# Changes -> 0.5.1
- 3ds - Remove Gfx values that are present in Backend Tamplate - Move to default Palladium Namespace - Set the Input Flags - Desktop - Move to PD Namespace - Comment out old keyboard stuff - HidDriver needs a rewrite but is functional enough - Core - Add u128 class (only used in input driver so far - Drivers (Core) - Move Gfx to PD namespace - Move Vertex/Index Pos and Projection Mtx to Gfx template - Add Keyboard support with u128 to Hid - Add a Update func if no hiddriver is specified (to prevent crashes when requestign inputs) - Image - Add RGBA -> BGRA support (used in windows bitmaps iirc) - Lithium - Add Vertex/Index counters to drawlist - Add a LoadTTF from Mem func and let the loadfile func use PD::IO::LoadFile2Mem (looks cleaner) - Add LoadDefaultFont (which loads one of the integrated fonts if the PD_LI_INCLUDE_FONTS flag was passed on palaldium build) !!! Note that there are no fonts integrated yet due to i dont know how to handle licensing... - UI7 - Add MouseLeft support to Input handler - Use xy coords of the Viewport to create Menus inside it - Get num of Vertices/Indices out of FinalDrawList - Add some Palladium Info to metrics Menu - Readd Compiler string - pdfm - New tool that creates fonts.cpp/fonts.hpp
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@ -58,7 +58,9 @@ class InputHandler {
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// Get a Short define for touch pos
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fvec2 p = Hid::MousePos();
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// Check if Drag starts in the area position
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if (Hid::IsDown(Hid::Key::Touch) && Li::Renderer::InBox(p, area)) {
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if ((Hid::IsDown(Hid::Key::Touch) ||
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Hid::IsEvent(PD::Hid::Event::Event_Down, HidKb::Kb_MouseLeft)) &&
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Li::Renderer::InBox(p, area)) {
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// Set ID and iniatial Positions
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DraggedObject = id;
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DragSourcePos = p;
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@ -69,11 +71,16 @@ class InputHandler {
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DragTime->Reset();
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DragTime->Rseume();
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return false; // To make sure the Object is "Dragged"
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} else if (Hid::IsHeld(Hid::Key::Touch) && IsObjectDragged()) {
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} else if ((Hid::IsHeld(Hid::Key::Touch) ||
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Hid::IsEvent(PD::Hid::Event::Event_Held,
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HidKb::Kb_MouseLeft)) &&
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IsObjectDragged()) {
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// Update DragLast and DragPoisition
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DragLastPosition = DragPosition;
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DragPosition = p;
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} else if (Hid::IsUp(Hid::Key::Touch) && IsObjectDragged()) {
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} else if ((Hid::IsUp(Hid::Key::Touch) ||
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Hid::IsEvent(PD::Hid::Event::Event_Up, HidKb::Kb_MouseLeft)) &&
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IsObjectDragged()) {
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// Released... Everything gets reset
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DraggedObject = 0;
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DragPosition = 0;
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