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Cleanup updateCameraDirection and fix random input not working
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Zeno- committed Dec 30, 2014
1 parent 9b0d77a commit 53bc56d
Showing 1 changed file with 41 additions and 48 deletions.
89 changes: 41 additions & 48 deletions src/game.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1492,6 +1492,8 @@ class Game
void toggleFullViewRange(float *statustext_time);

void updateCameraDirection(CameraOrientation *cam, VolatileRunFlags *flags);
void updateCameraOrientation(CameraOrientation *cam,
const VolatileRunFlags &flags);
void updatePlayerControl(const CameraOrientation &cam);
void step(f32 *dtime);
void processClientEvents(CameraOrientation *cam, float *damage_flash);
Expand Down Expand Up @@ -1640,6 +1642,8 @@ Game::Game() :
m_cache_enable_fog = g_settings->getBool("enable_fog");
m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
m_repeat_right_click_time = g_settings->getFloat("repeat_rightclick_time");

m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
}


Expand Down Expand Up @@ -1727,6 +1731,7 @@ void Game::run()
flags.show_hud = true;
flags.show_debug = g_settings->getBool("show_debug");
flags.invert_mouse = g_settings->getBool("invert_mouse");
flags.first_loop_after_window_activation = true;

/* Clear the profiler */
Profiler::GraphValues dummyvalues;
Expand Down Expand Up @@ -2849,75 +2854,63 @@ void Game::toggleFullViewRange(float *statustext_time)
void Game::updateCameraDirection(CameraOrientation *cam,
VolatileRunFlags *flags)
{
// float turn_amount = 0; // Deprecated?
if ((device->isWindowActive() && noMenuActive()) || random_input) {

if (!(device->isWindowActive() && noMenuActive()) || random_input) {
#ifndef __ANDROID__
if (!random_input) {
// Mac OSX gets upset if this is set every frame
if (device->getCursorControl()->isVisible())
device->getCursorControl()->setVisible(false);
}
#endif

// FIXME: Clean this up
if (flags->first_loop_after_window_activation)
flags->first_loop_after_window_activation = false;
else
updateCameraOrientation(cam, *flags);

input->setMousePos((driver->getScreenSize().Width / 2),
(driver->getScreenSize().Height / 2));
} else {

#ifndef ANDROID
// Mac OSX gets upset if this is set every frame
if (device->getCursorControl()->isVisible() == false)
device->getCursorControl()->setVisible(true);
#endif

//infostream<<"window inactive"<<std::endl;
flags->first_loop_after_window_activation = true;
return;
}
if (!flags->first_loop_after_window_activation)
flags->first_loop_after_window_activation = true;

#ifndef __ANDROID__
if (!random_input) {
// Mac OSX gets upset if this is set every frame
if (device->getCursorControl()->isVisible())
device->getCursorControl()->setVisible(false);
}
#endif
}

if (flags->first_loop_after_window_activation) {
//infostream<<"window active, first loop"<<std::endl;
flags->first_loop_after_window_activation = false;
} else {

void Game::updateCameraOrientation(CameraOrientation *cam,
const VolatileRunFlags &flags)
{
#ifdef HAVE_TOUCHSCREENGUI

if (g_touchscreengui) {
cam->camera_yaw = g_touchscreengui->getYaw();
cam->camera_pitch = g_touchscreengui->getPitch();
} else {
if (g_touchscreengui) {
cam->camera_yaw = g_touchscreengui->getYaw();
cam->camera_pitch = g_touchscreengui->getPitch();
} else {
#endif
s32 dx = input->getMousePos().X - (driver->getScreenSize().Width / 2);
s32 dy = input->getMousePos().Y - (driver->getScreenSize().Height / 2);

if (flags->invert_mouse
|| (camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT)) {
dy = -dy;
}
s32 dx = input->getMousePos().X - (driver->getScreenSize().Width / 2);
s32 dy = input->getMousePos().Y - (driver->getScreenSize().Height / 2);

//infostream<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
if (flags.invert_mouse
|| camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
dy = -dy;
}

float d = m_cache_mouse_sensitivity;
d = rangelim(d, 0.01, 100.0);
cam->camera_yaw -= dx * d;
cam->camera_pitch += dy * d;
// turn_amount = v2f(dx, dy).getLength() * d; // deprecated?
cam->camera_yaw -= dx * m_cache_mouse_sensitivity;
cam->camera_pitch += dy * m_cache_mouse_sensitivity;

#ifdef HAVE_TOUCHSCREENGUI
}
#endif

if (cam->camera_pitch < -89.5)
cam->camera_pitch = -89.5;
else if (cam->camera_pitch > 89.5)
cam->camera_pitch = 89.5;
}
#endif

input->setMousePos(driver->getScreenSize().Width / 2,
driver->getScreenSize().Height / 2);

// Deprecated? Not used anywhere else
// recent_turn_speed = recent_turn_speed * 0.9 + turn_amount * 0.1;
// std::cerr<<"recent_turn_speed = "<<recent_turn_speed<<std::endl;
cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
}


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