[HTML5] Fix multi-touch input handling.
The code to populate the input data for WebAssembly was incorrectly
overriding values when multiple touches were present due to wrong
indexing.
(cherry picked from commit 470496d8d4
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@ -424,9 +424,9 @@ const GodotInput = {
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for (let i = 0; i < touches.length; i++) {
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for (let i = 0; i < touches.length; i++) {
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const touch = touches[i];
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const touch = touches[i];
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const pos = GodotInput.computePosition(touch, rect);
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const pos = GodotInput.computePosition(touch, rect);
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GodotRuntime.setHeapValue(coords + (i * 2), pos[0], 'double');
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GodotRuntime.setHeapValue(coords + (i * 2) * 8, pos[0], 'double');
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GodotRuntime.setHeapValue(coords + (i * 2 + 8), pos[1], 'double');
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GodotRuntime.setHeapValue(coords + (i * 2 + 1) * 8, pos[1], 'double');
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GodotRuntime.setHeapValue(ids + i, touch.identifier, 'i32');
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GodotRuntime.setHeapValue(ids + i * 4, touch.identifier, 'i32');
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}
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}
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func(type, touches.length);
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func(type, touches.length);
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if (evt.cancelable) {
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if (evt.cancelable) {
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