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Fix camera jumping on Android when panning past 0/360 mark
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@ -3362,7 +3362,7 @@ void Game::updateCameraOrientation(CameraOrientation *cam,
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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_yaw += g_touchscreengui->getYawChange();
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cam->camera_pitch = g_touchscreengui->getPitch();
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} else {
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#endif
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@ -414,7 +414,7 @@ void AutoHideButtonBar::show()
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TouchScreenGUI::TouchScreenGUI(IrrlichtDevice *device, IEventReceiver* receiver):
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m_device(device),
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m_guienv(device->getGUIEnvironment()),
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m_camera_yaw(0.0),
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m_camera_yaw_change(0.0),
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m_camera_pitch(0.0),
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m_visible(false),
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m_move_id(-1),
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@ -835,18 +835,12 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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/* adapt to similar behaviour as pc screen */
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double d = g_settings->getFloat("mouse_sensitivity") *4;
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double old_yaw = m_camera_yaw;
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double old_yaw = m_camera_yaw_change;
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double old_pitch = m_camera_pitch;
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m_camera_yaw -= dx * d;
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m_camera_yaw_change -= dx * d;
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m_camera_pitch = MYMIN(MYMAX(m_camera_pitch + (dy * d), -180), 180);
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while (m_camera_yaw < 0)
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m_camera_yaw += 360;
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while (m_camera_yaw > 360)
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m_camera_yaw -= 360;
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// update shootline
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m_shootline = m_device
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->getSceneManager()
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@ -147,8 +147,14 @@ public:
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void init(ISimpleTextureSource* tsrc);
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double getYaw() { return m_camera_yaw; }
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double getYawChange() {
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double res = m_camera_yaw_change;
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m_camera_yaw_change = 0;
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return res;
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}
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double getPitch() { return m_camera_pitch; }
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line3d<f32> getShootline() { return m_shootline; }
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void step(float dtime);
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@ -170,7 +176,7 @@ private:
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bool m_visible; // is the gui visible
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/* value in degree */
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double m_camera_yaw;
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double m_camera_yaw_change;
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double m_camera_pitch;
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line3d<f32> m_shootline;
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