Fixed Android gamepad dead zone check (avoids constant view updateds)

This commit is contained in:
saschawillems 2016-05-21 15:20:07 +02:00
parent 66f006b783
commit 3f06ef81fb

View file

@ -509,18 +509,18 @@ void VulkanExampleBase::renderLoop()
// todo : time based and relative axis positions // todo : time based and relative axis positions
bool updateView = false; bool updateView = false;
// Rotate // Rotate
if (std::abs(gamePadState.axes.x - deadZone) > 0.0f) if (std::abs(gamePadState.axes.x) > deadZone)
{ {
rotation.y += gamePadState.axes.x * 0.5f * rotationSpeed; rotation.y += gamePadState.axes.x * 0.5f * rotationSpeed;
updateView = true; updateView = true;
} }
if (std::abs(gamePadState.axes.y - deadZone) > 0.0f) if (std::abs(gamePadState.axes.y) > deadZone)
{ {
rotation.x -= gamePadState.axes.y * 0.5f * rotationSpeed; rotation.x -= gamePadState.axes.y * 0.5f * rotationSpeed;
updateView = true; updateView = true;
} }
// Zoom // Zoom
if (std::abs(gamePadState.axes.rz - deadZone) > 0.0f) if (std::abs(gamePadState.axes.rz) > deadZone)
{ {
zoom -= gamePadState.axes.rz * 0.01f * zoomSpeed; zoom -= gamePadState.axes.rz * 0.01f * zoomSpeed;
updateView = true; updateView = true;