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private OnSceneDragEndHandler(
pointer: Phaser.Input.Pointer,
gameObject: Phaser.GameObjects.GameObject): void
{
// true if LMB was released and RMB was not held, false if LMB was released while RMB was held (!!!)
console.log("pointer.leftButtonReleased()=",pointer.leftButtonReleased())
// false if LMB was released and RMB was not held, false if LMB was released while RMB was held
console.log("pointer.rightButtonReleased()=",pointer.rightButtonReleased())
}
Additional Information
The correct behavior would be to report pointer.leftButtonReleased() as true when LMB is released, while RMB, MMB, FWDMB, BACKMB (or any other buttons, keys, etc) are held. Pretty sure there are other permutations, where this might be causing problems, like holding LMB and releasing RMB (or other keys). Lastly, its expected this to work through other triggers (not just DRAG_END).
The text was updated successfully, but these errors were encountered:
Version
3.55.2
Windows 10
Description
....
.on(Phaser.Input.Events.DRAG_END, this.OnSceneDragEndHandler, this)
....
Additional Information
The correct behavior would be to report pointer.leftButtonReleased() as true when LMB is released, while RMB, MMB, FWDMB, BACKMB (or any other buttons, keys, etc) are held. Pretty sure there are other permutations, where this might be causing problems, like holding LMB and releasing RMB (or other keys). Lastly, its expected this to work through other triggers (not just DRAG_END).
The text was updated successfully, but these errors were encountered: