SDL: move mouse with right gamepad stick, added bounds checking to moving mouse with arrow keys
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@@ -411,7 +411,7 @@ abstract class DifferentTouchInput
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DemoGLSurfaceView.nativeGamepadAnalogJoystickInput(
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event.getAxisValue(MotionEvent.AXIS_X), event.getAxisValue(MotionEvent.AXIS_Y),
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event.getAxisValue(MotionEvent.AXIS_Z), event.getAxisValue(MotionEvent.AXIS_RZ),
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event.getAxisValue(MotionEvent.AXIS_RTRIGGER), event.getAxisValue(MotionEvent.AXIS_LTRIGGER),
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event.getAxisValue(MotionEvent.AXIS_LTRIGGER), event.getAxisValue(MotionEvent.AXIS_RTRIGGER),
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(hatX == 0.0f && hatY == 0.0f) ? 0 : 1 );
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return;
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}
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@@ -1053,6 +1053,6 @@ class DemoGLSurfaceView extends GLSurfaceView_SDL {
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public static native void nativeHardwareMouseDetected( int detected );
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public static native void nativeMouseButtonsPressed( int buttonId, int pressedState );
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public static native void nativeMouseWheel( int scrollX, int scrollY );
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public static native void nativeGamepadAnalogJoystickInput( float stick1x, float stick1y, float stick2x, float stick2y, float rtrigger, float ltrigger, int usingHat );
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public static native void nativeGamepadAnalogJoystickInput( float stick1x, float stick1y, float stick2x, float stick2y, float ltrigger, float rtrigger, int usingHat );
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public static native void nativeScreenVisibleRect( int x, int y, int w, int h );
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}
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