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-rw-r--r--src/core.c9
1 files changed, 8 insertions, 1 deletions
diff --git a/src/core.c b/src/core.c
index eaea5656..c8b7e3b7 100644
--- a/src/core.c
+++ b/src/core.c
@@ -2522,9 +2522,16 @@ bool IsMouseButtonDown(int button)
if (IsGestureDetected(GESTURE_HOLD)) down = true;
#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,
+ // 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;
// Map touches to mouse buttons checking
+ // WARNING: currentTouchState is reseted every frame and only
+ // refilled on mouse event (not tracking stationary state properly!)
if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
#endif
@@ -4008,7 +4015,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
{
CORE.Input.Mouse.currentButtonState[button] = action;
-
+
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };