v1.4.0: several text input improvements for Steam Deck
This commit is contained in:
@@ -121,14 +121,6 @@ public class PointerEvent {
|
||||
}
|
||||
return lastHoverPos.clone();
|
||||
}
|
||||
|
||||
public static synchronized void emulateMouseButton( int button, boolean down ){
|
||||
if (down){
|
||||
addPointerEvent(new PointerEvent((int)lastHoverPos.x, (int)lastHoverPos.y, 1000+button, Type.DOWN, button));
|
||||
} else {
|
||||
addPointerEvent(new PointerEvent((int)lastHoverPos.x, (int)lastHoverPos.y, 1000+button, Type.UP, button));
|
||||
}
|
||||
}
|
||||
|
||||
public static synchronized void addPointerEvent( PointerEvent event ){
|
||||
pointerEvents.add( event );
|
||||
@@ -155,10 +147,9 @@ public class PointerEvent {
|
||||
|
||||
//add drag events for any emulated presses
|
||||
if (hovered){
|
||||
for (int i = 1000+LEFT; i <= 1000+FORWARD; i++){
|
||||
for (int i = 10+LEFT; i <= 10+FORWARD; i++){
|
||||
if (activePointers.containsKey(i)){
|
||||
//add to front in case pointer is also being released this frame
|
||||
pointerEvents.add(0, new PointerEvent((int)lastHoverPos.x, (int)lastHoverPos.y, i, Type.DOWN, i));
|
||||
Game.inputHandler.emulateDrag(i-10);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -187,7 +178,7 @@ public class PointerEvent {
|
||||
}
|
||||
if (clearKeyboardThisPress){
|
||||
//most press events should clear the keyboard
|
||||
Gdx.input.setOnscreenKeyboardVisible(false);
|
||||
Game.platform.setOnscreenKeyboardVisible(false);
|
||||
}
|
||||
}
|
||||
pointerEvents.clear();
|
||||
|
||||
Reference in New Issue
Block a user