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@@ -2523,8 +2523,8 @@ bool IsMouseButtonDown(int button)
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#else
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#else
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if (glfwGetMouseButton(CORE.Window.handle, button)) down = true;
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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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+ // WARNING: currentButtonState is filled by an event callback (only called on event!)
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+ // and 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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// 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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// 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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//if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
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@@ -4384,8 +4384,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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CORE.Input.Touch.position[0].x = 0;
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CORE.Input.Touch.position[0].x = 0;
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CORE.Input.Touch.position[0].y = 0;
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CORE.Input.Touch.position[0].y = 0;
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}
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}
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- else // TODO:Not sure what else should be handled
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- return 0;
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+ else return 0; // TODO: Not sure what else should be handled
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#if defined(SUPPORT_GESTURES_SYSTEM)
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#if defined(SUPPORT_GESTURES_SYSTEM)
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GestureEvent gestureEvent = { 0 };
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GestureEvent gestureEvent = { 0 };
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