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@@ -2522,9 +2522,16 @@ bool IsMouseButtonDown(int button)
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if (IsGestureDetected(GESTURE_HOLD)) down = true;
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#else
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if (glfwGetMouseButton(CORE.Window.handle, button)) down = true;
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+
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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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+ // 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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//if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
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// Map touches to mouse buttons checking
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+ // WARNING: currentTouchState is reseted every frame and only
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+ // refilled on mouse event (not tracking stationary state properly!)
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if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
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#endif
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@@ -4008,7 +4015,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
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static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
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{
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CORE.Input.Mouse.currentButtonState[button] = action;
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-
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+
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#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
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// Process mouse events as touches to be able to use mouse-gestures
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GestureEvent gestureEvent = { 0 };
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