Fixed to InputDefault, button mask was wrong. Fixes to editor camera interpolation.

This commit is contained in:
Juan Linietsky
2017-09-16 12:12:11 -03:00
parent 61e9623ced
commit 844c5e12e6
2 changed files with 23 additions and 11 deletions

View File

@@ -80,7 +80,7 @@ bool InputDefault::is_key_pressed(int p_scancode) const {
bool InputDefault::is_mouse_button_pressed(int p_button) const {
_THREAD_SAFE_METHOD_
return (mouse_button_mask & (1 << p_button)) != 0;
return (mouse_button_mask & (1 << (p_button - 1))) != 0;
}
static int _combine_device(int p_value, int p_device) {
@@ -265,10 +265,11 @@ void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
if (mb.is_valid() && !mb->is_doubleclick()) {
if (mb->is_pressed())
mouse_button_mask |= (1 << mb->get_button_index());
else
mouse_button_mask &= ~(1 << mb->get_button_index());
if (mb->is_pressed()) {
mouse_button_mask |= (1 << (mb->get_button_index() - 1));
} else {
mouse_button_mask &= ~(1 << (mb->get_button_index() - 1));
}
if (main_loop && emulate_touch && mb->get_button_index() == 1) {
Ref<InputEventScreenTouch> touch_event;