Fixes the accelerometer

Resolves the issue of the accelerometer behaving differently across devices with landscape as default and devices with portrait as default.
This commit is contained in:
Martho42 2015-04-04 17:03:56 -07:00
parent 5d99e15e43
commit 7a2698bb44

View file

@ -571,9 +571,24 @@ public class Godot extends Activity implements SensorEventListener, IDownloaderC
}
@Override public void onSensorChanged(SensorEvent event) {
float x = event.values[0];
float y = event.values[1];
float z = event.values[2];
Display display = ((WindowManager) getSystemService(WINDOW_SERVICE)).getDefaultDisplay();
int displayRotation = display.getRotation();
float[] adjustedValues = new float[3];
final int axisSwap[][] = {
{ 1, -1, 0, 1 }, // ROTATION_0
{-1, -1, 1, 0 }, // ROTATION_90
{-1, 1, 0, 1 }, // ROTATION_180
{ 1, 1, 1, 0 } }; // ROTATION_270
final int[] as = axisSwap[displayRotation];
adjustedValues[0] = (float)as[0] * event.values[ as[2] ];
adjustedValues[1] = (float)as[1] * event.values[ as[3] ];
adjustedValues[2] = event.values[2];
float x = adjustedValues[0];
float y = adjustedValues[1];
float z = adjustedValues[2];
GodotLib.accelerometer(x,y,z);
}