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fixed coding standard conflicts
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e9d10b609d
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1 changed files with 2 additions and 2 deletions
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@ -231,7 +231,7 @@ var gamePad = Controller.findDevice("GamePad");
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function activeHudPoint2d(activeHand) { // if controller is valid, update reticle position and answer 2d point. Otherwise falsey.
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var controllerPose = getControllerWorldLocation(activeHand, true); // note: this will return head pose if hand pose is invalid (third eye)
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if (!controllerPose.valid) {
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if(gamePad){
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if (gamePad) {
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return activeHudPoint2dGamePad();
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}
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return; // Controller is cradled.
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@ -458,7 +458,7 @@ clickMapping.from(Controller.Hardware.GamePad.Back).peek().to(function () {
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clickMapping.from(Controller.Hardware.Keyboard.RightMouseClicked).peek().to(function () {
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// Allow the reticle depth to be set correctly:
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// Wait a tick for the context menu to be displayed, and then simulate a (non-hand-controller) mouse move
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// so that the system updates qml state (Reticle.pointingAtSystemOverlay) before it gives us a mouseMove.
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// so that the system updates qml state (Reticle.pointingAtSystemverlay) before it gives us a mouseMove.
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// We don't want the system code to always do this for us, because, e.g., we do not want to get a mouseMove
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// after the Left/RightSecondaryThumb gives us a context menu. Only from the mouse.
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Script.setTimeout(function () {
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