v1.2.0: slight tweaks and improvements to controller cursor moving
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@ -164,15 +164,17 @@ public class PixelScene extends Scene {
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@Override
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@Override
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public void update() {
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public void update() {
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super.update();
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super.update();
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if (Math.abs(ControllerHandler.rightStickPosition.x) >= 0.1f
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//15% deadzone
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|| Math.abs(ControllerHandler.rightStickPosition.y) >= 0.1f) {
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if (Math.abs(ControllerHandler.rightStickPosition.x) >= 0.15f
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|| Math.abs(ControllerHandler.rightStickPosition.y) >= 0.15f) {
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PointF curMouse = PointerEvent.currentHoverPos();
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PointF curMouse = PointerEvent.currentHoverPos();
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//cursor moves 500 scaled pixels per second at full speed, 50 at minimum speed
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//cursor moves 500 scaled pixels per second at full speed, 75 at minimum speed
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fractionalMovement.x += defaultZoom * 500 * Game.elapsed * ControllerHandler.rightStickPosition.x;
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fractionalMovement.x += defaultZoom * 500 * Game.elapsed * ControllerHandler.rightStickPosition.x;
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fractionalMovement.y += defaultZoom * 500 * Game.elapsed * ControllerHandler.rightStickPosition.y;
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fractionalMovement.y += defaultZoom * 500 * Game.elapsed * ControllerHandler.rightStickPosition.y;
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curMouse.x += (int)fractionalMovement.x;
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curMouse.x += (int)fractionalMovement.x;
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curMouse.y += (int)fractionalMovement.y;
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curMouse.y += (int)fractionalMovement.y;
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Gdx.input.setCursorPosition((int) curMouse.x, (int) curMouse.y);
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Gdx.input.setCursorPosition((int) curMouse.x, (int) curMouse.y);
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PointerEvent.addPointerEvent(new PointerEvent((int) curMouse.x, (int) curMouse.y, 10_000, PointerEvent.Type.HOVER, PointerEvent.NONE));
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fractionalMovement.x -= (int)fractionalMovement.x;
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fractionalMovement.x -= (int)fractionalMovement.x;
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fractionalMovement.y -= (int)fractionalMovement.y;
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fractionalMovement.y -= (int)fractionalMovement.y;
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} else {
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} else {
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