Added support for additional mouse buttons (#1753)
* Added support for additional mouse buttons * Renamed mouse button enum Co-authored-by: Lambert Wang <lambert.ww@gmail.com>
This commit is contained in:
parent
2565c01158
commit
2545f62565
27 changed files with 81 additions and 65 deletions
|
@ -71,7 +71,7 @@ int main(void)
|
|||
// Sample mouse input.
|
||||
mousePosition = GetMousePosition();
|
||||
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
float fp = (float)(mousePosition.y);
|
||||
frequency = 40.0f + (float)(fp);
|
||||
|
|
|
@ -47,7 +47,7 @@ int main(void)
|
|||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
if (!collision)
|
||||
{
|
||||
|
|
|
@ -33,9 +33,13 @@ int main(void)
|
|||
//----------------------------------------------------------------------------------
|
||||
ballPosition = GetMousePosition();
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
|
||||
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
|
||||
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_SIDE)) ballColor = PURPLE;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_EXTRA)) ballColor = YELLOW;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_FORWARD)) ballColor = ORANGE;
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_BACK)) ballColor = BEIGE;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
|
@ -42,13 +42,13 @@ int main(void)
|
|||
|
||||
ballColor = BEIGE;
|
||||
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON;
|
||||
if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) ballColor = LIME;
|
||||
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE;
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10;
|
||||
if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
|
||||
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) touchCounter = 10;
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) touchCounter = 10;
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) touchCounter = 10;
|
||||
|
||||
if (touchCounter > 0) touchCounter--;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
|
@ -95,7 +95,7 @@ int main(void)
|
|||
}
|
||||
|
||||
// Select model on mouse click
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
// Check collision between ray and box
|
||||
if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) selected = !selected;
|
||||
|
|
|
@ -113,7 +113,7 @@ int main(void)
|
|||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
|
||||
}
|
||||
|
|
|
@ -63,8 +63,8 @@ int main(void)
|
|||
}
|
||||
|
||||
// Physics body creation inputs
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
|
||||
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
|
||||
|
||||
// Destroy falling physics bodies
|
||||
int bodiesCount = GetPhysicsBodiesCount();
|
||||
|
|
|
@ -53,7 +53,7 @@ int main(void)
|
|||
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
|
||||
}
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) // Physics shatter input
|
||||
{
|
||||
int count = GetPhysicsBodiesCount();
|
||||
for (int i = count - 1; i >= 0; i--)
|
||||
|
|
|
@ -67,7 +67,7 @@ int main(void)
|
|||
SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2);
|
||||
|
||||
// Hot shader reloading
|
||||
if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
|
||||
if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)))
|
||||
{
|
||||
long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));
|
||||
|
||||
|
|
|
@ -115,10 +115,10 @@ int main(void)
|
|||
|
||||
// TODO: The idea is to zoom and move around with mouse
|
||||
// Probably offset movement should be proportional to zoom level
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
|
||||
{
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) zoom += zoom*0.003f;
|
||||
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom*0.003f;
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) zoom += zoom*0.003f;
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) zoom -= zoom*0.003f;
|
||||
|
||||
Vector2 mousePos = GetMousePosition();
|
||||
|
||||
|
|
|
@ -32,8 +32,8 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) start = GetMousePosition();
|
||||
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) end = GetMousePosition();
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) start = GetMousePosition();
|
||||
else if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) end = GetMousePosition();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
|
@ -45,7 +45,7 @@ int main(void)
|
|||
CheckCollisionPointRec(mousePosition, (Rectangle){ rec.x + rec.width - MOUSE_SCALE_MARK_SIZE, rec.y + rec.height - MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE, MOUSE_SCALE_MARK_SIZE }))
|
||||
{
|
||||
mouseScaleReady = true;
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) mouseScaleMode = true;
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) mouseScaleMode = true;
|
||||
}
|
||||
else mouseScaleReady = false;
|
||||
|
||||
|
@ -59,7 +59,7 @@ int main(void)
|
|||
if (rec.width < MOUSE_SCALE_MARK_SIZE) rec.width = MOUSE_SCALE_MARK_SIZE;
|
||||
if (rec.height < MOUSE_SCALE_MARK_SIZE) rec.height = MOUSE_SCALE_MARK_SIZE;
|
||||
|
||||
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) mouseScaleMode = false;
|
||||
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) mouseScaleMode = false;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
@ -186,7 +186,7 @@ int main(void)
|
|||
}
|
||||
|
||||
// Handle clicking the cube
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
Ray ray = GetMouseRay(GetMousePosition(), camera);
|
||||
|
||||
|
|
|
@ -61,7 +61,7 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
|
|||
// Container resizing logic
|
||||
if (resizing)
|
||||
{
|
||||
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) resizing = false;
|
||||
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) resizing = false;
|
||||
|
||||
float width = container.width + (mouse.x - lastMouse.x);
|
||||
container.width = (width > minWidth)? ((width < maxWidth)? width : maxWidth) : minWidth;
|
||||
|
@ -72,7 +72,7 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
|
|||
else
|
||||
{
|
||||
// Check if we're resizing
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && CheckCollisionPointRec(mouse, resizer)) resizing = true;
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mouse, resizer)) resizing = true;
|
||||
}
|
||||
|
||||
// Move resizer rectangle properly
|
||||
|
|
|
@ -180,7 +180,7 @@ int main(int argc, char **argv)
|
|||
if (IsKeyPressed(KEY_SPACE)) RandomizeEmoji();
|
||||
|
||||
// Set the selected emoji and copy its text to clipboard
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && (hovered != -1) && (hovered != selected))
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (hovered != -1) && (hovered != selected))
|
||||
{
|
||||
selected = hovered;
|
||||
selectedPos = hoveredPos;
|
||||
|
|
|
@ -49,7 +49,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
// Create more bunnies
|
||||
for (int i = 0; i < 100; i++)
|
||||
|
|
|
@ -75,7 +75,7 @@ int main(int argc, char **argv)
|
|||
screenHeight = GetScreenHeight();
|
||||
|
||||
// Handle mouse
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
const Vector2 mouse = GetMousePosition();
|
||||
|
||||
|
|
|
@ -59,7 +59,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) || IsKeyPressed(KEY_RIGHT))
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) || IsKeyPressed(KEY_RIGHT))
|
||||
{
|
||||
currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures
|
||||
}
|
||||
|
|
|
@ -80,7 +80,7 @@ int main(void)
|
|||
{
|
||||
mouseHoverRec = i;
|
||||
|
||||
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
|
||||
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
currentProcess = i;
|
||||
textureReload = true;
|
||||
|
|
|
@ -88,7 +88,7 @@ int main(void)
|
|||
else colorMouseHover = -1;
|
||||
}
|
||||
|
||||
if ((colorMouseHover >= 0) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
if ((colorMouseHover >= 0) && IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
colorSelected = colorMouseHover;
|
||||
colorSelectedPrev = colorSelected;
|
||||
|
@ -107,7 +107,7 @@ int main(void)
|
|||
EndTextureMode();
|
||||
}
|
||||
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) || (GetGestureDetected() == GESTURE_DRAG))
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || (GetGestureDetected() == GESTURE_DRAG))
|
||||
{
|
||||
// Paint circle into render texture
|
||||
// NOTE: To avoid discontinuous circles, we could store
|
||||
|
@ -117,7 +117,7 @@ int main(void)
|
|||
EndTextureMode();
|
||||
}
|
||||
|
||||
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
|
||||
{
|
||||
if (!mouseWasPressed)
|
||||
{
|
||||
|
@ -132,7 +132,7 @@ int main(void)
|
|||
if (mousePos.y > 50) DrawCircle((int)mousePos.x, (int)mousePos.y, brushSize, colors[0]);
|
||||
EndTextureMode();
|
||||
}
|
||||
else if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON) && mouseWasPressed)
|
||||
else if (IsMouseButtonReleased(MOUSE_BUTTON_RIGHT) && mouseWasPressed)
|
||||
{
|
||||
colorSelected = colorSelectedPrev;
|
||||
mouseWasPressed = false;
|
||||
|
@ -144,7 +144,7 @@ int main(void)
|
|||
|
||||
// Image saving logic
|
||||
// NOTE: Saving painted texture to a default named image
|
||||
if ((btnSaveMouseHover && IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) || IsKeyPressed(KEY_S))
|
||||
if ((btnSaveMouseHover && IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) || IsKeyPressed(KEY_S))
|
||||
{
|
||||
Image image = GetTextureData(target.texture);
|
||||
ImageFlipVertical(&image);
|
||||
|
@ -177,7 +177,7 @@ int main(void)
|
|||
// Draw drawing circle for reference
|
||||
if (mousePos.y > 50)
|
||||
{
|
||||
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) DrawCircleLines((int)mousePos.x, (int)mousePos.y, brushSize, GRAY);
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) DrawCircleLines((int)mousePos.x, (int)mousePos.y, brushSize, GRAY);
|
||||
else DrawCircle(GetMouseX(), GetMouseY(), brushSize, colors[colorSelected]);
|
||||
}
|
||||
|
||||
|
|
|
@ -53,10 +53,10 @@ int main(void)
|
|||
// Check button state
|
||||
if (CheckCollisionPointRec(mousePoint, btnBounds))
|
||||
{
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) btnState = 2;
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) btnState = 2;
|
||||
else btnState = 1;
|
||||
|
||||
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) btnAction = true;
|
||||
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) btnAction = true;
|
||||
}
|
||||
else btnState = 0;
|
||||
|
||||
|
|
|
@ -53,7 +53,7 @@ int main(void)
|
|||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Check for mouse button pressed and activate explosion (if not active)
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && !active)
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && !active)
|
||||
{
|
||||
position = GetMousePosition();
|
||||
active = true;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue