Cleanup updateCameraDirection and fix random input not working
parent
9b0d77a549
commit
53bc56dc3c
97
src/game.cpp
97
src/game.cpp
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@ -1492,6 +1492,8 @@ protected:
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void toggleFullViewRange(float *statustext_time);
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void updateCameraDirection(CameraOrientation *cam, VolatileRunFlags *flags);
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void updateCameraOrientation(CameraOrientation *cam,
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const VolatileRunFlags &flags);
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void updatePlayerControl(const CameraOrientation &cam);
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void step(f32 *dtime);
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void processClientEvents(CameraOrientation *cam, float *damage_flash);
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@ -1640,6 +1642,8 @@ Game::Game() :
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m_cache_enable_fog = g_settings->getBool("enable_fog");
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m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
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m_repeat_right_click_time = g_settings->getFloat("repeat_rightclick_time");
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m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
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}
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@ -1727,6 +1731,7 @@ void Game::run()
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flags.show_hud = true;
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flags.show_debug = g_settings->getBool("show_debug");
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flags.invert_mouse = g_settings->getBool("invert_mouse");
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flags.first_loop_after_window_activation = true;
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/* Clear the profiler */
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Profiler::GraphValues dummyvalues;
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@ -2849,11 +2854,24 @@ void Game::toggleFullViewRange(float *statustext_time)
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void Game::updateCameraDirection(CameraOrientation *cam,
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VolatileRunFlags *flags)
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{
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// float turn_amount = 0; // Deprecated?
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if ((device->isWindowActive() && noMenuActive()) || random_input) {
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if (!(device->isWindowActive() && noMenuActive()) || random_input) {
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#ifndef __ANDROID__
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if (!random_input) {
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// Mac OSX gets upset if this is set every frame
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if (device->getCursorControl()->isVisible())
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device->getCursorControl()->setVisible(false);
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}
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#endif
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// FIXME: Clean this up
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if (flags->first_loop_after_window_activation)
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flags->first_loop_after_window_activation = false;
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else
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updateCameraOrientation(cam, *flags);
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input->setMousePos((driver->getScreenSize().Width / 2),
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(driver->getScreenSize().Height / 2));
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} else {
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#ifndef ANDROID
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// Mac OSX gets upset if this is set every frame
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@ -2861,63 +2879,38 @@ void Game::updateCameraDirection(CameraOrientation *cam,
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device->getCursorControl()->setVisible(true);
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#endif
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//infostream<<"window inactive"<<std::endl;
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flags->first_loop_after_window_activation = true;
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return;
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}
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if (!flags->first_loop_after_window_activation)
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flags->first_loop_after_window_activation = true;
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#ifndef __ANDROID__
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if (!random_input) {
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// Mac OSX gets upset if this is set every frame
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if (device->getCursorControl()->isVisible())
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device->getCursorControl()->setVisible(false);
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}
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#endif
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}
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if (flags->first_loop_after_window_activation) {
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//infostream<<"window active, first loop"<<std::endl;
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flags->first_loop_after_window_activation = false;
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void Game::updateCameraOrientation(CameraOrientation *cam,
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const VolatileRunFlags &flags)
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{
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#ifdef HAVE_TOUCHSCREENGUI
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if (g_touchscreengui) {
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cam->camera_yaw = g_touchscreengui->getYaw();
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cam->camera_pitch = g_touchscreengui->getPitch();
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} else {
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#endif
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s32 dx = input->getMousePos().X - (driver->getScreenSize().Width / 2);
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s32 dy = input->getMousePos().Y - (driver->getScreenSize().Height / 2);
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if (flags.invert_mouse
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|| camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
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dy = -dy;
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}
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cam->camera_yaw -= dx * m_cache_mouse_sensitivity;
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cam->camera_pitch += dy * m_cache_mouse_sensitivity;
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#ifdef HAVE_TOUCHSCREENGUI
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if (g_touchscreengui) {
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cam->camera_yaw = g_touchscreengui->getYaw();
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cam->camera_pitch = g_touchscreengui->getPitch();
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} else {
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#endif
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s32 dx = input->getMousePos().X - (driver->getScreenSize().Width / 2);
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s32 dy = input->getMousePos().Y - (driver->getScreenSize().Height / 2);
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if (flags->invert_mouse
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|| (camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT)) {
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dy = -dy;
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}
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//infostream<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
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float d = m_cache_mouse_sensitivity;
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d = rangelim(d, 0.01, 100.0);
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cam->camera_yaw -= dx * d;
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cam->camera_pitch += dy * d;
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// turn_amount = v2f(dx, dy).getLength() * d; // deprecated?
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#ifdef HAVE_TOUCHSCREENGUI
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}
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#endif
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if (cam->camera_pitch < -89.5)
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cam->camera_pitch = -89.5;
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else if (cam->camera_pitch > 89.5)
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cam->camera_pitch = 89.5;
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}
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#endif
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input->setMousePos(driver->getScreenSize().Width / 2,
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driver->getScreenSize().Height / 2);
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// Deprecated? Not used anywhere else
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// recent_turn_speed = recent_turn_speed * 0.9 + turn_amount * 0.1;
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// std::cerr<<"recent_turn_speed = "<<recent_turn_speed<<std::endl;
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cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
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}
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