mirror of
https://github.com/godotengine/godot.git
synced 2025-10-22 17:33:33 +00:00
Input: Remove usage of platform dependent event IDs.
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree. So there's no need for the platform specific code to set this value when it will later be overriden anyway...
This commit is contained in:
parent
a0b0dff6fd
commit
c0b6756875
28 changed files with 104 additions and 186 deletions
|
@ -520,7 +520,6 @@ void OS_JavaScript::main_loop_focusin() {
|
|||
void OS_JavaScript::push_input(const InputEvent &p_ev) {
|
||||
|
||||
InputEvent ev = p_ev;
|
||||
ev.ID = last_id++;
|
||||
if (ev.type == InputEvent::MOUSE_MOTION) {
|
||||
input->set_mouse_pos(Point2(ev.mouse_motion.x, ev.mouse_motion.y));
|
||||
} else if (ev.type == InputEvent::MOUSE_BUTTON) {
|
||||
|
@ -540,7 +539,6 @@ void OS_JavaScript::process_touch(int p_what, int p_pointer, const Vector<TouchP
|
|||
//end all if exist
|
||||
InputEvent ev;
|
||||
ev.type = InputEvent::MOUSE_BUTTON;
|
||||
ev.ID = last_id++;
|
||||
ev.mouse_button.button_index = BUTTON_LEFT;
|
||||
ev.mouse_button.button_mask = BUTTON_MASK_LEFT;
|
||||
ev.mouse_button.pressed = false;
|
||||
|
@ -554,7 +552,6 @@ void OS_JavaScript::process_touch(int p_what, int p_pointer, const Vector<TouchP
|
|||
|
||||
InputEvent ev;
|
||||
ev.type = InputEvent::SCREEN_TOUCH;
|
||||
ev.ID = last_id++;
|
||||
ev.screen_touch.index = touch[i].id;
|
||||
ev.screen_touch.pressed = false;
|
||||
ev.screen_touch.x = touch[i].pos.x;
|
||||
|
@ -573,7 +570,6 @@ void OS_JavaScript::process_touch(int p_what, int p_pointer, const Vector<TouchP
|
|||
//send mouse
|
||||
InputEvent ev;
|
||||
ev.type = InputEvent::MOUSE_BUTTON;
|
||||
ev.ID = last_id++;
|
||||
ev.mouse_button.button_index = BUTTON_LEFT;
|
||||
ev.mouse_button.button_mask = BUTTON_MASK_LEFT;
|
||||
ev.mouse_button.pressed = true;
|
||||
|
@ -590,7 +586,6 @@ void OS_JavaScript::process_touch(int p_what, int p_pointer, const Vector<TouchP
|
|||
|
||||
InputEvent ev;
|
||||
ev.type = InputEvent::SCREEN_TOUCH;
|
||||
ev.ID = last_id++;
|
||||
ev.screen_touch.index = touch[i].id;
|
||||
ev.screen_touch.pressed = true;
|
||||
ev.screen_touch.x = touch[i].pos.x;
|
||||
|
@ -605,7 +600,6 @@ void OS_JavaScript::process_touch(int p_what, int p_pointer, const Vector<TouchP
|
|||
//send mouse, should look for point 0?
|
||||
InputEvent ev;
|
||||
ev.type = InputEvent::MOUSE_MOTION;
|
||||
ev.ID = last_id++;
|
||||
ev.mouse_motion.button_mask = BUTTON_MASK_LEFT;
|
||||
ev.mouse_motion.x = p_points[0].pos.x;
|
||||
ev.mouse_motion.y = p_points[0].pos.y;
|
||||
|
@ -638,7 +632,6 @@ void OS_JavaScript::process_touch(int p_what, int p_pointer, const Vector<TouchP
|
|||
|
||||
InputEvent ev;
|
||||
ev.type = InputEvent::SCREEN_DRAG;
|
||||
ev.ID = last_id++;
|
||||
ev.screen_drag.index = touch[i].id;
|
||||
ev.screen_drag.x = p_points[idx].pos.x;
|
||||
ev.screen_drag.y = p_points[idx].pos.y;
|
||||
|
@ -655,7 +648,6 @@ void OS_JavaScript::process_touch(int p_what, int p_pointer, const Vector<TouchP
|
|||
//end all if exist
|
||||
InputEvent ev;
|
||||
ev.type = InputEvent::MOUSE_BUTTON;
|
||||
ev.ID = last_id++;
|
||||
ev.mouse_button.button_index = BUTTON_LEFT;
|
||||
ev.mouse_button.button_mask = BUTTON_MASK_LEFT;
|
||||
ev.mouse_button.pressed = false;
|
||||
|
@ -669,7 +661,6 @@ void OS_JavaScript::process_touch(int p_what, int p_pointer, const Vector<TouchP
|
|||
|
||||
InputEvent ev;
|
||||
ev.type = InputEvent::SCREEN_TOUCH;
|
||||
ev.ID = last_id++;
|
||||
ev.screen_touch.index = touch[i].id;
|
||||
ev.screen_touch.pressed = false;
|
||||
ev.screen_touch.x = touch[i].pos.x;
|
||||
|
@ -689,7 +680,6 @@ void OS_JavaScript::process_touch(int p_what, int p_pointer, const Vector<TouchP
|
|||
|
||||
InputEvent ev;
|
||||
ev.type = InputEvent::SCREEN_TOUCH;
|
||||
ev.ID = last_id++;
|
||||
ev.screen_touch.index = tp.id;
|
||||
ev.screen_touch.pressed = true;
|
||||
ev.screen_touch.x = tp.pos.x;
|
||||
|
@ -704,7 +694,6 @@ void OS_JavaScript::process_touch(int p_what, int p_pointer, const Vector<TouchP
|
|||
|
||||
InputEvent ev;
|
||||
ev.type = InputEvent::SCREEN_TOUCH;
|
||||
ev.ID = last_id++;
|
||||
ev.screen_touch.index = touch[i].id;
|
||||
ev.screen_touch.pressed = false;
|
||||
ev.screen_touch.x = touch[i].pos.x;
|
||||
|
@ -790,9 +779,9 @@ void OS_JavaScript::process_joypads() {
|
|||
InputDefault::JoyAxis jx;
|
||||
jx.min = 0;
|
||||
jx.value = value;
|
||||
last_id = input->joy_axis(last_id, i, j, jx);
|
||||
input->joy_axis(i, j, jx);
|
||||
} else {
|
||||
last_id = input->joy_button(last_id, i, j, value);
|
||||
input->joy_button(i, j, value);
|
||||
}
|
||||
}
|
||||
for (int j = 0; j < num_axes; j++) {
|
||||
|
@ -800,7 +789,7 @@ void OS_JavaScript::process_joypads() {
|
|||
InputDefault::JoyAxis jx;
|
||||
jx.min = -1;
|
||||
jx.value = state.axis[j];
|
||||
last_id = input->joy_axis(last_id, i, j, jx);
|
||||
input->joy_axis(i, j, jx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -844,7 +833,6 @@ OS_JavaScript::OS_JavaScript(GFXInitFunc p_gfx_init_func, void *p_gfx_init_ud, G
|
|||
gfx_init_ud = p_gfx_init_ud;
|
||||
last_button_mask = 0;
|
||||
main_loop = NULL;
|
||||
last_id = 1;
|
||||
gl_extensions = NULL;
|
||||
window_maximized = false;
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue