Consistently check length for each pointer event Fix #6783

This commit is contained in:
Robert Kowalski 2024-04-21 23:57:18 -04:00
parent c1c1a0ffa4
commit ec98b33757
2 changed files with 8 additions and 10 deletions

View file

@ -570,7 +570,7 @@ var InputManager = new Class({
{
var changedTouch = event.changedTouches[c];
for (var i = 1; i < this.pointersTotal; i++)
for (var i = 1; i < pointers.length; i++)
{
var pointer = pointers[i];
@ -608,7 +608,7 @@ var InputManager = new Class({
{
var changedTouch = event.changedTouches[c];
for (var i = 1; i < this.pointersTotal; i++)
for (var i = 1; i < pointers.length; i++)
{
var pointer = pointers[i];
@ -665,7 +665,7 @@ var InputManager = new Class({
{
var changedTouch = event.changedTouches[c];
for (var i = 1; i < this.pointersTotal; i++)
for (var i = 1; i < pointers.length; i++)
{
var pointer = pointers[i];
@ -701,7 +701,7 @@ var InputManager = new Class({
{
var changedTouch = event.changedTouches[c];
for (var i = 1; i < this.pointersTotal; i++)
for (var i = 1; i < pointers.length; i++)
{
var pointer = pointers[i];

View file

@ -573,9 +573,8 @@ var InputPlugin = new Class({
var manager = this.manager;
var pointers = manager.pointers;
var pointersTotal = manager.pointersTotal;
for (i = 0; i < pointersTotal; i++)
for (i = 0; i < pointers.length; i++)
{
pointers[i].updateMotion();
}
@ -611,7 +610,7 @@ var InputPlugin = new Class({
// We got this far? Then we should poll for movement
var captured = false;
for (i = 0; i < pointersTotal; i++)
for (i = 0; i < pointers.length; i++)
{
var total = 0;
@ -678,10 +677,9 @@ var InputPlugin = new Class({
return false;
}
var pointersTotal = pointers.length;
var captured = false;
for (var i = 0; i < pointersTotal; i++)
for (var i = 0; i < pointers.length; i++)
{
var total = 0;
var pointer = pointers[i];
@ -838,7 +836,7 @@ var InputPlugin = new Class({
var over = this._over;
var manager = this.manager;
for (var i = 0, index; i < manager.pointersTotal; i++)
for (var i = 0, index; i < manager.pointers.length; i++)
{
index = drag[i].indexOf(gameObject);