distinguish consistently between mouse buttons and other buttons
This commit is contained in:
parent
418ce8480a
commit
cfdac28e18
34
app.lua
34
app.lua
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@ -207,22 +207,22 @@ function App.modifier_down(key)
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end
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end
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App.fake_mouse_state = {x=-1, y=-1} -- x,y always set
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App.fake_mouse_state = {x=-1, y=-1} -- x,y always set
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function App.fake_mouse_press(x,y, button)
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function App.fake_mouse_press(x,y, mouse_button)
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App.fake_mouse_state.x = x
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App.fake_mouse_state.x = x
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App.fake_mouse_state.y = y
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App.fake_mouse_state.y = y
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App.fake_mouse_state[button] = true
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App.fake_mouse_state[mouse_button] = true
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end
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end
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function App.fake_mouse_release(x,y, button)
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function App.fake_mouse_release(x,y, mouse_button)
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App.fake_mouse_state.x = x
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App.fake_mouse_state.x = x
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App.fake_mouse_state.y = y
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App.fake_mouse_state.y = y
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App.fake_mouse_state[button] = nil
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App.fake_mouse_state[mouse_button] = nil
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end
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end
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function App.mouse_move(x,y)
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function App.mouse_move(x,y)
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App.fake_mouse_state.x = x
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App.fake_mouse_state.x = x
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App.fake_mouse_state.y = y
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App.fake_mouse_state.y = y
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end
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end
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function App.mouse_down(button)
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function App.mouse_down(mouse_button)
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return App.fake_mouse_state[button]
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return App.fake_mouse_state[mouse_button]
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end
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end
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function App.mouse_x()
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function App.mouse_x()
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return App.fake_mouse_state.x
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return App.fake_mouse_state.x
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@ -250,25 +250,25 @@ function App.run_after_keychord(chord)
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App.draw()
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App.draw()
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end
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end
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function App.run_after_mouse_click(x,y, button)
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function App.run_after_mouse_click(x,y, mouse_button)
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App.fake_mouse_press(x,y, button)
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App.fake_mouse_press(x,y, mouse_button)
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App.mousepressed(x,y, button)
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App.mousepressed(x,y, mouse_button)
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App.fake_mouse_release(x,y, button)
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App.fake_mouse_release(x,y, mouse_button)
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App.mousereleased(x,y, button)
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App.mousereleased(x,y, mouse_button)
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App.screen.contents = {}
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App.screen.contents = {}
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App.draw()
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App.draw()
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end
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end
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function App.run_after_mouse_press(x,y, button)
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function App.run_after_mouse_press(x,y, mouse_button)
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App.fake_mouse_press(x,y, button)
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App.fake_mouse_press(x,y, mouse_button)
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App.mousepressed(x,y, button)
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App.mousepressed(x,y, mouse_button)
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App.screen.contents = {}
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App.screen.contents = {}
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App.draw()
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App.draw()
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end
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end
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function App.run_after_mouse_release(x,y, button)
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function App.run_after_mouse_release(x,y, mouse_button)
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App.fake_mouse_release(x,y, button)
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App.fake_mouse_release(x,y, mouse_button)
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App.mousereleased(x,y, button)
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App.mousereleased(x,y, mouse_button)
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App.screen.contents = {}
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App.screen.contents = {}
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App.draw()
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App.draw()
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end
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end
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@ -218,7 +218,7 @@ function Drawing.in_drawing(drawing, line_cache, x,y, left,right)
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return y >= line_cache.starty and y < line_cache.starty + Drawing.pixels(drawing.h, width) and x >= left and x < right
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return y >= line_cache.starty and y < line_cache.starty + Drawing.pixels(drawing.h, width) and x >= left and x < right
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end
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end
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function Drawing.mouse_pressed(State, drawing_index, x,y, button)
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function Drawing.mouse_pressed(State, drawing_index, x,y, mouse_button)
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local drawing = State.lines[drawing_index]
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local drawing = State.lines[drawing_index]
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local line_cache = State.line_cache[drawing_index]
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local line_cache = State.line_cache[drawing_index]
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local cx = Drawing.coord(x-State.left, State.width)
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local cx = Drawing.coord(x-State.left, State.width)
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@ -292,7 +292,7 @@ function Drawing.relax_constraints(drawing, p)
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end
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end
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end
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end
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function Drawing.mouse_released(State, x,y, button)
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function Drawing.mouse_released(State, x,y, mouse_button)
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if State.current_drawing_mode == 'move' then
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if State.current_drawing_mode == 'move' then
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State.current_drawing_mode = State.previous_drawing_mode
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State.current_drawing_mode = State.previous_drawing_mode
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State.previous_drawing_mode = nil
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State.previous_drawing_mode = nil
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22
edit.lua
22
edit.lua
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@ -497,25 +497,25 @@ function edit.run_after_keychord(State, chord)
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edit.draw(State)
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edit.draw(State)
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end
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end
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function edit.run_after_mouse_click(State, x,y, button)
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function edit.run_after_mouse_click(State, x,y, mouse_button)
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App.fake_mouse_press(x,y, button)
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App.fake_mouse_press(x,y, mouse_button)
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edit.mouse_pressed(State, x,y, button)
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edit.mouse_pressed(State, x,y, mouse_button)
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App.fake_mouse_release(x,y, button)
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App.fake_mouse_release(x,y, mouse_button)
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edit.mouse_released(State, x,y, button)
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edit.mouse_released(State, x,y, mouse_button)
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App.screen.contents = {}
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App.screen.contents = {}
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edit.draw(State)
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edit.draw(State)
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end
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end
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function edit.run_after_mouse_press(State, x,y, button)
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function edit.run_after_mouse_press(State, x,y, mouse_button)
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App.fake_mouse_press(x,y, button)
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App.fake_mouse_press(x,y, mouse_button)
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edit.mouse_pressed(State, x,y, button)
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edit.mouse_pressed(State, x,y, mouse_button)
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App.screen.contents = {}
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App.screen.contents = {}
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edit.draw(State)
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edit.draw(State)
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end
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end
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function edit.run_after_mouse_release(State, x,y, button)
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function edit.run_after_mouse_release(State, x,y, mouse_button)
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App.fake_mouse_release(x,y, button)
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App.fake_mouse_release(x,y, mouse_button)
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edit.mouse_released(State, x,y, button)
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edit.mouse_released(State, x,y, mouse_button)
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App.screen.contents = {}
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App.screen.contents = {}
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edit.draw(State)
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edit.draw(State)
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end
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end
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