From: John Tsiombikas Date: Tue, 4 Oct 2016 23:08:17 +0000 (+0300) Subject: SDL backend set the mouse button bitmask incorrectly X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=dosdemo;a=commitdiff_plain;h=aefd23e483457daa7eeb4987827e72df83886eaa SDL backend set the mouse button bitmask incorrectly --- diff --git a/src/polytest.c b/src/polytest.c index 0d5187d..cc64a0d 100644 --- a/src/polytest.c +++ b/src/polytest.c @@ -34,7 +34,8 @@ static struct screen scr = { draw }; -static float theta, phi = 25; +static float cam_theta, cam_phi = 25; +static float cam_dist = 3; static struct mesh cube, torus; static struct pimage tex; @@ -104,11 +105,18 @@ static void update(void) int dy = mouse_y - prev_my; if(dx || dy) { - theta += dx * 1.0; - phi += dy * 1.0; - - if(phi < -90) phi = -90; - if(phi > 90) phi = 90; + if(mouse_bmask & 1) { + cam_theta += dx * 1.0; + cam_phi += dy * 1.0; + + if(cam_phi < -90) cam_phi = -90; + if(cam_phi > 90) cam_phi = 90; + } + if(mouse_bmask & 4) { + cam_dist += dy * 0.5; + + if(cam_dist < 0) cam_dist = 0; + } } } } @@ -126,9 +134,9 @@ static void draw(void) g3d_matrix_mode(G3D_MODELVIEW); g3d_load_identity(); - g3d_translate(0, 0, -3); - g3d_rotate(phi, 1, 0, 0); - g3d_rotate(theta, 0, 1, 0); + g3d_translate(0, 0, -cam_dist); + g3d_rotate(cam_phi, 1, 0, 0); + g3d_rotate(cam_theta, 0, 1, 0); g3d_light_pos(0, -10, 10, 20); @@ -151,9 +159,9 @@ static void draw_debug(void) g3d_matrix_mode(G3D_MODELVIEW); g3d_load_identity(); - g3d_translate(0, 0, -3); - g3d_rotate(phi, 1, 0, 0); - g3d_rotate(theta, 0, 1, 0); + g3d_translate(0, 0, -cam_dist); + g3d_rotate(cam_phi, 1, 0, 0); + g3d_rotate(cam_theta, 0, 1, 0); g3d_framebuffer(lowres_width, lowres_height, lowres_pixels); /*zsort(&torus);*/ diff --git a/src/sdl/main.c b/src/sdl/main.c index 6b65796..48852f5 100644 --- a/src/sdl/main.c +++ b/src/sdl/main.c @@ -129,10 +129,10 @@ static void handle_event(SDL_Event *ev) break; case SDL_MOUSEBUTTONDOWN: - mouse_bmask |= 1 << ev->button.button; + mouse_bmask |= 1 << (ev->button.button - SDL_BUTTON_LEFT); if(0) { case SDL_MOUSEBUTTONUP: - mouse_bmask &= ~(1 << ev->button.button); + mouse_bmask &= ~(1 << (ev->button.button - SDL_BUTTON_LEFT)); } mouse_x = ev->button.x / fbscale; mouse_y = ev->button.y / fbscale;