// The nearest one is the first one and the deepest
// (the most specialized one in the scenegraph) is the first.
std::vector<SGSceneryPick> pickList;
- if (FGRenderer::pick(x, y, pickList, ea)) {
+ if (FGRenderer::pick(pickList, ea)) {
std::vector<SGSceneryPick>::const_iterator i;
for (i = pickList.begin(); i != pickList.end(); ++i) {
if (i->callback->buttonPressed(b, i->info)) {
void
FGInput::_update_joystick (double dt)
{
- int modifiers = KEYMOD_NONE; // FIXME: any way to get the real ones?
+ int modifiers = fgGetKeyModifiers();
int buttons;
- // float js_val, diff;
float axis_values[MAX_JOYSTICK_AXES];
int i;