fixed coding standard conflicts

This commit is contained in:
Dante Ruiz 2016-11-02 00:07:58 +01:00
parent e9d10b609d
commit d29b1c34b1

View file

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