feat: implement game-tick input handling and per-frame edge detection

This commit is contained in:
daoge_cmd
2026-03-01 19:59:48 +08:00
parent e067d710e3
commit 2aee607d6c
5 changed files with 68 additions and 43 deletions

View File

@@ -131,9 +131,11 @@ void Input::tick(LocalPlayer *player)
// Mouse look (added after stick-based turn)
if (iPad == 0 && KMInput.IsCaptured())
{
float mouseSensitivity = 1.25f;
float mdx = KMInput.GetMouseDeltaX() * mouseSensitivity;
float mdy = -KMInput.GetMouseDeltaY() * mouseSensitivity;
float mouseSensitivity = 0.5f;
float rawDx, rawDy;
KMInput.ConsumeMouseDelta(rawDx, rawDy);
float mdx = rawDx * mouseSensitivity;
float mdy = -rawDy * mouseSensitivity;
if (app.GetGameSettings(iPad, eGameSetting_ControlInvertLook))
mdy = -mdy;
player->interpolateTurn(mdx, mdy);