author | Mitchell Kember <mk12360@gmail.com> |
Tue, 04 Dec 2012 17:57:18 -0500 | |
branch | flibqtfrontend |
changeset 8251 | 81789b027dd7 |
parent 8222 | d3dc08500fc0 |
child 8330 | aaefa587e277 |
child 8346 | 3443e0de2c9d |
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 resetPosition; |
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procedure updatePosition; |
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implementation |
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uses SDLh, uVariables; |
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procedure init; |
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begin |
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resetPosition(); |
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end; |
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procedure resetPosition; |
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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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begin |
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SDL_GetMouseState(@x, @y); |
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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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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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SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2); |
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end |
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end; |
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end. |