sync swipe motion in deck viewer act accordingly to a swipe/pan on corresponding platform (iOS vs everything else)
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@@ -419,7 +419,7 @@ static NSString *_MY_AD_WHIRL_APPLICATION_KEY_IPAD = @"2e70e3f3da40408588b9a3170
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else
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else
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{
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{
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CGPoint v2 = [panGesture velocityInView: self];
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CGPoint v2 = [panGesture velocityInView: self];
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g_engine->Scroll( 0 - static_cast<int>(v2.x), 0 - static_cast<int>(v2.y));
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g_engine->Scroll( static_cast<int>(v2.x), static_cast<int>(v2.y));
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[self performSelector: @selector(resetInput) withObject: nil afterDelay: 0.5];
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[self performSelector: @selector(resetInput) withObject: nil afterDelay: 0.5];
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}
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}
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@@ -1769,13 +1769,23 @@ void GameStateDeckViewer::ButtonPressed(int controllerId, int controlId)
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}
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}
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}
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}
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/*
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to keep actions consistent across the different platforms, we need to branch the way swipes are interpreted. iOS5 changes
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the way a swipe moves a document on the page. swipe down is to simulate dragging the page down instead of moving down
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on a page.
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*/
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void GameStateDeckViewer::OnScroll(int inXVelocity, int inYVelocity)
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void GameStateDeckViewer::OnScroll(int inXVelocity, int inYVelocity)
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{
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{
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int magnitude = static_cast<int>( sqrtf( (float )( (inXVelocity * inXVelocity) + (inXVelocity * inXVelocity))));
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int magnitude = static_cast<int>( sqrtf( (float )( (inXVelocity * inXVelocity) + (inXVelocity * inXVelocity))));
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bool flickHorizontal = (abs(inXVelocity) > abs(inYVelocity));
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bool flickHorizontal = (abs(inXVelocity) > abs(inYVelocity));
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#ifdef IOS
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bool flickUp = !flickHorizontal && (inYVelocity > 0) ? true : false;
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bool flickRight = flickHorizontal && (inXVelocity < 0) ? true : false;
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#else
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bool flickUp = !flickHorizontal && (inYVelocity < 0) ? true : false;
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bool flickUp = !flickHorizontal && (inYVelocity < 0) ? true : false;
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bool flickRight = flickHorizontal && (inXVelocity > 0) ? true : false;
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bool flickRight = flickHorizontal && (inXVelocity > 0) ? true : false;
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#endif
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if (mStage == STAGE_FILTERS)
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if (mStage == STAGE_FILTERS)
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{
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{
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