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Remove event.detail to use event directly. Fixes issue with aframe pre0.8.0
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-6
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4 files changed

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‎examples/basic/index.html‎

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@@ -4,14 +4,14 @@
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<meta charset="utf-8">
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<title>A-Frame Input Mapping Component - Basic</title>
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<meta name="description" content="Basic example for Input Mapping component."></meta>
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<script src="https://aframe.io/releases/0.7.0/aframe.min.js"></script>
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<script src="https://aframe.io/releases/0.7.1/aframe.min.js"></script>
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<script src="../../dist/aframe-input-mapping-component.min.js"></script>
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</head>
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<body>
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<a-scene>
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<a-assets>
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<img id="groundTexture" src="https://cdn.aframe.io/a-painter/images/floor.jpg">
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<img id="skyTexture" src="https://cdn.aframe.io/a-painter/images/sky.jpg">
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<img id="groundTexture" src="https://cdn.aframe.io/a-painter/images/floor.jpg" crossorigin="anonymous"/>
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<img id="skyTexture" src="https://cdn.aframe.io/a-painter/images/sky.jpg" crossorigin="anonymous"/>
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</a-assets>
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<a-entity id="leftHand" oculus-touch-controls="hand: left"

‎package.json‎

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{
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"name": "aframe-input-mapping-component",
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"version": "0.1.2",
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"version": "0.1.3",
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"description": "A Input Mapping component for A-Frame.",
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"main": "src/index.js",
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"unpkg": "dist/aframe-input-mapping-component.min.js",

‎src/activators/doublepress.js‎

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@@ -14,7 +14,7 @@ DoublePress.prototype = {
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onButtonDown (event) {
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var time = performance.now();
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if (time - this.lastTime < this.timeOut) {
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this.onActivate(event.detail);
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this.onActivate(event);
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} else {
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this.lastTime = time;
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}

‎src/activators/doubletouch.js‎

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@@ -14,7 +14,7 @@ DoubleTouch.prototype = {
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onButtonDown (event) {
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var time = performance.now();
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if (time - this.lastTime < this.timeOut) {
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this.onActivate(event.detail);
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this.onActivate(event);
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} else {
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this.lastTime = time;
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}

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