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:
Lambert Wang 2021-05-08 09:26:24 -07:00 • committed by GitHub
commit 2545f62565
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GPG key ID: 4AEE18F83AFDEB23
27 changed files with 81 additions and 65 deletions

2
.gitignore vendored
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@ -55,8 +55,6 @@ packages/
# Ignore all examples files # Ignore all examples files
examples/* examples/*
# Unignore all examples dirs
!examples/*/
# Unignore all examples files with extension # Unignore all examples files with extension
!examples/*.c !examples/*.c
!examples/*.png !examples/*.png

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@ -71,7 +71,7 @@ int main(void)
// Sample mouse input. // Sample mouse input.
mousePosition = GetMousePosition(); mousePosition = GetMousePosition();
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
{ {
float fp = (float)(mousePosition.y); float fp = (float)(mousePosition.y);
frequency = 40.0f + (float)(fp); frequency = 40.0f + (float)(fp);

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@ -47,7 +47,7 @@ int main(void)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera UpdateCamera(&camera); // Update camera
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{ {
if (!collision) if (!collision)
{ {

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@ -33,9 +33,13 @@ int main(void)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
ballPosition = GetMousePosition(); ballPosition = GetMousePosition();
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ballColor = MAROON; if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
else if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) ballColor = LIME; else if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE; 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 // Draw

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@ -42,13 +42,13 @@ int main(void)
ballColor = BEIGE; ballColor = BEIGE;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) ballColor = MAROON; if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) ballColor = LIME; if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) ballColor = DARKBLUE; if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) touchCounter = 10; if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10; if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10; if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) touchCounter = 10;
if (touchCounter > 0) touchCounter--; if (touchCounter > 0) touchCounter--;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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@ -95,7 +95,7 @@ int main(void)
} }
// Select model on mouse click // Select model on mouse click
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{ {
// Check collision between ray and box // Check collision between ray and box
if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) selected = !selected; if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) selected = !selected;

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@ -113,7 +113,7 @@ int main(void)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera 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 currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
} }

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@ -63,8 +63,8 @@ int main(void)
} }
// Physics body creation inputs // Physics body creation inputs
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10); if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10); else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
// Destroy falling physics bodies // Destroy falling physics bodies
int bodiesCount = GetPhysicsBodiesCount(); int bodiesCount = GetPhysicsBodiesCount();

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@ -53,7 +53,7 @@ int main(void)
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10); 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(); int count = GetPhysicsBodiesCount();
for (int i = count - 1; i >= 0; i--) for (int i = count - 1; i >= 0; i--)

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@ -67,7 +67,7 @@ int main(void)
SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2); SetShaderValue(shader, mouseLoc, mousePos, SHADER_UNIFORM_VEC2);
// Hot shader reloading // Hot shader reloading
if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) if (shaderAutoReloading || (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)))
{ {
long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION)); long currentFragShaderModTime = GetFileModTime(TextFormat(fragShaderFileName, GLSL_VERSION));

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@ -115,10 +115,10 @@ int main(void)
// TODO: The idea is to zoom and move around with mouse // TODO: The idea is to zoom and move around with mouse
// Probably offset movement should be proportional to zoom level // 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_BUTTON_LEFT)) zoom += zoom*0.003f;
if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) zoom -= zoom*0.003f; if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) zoom -= zoom*0.003f;
Vector2 mousePos = GetMousePosition(); Vector2 mousePos = GetMousePosition();

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@ -32,8 +32,8 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) start = GetMousePosition(); if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) start = GetMousePosition();
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) end = GetMousePosition(); else if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) end = GetMousePosition();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw

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@ -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 })) 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; mouseScaleReady = true;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) mouseScaleMode = true; if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) mouseScaleMode = true;
} }
else mouseScaleReady = false; 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.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 (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;
} }
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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@ -186,7 +186,7 @@ int main(void)
} }
// Handle clicking the cube // Handle clicking the cube
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{ {
Ray ray = GetMouseRay(GetMousePosition(), camera); Ray ray = GetMouseRay(GetMousePosition(), camera);

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@ -61,7 +61,7 @@ tempor incididunt ut labore et dolore magna aliqua. Nec ullamcorper sit amet ris
// Container resizing logic // Container resizing logic
if (resizing) if (resizing)
{ {
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) resizing = false; if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) resizing = false;
float width = container.width + (mouse.x - lastMouse.x); float width = container.width + (mouse.x - lastMouse.x);
container.width = (width > minWidth)? ((width < maxWidth)? width : maxWidth) : minWidth; 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 else
{ {
// Check if we're resizing // 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 // Move resizer rectangle properly

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@ -180,7 +180,7 @@ int main(int argc, char **argv)
if (IsKeyPressed(KEY_SPACE)) RandomizeEmoji(); if (IsKeyPressed(KEY_SPACE)) RandomizeEmoji();
// Set the selected emoji and copy its text to clipboard // 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; selected = hovered;
selectedPos = hoveredPos; selectedPos = hoveredPos;

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@ -49,7 +49,7 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
{ {
// Create more bunnies // Create more bunnies
for (int i = 0; i < 100; i++) for (int i = 0; i < 100; i++)

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@ -75,7 +75,7 @@ int main(int argc, char **argv)
screenHeight = GetScreenHeight(); screenHeight = GetScreenHeight();
// Handle mouse // Handle mouse
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{ {
const Vector2 mouse = GetMousePosition(); const Vector2 mouse = GetMousePosition();

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@ -59,7 +59,7 @@ int main(void)
{ {
// Update // 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 currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures
} }

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@ -80,7 +80,7 @@ int main(void)
{ {
mouseHoverRec = i; mouseHoverRec = i;
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
{ {
currentProcess = i; currentProcess = i;
textureReload = true; textureReload = true;

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