const GL::Vector3 &pos = camera.get_position();
const GL::Vector3 &look = camera.get_look_direction();
float dist = get_distance();
- float low = view.get_layout().get_layout().get_catalogue().get_gauge()*5;
+ // XXX This should probably depend on the layout contents in some way
+ float low = 0.1;
if(dist+delta<low)
delta = low-dist;
camera.set_position(pos-look*delta);
drag_mode = ((btn==2)==shift_pressed ? ROTATE : PAN);
}
else if(btn==4)
- {
adjust_distance(-get_distance()*0.1);
- }
else if(btn==5)
- {
adjust_distance(get_distance()*0.1);
- }
}
void CameraController::button_release(unsigned btn)