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| author | Ray <[email protected]> | 2020-03-02 12:22:57 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-03-02 12:22:57 +0100 |
| commit | 08615d3247c46aebd21ad8a9efc2c158c1b4b922 (patch) | |
| tree | f2107fd62c630ee6da8f4b4442e486cff4313d1e /src | |
| parent | a1b2d96d9cfe4c04f05a45479049215c55846db4 (diff) | |
| download | raylib-08615d3247c46aebd21ad8a9efc2c158c1b4b922.tar.gz raylib-08615d3247c46aebd21ad8a9efc2c158c1b4b922.zip | |
Review some comment
Diffstat (limited to 'src')
| -rw-r--r-- | src/core.c | 7 |
1 files changed, 3 insertions, 4 deletions
@@ -2523,8 +2523,8 @@ bool IsMouseButtonDown(int button) #else if (glfwGetMouseButton(CORE.Window.handle, button)) down = true; - // WARNING: currentButtonState is filled by an event callback and - // reseted every frame (moving value to previousButtonState), consequently, + // WARNING: currentButtonState is filled by an event callback (only called on event!) + // and reseted every frame (moving value to previousButtonState), consequently, // if button is kept down, it is not properly detected using currentButtonState // Same issue happens with touch events, they should be stycky an not reseted //if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true; @@ -4384,8 +4384,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) CORE.Input.Touch.position[0].x = 0; CORE.Input.Touch.position[0].y = 0; } - else // TODO:Not sure what else should be handled - return 0; + else return 0; // TODO: Not sure what else should be handled #if defined(SUPPORT_GESTURES_SYSTEM) GestureEvent gestureEvent = { 0 }; |
