Uncap FPS, disable VSync, check for mouse input per frame and improve nanoTime precision.

This commit is contained in:
ABU008
2026-03-06 11:26:16 +00:00
parent eccd785110
commit c712b07fc3
5 changed files with 27 additions and 19 deletions

View File

@@ -162,28 +162,26 @@ void Input::tick(LocalPlayer *player)
tx = ty = 0.0f;
}
float turnX = tx * abs(tx) * turnSpeed;
float turnY = ty * abs(ty) * turnSpeed;
player->interpolateTurn(tx* abs(tx)* turnSpeed, ty* abs(ty)* turnSpeed);
#ifdef _WINDOWS64
if (iPad == 0 && g_KBMInput.IsMouseGrabbed() && g_KBMInput.IsKBMActive())
{
float mouseSensitivity = ((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InGame)) / 100.0f;
float mouseLookScale = 5.0f;
float mx = g_KBMInput.GetLookX(mouseSensitivity * mouseLookScale);
float my = g_KBMInput.GetLookY(mouseSensitivity * mouseLookScale);
if ( app.GetGameSettings(iPad,eGameSetting_ControlInvertLook) )
int dx = g_KBMInput.GetRawDeltaX();
int dy = g_KBMInput.GetRawDeltaY();
g_KBMInput.ConsumeMouseDelta();
if (dx != 0 || dy != 0)
{
my = -my;
float mouseSensitivity = ((float)app.GetGameSettings(iPad, eGameSetting_Sensitivity_InGame)) / 100.0f;
float mouseLookScale = 5.0f;
float mdx = dx * mouseSensitivity * mouseLookScale;
float mdy = -dy * mouseSensitivity * mouseLookScale;
if (app.GetGameSettings(iPad, eGameSetting_ControlInvertLook))
mdy = -mdy;
player->interpolateTurn(mdx, mdy);
}
turnX += mx;
turnY += my;
}
#endif
player->interpolateTurn(turnX, turnY);
//jumping = controller.isButtonPressed(0);