[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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if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true; |
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} |
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return pressed; |
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} |
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@ -4068,13 +4071,16 @@ bool IsMouseButtonDown(int button) |
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{ |
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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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// NOTE: Touches are considered like mouse buttons |
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if (CORE.Input.Touch.currentTouchState[button] == 1) down = true; |
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if ((button >= 0) && (button <= MOUSE_BUTTON_BACK)) |
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{ |
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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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if (CORE.Input.Touch.currentTouchState[button] == 1) down = true; |
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} |
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return down; |
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} |
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@ -4083,13 +4089,16 @@ bool IsMouseButtonReleased(int button) |
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{ |
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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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// Map touches to mouse buttons checking |
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if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true; |
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if ((button >= 0) && (button <= MOUSE_BUTTON_BACK)) |
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{ |
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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] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true; |
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} |
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return released; |
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} |
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@ -4098,13 +4107,16 @@ bool IsMouseButtonUp(int button) |
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{ |
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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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// NOTE: Touches are considered like mouse buttons |
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if (CORE.Input.Touch.currentTouchState[button] == 0) up = true; |
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if ((button >= 0) && (button <= MOUSE_BUTTON_BACK)) |
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{ |
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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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if (CORE.Input.Touch.currentTouchState[button] == 0) up = true; |
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} |
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return up; |
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} |
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