Mercurial > fife-parpg
comparison engine/core/view/camera.h @ 245:ed1565a5a2a0
Fixed second camera in rio.
Now multiple Camera.setLocation calls per frame are handled correctly.
author | phoku@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Wed, 25 Mar 2009 14:17:59 +0000 |
parents | 44919eb74c40 |
children | 7e5717105212 |
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244:7887f3854862 | 245:ed1565a5a2a0 |
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251 * positions to be recalculated. If you constantly call this, you end up with pixel wobbling | 251 * positions to be recalculated. If you constantly call this, you end up with pixel wobbling |
252 * effect when camera is moved. | 252 * effect when camera is moved. |
253 */ | 253 */ |
254 void refresh(); | 254 void refresh(); |
255 | 255 |
256 /** Returns latest camera movement in screen coordinates (dx, dy) | |
257 */ | |
258 inline ScreenPoint getLatestMovement() { | |
259 return m_prev_origo - m_cur_origo; | |
260 } | |
261 | |
262 /** Resets temporary values from last update round, like warped flag | 256 /** Resets temporary values from last update round, like warped flag |
263 */ | 257 */ |
264 void resetUpdates(); | 258 void resetUpdates(); |
265 | 259 |
266 /** Adds new renderer on the view. Ownership is transferred to the camera. | 260 /** Adds new renderer on the view. Ownership is transferred to the camera. |