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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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+
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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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+
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+ CORE.Window.resizedLastFrame = false;
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+
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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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