Fix clippy::collapsible_match, collapse it
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parent
53a0bc9fb6
commit
728367c59b
82
src/main.rs
82
src/main.rs
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@ -631,53 +631,53 @@ fn handle_window_event<T>(
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use winit::event::*;
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use winit::event::*;
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match event {
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match event {
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Event::MainEventsCleared => return true,
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Event::MainEventsCleared => return true,
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Event::DeviceEvent { event, .. } => {
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Event::DeviceEvent {
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if let DeviceEvent::MouseMotion {
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event: DeviceEvent::MouseMotion {
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delta: (xrel, yrel),
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delta: (xrel, yrel),
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} = event
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},
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{
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..
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let (rx, ry) = if xrel > 1000.0 || yrel > 1000.0 {
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} => {
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// Heuristic for if we were passed an absolute value instead of relative
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let (rx, ry) = if xrel > 1000.0 || yrel > 1000.0 {
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// Workaround https://github.com/tomaka/glutin/issues/1084 MouseMotion event returns absolute instead of relative values, when running Linux in a VM
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// Heuristic for if we were passed an absolute value instead of relative
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// Note SDL2 had a hint to handle this scenario:
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// Workaround https://github.com/tomaka/glutin/issues/1084 MouseMotion event returns absolute instead of relative values, when running Linux in a VM
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// sdl2::hint::set_with_priority("SDL_MOUSE_RELATIVE_MODE_WARP", "1", &sdl2::hint::Hint::Override);
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// Note SDL2 had a hint to handle this scenario:
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let s = 8000.0 + 0.01;
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// sdl2::hint::set_with_priority("SDL_MOUSE_RELATIVE_MODE_WARP", "1", &sdl2::hint::Hint::Override);
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(
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let s = 8000.0 + 0.01;
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(xrel - game.last_mouse_xrel) / s,
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(
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(yrel - game.last_mouse_yrel) / s,
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(xrel - game.last_mouse_xrel) / s,
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)
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(yrel - game.last_mouse_yrel) / s,
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} else {
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)
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let s = 2000.0 + 0.01;
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} else {
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(xrel / s, yrel / s)
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let s = 2000.0 + 0.01;
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};
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(xrel / s, yrel / s)
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};
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game.last_mouse_xrel = xrel;
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game.last_mouse_xrel = xrel;
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game.last_mouse_yrel = yrel;
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game.last_mouse_yrel = yrel;
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use std::f64::consts::PI;
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use std::f64::consts::PI;
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if game.focused {
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if game.focused {
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window.set_cursor_grab(true).unwrap();
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window.set_cursor_grab(true).unwrap();
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window.set_cursor_visible(false);
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window.set_cursor_visible(false);
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if let Some(player) = game.server.player {
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if let Some(player) = game.server.player {
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let rotation = game
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let rotation = game
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.server
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.server
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.entities
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.entities
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.get_component_mut(player, game.server.rotation)
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.get_component_mut(player, game.server.rotation)
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.unwrap();
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.unwrap();
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rotation.yaw -= rx;
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rotation.yaw -= rx;
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rotation.pitch -= ry;
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rotation.pitch -= ry;
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if rotation.pitch < (PI / 2.0) + 0.01 {
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if rotation.pitch < (PI / 2.0) + 0.01 {
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rotation.pitch = (PI / 2.0) + 0.01;
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rotation.pitch = (PI / 2.0) + 0.01;
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}
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}
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if rotation.pitch > (PI / 2.0) * 3.0 - 0.01 {
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if rotation.pitch > (PI / 2.0) * 3.0 - 0.01 {
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rotation.pitch = (PI / 2.0) * 3.0 - 0.01;
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rotation.pitch = (PI / 2.0) * 3.0 - 0.01;
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}
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}
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}
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} else {
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window.set_cursor_grab(false).unwrap();
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window.set_cursor_visible(true);
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}
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}
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} else {
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window.set_cursor_grab(false).unwrap();
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window.set_cursor_visible(true);
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}
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}
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}
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}
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