Tied in my recent Android flick gesture addition to a Scroll() function. GameState now has a virtual function OnScroll() call that, by default is a no-op; each game state can choose to override how to respond to flick gestures. I've added one such override in the Deck Editor so that a flick up/down acts like the psp button up/down for scrolling between color filters.

This commit is contained in:
wrenczes@gmail.com
2011-06-15 09:52:11 +00:00
parent e1dc1afa74
commit 741f662bb0
9 changed files with 298 additions and 240 deletions
+12 -8
View File
@@ -45,6 +45,17 @@ const int kHitzonePliancy = 50;
// tick value equates to ms
const int kTapEventTimeout = 250;
uint64_t lastTickCount;
JGE* g_engine = NULL;
JApp* g_app = NULL;
JGameLauncher* g_launcher = NULL;
class SdlApp;
SdlApp *g_SdlApp = NULL;
class SdlApp
{
public: /* For easy interfacing with JGE static functions */
@@ -215,6 +226,7 @@ public:
case SDL_JOYBALLMOTION:
DebugTrace("Flick gesture detected, x: " << Event->jball.xrel << ", y: " << Event->jball.yrel);
g_engine->Scroll(Event->jball.xrel, Event->jball.yrel);
break;
}
}
@@ -228,14 +240,6 @@ public:
}
};
uint64_t lastTickCount;
JGE* g_engine = NULL;
JApp* g_app = NULL;
JGameLauncher* g_launcher = NULL;
SdlApp *g_SdlApp = NULL;
static const struct { LocalKeySym keysym; JButton keycode; } gDefaultBindings[] =
{
/* windows controls */