@ -4052,12 +4052,17 @@ float GetGamepadAxisMovement(int gamepad, int axis)
bool IsMouseButtonPressed ( int button )
bool IsMouseButtonPressed ( int button )
{
{
bool pressed = false ;
bool pressed = false ;
if ( ( button > = 0 ) & & ( button < = MOUSE_BUTTON_BACK ) )
{
if ( ( CORE . Input . Mouse . currentButtonState [ button ] = = 1 ) & & ( CORE . Input . Mouse . previousButtonState [ button ] = = 0 ) ) pressed = true ;
if ( ( CORE . Input . Mouse . currentButtonState [ button ] = = 1 ) & & ( CORE . Input . Mouse . previousButtonState [ button ] = = 0 ) ) pressed = true ;
/ / Map touches to mouse buttons checking
if ( ( CORE . Input . Touch . currentTouchState [ button ] = = 1 ) & & ( CORE . Input . Touch . previousTouchState [ button ] = = 0 ) ) pressed = true ;
/ / Map touches to mouse buttons checking
if ( ( CORE . Input . Touch . currentTouchState [ button ] = = 1 ) & & ( CORE . Input . Touch . previousTouchState [ button ] = = 0 ) ) pressed = true ;
p">}
return pressed ;
return pressed ;
}
}
@ -4065,12 +4070,17 @@ bool IsMouseButtonPressed(int button)
bool IsMouseButtonDown ( int button )
bool IsMouseButtonDown ( int button )
{
{
bool down = false ;
bool down = false ;
if ( ( button > = 0 ) & & ( button < = MOUSE_BUTTON_BACK ) )
{
if ( CORE . Input . Mouse . currentButtonState [ button ] = = 1 ) down = true ;
if ( CORE . Input . Mouse . currentButtonState [ button ] = = 1 ) down = true ;
/ / NOTE : Touches are considered like mouse buttons
if ( CORE . Input . Touch . currentTouchState [ button ] = = 1 ) down = true ;
/ / NOTE : Touches are considered like mouse buttons
if ( CORE . Input . Touch . currentTouchState [ button ] = = 1 ) down = true ;
p">}
return down ;
return down ;
}
}
@ -4078,12 +4088,17 @@ bool IsMouseButtonDown(int button)
bool IsMouseButtonReleased ( int button )
bool IsMouseButtonReleased ( int button )
{
{
bool released = false ;
bool released = false ;
if ( ( button > = 0 ) & & ( button < = MOUSE_BUTTON_BACK ) )
{
if ( ( CORE . Input . Mouse . currentButtonState [ button ] = = 0 ) & & ( CORE . Input . Mouse . previousButtonState [ button ] = = 1 ) ) released = true ;
if ( ( CORE . Input . Mouse . currentButtonState [ button ] = = 0 ) & & ( CORE . Input . Mouse . previousButtonState [ button ] = = 1 ) ) released = true ;
/ / Map touches to mouse buttons checking
if ( ( CORE . Input . Touch . currentTouchState [ button ] = = 0 ) & & ( CORE . Input . Touch . previousTouchState [ button ] = = 1 ) ) released = true ;
/ / Map touches to mouse buttons checking
if ( ( CORE . Input . Touch . currentTouchState [ button ] = = 0 ) & & ( CORE . Input . Touch . previousTouchState [ button ] = = 1 ) ) released = true ;
p">}
return released ;
return released ;
}
}
@ -4091,12 +4106,17 @@ bool IsMouseButtonReleased(int button)
bool IsMouseButtonUp ( int button )
bool IsMouseButtonUp ( int button )
{
{
bool up = false ;
bool up = false ;
if ( ( button > = 0 ) & & ( button < = MOUSE_BUTTON_BACK ) )
{
if ( CORE . Input . Mouse . currentButtonState [ button ] = = 0 ) up = true ;
if ( CORE . Input . Mouse . currentButtonState [ button ] = = 0 ) up = true ;
/ / NOTE : Touches are considered like mouse buttons
if ( CORE . Input . Touch . currentTouchState [ button ] = = 0 ) up = true ;
/ / NOTE : Touches are considered like mouse buttons
if ( CORE . Input . Touch . currentTouchState [ button ] = = 0 ) up = true ;
p">}
return up ;
return up ;
}
}