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input: fix or disable input code in side projects so that everything builds.

undefined
Sam Hocevar 11 yıl önce
ebeveyn
işleme
0bd3f1d9ef
1 değiştirilmiş dosya ile 8 ekleme ve 6 silme
  1. +8
    -6
      demos/tutorial/11_fractal.cpp

+ 8
- 6
demos/tutorial/11_fractal.cpp Dosyayı Görüntüle

@@ -170,10 +170,12 @@ public:
{
WorldEntity::TickGame(seconds);

ivec2 mousepos = ivec2::zero; /* FIXME: input */

int prev_frame = (m_frame + 4) % 4;
m_frame = (m_frame + 1) % 4;

rcmplx worldmouse = m_center + rcmplx(ScreenToWorldOffset(m_mousepos));
rcmplx worldmouse = m_center + rcmplx(ScreenToWorldOffset(mousepos));

uint32_t buttons = 0;
//uint32_t buttons = Input::GetMouseButtons();
@@ -182,18 +184,18 @@ public:
{
if (!m_drag)
{
m_oldmouse = m_mousepos;
m_oldmouse = mousepos;
m_drag = true;
}
m_translate = ScreenToWorldOffset(m_oldmouse)
- ScreenToWorldOffset(m_mousepos);
- ScreenToWorldOffset(mousepos);
/* XXX: the purpose of this hack is to avoid translating by
* an exact number of pixels. If this were to happen, the step()
* optimisation for i915 cards in our shader would behave
* incorrectly because a quarter of the pixels in the image
* would have tie rankings in the distance calculation. */
m_translate *= real(1023.0 / 1024.0);
m_oldmouse = m_mousepos;
m_oldmouse = mousepos;
}
else
{
@@ -206,7 +208,7 @@ public:
}
}

if (buttons & 0x5 && m_mousepos.x != -1)
if (buttons & 0x5 && mousepos.x != -1)
{
double zoom = (buttons & 0x1) ? -0.5 : 0.5;
m_zoom_speed += zoom * seconds;
@@ -240,7 +242,7 @@ public:
#if !defined __CELLOS_LV2__ && !defined _XBOX
m_center += m_translate;
m_center = (m_center - worldmouse) * real(zoom) + worldmouse;
worldmouse = m_center + rcmplx(ScreenToWorldOffset(m_mousepos));
worldmouse = m_center + rcmplx(ScreenToWorldOffset(mousepos));
#endif

/* Store the transformation properties to go from m_frame - 1


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