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@ -559,12 +559,12 @@ void PollInputEvents(void) |
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// Reset keys/chars pressed registered |
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CORE.Input.Keyboard.keyPressedQueueCount = 0; |
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CORE.Input.Keyboard.charPressedQueueCount = 0; |
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// Reset key repeats |
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for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; |
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// Reset last gamepad button/axis registered state |
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CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN |
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//CORE.Input.Gamepad.axisCount = 0; |
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// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback) |
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// Register previous keys states |
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@ -592,7 +592,6 @@ void PollInputEvents(void) |
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// so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed! |
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//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; |
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CORE.Window.resizedLastFrame = false; |
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// Gamepad support using emscripten API |
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// NOTE: GLFW3 joystick functionality not available in web |
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@ -661,6 +660,12 @@ void PollInputEvents(void) |
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CORE.Input.Gamepad.axisCount[i] = gamepadState.numAxes; |
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} |
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} |
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CORE.Window.resizedLastFrame = false; |
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// This code does not seem to do anything?? |
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//if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused) |
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//else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) |
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} |
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