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Camera: Improve subpixel movement (#7319)
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25
src/game.cpp
25
src/game.cpp
@ -2333,13 +2333,15 @@ void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
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}
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#endif
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if (m_first_loop_after_window_activation)
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if (m_first_loop_after_window_activation) {
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m_first_loop_after_window_activation = false;
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else
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updateCameraOrientation(cam, dtime);
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input->setMousePos((driver->getScreenSize().Width / 2),
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(driver->getScreenSize().Height / 2));
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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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updateCameraOrientation(cam, dtime);
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}
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} else {
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#ifndef ANDROID
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@ -2361,17 +2363,18 @@ void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
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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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v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
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v2s32 dist = input->getMousePos() - center;
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if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
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dy = -dy;
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dist.Y = -dist.Y;
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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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cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity;
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cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity;
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if (dist.X != 0 || dist.Y != 0)
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input->setMousePos(center.X, center.Y);
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#ifdef HAVE_TOUCHSCREENGUI
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}
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#endif
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