author | Bryan Dunsmore <dunsmoreb@gmail.com> |
Fri, 30 Nov 2012 20:04:15 -0600 | |
branch | webgl |
changeset 8108 | 39d7a16ce60c |
parent 8026 | 4a4f21070479 |
child 8330 | aaefa587e277 |
permissions | -rw-r--r-- |
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- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
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unit uCursor; |
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interface |
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procedure init; |
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procedure updatePosition; |
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implementation |
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uses SDLh, uVariables; |
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{$IFDEF WEBGL} |
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var offsetx, offsety : Integer; |
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{$ENDIF} |
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procedure init; |
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begin |
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SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2); |
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end; |
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procedure updatePosition; |
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var x, y: LongInt; |
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{$IFDEF WEBGL} |
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tx, ty : LongInt; |
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{$ENDIF} |
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begin |
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SDL_GetMouseState(@x, @y); |
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{$IFDEF WEBGL} |
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tx := x; |
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ty := y; |
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x := x + offsetx; |
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y := y + offsety; |
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{$ENDIF} |
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if(x <> cScreenWidth div 2) or (y <> cScreenHeight div 2) then |
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begin |
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CursorPoint.X:= CursorPoint.X + x - cScreenWidth div 2; |
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CursorPoint.Y:= CursorPoint.Y - y + cScreenHeight div 2; |
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6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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if cHasFocus then |
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begin |
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{$IFNDEF WEBGL} |
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SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2); |
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{$ELSE} |
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offsetx := cScreenWidth div 2 - tx; |
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offsety := cScreenHeight div 2 - ty; |
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{$ENDIF} |
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end; |
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end |
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end; |
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end. |