Some coding style fixes

This commit is contained in:
Alexander Bock
2020-03-28 20:32:53 +01:00
parent 1c57f8ad21
commit 5209de5484

View File

@@ -118,10 +118,10 @@ namespace {
};
constexpr openspace::properties::Property::PropertyInfo PinchZoomFactorInfo = {
"PinchZoomFactor",
"Scaling distance travelled on pinch",
"This value is used to reduce the amount of pinching needed. A linear"
"kind of sensitivity that will alter the pinch-zoom speed."
"PinchZoomFactor",
"Scaling distance travelled on pinch",
"This value is used to reduce the amount of pinching needed. A linear kind of "
"sensitivity that will alter the pinch-zoom speed."
};
constexpr openspace::properties::Property::PropertyInfo DirectManipulationInfo = {
@@ -285,7 +285,12 @@ TouchInteraction::TouchInteraction()
0.25f
)
, _zoomBoundarySphereMultiplier(ZoomBoundarySphereMultiplierInfo, 1.001f, 1.f, 1.01f)
, _zoomOutLimit(ZoomOutLimitInfo, std::numeric_limits<double>::max(), 1000.0, std::numeric_limits<double>::max())
, _zoomOutLimit(
ZoomOutLimitInfo,
std::numeric_limits<double>::max(),
1000.0,
std::numeric_limits<double>::max()
)
, _zoomInLimit(ZoomInLimitInfo, -1.0, 0.0, std::numeric_limits<double>::max())
, _inputStillThreshold(InputSensitivityInfo, 0.0005f, 0.f, 0.001f)
// used to void wrongly interpreted roll interactions
@@ -315,10 +320,9 @@ TouchInteraction::TouchInteraction()
{ "Ignore GUI", "Disable GUI touch interaction", "" },
false
)
, _pinchInputs({ TouchInput(0x0, 0x0, 0.0, 0.0, 0.0),
TouchInput(0x0, 0x0, 0.0, 0.0, 0.0) })
, _pinchInputs({ TouchInput(0, 0, 0.0, 0.0, 0.0), TouchInput(0, 0, 0.0, 0.0, 0.0) })
, _vel{ glm::dvec2(0.0), 0.0, 0.0, glm::dvec2(0.0) }
, _sensitivity{ glm::dvec2(0.08, 0.045), 12.0 /*4.0*/, 2.75, glm::dvec2(0.08, 0.045) }
, _sensitivity{ glm::dvec2(0.08, 0.045), 12.0, 2.75, glm::dvec2(0.08, 0.045) }
, _constTimeDecay_secs(ConstantTimeDecaySecsInfo, 1.75f, 0.1f, 4.0f)
// calculated with two vectors with known diff in length, then
// projDiffLength/diffLength.
@@ -790,11 +794,10 @@ int TouchInteraction::interpretInteraction(const std::vector<TouchInputHolder>&
else {
const bool sameInput0 = _pinchInputs[0].holdsInput(list[0].latestInput());
const bool sameInput1 = _pinchInputs[1].holdsInput(list[1].latestInput());
if(sameInput0 && sameInput1)
{
if (sameInput0 && sameInput1) {
_pinchInputs[0].tryAddInput(list[0].latestInput());
_pinchInputs[1].tryAddInput(list[1].latestInput());
}else{
} else {
_pinchInputs[0] = TouchInputHolder(list[0].latestInput());
_pinchInputs[1] = TouchInputHolder(list[1].latestInput());
}
@@ -1131,17 +1134,18 @@ void TouchInteraction::step(double dt, bool directTouch) {
// Possible with other navigations performed outside touch interaction
const bool currentPosViolatingZoomOutLimit =
(currentPosDistance >= _zoomOutLimit.value());
(currentPosDistance >= _zoomOutLimit);
const bool willNewPositionViolateZoomOutLimit =
(newPosDistance >= _zoomOutLimit.value());
(newPosDistance >= _zoomOutLimit);
bool willNewPositionViolateZoomInLimit =
(newPosDistance < zoomInBounds);
bool willNewPositionViolateDirection =
(currentPosDistance <= length(zoomDistanceIncrement));
if (!willNewPositionViolateZoomInLimit
&& !willNewPositionViolateDirection
&& !willNewPositionViolateZoomOutLimit) {
if (!willNewPositionViolateZoomInLimit &&
!willNewPositionViolateDirection &&
!willNewPositionViolateZoomOutLimit)
{
camPos += zoomDistanceIncrement;
}
else if (currentPosViolatingZoomOutLimit) {