forked from teamnwah/openmw-tes3coop
use float for the mouse position tracking, should be more accurate for sensitivity multipliers != 1
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2 changed files with 7 additions and 7 deletions
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@ -378,12 +378,12 @@ namespace MWInput
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// We keep track of our own mouse position, so that moving the mouse while in
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// game mode does not move the position of the GUI cursor
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mMouseX += arg.state.X.rel * mUISensitivity;
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mMouseY += arg.state.Y.rel * mUISensitivity * mUIYMultiplier;
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mMouseX = std::max(0, std::min(mMouseX, viewSize.width));
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mMouseY = std::max(0, std::min(mMouseY, viewSize.height));
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mMouseX += float(arg.state.X.rel) * mUISensitivity;
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mMouseY += float(arg.state.Y.rel) * mUISensitivity * mUIYMultiplier;
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mMouseX = std::max(0.f, std::min(mMouseX, float(viewSize.width)));
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mMouseY = std::max(0.f, std::min(mMouseY, float(viewSize.height)));
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MyGUI::InputManager::getInstance().injectMouseMove(mMouseX, mMouseY, arg.state.Z.abs);
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MyGUI::InputManager::getInstance().injectMouseMove( int(mMouseX), int(mMouseY), arg.state.Z.abs);
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}
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if (mMouseLookEnabled)
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@ -143,8 +143,8 @@ namespace MWInput
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bool mMouseLookEnabled;
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bool mGuiCursorEnabled;
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int mMouseX;
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int mMouseY;
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float mMouseX;
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float mMouseY;
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std::map<std::string, bool> mControlSwitch;
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