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Input : Fixed mouse speed calculation in sdl & android.

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Benjamin ‘Touky’ Huet Sam Hocevar <sam@hocevar.net> hace 11 años
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commit
3281169274
Se han modificado 3 ficheros con 18 adiciones y 14 borrados
  1. +9
    -9
      src/easymesh/easymesh.cpp
  2. +5
    -3
      src/platform/android/androidapp.cpp
  3. +4
    -2
      src/platform/sdl/sdlinput.cpp

+ 9
- 9
src/easymesh/easymesh.cpp Ver fichero

@@ -139,7 +139,7 @@ void DefaultShaderData::SetupDefaultData(bool with_UV)
{
UNUSED(with_UV);
for (int i = 0; i < 7; i++)
AddUniform(DefaultUniforms[i].C());
AddUniform(DefaultUniforms[i]);
}

//-----------------------------------------------------------------------------
@@ -163,14 +163,14 @@ void DefaultShaderData::SetupShaderDatas(mat4 const &model)
light_data << vec4::zero << vec4::zero;

int i = 0;
m_shader->SetUniform(*GetUniform(DefaultUniforms[i++].C()), light_data);
m_shader->SetUniform(*GetUniform(DefaultUniforms[i++].C()), modelview);
m_shader->SetUniform(*GetUniform(DefaultUniforms[i++].C()), view);
m_shader->SetUniform(*GetUniform(DefaultUniforms[i++].C()), inverse(view));
m_shader->SetUniform(*GetUniform(DefaultUniforms[i++].C()), proj);
m_shader->SetUniform(*GetUniform(DefaultUniforms[i++].C()), normalmat);
m_shader->SetUniform(*GetUniform(DefaultUniforms[i++].C()), f);
m_shader->SetUniform(*GetUniform(DefaultUniforms[i++]), light_data);
m_shader->SetUniform(*GetUniform(DefaultUniforms[i++]), modelview);
m_shader->SetUniform(*GetUniform(DefaultUniforms[i++]), view);
m_shader->SetUniform(*GetUniform(DefaultUniforms[i++]), inverse(view));
m_shader->SetUniform(*GetUniform(DefaultUniforms[i++]), proj);
m_shader->SetUniform(*GetUniform(DefaultUniforms[i++]), normalmat);
m_shader->SetUniform(*GetUniform(DefaultUniforms[i++]), f);
}

//-----------------------------------------------------------------------------


+ 5
- 3
src/platform/android/androidapp.cpp Ver fichero

@@ -210,6 +210,8 @@ int32_t lol::AndroidAppData::HandleInput(AInputEvent* event)
switch (AInputEvent_getType(event))
{
case AINPUT_EVENT_TYPE_MOTION:
//We need the max if we want coherent mouse speed between axis
float max_screen_size = lol::max(m_wanted_resolution.x, m_wanted_resolution.y);
/* FIXME: we flip the Y axis here, but is it the right place? */
ivec2 pos(AMotionEvent_getX(event, 0),
AMotionEvent_getY(event, 0));
@@ -217,9 +219,9 @@ int32_t lol::AndroidAppData::HandleInput(AInputEvent* event)
pos.y = m_wanted_resolution.y - 1 - pos.y;
m_mouse->SetCursor(0, vec2(pos) / vec2(m_wanted_resolution), pos);
// Note: 100.0f is an arbitrary value that makes it feel about the same than an xbox controller joystick
m_mouse->SetAxis(0, (pos.x - m_prev_pos.x) / m_wanted_resolution.x * 100.f);
// Y Axis is also negated to match the usual joystick Y axis (negatives values are for the upper direction)
m_mouse->SetAxis(1, (pos.y - m_prev_pos.y) / m_wanted_resolution.y * -100.f);
m_mouse->SetAxis(0, (pos.x - m_prev_pos.x) / max_screen_size * 100.f);
// Unlike SDL, no need to negate Y axis
m_mouse->SetAxis(1, (pos.y - m_prev_pos.y) / max_screen_size * -100.f);
m_prev_pos = pos;
switch (AKeyEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK)
{


+ 4
- 2
src/platform/sdl/sdlinput.cpp Ver fichero

@@ -220,13 +220,15 @@ void SdlInputData::Tick(float seconds)

if (mouse.x >= 0 && mouse.x < m_app.x && mouse.y >= 0 && mouse.y < m_app.y)
{
//We need the max if we want coherent mouse speed between axis
float max_screen_size = lol::max(m_screen.x, m_screen.y);
vec2 vmouse = vec2(mouse);
vec2 vprevmouse = vec2(m_prevmouse);
m_mouse->SetCursor(0, vmouse / m_app, mouse);
// Note: 100.0f is an arbitrary value that makes it feel about the same than an xbox controller joystick
m_mouse->SetAxis(0, (mouse.x - vprevmouse.x) * 100.0f / m_screen.x);
m_mouse->SetAxis(0, (mouse.x - vprevmouse.x) * 100.0f / max_screen_size);
// Y Axis is also negated to match the usual joystick Y axis (negatives values are for the upper direction)
m_mouse->SetAxis(1,-(mouse.y - vprevmouse.y) * 100.0f / m_screen.y);
m_mouse->SetAxis(1,-(mouse.y - vprevmouse.y) * 100.0f / max_screen_size);
}

if (m_mousecapture)


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