[rcore] IsMouseButton*(), random key codes return unexpected results (#5516)

* update

* update

* stuff

* update

* move headerfile to root

* delete .h

* update ignore

* fix IsMouseButtonDown\Pressed\Released\Up will get randomly returned to true when the button code is outside the range of mouse button

* remove unessary macro

* refactor IsMouseButton*() early returns
This commit is contained in:
Jason Mao 2026-01-28 13:26:07 -05:00 committed by GitHub
parent 63e4fd838d
commit d0a6892989
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GPG Key ID: B5690EEEBB952194

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@ -4052,12 +4052,17 @@ float GetGamepadAxisMovement(int gamepad, int axis)
bool IsMouseButtonPressed(int button)
{
bool pressed = false;
if ((button >= 0) && (button <= MOUSE_BUTTON_BACK))
{
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
// Map touches to mouse buttons checking
if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
// Map touches to mouse buttons checking
if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
}
return pressed;
}
@ -4065,12 +4070,17 @@ bool IsMouseButtonPressed(int button)
bool IsMouseButtonDown(int button)
{
bool down = false;
if ((button >= 0) && (button <= MOUSE_BUTTON_BACK))
{
if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
// NOTE: Touches are considered like mouse buttons
if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
// NOTE: Touches are considered like mouse buttons
if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
}
return down;
}
@ -4078,12 +4088,17 @@ bool IsMouseButtonDown(int button)
bool IsMouseButtonReleased(int button)
{
bool released = false;
if ((button >= 0) && (button <= MOUSE_BUTTON_BACK))
{
if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
// Map touches to mouse buttons checking
if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
// Map touches to mouse buttons checking
if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
}
return released;
}
@ -4091,12 +4106,17 @@ bool IsMouseButtonReleased(int button)
bool IsMouseButtonUp(int button)
{
bool up = false;
if ((button >= 0) && (button <= MOUSE_BUTTON_BACK))
{
if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true;
if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true;
// NOTE: Touches are considered like mouse buttons
if (CORE.Input.Touch.currentTouchState[button] == 0) up = true;
// NOTE: Touches are considered like mouse buttons
if (CORE.Input.Touch.currentTouchState[button] == 0) up = true;
}
return up;
}