Fix camera jumping on Android when panning past 0/360 mark

This commit is contained in:
rubenwardy 2016-12-11 21:57:43 +00:00
parent d9675d3d92
commit 0fdf24d64a
3 changed files with 15 additions and 15 deletions

@ -3362,7 +3362,7 @@ void Game::updateCameraOrientation(CameraOrientation *cam,
{
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui) {
cam->camera_yaw = g_touchscreengui->getYaw();
cam->camera_yaw += g_touchscreengui->getYawChange();
cam->camera_pitch = g_touchscreengui->getPitch();
} else {
#endif

@ -414,7 +414,7 @@ void AutoHideButtonBar::show()
TouchScreenGUI::TouchScreenGUI(IrrlichtDevice *device, IEventReceiver* receiver):
m_device(device),
m_guienv(device->getGUIEnvironment()),
m_camera_yaw(0.0),
m_camera_yaw_change(0.0),
m_camera_pitch(0.0),
m_visible(false),
m_move_id(-1),
@ -835,18 +835,12 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
/* adapt to similar behaviour as pc screen */
double d = g_settings->getFloat("mouse_sensitivity") *4;
double old_yaw = m_camera_yaw;
double old_yaw = m_camera_yaw_change;
double old_pitch = m_camera_pitch;
m_camera_yaw -= dx * d;
m_camera_yaw_change -= dx * d;
m_camera_pitch = MYMIN(MYMAX(m_camera_pitch + (dy * d), -180), 180);
while (m_camera_yaw < 0)
m_camera_yaw += 360;
while (m_camera_yaw > 360)
m_camera_yaw -= 360;
// update shootline
m_shootline = m_device
->getSceneManager()

@ -147,8 +147,14 @@ public:
void init(ISimpleTextureSource* tsrc);
double getYaw() { return m_camera_yaw; }
double getYawChange() {
double res = m_camera_yaw_change;
m_camera_yaw_change = 0;
return res;
}
double getPitch() { return m_camera_pitch; }
line3d<f32> getShootline() { return m_shootline; }
void step(float dtime);
@ -170,7 +176,7 @@ private:
bool m_visible; // is the gui visible
/* value in degree */
double m_camera_yaw;
double m_camera_yaw_change;
double m_camera_pitch;
line3d<f32> m_shootline;